etqw-sdk/source/game/guis/UICinematic.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "UserInterfaceManager.h"
#include "UIWindow.h"
#include "UserInterfaceLocal.h"
#include "UICinematic.h"
SD_UI_IMPLEMENT_CLASS( sdUICinematic, sdUIWindow )
/*
============
sdUICinematic::sdUICinematic
============
*/
sdUICinematic::sdUICinematic() :
active( 0.0f ),
looping( 0.0f ),
soundShader( NULL ),
sw( NULL ),
soundEmitter( NULL ) {
scriptState.GetProperties().RegisterProperty( "soundShader", soundShaderName );
scriptState.GetProperties().RegisterProperty( "active", active );
scriptState.GetProperties().RegisterProperty( "looping", looping );
UI_ADD_STR_CALLBACK( soundShaderName, sdUICinematic, OnSoundShaderChanged )
UI_ADD_FLOAT_CALLBACK( active, sdUICinematic, OnActiveChanged )
}
/*
============
sdUICinematic::sdUICinematic
============
*/
sdUICinematic::~sdUICinematic() {
if ( soundEmitter != NULL ) {
soundEmitter->Free( true );
soundEmitter = NULL;
}
}
/*
============
sdUICinematic::DrawLocal
============
*/
void sdUICinematic::DrawLocal() {
if( !PreDraw() ) {
return;
}
if ( soundEmitter == NULL ) {
PostDraw();
return;
}
int handle;
uiMaterialCache_t::Iterator iter = GetUI()->FindCachedMaterial( va( "%p_mat", this ), handle );
if( !GetUI()->IsValidMaterial( iter ) ) {
PostDraw();
return;
}
uiCachedMaterial_t& cached = *iter->second;
deviceContext->SetColor( backColor );
deviceContext->DrawCinematic( cachedClientRect.x, cachedClientRect.y, cachedClientRect.z, cachedClientRect.w,
0.0f, 0.0f, 1.0f, 1.0f,
cached.material.material, soundEmitter, rotation );
if ( !soundEmitter->CurrentlyPlaying() && active == 1.0f ) {
active = 0.0f;
}
PostDraw();
}
/*
============
sdUICinematic::OnSoundShaderChanged
============
*/
void sdUICinematic::OnSoundShaderChanged( const idStr& oldValue, const idStr& newValue ) {
if ( active != 0.0f ) {
active = 0.0f;
}
soundShader = declHolder.FindSoundShader( GetUI()->GetSound( newValue.c_str() ) );
}
/*
============
sdUICinematic::OnActiveChanged
============
*/
void sdUICinematic::OnActiveChanged( const float oldValue, const float newValue ) {
if ( newValue == 1.0f && oldValue == 0.0f ) {
if ( sw == NULL ) {
sw = soundSystem->GetPlayingSoundWorld();
if ( sw == NULL ) {
return;
}
soundEmitter = sw->AllocSoundEmitter();
int shaderFlags = 0;
if ( looping > 0.0f ) {
shaderFlags |= SSF_LOOPING;
}
//gameLocal.Printf( "Starting sound %s\n", soundShader->GetName() );
soundEmitter->StartSound( soundShader, SND_ANY, 0, 0.0f, shaderFlags );
}
} else if ( newValue == 0.0f && oldValue == 1.0f ) {
if ( sw == NULL ) {
return;
}
if ( soundEmitter != NULL ) {
soundEmitter->Free( true );
soundEmitter = NULL;
}
sw = NULL;
}
}