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CnC_Renegade/Code/Tools/LevelEdit/SoundNode.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/SoundNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/16/01 4:49p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __SOUND_NODE_H
#define __SOUND_NODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "decophys.h"
#include "audiblesound.h"
#include "AttenuationSphere.h"
#include "definitionclassids.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// SoundNodeClass
//
////////////////////////////////////////////////////////////////////////////
class SoundNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
SoundNodeClass (PresetClass *preset = NULL);
SoundNodeClass (const SoundNodeClass &src);
~SoundNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const SoundNodeClass &operator= (const SoundNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
//
// RTTI
//
SoundNodeClass *As_SoundNodeClass (void) { return this; }
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new SoundNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_SOUND; }
int Get_Icon_Index (void) const { return SOUND_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return PhysObj; }
bool Is_Static (void) const { return false; }
bool Can_Be_Rotated_Freely (void) const { return true; }
bool Is_Rotation_Restricted (void) const { return false; }
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Set_ID (uint32 id);
bool Show_Settings_Dialog (void);
bool Is_Attenuation_Sphere_Shown (void) { return (Sphere != NULL); }
void Show_Attenuation_Spheres (bool onoff);
float Get_Attenuation_Radius (void);
void Set_Attenuation_Radius (float radius);
//
// Load support
//
void Use_Legacy_Load (bool onoff) { UseLegacyLoad = onoff; }
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
//
// Notifications
//
void On_Rotate (void);
void On_Translate (void);
void On_Transform (void);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
void Release_Sound (void);
void Update_Sound (void);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * PhysObj;
AudibleSoundClass * SoundObj;
AttenuationSphereClass * Sphere;
AudibleSoundDefinitionClass InstanceSettings;
bool OverridePreset;
bool UseLegacyLoad;
};
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
SoundNodeClass::On_Rotate (void)
{
if (SoundObj != NULL) {
SoundObj->Set_Transform (m_Transform);
}
if (Sphere != NULL) {
Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
SoundNodeClass::On_Translate (void)
{
if (SoundObj != NULL) {
SoundObj->Set_Transform (m_Transform);
}
if (Sphere != NULL) {
Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
SoundNodeClass::On_Transform (void)
{
if (SoundObj != NULL) {
SoundObj->Set_Transform (m_Transform);
}
if (Sphere != NULL) {
Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Transform ();
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Attenuation_Radius
//////////////////////////////////////////////////////////////////
inline float
SoundNodeClass::Get_Attenuation_Radius (void)
{
return InstanceSettings.Get_DropOff_Radius ();
}
//////////////////////////////////////////////////////////////////
// Set_Attenuation_Radius
//////////////////////////////////////////////////////////////////
inline void
SoundNodeClass::Set_Attenuation_Radius (float radius)
{
if (radius != InstanceSettings.Get_DropOff_Radius ()) {
InstanceSettings.Set_DropOff_Radius (radius);
Update_Sound ();
}
return ;
}
#endif //__SOUND_NODE_H