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#ifndef GUISOUNDSET_H
#define GUISOUNDSET_H
#include <cstdlib>
#include <vector>
#include <string>
struct GuiSoundSet
{
struct Data {
Data() : name(""), id(0), volume(0.0f) {}
Data(const std::string& n, int i, float v) : name(n), id(i), volume(v) {}
std::string name;
int id;
float volume;
};
std::vector<Data> sounds;
// return a random sound index if more than one sound was loaded
// (used for unit acknowledgements, could be called for weapons too)
int getRandomIdx(void) const {
switch (sounds.size()) {
case 0: { return -1; break; }
case 1: { return 0; break; }
default: { return rand() % sounds.size(); }
}
}
bool ValidIndex(int idx) const {
return ((idx >= 0) && (idx < (int)sounds.size()));
}
// get a (loaded) sound's name for index <idx>
std::string getName(int idx) const {
return ValidIndex(idx) ? sounds[idx].name : "";
}
// get a (loaded) sound's ID for index <idx>
int getID(int idx) const {
return ValidIndex(idx) ? sounds[idx].id : 0;
}
// get a (loaded) sound's volume for index <idx>
float getVolume(int idx) const {
return ValidIndex(idx) ? sounds[idx].volume : 0.0f;
}
// set a (loaded) sound's name for index <idx>
void setName(int idx, std::string name) {
if (ValidIndex(idx)) {
sounds[idx].name = name;
}
}
// set a (loaded) sound's ID for index <idx>
void setID(int idx, int id) {
if (ValidIndex(idx)) {
sounds[idx].id = id;
}
}
// set a (loaded) sound's volume for index <idx>
void setVolume(int idx, float volume) {
if (ValidIndex(idx)) {
sounds[idx].volume = volume;
}
}
};
#endif
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