haiku/headers/os/game/FileGameSound.h
Panagiotis Vasilopoulos f0b6c6a24b Game Kit: rewrite DirectWindow, FileGameSound and SimpleGameSound headers
Change-Id: I45687f8164dbc915a0cb6ca1bf4c0211761cb098
Reviewed-on: https://review.haiku-os.org/c/haiku/+/2108
Reviewed-by: Adrien Destugues <pulkomandy@gmail.com>
Reviewed-by: waddlesplash <waddlesplash@gmail.com>
2020-01-22 00:33:44 +00:00

118 lines
3.4 KiB
C++

/*
* Copyright 2020, Haiku Inc. All Rights Reserved.
* Distributed under the terms of the MIT License.
*
* Author:
* Christopher ML Zumwalt May (zummy@users.sf.net)
*/
#ifndef _FILEGAMESOUND_H
#define _FILEGAMESOUND_H
#include <StreamingGameSound.h>
#include <DataIO.h>
struct entry_ref;
struct _gs_media_tracker;
struct _gs_ramp;
class BFileGameSound : public BStreamingGameSound {
public:
BFileGameSound(const entry_ref* file,
bool looping = true,
BGameSoundDevice* device = NULL);
BFileGameSound(const char* file,
bool looping = true,
BGameSoundDevice* device = NULL);
BFileGameSound(BDataIO* data,
bool looping = true,
BGameSoundDevice* device = NULL);
virtual ~BFileGameSound();
virtual BGameSound* Clone() const;
virtual status_t StartPlaying();
virtual status_t StopPlaying();
status_t Preload();
virtual void FillBuffer(void* buffer, size_t byteCount);
virtual status_t Perform(int32 selector, void* data);
virtual status_t SetPaused(bool isPaused, bigtime_t rampTime);
enum {
B_NOT_PAUSED,
B_PAUSE_IN_PROGRESS,
B_PAUSED
};
int32 IsPaused();
private:
BFileGameSound();
BFileGameSound(const BFileGameSound& other);
BFileGameSound& operator=(const BFileGameSound& other);
status_t Init(BDataIO* data);
bool Load();
bool Read(void* buffer, size_t bytes);
status_t _Reserved_BFileGameSound_0(int32 arg, ...);
// SetPaused(bool paused, bigtime_t ramp);
virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...);
private:
_gs_media_tracker* fAudioStream;
bool fStopping;
bool fLooping;
char fReserved;
char* fBuffer;
size_t fFrameSize;
size_t fBufferSize;
size_t fPlayPosition;
_gs_ramp* fPausing;
bool fPaused;
float fPauseGain;
BDataIO* fDataSource;
#ifdef B_HAIKU_64_BIT
uint32 _reserved[9];
#else
uint32 _reserved[10];
#endif
};
#endif