//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // GambleKit Copyright (C) 2014 Ivan Donev // // This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // contact: gamblekit@gmail.com //-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- #include "GkGameAnimationsSoundBinding.h" GkGameAnimationsSoundBinding::GkGameAnimationsSoundBinding(GkSoundSource *soundSource, GkSoundDevice *soundDevice, bool looping, int numAnimations, ...) : GkGameEntity() { this->soundSource = soundSource; this->soundDevice = soundDevice; this->looping = looping; this->numAnimations = numAnimations; GkGameAnimation **parameters = (GkGameAnimation **)((int)&numAnimations + 4); this->animations = new GkGameAnimationsSoundBindingAnimation[numAnimations]; for (int i = 0; i < numAnimations; i++) { this->animations[i].animation = parameters[i]; this->animations[i].played = false; } } GkGameAnimationsSoundBinding::~GkGameAnimationsSoundBinding(void) { delete[] this->animations; } void GkGameAnimationsSoundBinding::Process(GkGame *game) { for (int i = 0; i < this->numAnimations; i++) { if (this->animations[i].animation->visible && this->animations[i].animation->active) { if (!this->animations[i].played) { if (this->looping) this->soundDevice->PlaySourceLooping(this->soundSource); else this->soundDevice->PlaySource(this->soundSource); this->animations[i].played = true; } } else { if (this->looping) { this->soundDevice->PauseSource(this->soundSource); } this->animations[i].played = false; } } }