Urho3D/Source/Samples/14_SoundEffects/SoundEffects.h
2021-07-17 16:43:46 +00:00

89 lines
3.2 KiB
C++

//
// Copyright (c) 2008-2021 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Button;
class Scene;
class Slider;
}
/// Sound effects example
/// This sample demonstrates:
/// - Playing sound effects and music
/// - Controlling sound and music master volume
class SoundEffects : public Sample
{
URHO3D_OBJECT(SoundEffects, Sample);
public:
/// Construct.
explicit SoundEffects(Context* context);
/// Setup before engine initialization. Modifies the engine parameters.
void Setup() override;
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
SoundSource* musicSource_;
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
"</patch>";
}
private:
/// Create the UI and subscribes to UI events.
void CreateUI();
/// Create a button at position with specified text in it.
Button* CreateButton(int x, int y, int xSize, int ySize, const String& text);
/// Create a horizontal slider with specified text above it.
Slider* CreateSlider(int x, int y, int xSize, int ySize, const String& text);
/// Handle a sound effect button click.
void HandlePlaySound(StringHash eventType, VariantMap& eventData);
/// Handle "play music" button click.
void HandlePlayMusic(StringHash eventType, VariantMap& eventData);
/// Handle "stop music" button click.
void HandleStopMusic(StringHash eventType, VariantMap& eventData);
/// Handle sound effects volume slider change.
void HandleSoundVolume(StringHash eventType, VariantMap& eventData);
/// Handle music volume slider change.
void HandleMusicVolume(StringHash eventType, VariantMap& eventData);
};