//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef EXAMPLE_COMPONENT_H #define EXAMPLE_COMPONENT_H #pragma once #ifndef COMPONENT_H #include "T3D/components/component.h" #endif #ifndef RENDER_COMPONENT_INTERFACE_H #include "T3D/components/render/renderComponentInterface.h" #endif class SFXSource; //SoundComponent //A basic example of the various functions you can utilize to make your own component! //This example doesn't really DO anything, persay, but you can readily copy it as a base //and use it as a starting point for your own. class SoundComponent : public Component, public RenderComponentInterface, public EditorInspectInterface { typedef Component Parent; public: enum PublicConstants { MaxSoundThreads = 4, ///< Should be a power of 2 }; /// @name Network state masks /// @{ /// enum SoundComponentMasks { SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits }; enum BaseMaskConstants { SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN, }; /// @name Scripted Sound /// @{ struct Sound { bool play; ///< Are we playing this sound? SimTime timeout; ///< Time until we stop playing this sound. SFXTrack* profile; ///< Profile on server SFXSource* sound; ///< Sound on client Sound() { play = false; timeout = 0; profile = NULL; sound = NULL; } }; Sound mSoundThread[MaxSoundThreads]; SFXTrack* mSoundFile[MaxSoundThreads]; bool mPreviewSound[MaxSoundThreads]; bool mPlay[MaxSoundThreads]; /// @} SoundComponent(); virtual ~SoundComponent(); DECLARE_CONOBJECT(SoundComponent); virtual bool onAdd(); virtual void onRemove(); static void initPersistFields(); static bool _previewSound(void *object, const char *index, const char *data); static bool _autoplay(void *object, const char *index, const char *data); virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); virtual void unpackUpdate(NetConnection *con, BitStream *stream); virtual void onComponentRemove(); virtual void onComponentAdd(); virtual void componentAddedToOwner(Component *comp); virtual void componentRemovedFromOwner(Component *comp); virtual void onInspect(); virtual void onEndInspect(); virtual void processTick(); virtual void advanceTime(F32 dt); virtual void interpolateTick(F32 delta); void prepRenderImage(SceneRenderState* state); void _renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat); virtual void playAudio(U32 slotNum, SFXTrack* profile = NULL); virtual void stopAudio(U32 slot); virtual void updateServerAudio(); virtual void updateAudioState(Sound& st); virtual void updateAudioPos(); //why god why virtual TSShape* getShape() { return NULL; }; Signal< void(RenderComponentInterface*) > onShapeChanged; virtual TSShapeInstance* getShapeInstance() { return NULL; }; Signal< void(RenderComponentInterface*) > onShapeInstanceChanged; virtual MatrixF getNodeTransform(S32 nodeIdx) { return MatrixF::Identity; }; virtual Vector getNodeTransforms() { return NULL; }; virtual void setNodeTransforms(Vector transforms) {}; }; #endif