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
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GUI_SOUND_SET_H
#define GUI_SOUND_SET_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;
/**
* Returns a random sound index if more than one sound was loaded.
* Used for unit acknowledgements, could be called for weapons too.
*/
int getRandomIdx() const {
switch (sounds.size()) {
case 0: { return -1; }
case 1: { return 0; }
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 // GUI_SOUND_SET
|