c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
99 lines
4.4 KiB
C++
99 lines
4.4 KiB
C++
/*************************************************************************/
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/* cp_sample_manager.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CP_SAMPLE_MANAGER_H
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#define CP_SAMPLE_MANAGER_H
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#include "cp_config.h"
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#include "cp_sample_defs.h"
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/**
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@author Juan Linietsky
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*/
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/* abstract base CPSample_ID class */
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struct CPSample_ID {
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void *_private;
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bool operator==(const CPSample_ID&p_other) const { return _private==p_other._private; }
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bool operator!=(const CPSample_ID&p_other) const { return _private!=p_other._private; }
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bool is_null() const { return _private==0; }
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CPSample_ID(void *p_private=0) { _private=p_private; };
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};
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class CPSampleManager {
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static CPSampleManager * singleton;
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public:
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/* get the singleton instance */
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static CPSampleManager *get_singleton();
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virtual void copy_to(CPSample_ID p_from,CPSample_ID &p_to); ///< if p_to is null, it gets created
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virtual CPSample_ID create(bool p_16bits,bool p_stereo,int32_t p_len)=0;
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virtual void recreate(CPSample_ID p_id,bool p_16bits,bool p_stereo,int32_t p_len)=0;
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virtual void destroy(CPSample_ID p_id)=0;
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virtual bool check(CPSample_ID p_id)=0; // return false if invalid
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virtual void set_c5_freq(CPSample_ID p_id,int32_t p_freq)=0;
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virtual void set_loop_begin(CPSample_ID p_id,int32_t p_begin)=0;
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virtual void set_loop_end(CPSample_ID p_id,int32_t p_end)=0;
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virtual void set_loop_type(CPSample_ID p_id,CPSample_Loop_Type p_type)=0;
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virtual void set_chunk(CPSample_ID p_id,int32_t p_index,void *p_data,int p_data_len)=0;
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virtual int32_t get_loop_begin(CPSample_ID p_id)=0;
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virtual int32_t get_loop_end(CPSample_ID p_id)=0;
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virtual CPSample_Loop_Type get_loop_type(CPSample_ID p_id)=0;
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virtual int32_t get_c5_freq(CPSample_ID p_id)=0;
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virtual int32_t get_size(CPSample_ID p_id)=0;
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virtual bool is_16bits(CPSample_ID p_id)=0;
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virtual bool is_stereo(CPSample_ID p_id)=0;
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virtual bool lock_data(CPSample_ID p_id)=0;
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virtual void *get_data(CPSample_ID p_id)=0; /* WARNING: Not all sample managers
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may be able to implement this, it depends on the mixer in use! */
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virtual int16_t get_data(CPSample_ID p_id, int p_sample, int p_channel=0)=0; /// Does not need locking
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virtual void set_data(CPSample_ID p_id, int p_sample, int16_t p_data,int p_channel=0)=0; /// Does not need locking
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virtual void unlock_data(CPSample_ID p_id)=0;
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virtual void get_chunk(CPSample_ID p_id,int32_t p_index,void *p_data,int p_data_len)=0;
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CPSampleManager();
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virtual ~CPSampleManager(){}
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};
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#endif
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