File: CommonDefHandler.cpp

package info (click to toggle)
spring 106.0%2Bdfsg-4
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 55,316 kB
  • sloc: cpp: 543,954; ansic: 44,800; python: 12,575; java: 12,201; awk: 5,889; sh: 1,796; asm: 1,546; xml: 655; perl: 405; php: 211; objc: 194; makefile: 76; sed: 2
file content (75 lines) | stat: -rw-r--r-- 2,258 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include <algorithm>
#include <array>

#include "CommonDefHandler.h"

#include "Sim/Misc/GuiSoundSet.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Sound/ISound.h"
#include "System/Log/ILog.h"

static const std::array<std::string, 2> soundExts = {{"wav", "ogg"}};

// UnitDef and WeaponDef sound-sets; [0] is always a dummy
static std::vector<GuiSoundSetData> soundSetData;


void CommonDefHandler::InitStatic()
{
	soundSetData.clear();
	soundSetData.reserve(4096);
	soundSetData.emplace_back();
}

void CommonDefHandler::KillStatic()
{
	LOG_L(L_INFO, "[CommonDefHandler::%s] %u sound-set data items added", __func__, uint32_t(soundSetData.size()));
}


void CommonDefHandler::AddSoundSetData(GuiSoundSet& soundSet, const std::string& fileName, float volume)
{
	// NB: for each set, all data variants should be loaded sequentially
	soundSet.UpdateIndices(soundSetData.size());
	soundSetData.emplace_back(fileName, -1, volume);
}

GuiSoundSetData& CommonDefHandler::GetSoundSetData(size_t idx)
{
	return (soundSetData.at(idx));
}

size_t CommonDefHandler::SoundSetDataCount()
{
	return (soundSetData.size());
}


int CommonDefHandler::LoadSoundFile(const std::string& fileName)
{
	if (!fileName.empty()) {
		const std::string soundExt = std::move(FileSystem::GetExtension(fileName));

		// unlike constructing a CFileHandler this does not read the data
		// into memory; faster for large files and many small individually
		// compressed sounds (e.g. in pool archives)
		const bool foundExt = (std::find(soundExts.cbegin(), soundExts.cend(), soundExt) != soundExts.cend());
		const bool haveFile = (foundExt && CFileHandler::FileExists(fileName, SPRING_VFS_RAW_FIRST));
		const bool haveItem = (haveFile || sound->HasSoundItem(fileName));

		if (haveItem)
			return (sound->GetSoundId(fileName));

		const std::string soundFile = "sounds/" + fileName + ((soundExt.empty())? ".wav": "");

		if (CFileHandler::FileExists(soundFile, SPRING_VFS_RAW_FIRST))
			return (sound->GetSoundId(soundFile));

		LOG_L(L_WARNING, "[%s] could not load sound \"%s\" from {Unit,Weapon}Def", __func__, fileName.c_str());
	}

	return 0;
}