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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// Organ.cpp
//
// History:
// 08/05/97 JRD Started. Linked in with SampleMaster.h
//
// 08/05/97 JMI Now calls PurgeSamples() when done playing with the organ.
// Converted to rspGetKeyStatusArray().
//
// 08/17/97 JMI The second time you entered the organ, it would exit
// right away.
// Also, now, when you choose 'Back', it goes back. It
// used to merely check for the escape key in order to
// exit. Now it actually pumps the menu input so any normal
// means of exiting a menu will work for this menu as well.
// This provides a little better user feedback.
// Also, took out aborting of sounds on exit. Seemed to
// abrupt or something.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem().
//
//////////////////////////////////////////////////////////////////////////////
//
// Allows a player to play with his organ
//
//////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
#ifdef PATHS_IN_INCLUDES
#include "WishPiX/ResourceManager/resmgr.h"
#else
#include "resmgr.h"
#endif
#include "SampleMaster.h"
#include "game.h"
#include "update.h"
#include "organ.h"
#define OR_BANK_KEY RSP_SK_TAB
// Set by callback or within PlayWithMyOrgan() to quit.
static int16_t ms_sContinue;
void PlayWithMyOrgan()
{
// only allow certain keys to be active:
char acValidKeys[] = "1234567890QWERTYUIOPASDFGHJKLZXCVBNM";
int16_t sNumValid = strlen(acValidKeys);
int16_t sNumSounds = CSoundCatalogue::NumSounds();
int16_t sNumBanks = (sNumSounds + sNumValid - 1) / sNumValid;
int16_t sCurBank = 0;
ms_sContinue = 1;
U8* pau8KeyStatus = rspGetKeyStatusArray();
RInputEvent ie;
// Clear status array.
memset(pau8KeyStatus, 0, 128);
// Let's play some noise!
while (ms_sContinue)
{
int16_t i;
UpdateSystem();
for (i=0;i<sNumValid;i++)
{
if ( pau8KeyStatus[acValidKeys[i]] )
{
// he just pressed this key - play the note:
// Play sample CSoundCatalogue::ms_ppcNameList[
// i + sNumValid * sCurBank if this isn't bigger
// than sNumSounds
int16_t sCurSample = (sNumValid * sCurBank + i) % sNumSounds;
if (sCurSample < sNumSounds)
{
// Play the sample
PlaySample(
*CSoundCatalogue::ms_ppsmNameList[sCurSample],
SampleMaster::Unspecified,
255); // initial volume
}
// Clear key.
pau8KeyStatus[acValidKeys[i]] = 0;
}
}
if (pau8KeyStatus[OR_BANK_KEY]) // switch banks:
{
sCurBank++;
if (sCurBank > sNumBanks)
{
sCurBank = 0;
}
// Clear key.
pau8KeyStatus[OR_BANK_KEY] = 0;
}
// Get the next input event, if any.
ie.type = RInputEvent::None;
rspGetNextInputEvent(&ie);
// Process menu input (cancel or choice keys).
DoMenuInput(&ie, 1);
// Do menu output (probably none most of the time in this case).
// ....maybe not necessary since there's
// DoMenuOutput(g_pimScreenBuf);
// Draw newest state of menu....maybe not necessary since there's
// only one option.
// rspUpdateDisplay();
if (rspGetQuitStatus() )
{
ms_sContinue = 0;
}
}
// End playing samples.
// AbortAllSamples();
// Loop until done (if not they won't purge).
// while (IsSamplePlaying() == true)
{
// Update();
}
// Purge all samples so we increase memory overhead.
PurgeSamples();
rspClearAllInputEvents();
}
//////////////////////////////////////////////////////////////////////////////
// Choice callback from menu.
//////////////////////////////////////////////////////////////////////////////
extern bool Organ_MenuChoice( // Returns true to accept choice, false to deny.
Menu* /*pmenuCurrent*/, // Current menu.
int16_t sMenuItem) // Item chosen.
{
if (sMenuItem >= 0)
{
ms_sContinue = FALSE;
}
// Audible Feedback.
if (sMenuItem == -1)
PlaySample(g_smidMenuItemChange, SampleMaster::UserFeedBack);
else
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
// I'm sure that choice'll be fine.
return true;
}
//////////////////////////////////////////////////////////////////////////////
// EOF
//////////////////////////////////////////////////////////////////////////////
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