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Using references matches the C++ coding style better and should improve performance a bit in theory. It avoids 2 copies of T in case of the functions registered with RegisterFunction (mainy used in the GUI). It should also avoid one or two copies in case of DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I haven't bothered to count it there exactly. It is now predefined which types have to be passed by const reference and which are passed by value. Note that references can't be used as out-parameters (to return multiple values to JS). This hasn't worked before either and probably never will. This was SVN commit r17696.
99 lines
2.7 KiB
C++
99 lines
2.7 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpSoundManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "soundmanager/ISoundManager.h"
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class CCmpSoundManager : public ICmpSoundManager
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager) )
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(SoundManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// Do nothing here - sounds are purely local, and don't need to be preserved across saved games etc
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// (If we add music support in here then we might want to save the music state, though)
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void PlaySoundGroup(const std::wstring& name, entity_id_t source)
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{
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if ( ! g_SoundManager || (source == INVALID_ENTITY) )
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return;
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
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int currentPlayer = GetSimContext().GetCurrentDisplayedPlayer();
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if ( !cmpRangeManager ||
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( cmpRangeManager->GetLosVisibility(source, currentPlayer) != ICmpRangeManager::VIS_VISIBLE ) )
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return;
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), source);
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if (cmpPosition && cmpPosition->IsInWorld())
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{
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bool playerOwned = false;
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CmpPtr<ICmpOwnership> cmpOwnership( GetSimContext(), source);
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if (cmpOwnership)
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playerOwned = cmpOwnership->GetOwner() == currentPlayer;
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CVector3D sourcePos = CVector3D(cmpPosition->GetPosition());
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g_SoundManager->PlayAsGroup(name, sourcePos, source, playerOwned);
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}
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}
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virtual void StopMusic()
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{
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if (!g_SoundManager)
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return;
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g_SoundManager->Pause(true);
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}
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};
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REGISTER_COMPONENT_TYPE(SoundManager)
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