jediacademy/code/ff/ff_system.h

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2013-04-04 22:35:38 +00:00
#ifndef FF_SYSTEM_H
#define FF_SYSTEM_H
//#include "ff_utils.h"
//#include "ff_compound.h"
//#include "ff_ffset.h"
//#include "ff_configparser.h"
#include "ff_ConfigParser.h"
#include "ff_ChannelSet.h"
#include "ff_HandleTable.h"
//===[FFSystem]=======================================================/////////////
//
// The main system for a single user with multiple channels for
// multiple simultaneous devices. All this is factored and 'classy'
// with the intent to make it more readable and easy to track bugs.
//
// That's the intent, at least.
//
//====================================================================/////////////
class FFSystem
{
public:
typedef FFConfigParser Config;
typedef FFChannelSet Channel;
typedef FFHandleTable Handle;
protected:
Config mConfig;
Channel mChannel;
Handle mHandle;
qboolean mInitialized;
ffHandle_t ffShake;
public:
qboolean Init( const char *channels );
void Shutdown()
{
mInitialized = qfalse;
mHandle.clear();
mChannel.clear();
mConfig.Clear();
}
ffHandle_t Register( const char *name, int channel, qboolean notfound = qtrue, qboolean create = qtrue )
{
ffHandle_t result = FF_HANDLE_NULL;
if ( name && name[ 0 ] )
{
ChannelCompound compound( channel );
mChannel.Register( compound, name, create );
result = mHandle.Convert( compound, name, notfound );
}
return result;
}
qboolean StopAll()
{
return mChannel.StopAll();
}
const char* GetName( ffHandle_t ff )
{
return mHandle.GetName( ff );
}
qboolean Stop( ffHandle_t ff )
{
return mHandle[ ff ].Stop();
}
qboolean Play( ffHandle_t ff )
{
return mHandle[ ff ].Start();
}
qboolean EnsurePlaying( ffHandle_t ff )
{
return mHandle[ ff ].EnsurePlaying();
}
qboolean Shake( int intensity, int duration, qboolean ensure = qtrue )
{
ChannelCompound &Compound = mHandle[ ffShake ];
Compound.ChangeDuration( duration );
Compound.ChangeGain( intensity );
return ensure
? EnsurePlaying( ffShake )
: Compound.Start()
;
}
qboolean IsInitialized() { return mInitialized; }
qboolean IsPlaying( ffHandle_t ff )
{
return mHandle[ ff ].IsPlaying();
}
qboolean ChangeGain( ffHandle_t ff, DWORD gain )
{
return mHandle[ ff ].ChangeGain( gain );
}
//
// Optional
//
// qboolean Lookup( set<ffHandle_t> &result, const char *name )
// {
// set<MultiEffect*> effect;
// return
// mChannel.Lookup( effect, name )
// && mHandle.Lookup( result, effect, name );
// }
#ifdef FF_ACCESSOR
// Channel& GetChannels() { return mChannel; } // for CMD_FF_Info
Handle& GetHandles() { return mHandle; } // for CMD_FF_Info
#endif
#ifdef FF_CONSOLECOMMAND
void Display( TNameTable &Unprocessed, TNameTable &Processed );
void GetDisplayTokens( TNameTable &Tokens );
#endif
};
#endif // FF_SYSTEM_H