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9 changed files with 262 additions and 319 deletions

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@ -7,15 +7,11 @@ Jump to version:
## 5.1.0 (Unreleased) ## 5.1.0 (Unreleased)
### MLEM ### MLEM
Additions
- Added RotateBy to Direction2Helper
Fixes Fixes
- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame - Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame
Improvements Improvements
- Improved NinePatch memory performance - Improved NinePatch memory performance
- Moved sound-related classes into Sound namespace
### MLEM.Ui ### MLEM.Ui
Fixes Fixes

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@ -10,7 +10,6 @@ using MLEM.Input;
using MLEM.Misc; using MLEM.Misc;
using MLEM.Textures; using MLEM.Textures;
using MLEM.Ui.Style; using MLEM.Ui.Style;
using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
namespace MLEM.Ui.Elements { namespace MLEM.Ui.Elements {
/// <summary> /// <summary>

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@ -5,7 +5,6 @@ using MLEM.Formatting;
using MLEM.Misc; using MLEM.Misc;
using MLEM.Textures; using MLEM.Textures;
using MLEM.Ui.Elements; using MLEM.Ui.Elements;
using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
namespace MLEM.Ui.Style { namespace MLEM.Ui.Style {
/// <summary> /// <summary>

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@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Runtime.Serialization; using System.Runtime.Serialization;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using static MLEM.Misc.Direction2;
namespace MLEM.Misc { namespace MLEM.Misc {
/// <summary> /// <summary>
@ -84,10 +83,7 @@ namespace MLEM.Misc {
/// <summary> /// <summary>
/// All directions except <see cref="Direction2.None"/> /// All directions except <see cref="Direction2.None"/>
/// </summary> /// </summary>
public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != None).ToArray(); public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != Direction2.None).ToArray();
private static readonly Direction2[] Clockwise = {Up, UpRight, Right, DownRight, Down, DownLeft, Left, UpLeft};
private static readonly Dictionary<Direction2, int> ClockwiseLookup = Clockwise.Select((d, i) => (d, i)).ToDictionary(kv => kv.d, kv => kv.i);
/// <summary> /// <summary>
/// Returns if the given direction is considered an "adjacent" direction. /// Returns if the given direction is considered an "adjacent" direction.
@ -96,7 +92,7 @@ namespace MLEM.Misc {
/// <param name="dir">The direction to query</param> /// <param name="dir">The direction to query</param>
/// <returns>Whether the direction is adjacent</returns> /// <returns>Whether the direction is adjacent</returns>
public static bool IsAdjacent(this Direction2 dir) { public static bool IsAdjacent(this Direction2 dir) {
return dir == Up || dir == Right || dir == Down || dir == Left; return dir == Direction2.Up || dir == Direction2.Right || dir == Direction2.Down || dir == Direction2.Left;
} }
/// <summary> /// <summary>
@ -105,7 +101,7 @@ namespace MLEM.Misc {
/// <param name="dir">The direction to query</param> /// <param name="dir">The direction to query</param>
/// <returns>Whether the direction is diagonal</returns> /// <returns>Whether the direction is diagonal</returns>
public static bool IsDiagonal(this Direction2 dir) { public static bool IsDiagonal(this Direction2 dir) {
return dir == UpRight || dir == DownRight || dir == UpLeft || dir == DownLeft; return dir == Direction2.UpRight || dir == Direction2.DownRight || dir == Direction2.UpLeft || dir == Direction2.DownLeft;
} }
/// <summary> /// <summary>
@ -116,21 +112,21 @@ namespace MLEM.Misc {
/// <returns>The direction's offset</returns> /// <returns>The direction's offset</returns>
public static Point Offset(this Direction2 dir) { public static Point Offset(this Direction2 dir) {
switch (dir) { switch (dir) {
case Up: case Direction2.Up:
return new Point(0, -1); return new Point(0, -1);
case Right: case Direction2.Right:
return new Point(1, 0); return new Point(1, 0);
case Down: case Direction2.Down:
return new Point(0, 1); return new Point(0, 1);
case Left: case Direction2.Left:
return new Point(-1, 0); return new Point(-1, 0);
case UpRight: case Direction2.UpRight:
return new Point(1, -1); return new Point(1, -1);
case DownRight: case Direction2.DownRight:
return new Point(1, 1); return new Point(1, 1);
case DownLeft: case Direction2.DownLeft:
return new Point(-1, 1); return new Point(-1, 1);
case UpLeft: case Direction2.UpLeft:
return new Point(-1, -1); return new Point(-1, -1);
default: default:
return Point.Zero; return Point.Zero;
@ -156,24 +152,24 @@ namespace MLEM.Misc {
/// <returns>The opposite of the direction</returns> /// <returns>The opposite of the direction</returns>
public static Direction2 Opposite(this Direction2 dir) { public static Direction2 Opposite(this Direction2 dir) {
switch (dir) { switch (dir) {
case Up: case Direction2.Up:
return Down; return Direction2.Down;
case Right: case Direction2.Right:
return Left; return Direction2.Left;
case Down: case Direction2.Down:
return Up; return Direction2.Up;
case Left: case Direction2.Left:
return Right; return Direction2.Right;
case UpRight: case Direction2.UpRight:
return DownLeft; return Direction2.DownLeft;
case DownRight: case Direction2.DownRight:
return UpLeft; return Direction2.UpLeft;
case DownLeft: case Direction2.DownLeft:
return UpRight; return Direction2.UpRight;
case UpLeft: case Direction2.UpLeft:
return DownRight; return Direction2.DownRight;
default: default:
return None; return Direction2.None;
} }
} }
@ -194,7 +190,26 @@ namespace MLEM.Misc {
/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param> /// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
/// <returns>The rotated direction</returns> /// <returns>The rotated direction</returns>
public static Direction2 RotateCw(this Direction2 dir, bool fortyFiveDegrees = false) { public static Direction2 RotateCw(this Direction2 dir, bool fortyFiveDegrees = false) {
return Clockwise[(ClockwiseLookup[dir] + (fortyFiveDegrees ? 1 : 2)) % Clockwise.Length]; switch (dir) {
case Direction2.Up:
return fortyFiveDegrees ? Direction2.UpRight : Direction2.Right;
case Direction2.Right:
return fortyFiveDegrees ? Direction2.DownRight : Direction2.Down;
case Direction2.Down:
return fortyFiveDegrees ? Direction2.DownLeft : Direction2.Left;
case Direction2.Left:
return fortyFiveDegrees ? Direction2.UpLeft : Direction2.Up;
case Direction2.UpRight:
return fortyFiveDegrees ? Direction2.Right : Direction2.DownRight;
case Direction2.DownRight:
return fortyFiveDegrees ? Direction2.Down : Direction2.DownLeft;
case Direction2.DownLeft:
return fortyFiveDegrees ? Direction2.Left : Direction2.UpLeft;
case Direction2.UpLeft:
return fortyFiveDegrees ? Direction2.Up : Direction2.UpRight;
default:
return Direction2.None;
}
} }
/// <summary> /// <summary>
@ -204,8 +219,26 @@ namespace MLEM.Misc {
/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param> /// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
/// <returns>The rotated direction</returns> /// <returns>The rotated direction</returns>
public static Direction2 RotateCcw(this Direction2 dir, bool fortyFiveDegrees = false) { public static Direction2 RotateCcw(this Direction2 dir, bool fortyFiveDegrees = false) {
var index = ClockwiseLookup[dir] - (fortyFiveDegrees ? 1 : 2); switch (dir) {
return Clockwise[index < 0 ? index + Clockwise.Length : index]; case Direction2.Up:
return fortyFiveDegrees ? Direction2.UpLeft : Direction2.Left;
case Direction2.Right:
return fortyFiveDegrees ? Direction2.UpRight : Direction2.Up;
case Direction2.Down:
return fortyFiveDegrees ? Direction2.DownRight : Direction2.Right;
case Direction2.Left:
return fortyFiveDegrees ? Direction2.DownLeft : Direction2.Down;
case Direction2.UpRight:
return fortyFiveDegrees ? Direction2.Up : Direction2.UpLeft;
case Direction2.DownRight:
return fortyFiveDegrees ? Direction2.Right : Direction2.UpRight;
case Direction2.DownLeft:
return fortyFiveDegrees ? Direction2.Down : Direction2.DownRight;
case Direction2.UpLeft:
return fortyFiveDegrees ? Direction2.Left : Direction2.DownLeft;
default:
return Direction2.None;
}
} }
/// <summary> /// <summary>
@ -219,7 +252,7 @@ namespace MLEM.Misc {
if (Math.Abs(dir.Angle() - offsetAngle) <= MathHelper.PiOver4 / 2) if (Math.Abs(dir.Angle() - offsetAngle) <= MathHelper.PiOver4 / 2)
return dir; return dir;
} }
return None; return Direction2.None;
} }
/// <summary> /// <summary>
@ -230,24 +263,10 @@ namespace MLEM.Misc {
/// <returns>The vector's direction</returns> /// <returns>The vector's direction</returns>
public static Direction2 To90Direction(this Vector2 offset) { public static Direction2 To90Direction(this Vector2 offset) {
if (offset.X == 0 && offset.Y == 0) if (offset.X == 0 && offset.Y == 0)
return None; return Direction2.None;
if (Math.Abs(offset.X) > Math.Abs(offset.Y)) if (Math.Abs(offset.X) > Math.Abs(offset.Y))
return offset.X > 0 ? Right : Left; return offset.X > 0 ? Direction2.Right : Direction2.Left;
return offset.Y > 0 ? Down : Up; return offset.Y > 0 ? Direction2.Down : Direction2.Up;
}
/// <summary>
/// Rotates the given direction by a given reference direction
/// </summary>
/// <param name="dir">The direction to rotate</param>
/// <param name="reference">The direction to rotate by</param>
/// <param name="start">The direction to use as the default direction</param>
/// <returns>The direction, rotated by the reference direction</returns>
public static Direction2 RotateBy(this Direction2 dir, Direction2 reference, Direction2 start = Up) {
var diff = ClockwiseLookup[reference] - ClockwiseLookup[start];
if (diff < 0)
diff += Clockwise.Length;
return Clockwise[(ClockwiseLookup[dir] + diff) % Clockwise.Length];
} }
} }

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@ -1,13 +1,59 @@
using System;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using MLEM.Extensions;
namespace MLEM.Misc { namespace MLEM.Misc {
/// <inheritdoc /> /// <summary>
[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInfo in 5.1.0")] /// A sound effect info is a wrapper around <see cref="SoundEffect"/> that additionally stores <see cref="Volume"/>, <see cref="Pitch"/> and <see cref="Pan"/> information.
public class SoundEffectInfo : Sound.SoundEffectInfo { /// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
/// </summary>
public class SoundEffectInfo {
/// <inheritdoc /> /// <summary>
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) : base(sound, volume, pitch, pan) { /// The <see cref="SoundEffect"/> that is played by this info.
/// </summary>
public readonly SoundEffect Sound;
/// <summary>
/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
/// </summary>
public float Volume;
/// <summary>
/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
/// </summary>
public float Pitch;
/// <summary>
/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
/// </summary>
public float Pan;
/// <summary>
/// Creates a new sound effect info with the given values.
/// </summary>
/// <param name="sound">The sound to play</param>
/// <param name="volume">The volume to play the sound with</param>
/// <param name="pitch">The pitch to play the sound with</param>
/// <param name="pan">The pan to play the sound with</param>
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
this.Sound = sound;
this.Volume = volume;
this.Pitch = pitch;
this.Pan = pan;
}
/// <summary>
/// Plays this info's <see cref="Sound"/> once.
/// </summary>
/// <returns>False if more sounds are currently playing than the platform allows</returns>
public bool Play() {
return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
}
/// <summary>
/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
/// </summary>
/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance(bool isLooped = false) {
return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
} }
} }

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@ -1,13 +1,141 @@
using System; using System;
using System.Collections;
using System.Collections.Generic;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Misc { namespace MLEM.Misc {
/// <inheritdoc /> /// <summary>
[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInstanceHandler in 5.1.0")] /// A simple class that handles automatically removing and disposing <see cref="SoundEffectInstance"/> objects once they are done playing to free up the audio source for new sounds.
public class SoundEffectInstanceHandler : Sound.SoundEffectInstanceHandler { /// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
/// Note that an object of this class can be added to a <see cref="Game"/> using its <see cref="GameComponentCollection"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
private AudioListener[] listeners;
/// <summary>
/// Creates a new sound effect instance handler with the given settings
/// </summary>
/// <param name="game">The game instance</param>
public SoundEffectInstanceHandler(Game game) : base(game) {
}
/// <inheritdoc cref="Update()"/>
public override void Update(GameTime gameTime) {
this.Update();
}
/// <summary>
/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
/// This should be called each update frame.
/// </summary>
public void Update() {
for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
var entry = this.playingSounds[i];
if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
entry.Instance.Stop(true);
entry.OnStopped?.Invoke(entry.Instance);
this.playingSounds.RemoveAt(i);
} else {
entry.TryApply3D(this.listeners);
}
}
}
/// <summary>
/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
/// If there are one or more listeners, this handler applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/> in <see cref="Update(Microsoft.Xna.Framework.GameTime)"/> automatically.
/// </summary>
public void SetListeners(params AudioListener[] listeners) {
this.listeners = listeners;
}
/// <summary>
/// Pauses all of the sound effect instances that are currently playing
/// </summary>
public void Pause() {
foreach (var entry in this.playingSounds)
entry.Instance.Pause();
}
/// <summary>
/// Resumes all of the sound effect instances in this handler
/// </summary>
public void Resume() {
foreach (var entry in this.playingSounds)
entry.Instance.Resume();
}
/// <summary>
/// Adds a new <see cref="SoundEffectInstance"/> to this handler.
/// This also starts playing the instance.
/// </summary>
/// <param name="instance">The instance to add</param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The passed instance, for chaining</returns>
public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
var entry = new Entry(instance, onStopped, emitter);
this.playingSounds.Add(entry);
instance.Play();
entry.TryApply3D(this.listeners);
return instance;
}
/// <summary>
/// Adds a new <see cref="SoundEffectInfo"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="info">The info for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(info.CreateInstance(), onStopped, emitter);
}
/// <summary>
/// Adds a new <see cref="SoundEffect"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="effect">The sound for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(effect.CreateInstance(), onStopped, emitter);
}
/// <inheritdoc /> /// <inheritdoc />
public SoundEffectInstanceHandler(Game game) : base(game) { public IEnumerator<SoundEffectInstance> GetEnumerator() {
foreach (var sound in this.playingSounds)
yield return sound.Instance;
}
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
private readonly struct Entry {
public readonly SoundEffectInstance Instance;
public readonly Action<SoundEffectInstance> OnStopped;
public readonly AudioEmitter Emitter;
public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
this.Instance = instance;
this.OnStopped = onStopped;
this.Emitter = emitter;
}
public void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter);
}
} }
} }

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@ -1,60 +0,0 @@
using Microsoft.Xna.Framework.Audio;
using MLEM.Extensions;
namespace MLEM.Sound {
/// <summary>
/// A sound effect info is a wrapper around <see cref="SoundEffect"/> that additionally stores <see cref="Volume"/>, <see cref="Pitch"/> and <see cref="Pan"/> information.
/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
/// </summary>
public class SoundEffectInfo {
/// <summary>
/// The <see cref="SoundEffect"/> that is played by this info.
/// </summary>
public readonly SoundEffect Sound;
/// <summary>
/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
/// </summary>
public float Volume;
/// <summary>
/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
/// </summary>
public float Pitch;
/// <summary>
/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
/// </summary>
public float Pan;
/// <summary>
/// Creates a new sound effect info with the given values.
/// </summary>
/// <param name="sound">The sound to play</param>
/// <param name="volume">The volume to play the sound with</param>
/// <param name="pitch">The pitch to play the sound with</param>
/// <param name="pan">The pan to play the sound with</param>
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
this.Sound = sound;
this.Volume = volume;
this.Pitch = pitch;
this.Pan = pan;
}
/// <summary>
/// Plays this info's <see cref="Sound"/> once.
/// </summary>
/// <returns>False if more sounds are currently playing than the platform allows</returns>
public bool Play() {
return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
}
/// <summary>
/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
/// </summary>
/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance(bool isLooped = false) {
return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
}
}
}

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@ -1,142 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Sound {
/// <summary>
/// A simple class that handles automatically removing and disposing <see cref="SoundEffectInstance"/> objects once they are done playing to free up the audio source for new sounds.
/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
/// Note that an object of this class can be added to a <see cref="Game"/> using its <see cref="GameComponentCollection"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
private AudioListener[] listeners;
/// <summary>
/// Creates a new sound effect instance handler with the given settings
/// </summary>
/// <param name="game">The game instance</param>
public SoundEffectInstanceHandler(Game game) : base(game) {
}
/// <inheritdoc cref="Update()"/>
public override void Update(GameTime gameTime) {
this.Update();
}
/// <summary>
/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
/// This should be called each update frame.
/// </summary>
public void Update() {
for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
var entry = this.playingSounds[i];
if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
entry.Instance.Stop(true);
entry.OnStopped?.Invoke(entry.Instance);
this.playingSounds.RemoveAt(i);
} else {
entry.TryApply3D(this.listeners);
}
}
}
/// <summary>
/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
/// If there are one or more listeners, this handler applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/> in <see cref="Update(Microsoft.Xna.Framework.GameTime)"/> automatically.
/// </summary>
public void SetListeners(params AudioListener[] listeners) {
this.listeners = listeners;
}
/// <summary>
/// Pauses all of the sound effect instances that are currently playing
/// </summary>
public void Pause() {
foreach (var entry in this.playingSounds)
entry.Instance.Pause();
}
/// <summary>
/// Resumes all of the sound effect instances in this handler
/// </summary>
public void Resume() {
foreach (var entry in this.playingSounds)
entry.Instance.Resume();
}
/// <summary>
/// Adds a new <see cref="SoundEffectInstance"/> to this handler.
/// This also starts playing the instance.
/// </summary>
/// <param name="instance">The instance to add</param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The passed instance, for chaining</returns>
public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
var entry = new Entry(instance, onStopped, emitter);
this.playingSounds.Add(entry);
instance.Play();
entry.TryApply3D(this.listeners);
return instance;
}
/// <summary>
/// Adds a new <see cref="Misc.SoundEffectInfo"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="info">The info for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(info.CreateInstance(), onStopped, emitter);
}
/// <summary>
/// Adds a new <see cref="SoundEffect"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="effect">The sound for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(effect.CreateInstance(), onStopped, emitter);
}
/// <inheritdoc />
public IEnumerator<SoundEffectInstance> GetEnumerator() {
foreach (var sound in this.playingSounds)
yield return sound.Instance;
}
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
private readonly struct Entry {
public readonly SoundEffectInstance Instance;
public readonly Action<SoundEffectInstance> OnStopped;
public readonly AudioEmitter Emitter;
public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
this.Instance = instance;
this.OnStopped = onStopped;
this.Emitter = emitter;
}
public void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter);
}
}
}
}

View file

@ -1,64 +1,22 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using MLEM.Misc; using MLEM.Misc;
using NUnit.Framework; using NUnit.Framework;
using static MLEM.Misc.Direction2;
namespace Tests { namespace Tests {
public class DirectionTests { public class DirectionTests {
[Test] [Test]
public void TestDirections() { public void TestDirections() {
Assert.AreEqual(new Vector2(0.5F, 0.5F).ToDirection(), DownRight); Assert.AreEqual(new Vector2(0.5F, 0.5F).ToDirection(), Direction2.DownRight);
Assert.AreEqual(new Vector2(0.25F, 0.5F).ToDirection(), DownRight); Assert.AreEqual(new Vector2(0.25F, 0.5F).ToDirection(), Direction2.DownRight);
Assert.AreEqual(new Vector2(0.15F, 0.5F).ToDirection(), Down); Assert.AreEqual(new Vector2(0.15F, 0.5F).ToDirection(), Direction2.Down);
} }
[Test] [Test]
public void Test90Directions() { public void Test90Directions() {
Assert.AreEqual(new Vector2(0.75F, 0.5F).To90Direction(), Right); Assert.AreEqual(new Vector2(0.75F, 0.5F).To90Direction(), Direction2.Right);
Assert.AreEqual(new Vector2(0.5F, 0.5F).To90Direction(), Down); Assert.AreEqual(new Vector2(0.5F, 0.5F).To90Direction(), Direction2.Down);
Assert.AreEqual(new Vector2(0.25F, 0.5F).To90Direction(), Down); Assert.AreEqual(new Vector2(0.25F, 0.5F).To90Direction(), Direction2.Down);
}
[Test]
public void TestRotations() {
// rotate cw
Assert.AreEqual(Up.RotateCw(), Right);
Assert.AreEqual(Up.RotateCw(true), UpRight);
Assert.AreEqual(Left.RotateCw(), Up);
Assert.AreEqual(UpLeft.RotateCw(), UpRight);
// rotate ccw
Assert.AreEqual(Up.RotateCcw(), Left);
Assert.AreEqual(Up.RotateCcw(true), UpLeft);
Assert.AreEqual(Left.RotateCcw(), Down);
Assert.AreEqual(UpLeft.RotateCcw(), DownLeft);
// rotate 360 degrees
foreach (var dir in Direction2Helper.AllExceptNone) {
Assert.AreEqual(RotateMultipleTimes(dir, true, false, 4), dir);
Assert.AreEqual(RotateMultipleTimes(dir, true, true, 8), dir);
Assert.AreEqual(RotateMultipleTimes(dir, false, false, 4), dir);
Assert.AreEqual(RotateMultipleTimes(dir, false, true, 8), dir);
}
// rotate by with start Up
Assert.AreEqual(Right.RotateBy(Right), Down);
Assert.AreEqual(Right.RotateBy(Down), Left);
Assert.AreEqual(Right.RotateBy(Left), Up);
Assert.AreEqual(Right.RotateBy(Up), Right);
// rotate by with start Left
Assert.AreEqual(Up.RotateBy(Right, Left), Down);
Assert.AreEqual(Up.RotateBy(Down, Left), Left);
Assert.AreEqual(Up.RotateBy(Left, Left), Up);
Assert.AreEqual(Up.RotateBy(Up, Left), Right);
}
private static Direction2 RotateMultipleTimes(Direction2 dir, bool clockwise, bool fortyFiveDegrees, int times) {
for (var i = 0; i < times; i++)
dir = clockwise ? dir.RotateCw(fortyFiveDegrees) : dir.RotateCcw(fortyFiveDegrees);
return dir;
} }
} }