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642608a8a2
9 changed files with 262 additions and 319 deletions
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@ -7,15 +7,11 @@ Jump to version:
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## 5.1.0 (Unreleased)
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### MLEM
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Additions
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- Added RotateBy to Direction2Helper
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Fixes
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- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame
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Improvements
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- Improved NinePatch memory performance
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- Moved sound-related classes into Sound namespace
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### MLEM.Ui
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Fixes
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@ -10,7 +10,6 @@ using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Elements {
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/// <summary>
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@ -5,7 +5,6 @@ using MLEM.Formatting;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Style {
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/// <summary>
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@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using Microsoft.Xna.Framework;
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using static MLEM.Misc.Direction2;
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namespace MLEM.Misc {
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/// <summary>
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@ -84,10 +83,7 @@ namespace MLEM.Misc {
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/// <summary>
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/// All directions except <see cref="Direction2.None"/>
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/// </summary>
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public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != None).ToArray();
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private static readonly Direction2[] Clockwise = {Up, UpRight, Right, DownRight, Down, DownLeft, Left, UpLeft};
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private static readonly Dictionary<Direction2, int> ClockwiseLookup = Clockwise.Select((d, i) => (d, i)).ToDictionary(kv => kv.d, kv => kv.i);
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public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != Direction2.None).ToArray();
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/// <summary>
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/// Returns if the given direction is considered an "adjacent" direction.
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@ -96,7 +92,7 @@ namespace MLEM.Misc {
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/// <param name="dir">The direction to query</param>
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/// <returns>Whether the direction is adjacent</returns>
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public static bool IsAdjacent(this Direction2 dir) {
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return dir == Up || dir == Right || dir == Down || dir == Left;
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return dir == Direction2.Up || dir == Direction2.Right || dir == Direction2.Down || dir == Direction2.Left;
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}
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/// <summary>
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@ -105,7 +101,7 @@ namespace MLEM.Misc {
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/// <param name="dir">The direction to query</param>
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/// <returns>Whether the direction is diagonal</returns>
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public static bool IsDiagonal(this Direction2 dir) {
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return dir == UpRight || dir == DownRight || dir == UpLeft || dir == DownLeft;
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return dir == Direction2.UpRight || dir == Direction2.DownRight || dir == Direction2.UpLeft || dir == Direction2.DownLeft;
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}
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/// <summary>
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@ -116,21 +112,21 @@ namespace MLEM.Misc {
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/// <returns>The direction's offset</returns>
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public static Point Offset(this Direction2 dir) {
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switch (dir) {
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case Up:
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case Direction2.Up:
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return new Point(0, -1);
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case Right:
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case Direction2.Right:
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return new Point(1, 0);
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case Down:
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case Direction2.Down:
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return new Point(0, 1);
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case Left:
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case Direction2.Left:
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return new Point(-1, 0);
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case UpRight:
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case Direction2.UpRight:
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return new Point(1, -1);
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case DownRight:
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case Direction2.DownRight:
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return new Point(1, 1);
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case DownLeft:
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case Direction2.DownLeft:
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return new Point(-1, 1);
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case UpLeft:
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case Direction2.UpLeft:
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return new Point(-1, -1);
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default:
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return Point.Zero;
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@ -156,24 +152,24 @@ namespace MLEM.Misc {
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/// <returns>The opposite of the direction</returns>
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public static Direction2 Opposite(this Direction2 dir) {
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switch (dir) {
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case Up:
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return Down;
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case Right:
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return Left;
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case Down:
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return Up;
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case Left:
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return Right;
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case UpRight:
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return DownLeft;
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case DownRight:
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return UpLeft;
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case DownLeft:
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return UpRight;
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case UpLeft:
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return DownRight;
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case Direction2.Up:
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return Direction2.Down;
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case Direction2.Right:
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return Direction2.Left;
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case Direction2.Down:
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return Direction2.Up;
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case Direction2.Left:
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return Direction2.Right;
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case Direction2.UpRight:
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return Direction2.DownLeft;
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case Direction2.DownRight:
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return Direction2.UpLeft;
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case Direction2.DownLeft:
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return Direction2.UpRight;
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case Direction2.UpLeft:
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return Direction2.DownRight;
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default:
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return None;
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return Direction2.None;
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}
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}
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@ -194,7 +190,26 @@ namespace MLEM.Misc {
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/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
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/// <returns>The rotated direction</returns>
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public static Direction2 RotateCw(this Direction2 dir, bool fortyFiveDegrees = false) {
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return Clockwise[(ClockwiseLookup[dir] + (fortyFiveDegrees ? 1 : 2)) % Clockwise.Length];
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switch (dir) {
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case Direction2.Up:
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return fortyFiveDegrees ? Direction2.UpRight : Direction2.Right;
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case Direction2.Right:
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return fortyFiveDegrees ? Direction2.DownRight : Direction2.Down;
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case Direction2.Down:
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return fortyFiveDegrees ? Direction2.DownLeft : Direction2.Left;
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case Direction2.Left:
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return fortyFiveDegrees ? Direction2.UpLeft : Direction2.Up;
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case Direction2.UpRight:
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return fortyFiveDegrees ? Direction2.Right : Direction2.DownRight;
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case Direction2.DownRight:
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return fortyFiveDegrees ? Direction2.Down : Direction2.DownLeft;
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case Direction2.DownLeft:
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return fortyFiveDegrees ? Direction2.Left : Direction2.UpLeft;
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case Direction2.UpLeft:
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return fortyFiveDegrees ? Direction2.Up : Direction2.UpRight;
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default:
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return Direction2.None;
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}
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}
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/// <summary>
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@ -204,8 +219,26 @@ namespace MLEM.Misc {
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/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
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/// <returns>The rotated direction</returns>
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public static Direction2 RotateCcw(this Direction2 dir, bool fortyFiveDegrees = false) {
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var index = ClockwiseLookup[dir] - (fortyFiveDegrees ? 1 : 2);
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return Clockwise[index < 0 ? index + Clockwise.Length : index];
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switch (dir) {
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case Direction2.Up:
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return fortyFiveDegrees ? Direction2.UpLeft : Direction2.Left;
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case Direction2.Right:
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return fortyFiveDegrees ? Direction2.UpRight : Direction2.Up;
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case Direction2.Down:
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return fortyFiveDegrees ? Direction2.DownRight : Direction2.Right;
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case Direction2.Left:
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return fortyFiveDegrees ? Direction2.DownLeft : Direction2.Down;
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case Direction2.UpRight:
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return fortyFiveDegrees ? Direction2.Up : Direction2.UpLeft;
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case Direction2.DownRight:
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return fortyFiveDegrees ? Direction2.Right : Direction2.UpRight;
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case Direction2.DownLeft:
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return fortyFiveDegrees ? Direction2.Down : Direction2.DownRight;
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case Direction2.UpLeft:
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return fortyFiveDegrees ? Direction2.Left : Direction2.DownLeft;
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default:
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return Direction2.None;
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}
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}
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/// <summary>
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@ -219,7 +252,7 @@ namespace MLEM.Misc {
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if (Math.Abs(dir.Angle() - offsetAngle) <= MathHelper.PiOver4 / 2)
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return dir;
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}
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return None;
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return Direction2.None;
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}
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/// <summary>
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@ -230,24 +263,10 @@ namespace MLEM.Misc {
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/// <returns>The vector's direction</returns>
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public static Direction2 To90Direction(this Vector2 offset) {
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if (offset.X == 0 && offset.Y == 0)
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return None;
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return Direction2.None;
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if (Math.Abs(offset.X) > Math.Abs(offset.Y))
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return offset.X > 0 ? Right : Left;
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return offset.Y > 0 ? Down : Up;
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}
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/// <summary>
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/// Rotates the given direction by a given reference direction
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/// </summary>
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/// <param name="dir">The direction to rotate</param>
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/// <param name="reference">The direction to rotate by</param>
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/// <param name="start">The direction to use as the default direction</param>
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/// <returns>The direction, rotated by the reference direction</returns>
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public static Direction2 RotateBy(this Direction2 dir, Direction2 reference, Direction2 start = Up) {
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var diff = ClockwiseLookup[reference] - ClockwiseLookup[start];
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if (diff < 0)
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diff += Clockwise.Length;
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return Clockwise[(ClockwiseLookup[dir] + diff) % Clockwise.Length];
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return offset.X > 0 ? Direction2.Right : Direction2.Left;
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return offset.Y > 0 ? Direction2.Down : Direction2.Up;
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}
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}
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@ -1,13 +1,59 @@
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using System;
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using Microsoft.Xna.Framework.Audio;
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using MLEM.Extensions;
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namespace MLEM.Misc {
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/// <inheritdoc />
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[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInfo in 5.1.0")]
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public class SoundEffectInfo : Sound.SoundEffectInfo {
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/// <summary>
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/// 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.
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/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
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/// </summary>
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public class SoundEffectInfo {
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/// <inheritdoc />
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public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) : base(sound, volume, pitch, pan) {
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/// <summary>
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/// The <see cref="SoundEffect"/> that is played by this info.
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/// </summary>
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public readonly SoundEffect Sound;
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/// <summary>
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/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
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/// </summary>
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public float Pitch;
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/// <summary>
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/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
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/// </summary>
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public float Pan;
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/// <summary>
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/// Creates a new sound effect info with the given values.
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/// </summary>
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/// <param name="sound">The sound to play</param>
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/// <param name="volume">The volume to play the sound with</param>
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/// <param name="pitch">The pitch to play the sound with</param>
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/// <param name="pan">The pan to play the sound with</param>
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public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
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this.Sound = sound;
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this.Volume = volume;
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this.Pitch = pitch;
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this.Pan = pan;
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}
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/// <summary>
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/// Plays this info's <see cref="Sound"/> once.
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/// </summary>
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/// <returns>False if more sounds are currently playing than the platform allows</returns>
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public bool Play() {
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return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
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}
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/// <summary>
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/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
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/// </summary>
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/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance(bool isLooped = false) {
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return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
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}
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}
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|
|
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@ -1,14 +1,142 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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namespace MLEM.Misc {
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/// <inheritdoc />
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[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInstanceHandler in 5.1.0")]
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public class SoundEffectInstanceHandler : Sound.SoundEffectInstanceHandler {
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/// <summary>
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/// 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.
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/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
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/// Note that an object of this class can be added to a <see cref="Game"/> using its <see cref="GameComponentCollection"/>.
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/// </summary>
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public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
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/// <inheritdoc />
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private readonly List<Entry> playingSounds = new List<Entry>();
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private AudioListener[] listeners;
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/// <summary>
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/// Creates a new sound effect instance handler with the given settings
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/// </summary>
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/// <param name="game">The game instance</param>
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public SoundEffectInstanceHandler(Game game) : base(game) {
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}
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/// <inheritdoc cref="Update()"/>
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public override void Update(GameTime gameTime) {
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this.Update();
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}
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/// <summary>
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/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
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/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
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/// This should be called each update frame.
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/// </summary>
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public void Update() {
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for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
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var entry = this.playingSounds[i];
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if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
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entry.Instance.Stop(true);
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entry.OnStopped?.Invoke(entry.Instance);
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this.playingSounds.RemoveAt(i);
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} else {
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entry.TryApply3D(this.listeners);
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}
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}
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}
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/// <summary>
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/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
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/// 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.
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/// </summary>
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||||
public void SetListeners(params AudioListener[] listeners) {
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this.listeners = listeners;
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}
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/// <summary>
|
||||
/// Pauses all of the sound effect instances that are currently playing
|
||||
/// </summary>
|
||||
public void Pause() {
|
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foreach (var entry in this.playingSounds)
|
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entry.Instance.Pause();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resumes all of the sound effect instances in this handler
|
||||
/// </summary>
|
||||
public void Resume() {
|
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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>
|
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/// <returns>The passed instance, for chaining</returns>
|
||||
public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
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||||
var entry = new Entry(instance, onStopped, emitter);
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this.playingSounds.Add(entry);
|
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instance.Play();
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||||
entry.TryApply3D(this.listeners);
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||||
return instance;
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||||
}
|
||||
|
||||
/// <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 />
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -1,64 +1,22 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using MLEM.Misc;
|
||||
using NUnit.Framework;
|
||||
using static MLEM.Misc.Direction2;
|
||||
|
||||
namespace Tests {
|
||||
public class DirectionTests {
|
||||
|
||||
[Test]
|
||||
public void TestDirections() {
|
||||
Assert.AreEqual(new Vector2(0.5F, 0.5F).ToDirection(), DownRight);
|
||||
Assert.AreEqual(new Vector2(0.25F, 0.5F).ToDirection(), DownRight);
|
||||
Assert.AreEqual(new Vector2(0.15F, 0.5F).ToDirection(), Down);
|
||||
Assert.AreEqual(new Vector2(0.5F, 0.5F).ToDirection(), Direction2.DownRight);
|
||||
Assert.AreEqual(new Vector2(0.25F, 0.5F).ToDirection(), Direction2.DownRight);
|
||||
Assert.AreEqual(new Vector2(0.15F, 0.5F).ToDirection(), Direction2.Down);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Test90Directions() {
|
||||
Assert.AreEqual(new Vector2(0.75F, 0.5F).To90Direction(), Right);
|
||||
Assert.AreEqual(new Vector2(0.5F, 0.5F).To90Direction(), Down);
|
||||
Assert.AreEqual(new Vector2(0.25F, 0.5F).To90Direction(), 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;
|
||||
Assert.AreEqual(new Vector2(0.75F, 0.5F).To90Direction(), Direction2.Right);
|
||||
Assert.AreEqual(new Vector2(0.5F, 0.5F).To90Direction(), Direction2.Down);
|
||||
Assert.AreEqual(new Vector2(0.25F, 0.5F).To90Direction(), Direction2.Down);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue