first commit in a series to change property functions into D style
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1454 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
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1c72b919e7
@ -1,28 +1,28 @@
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/*
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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* Copyright (C) 2010 Andreas Hollandt
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*
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*
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* This software is provided 'as-is', without any express or
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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* liable for any damages arising from the use of this software.
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*
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*
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* Permission is granted to anyone to use this software for any purpose,
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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* it freely, subject to the following restrictions:
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*
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*
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* 1. The origin of this software must not be misrepresented;
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* in the product documentation would be appreciated but
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* is not required.
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* is not required.
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*
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*
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* 2. Altered source versions must be plainly marked as such,
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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* and must not be misrepresented as being the original software.
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*
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*
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* 3. This notice may not be removed or altered from any
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* 3. This notice may not be removed or altered from any
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* source distribution.
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* source distribution.
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*/
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*/
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module dsfml.audio.sound;
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module dsfml.audio.sound;
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@ -34,79 +34,81 @@ import dsfml.system.exception;
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import dsfml.system.vector3;
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import dsfml.system.vector3;
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/**
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/**
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* Sound defines the properties of the sound such as position,
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* Sound defines the properties of the sound such as position,
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* volume, pitch, etc.
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* volume, pitch, etc.
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*/
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*/
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class Sound : SoundSource!("sfSound")
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class Sound : SoundSource!("sfSound")
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{
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{
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/**
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/**
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* Default constructor
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* Default constructor
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*/
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*/
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this()
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this()
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{
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{
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super();
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super();
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}
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}
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/**
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/**
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* Construct the sound from its parameters
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* Construct the sound from its parameters
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*
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*
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* Params:
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* Params:
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* buffer = Sound buffer to play
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* soundbuffer = Sound buffer to play
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* loop = Loop flag (false by default)
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* loop = Loop flag (false by default)
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* pitch = Value of the pitch (1 by default)
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* pitch = Value of the pitch (1 by default)
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* volume = Volume (100 by default)
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* volume = Volume (100 by default)
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* x = X position (0 by default)
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* x = X position (0 by default)
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* y = Y position (0 by default)
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* y = Y position (0 by default)
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* z = Z position (0 by default)
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* z = Z position (0 by default)
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*
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*
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* Throws:
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* Throws:
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* NullParameterException if buffer is null
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* NullParameterException if buffer is null
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*/
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*/
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this(SoundBuffer buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
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this(SoundBuffer soundbuffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
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{
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{
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if (buffer is null)
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if (soundbuffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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super();
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super();
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setBuffer(buffer);
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buffer = soundbuffer;
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setLoop(loop);
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loop = loop;
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setPitch(pitch);
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pitch = pitch;
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setVolume(volume);
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volume = volume;
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setPosition(x, y, z);
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setPosition(x, y, z);
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}
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}
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/**
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/**
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* Play the sound
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* Play the sound
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*/
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*/
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void play()
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void play()
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{
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{
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sfSound_Play(m_ptr);
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sfSound_Play(m_ptr);
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}
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}
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/**
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/**
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* Pause the sound
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* Pause the sound
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*/
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*/
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void pause()
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void pause()
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{
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{
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sfSound_Pause(m_ptr);
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sfSound_Pause(m_ptr);
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}
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}
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/**
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/**
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* Stop the sound
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* Stop the sound
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*/
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*/
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void stop()
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void stop()
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{
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{
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sfSound_Stop(m_ptr);
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sfSound_Stop(m_ptr);
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}
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}
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@property
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{
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/**
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/**
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* Set the source buffer
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* Set the source buffer
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*
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*
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* Params:
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* Params:
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* buffer = New sound buffer to bind to the sound
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* buffer = New sound buffer to bind to the sound
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*/
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*/
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void setBuffer(SoundBuffer buffer)
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void buffer(SoundBuffer buffer)
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{
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{
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if (buffer is null)
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if (buffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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@ -116,62 +118,63 @@ class Sound : SoundSource!("sfSound")
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}
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}
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/**
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/**
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* Set the sound loop state.
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* Set the sound loop state.
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* This parameter is disabled by default
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* This parameter is disabled by default
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*
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*
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* Params:
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* Params:
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* loop = True to play in loop, false to play once
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* loop = True to play in loop, false to play once
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*/
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*/
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void setLoop(bool loop)
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void loop(bool loop)
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{
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{
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sfSound_SetLoop(m_ptr, loop);
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sfSound_SetLoop(m_ptr, loop);
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}
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}
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/**
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/**
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* Set the current playing offset of a sound
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* Set the current playing offset of a sound
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*
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*
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* Params:
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* Params:
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* offset = new playing position, expressed in seconds
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* offset = new playing position, expressed in seconds
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*/
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*/
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void setPlayingOffset(float offset)
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void playingOffset(float offset)
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{
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{
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sfSound_SetPlayingOffset(m_ptr, offset);
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sfSound_SetPlayingOffset(m_ptr, offset);
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}
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}
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/**
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/**
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* Get the source buffer
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* Get the source buffer
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*
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*
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* Returns:
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* Returns:
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* Sound buffer bound to the sound (can be NULL)
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* Sound buffer bound to the sound (can be NULL)
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*/
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*/
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SoundBuffer getBuffer()
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SoundBuffer buffer()
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{
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{
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return m_buffer;
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return m_buffer;
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}
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}
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/**
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/**
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* Tell whether or not the sound is looping
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* Tell whether or not the sound is looping
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*
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*
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* Returns:
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* Returns:
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* True if the sound is looping, false otherwise
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* True if the sound is looping, false otherwise
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*/
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*/
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bool getLoop()
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bool loop()
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{
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{
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return cast(bool)(sfSound_GetLoop(m_ptr));
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return cast(bool)(sfSound_GetLoop(m_ptr));
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}
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}
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/**
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/**
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* Get the current playing position of the sound
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* Get the current playing position of the sound
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*
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*
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* Returns:
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* Returns:
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* Current playing position, expressed in seconds
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* Current playing position, expressed in seconds
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*/
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*/
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float getPlayingOffset()
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float playingOffset()
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{
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{
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return sfSound_GetPlayingOffset(m_ptr);
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return sfSound_GetPlayingOffset(m_ptr);
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}
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}
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}
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private:
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private:
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SoundBuffer m_buffer;
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SoundBuffer m_buffer;
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@ -1,28 +1,28 @@
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/*
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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* Copyright (C) 2010 Andreas Hollandt
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*
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*
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* This software is provided 'as-is', without any express or
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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* liable for any damages arising from the use of this software.
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*
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*
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* Permission is granted to anyone to use this software for any purpose,
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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* it freely, subject to the following restrictions:
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*
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*
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* 1. The origin of this software must not be misrepresented;
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* in the product documentation would be appreciated but
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* is not required.
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* is not required.
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*
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*
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* 2. Altered source versions must be plainly marked as such,
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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* and must not be misrepresented as being the original software.
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*
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*
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* 3. This notice may not be removed or altered from any
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* 3. This notice may not be removed or altered from any
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* source distribution.
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* source distribution.
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*/
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*/
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module dsfml.audio.soundbuffer;
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module dsfml.audio.soundbuffer;
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@ -32,20 +32,20 @@ import dsfml.system.stringutil;
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/**
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/**
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* SoundBuffer is the low-level for loading and manipulating
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* SoundBuffer is the low-level for loading and manipulating
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* sound buffers
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* sound buffers
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*/
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*/
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class SoundBuffer : DSFMLObject
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class SoundBuffer : DSFMLObject
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{
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{
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/**
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/**
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* Load the sound buffer from a file
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* Load the sound buffer from a file
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*
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*
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* Params:
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* Params:
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* filename = Path of the sound file to load
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* filename = Path of the sound file to load
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*
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*
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* Throws:
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* Throws:
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* LoadingException on failure
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* LoadingException on failure
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*/
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*/
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this(string filename)
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this(string filename)
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{
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{
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if (filename is null || filename.length == 0)
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if (filename is null || filename.length == 0)
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@ -55,14 +55,14 @@ class SoundBuffer : DSFMLObject
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}
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}
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/**
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/**
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* Load the sound buffer from a file in memory
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* Load the sound buffer from a file in memory
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*
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*
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* Params:
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* Params:
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* data = Array of file data in memory
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* data = Array of file data in memory
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*
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*
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* Throws:
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* Throws:
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* LoadingException on failure
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* LoadingException on failure
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*/
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*/
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this(byte[] data)
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this(byte[] data)
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{
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{
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if (data is null || data.length == 0)
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if (data is null || data.length == 0)
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@ -72,18 +72,18 @@ class SoundBuffer : DSFMLObject
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}
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}
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/**
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/**
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* Load the sound buffer from an array of samples - assumed format for
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* Load the sound buffer from an array of samples - assumed format for
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* samples is 16 bits signed integer
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* samples is 16 bits signed integer
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*
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*
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* Params:
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* Params:
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* samples = Array of samples in memory
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* samples = Array of samples in memory
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* channelsCount = Number of channels (1 = mono, 2 = stereo, ...)
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* channelsCount = Number of channels (1 = mono, 2 = stereo, ...)
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* sampleRate = Frequency (number of samples to play per second)
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* sampleRate = Frequency (number of samples to play per second)
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*
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*
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* Throws:
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* Throws:
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* LoadingException on failure
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* LoadingException on failure
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*/
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*/
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this(short[] samples, uint channelsCount, uint sampleRate)
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this(const(short)[] samples, uint channelsCount, uint sampleRate)
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{
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{
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if (samples is null || samples.length == 0)
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if (samples is null || samples.length == 0)
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throw new Exception("LoadingException : Samples array is invalid.");
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throw new Exception("LoadingException : Samples array is invalid.");
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@ -99,14 +99,14 @@ class SoundBuffer : DSFMLObject
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|
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|
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/**
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/**
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* Save the sound buffer to a file
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* Save the sound buffer to a file
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*
|
*
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* Params:
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* Params:
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* filename = Path of the sound file to write
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* filename = Path of the sound file to write
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*
|
*
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* Returns:
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* Returns:
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* True if saving has been successful
|
* True if saving has been successful
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*/
|
*/
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bool saveToFile(string filename)
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bool saveToFile(string filename)
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{
|
{
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if (filename !is null && filename.length > 0 )
|
if (filename !is null && filename.length > 0 )
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@ -116,63 +116,66 @@ class SoundBuffer : DSFMLObject
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return false;
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return false;
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}
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}
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|
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@property
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|
{
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/**
|
/**
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* Return the sound samples
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* Return the sound samples
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*
|
*
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* Returns:
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* Returns:
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* Array of sound samples, in 16 bits signed integer format
|
* Array of sound samples, in 16 bits signed integer format
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*/
|
*/
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short[] getSamples()
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short[] samples()
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{
|
{
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short* temp = null;
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short* temp = null;
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temp = sfSoundBuffer_GetSamples(m_ptr);
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temp = sfSoundBuffer_GetSamples(m_ptr);
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|
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return temp is null ? null : temp[0..getSamplesCount];
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return temp is null ? null : temp[0..samplesCount()];
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}
|
}
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|
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/**
|
/**
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* Return the samples count
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* Return the samples count
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*
|
*
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* Returns:
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* Returns:
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* Number of samples
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* Number of samples
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*/
|
*/
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size_t getSamplesCount()
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size_t samplesCount()
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{
|
{
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return sfSoundBuffer_GetSamplesCount(m_ptr);
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return sfSoundBuffer_GetSamplesCount(m_ptr);
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}
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}
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|
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/**
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/**
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* Get the sample rate
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* Get the sample rate
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*
|
*
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* Returns:
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* Returns:
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* Sound frequency (number of samples per second)
|
* Sound frequency (number of samples per second)
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*/
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*/
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uint getSampleRate()
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uint sampleRate()
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{
|
{
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return sfSoundBuffer_GetSampleRate(m_ptr);
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return sfSoundBuffer_GetSampleRate(m_ptr);
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||||||
}
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}
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|
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/**
|
/**
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||||||
* Return the number of channels (1 = mono, 2 = stereo, ...)
|
* Return the number of channels (1 = mono, 2 = stereo, ...)
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||||||
*
|
*
|
||||||
* Returns:
|
* Returns:
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||||||
* Number of channels
|
* Number of channels
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||||||
*/
|
*/
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uint getChannelsCount()
|
uint channelsCount()
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{
|
{
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||||||
return sfSoundBuffer_GetChannelsCount(m_ptr);
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return sfSoundBuffer_GetChannelsCount(m_ptr);
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||||||
}
|
}
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||||||
|
|
||||||
/**
|
/**
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||||||
* Get the sound duration
|
* Get the sound duration
|
||||||
*
|
*
|
||||||
* Returns:
|
* Returns:
|
||||||
* Sound duration, in seconds
|
* Sound duration, in seconds
|
||||||
*/
|
*/
|
||||||
float getDuration()
|
float duration()
|
||||||
{
|
{
|
||||||
return sfSoundBuffer_GetDuration(m_ptr);
|
return sfSoundBuffer_GetDuration(m_ptr);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
package:
|
package:
|
||||||
this(void* ptr)
|
this(void* ptr)
|
||||||
@ -181,50 +184,22 @@ package:
|
|||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// External ====================================================================
|
|
||||||
|
|
||||||
extern (C)
|
static extern(C)
|
||||||
{
|
{
|
||||||
typedef void* function(cchar*) pf_sfSoundBuffer_CreateFromFile;
|
void* function(cchar*) sfSoundBuffer_CreateFromFile;
|
||||||
typedef void* function(byte*, size_t) pf_sfSoundBuffer_CreateFromMemory;
|
void* function(const(byte)*, size_t) sfSoundBuffer_CreateFromMemory;
|
||||||
typedef void* function(short*, size_t, uint, uint) pf_sfSoundBuffer_CreateFromSamples;
|
void* function(const(short)*, size_t, uint, uint) sfSoundBuffer_CreateFromSamples;
|
||||||
typedef void function(void*) pf_sfSoundBuffer_Destroy;
|
void function(void*) sfSoundBuffer_Destroy;
|
||||||
typedef int function(void*, cchar*) pf_sfSoundBuffer_SaveToFile;
|
int function(void*, cchar*) sfSoundBuffer_SaveToFile;
|
||||||
typedef short* function(void*) pf_sfSoundBuffer_GetSamples;
|
short* function(void*) sfSoundBuffer_GetSamples;
|
||||||
typedef size_t function(void*) pf_sfSoundBuffer_GetSamplesCount;
|
size_t function(void*) sfSoundBuffer_GetSamplesCount;
|
||||||
typedef uint function(void*) pf_sfSoundBuffer_GetSampleRate;
|
uint function(void*) sfSoundBuffer_GetSampleRate;
|
||||||
typedef uint function(void*) pf_sfSoundBuffer_GetChannelsCount;
|
uint function(void*) sfSoundBuffer_GetChannelsCount;
|
||||||
typedef float function(void*) pf_sfSoundBuffer_GetDuration;
|
float function(void*) sfSoundBuffer_GetDuration;
|
||||||
|
|
||||||
static pf_sfSoundBuffer_CreateFromFile sfSoundBuffer_CreateFromFile;
|
|
||||||
static pf_sfSoundBuffer_CreateFromMemory sfSoundBuffer_CreateFromMemory;
|
|
||||||
static pf_sfSoundBuffer_CreateFromSamples sfSoundBuffer_CreateFromSamples;
|
|
||||||
static pf_sfSoundBuffer_Destroy sfSoundBuffer_Destroy;
|
|
||||||
static pf_sfSoundBuffer_SaveToFile sfSoundBuffer_SaveToFile;
|
|
||||||
static pf_sfSoundBuffer_GetSamples sfSoundBuffer_GetSamples;
|
|
||||||
static pf_sfSoundBuffer_GetSamplesCount sfSoundBuffer_GetSamplesCount;
|
|
||||||
static pf_sfSoundBuffer_GetSampleRate sfSoundBuffer_GetSampleRate;
|
|
||||||
static pf_sfSoundBuffer_GetChannelsCount sfSoundBuffer_GetChannelsCount;
|
|
||||||
static pf_sfSoundBuffer_GetDuration sfSoundBuffer_GetDuration;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static this()
|
mixin(loadFromSharedLib2("csfml-audio", "sfSoundBuffer",
|
||||||
{
|
"CreateFromFile", "CreateFromMemory", "CreateFromSamples", "Destroy", "SaveToFile", "GetSamples", "GetSamplesCount",
|
||||||
debug
|
"GetSampleRate", "GetChannelsCount", "GetDuration"));
|
||||||
DllLoader dll = DllLoader.load("csfml-audio-d");
|
}
|
||||||
else
|
|
||||||
DllLoader dll = DllLoader.load("csfml-audio");
|
|
||||||
|
|
||||||
sfSoundBuffer_CreateFromFile = cast(pf_sfSoundBuffer_CreateFromFile)dll.getSymbol("sfSoundBuffer_CreateFromFile");
|
|
||||||
sfSoundBuffer_CreateFromMemory = cast(pf_sfSoundBuffer_CreateFromMemory)dll.getSymbol("sfSoundBuffer_CreateFromMemory");
|
|
||||||
sfSoundBuffer_CreateFromSamples = cast(pf_sfSoundBuffer_CreateFromSamples)dll.getSymbol("sfSoundBuffer_CreateFromSamples");
|
|
||||||
sfSoundBuffer_Destroy = cast(pf_sfSoundBuffer_Destroy)dll.getSymbol("sfSoundBuffer_Destroy");
|
|
||||||
sfSoundBuffer_SaveToFile = cast(pf_sfSoundBuffer_SaveToFile)dll.getSymbol("sfSoundBuffer_SaveToFile");
|
|
||||||
sfSoundBuffer_GetSamples = cast(pf_sfSoundBuffer_GetSamples)dll.getSymbol("sfSoundBuffer_GetSamples");
|
|
||||||
sfSoundBuffer_GetSamplesCount = cast(pf_sfSoundBuffer_GetSamplesCount)dll.getSymbol("sfSoundBuffer_GetSamplesCount");
|
|
||||||
sfSoundBuffer_GetSampleRate = cast(pf_sfSoundBuffer_GetSampleRate)dll.getSymbol("sfSoundBuffer_GetSampleRate");
|
|
||||||
sfSoundBuffer_GetChannelsCount = cast(pf_sfSoundBuffer_GetChannelsCount)dll.getSymbol("sfSoundBuffer_GetChannelsCount");
|
|
||||||
sfSoundBuffer_GetDuration = cast(pf_sfSoundBuffer_GetDuration)dll.getSymbol("sfSoundBuffer_GetDuration");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +1,35 @@
|
|||||||
/**
|
/*
|
||||||
*
|
* DSFML - SFML Library wrapper for the D programming language.
|
||||||
|
* Copyright (C) 2010 Andreas Hollandt
|
||||||
|
*
|
||||||
|
* This software is provided 'as-is', without any express or
|
||||||
|
* implied warranty. In no event will the authors be held
|
||||||
|
* liable for any damages arising from the use of this software.
|
||||||
|
*
|
||||||
|
* Permission is granted to anyone to use this software for any purpose,
|
||||||
|
* including commercial applications, and to alter it and redistribute
|
||||||
|
* it freely, subject to the following restrictions:
|
||||||
|
*
|
||||||
|
* 1. The origin of this software must not be misrepresented;
|
||||||
|
* you must not claim that you wrote the original software.
|
||||||
|
* If you use this software in a product, an acknowledgment
|
||||||
|
* in the product documentation would be appreciated but
|
||||||
|
* is not required.
|
||||||
|
*
|
||||||
|
* 2. Altered source versions must be plainly marked as such,
|
||||||
|
* and must not be misrepresented as being the original software.
|
||||||
|
*
|
||||||
|
* 3. This notice may not be removed or altered from any
|
||||||
|
* source distribution.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
module dsfml.audio.soundsource;
|
module dsfml.audio.soundsource;
|
||||||
|
|
||||||
import dsfml.system.vector3;
|
import dsfml.system.vector3;
|
||||||
import dsfml.system.common;
|
import dsfml.system.common;
|
||||||
|
|
||||||
|
|
||||||
|
/// the sound's current status
|
||||||
enum SoundStatus
|
enum SoundStatus
|
||||||
{
|
{
|
||||||
Stopped, /// Sound is not playing
|
Stopped, /// Sound is not playing
|
||||||
@ -14,17 +38,16 @@ enum SoundStatus
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// base class
|
/// base class
|
||||||
package class SoundSource(alias symbol) : DSFMLObject
|
package class SoundSource(alias derivedClassName) : DSFMLObject
|
||||||
{
|
{
|
||||||
private:
|
protected:
|
||||||
protected :
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Default constructor
|
* Default constructor
|
||||||
///
|
*
|
||||||
/// This constructor is meant ot be called by derived classes only.
|
* This constructor is meant ot be called by derived classes only.
|
||||||
///
|
*
|
||||||
////////////////////////////////////////////////////////////
|
*/
|
||||||
this()
|
this()
|
||||||
{
|
{
|
||||||
super(sfSoundSource_Create());
|
super(sfSoundSource_Create());
|
||||||
@ -35,49 +58,80 @@ protected :
|
|||||||
super(ptr);
|
super(ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
override void dispose()
|
||||||
/// \brief Get the current status of the sound (stopped, paused, playing)
|
{
|
||||||
///
|
sfSoundSource_Destroy(m_ptr);
|
||||||
/// \return Current status of the sound
|
}
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
public:
|
||||||
SoundStatus getStatus()
|
|
||||||
|
/**
|
||||||
|
* Set the 3D position of the sound in the audio scene
|
||||||
|
*
|
||||||
|
* Only sounds with one channel (mono sounds) can be spatialized.
|
||||||
|
* The default position of a sound is (0, 0, 0).
|
||||||
|
*
|
||||||
|
* Params:
|
||||||
|
* x = X coordinate of the position of the sound in the scene
|
||||||
|
* y = Y coordinate of the position of the sound in the scene
|
||||||
|
* z = Z coordinate of the position of the sound in the scene
|
||||||
|
*/
|
||||||
|
void setPosition(float x, float y, float z)
|
||||||
|
{
|
||||||
|
sfSoundSource_SetPosition(m_ptr, x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
@property
|
||||||
|
{
|
||||||
|
/**
|
||||||
|
* Get the current status of the sound (stopped, paused, playing)
|
||||||
|
*
|
||||||
|
* Returns:
|
||||||
|
* current status of the sound
|
||||||
|
*/
|
||||||
|
SoundStatus status()
|
||||||
{
|
{
|
||||||
return sfSoundSource_GetStatus(m_ptr);
|
return sfSoundSource_GetStatus(m_ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
public:
|
/**
|
||||||
////////////////////////////////////////////////////////////
|
* Set the pitch of the sound
|
||||||
/// \brief Set the pitch of the sound
|
*
|
||||||
///
|
* The pitch represents the perceived fundamental frequency
|
||||||
/// The pitch represents the perceived fundamental frequency
|
* of a sound; thus you can make a sound more acute or grave
|
||||||
/// of a sound; thus you can make a sound more acute or grave
|
* by changing its pitch. A side effect of changing the pitch
|
||||||
/// by changing its pitch. A side effect of changing the pitch
|
* is to modify the playing speed of the sound as well.
|
||||||
/// is to modify the playing speed of the sound as well.
|
* The default value for the pitch is 1.
|
||||||
/// The default value for the pitch is 1.
|
*
|
||||||
///
|
* Params:
|
||||||
/// \param pitch New pitch to apply to the sound
|
* pitch = New pitch to apply to the sound
|
||||||
///
|
*/
|
||||||
/// \see GetPitch
|
void pitch(float pitch)
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setPitch(float pitch)
|
|
||||||
{
|
{
|
||||||
sfSoundSource_SetPitch(m_ptr, pitch);
|
sfSoundSource_SetPitch(m_ptr, pitch);
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Set the volume of the sound
|
* Get the pitch of the sound
|
||||||
///
|
*
|
||||||
/// The volume is a value between 0 (mute) and 100 (full volume).
|
* Returns:
|
||||||
/// The default value for the volume is 100.
|
* pitch of the sound
|
||||||
///
|
*/
|
||||||
/// \param volume Volume of the sound
|
float pitch()
|
||||||
///
|
{
|
||||||
/// \see GetVolume
|
return sfSoundSource_GetPitch(m_ptr);
|
||||||
///
|
}
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setVolume(float volume)
|
/**
|
||||||
|
* Set the volume of the sound
|
||||||
|
*
|
||||||
|
* The volume is a value between 0 (mute) and 100 (full volume).
|
||||||
|
* The default value for the volume is 100.
|
||||||
|
*
|
||||||
|
* Params:
|
||||||
|
* volume = volume of the sound
|
||||||
|
*/
|
||||||
|
void volume(float volume)
|
||||||
in
|
in
|
||||||
{
|
{
|
||||||
assert(volume >= 0 && volume <= 100);
|
assert(volume >= 0 && volume <= 100);
|
||||||
@ -87,188 +141,146 @@ public:
|
|||||||
sfSoundSource_SetVolume(m_ptr, volume);
|
sfSoundSource_SetVolume(m_ptr, volume);
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Set the 3D position of the sound in the audio scene
|
* Get the volume of the sound
|
||||||
///
|
*
|
||||||
/// Only sounds with one channel (mono sounds) can be
|
* Returns:
|
||||||
/// spatialized.
|
* Volume of the sound, in the range [0, 100]
|
||||||
/// The default position of a sound is (0, 0, 0).
|
*/
|
||||||
///
|
float volume()
|
||||||
/// \param x X coordinate of the position of the sound in the scene
|
|
||||||
/// \param y Y coordinate of the position of the sound in the scene
|
|
||||||
/// \param z Z coordinate of the position of the sound in the scene
|
|
||||||
///
|
|
||||||
/// \see GetPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setPosition(float x, float y, float z)
|
|
||||||
{
|
{
|
||||||
sfSoundSource_SetPosition(m_ptr, x, y, z);
|
return sfSoundSource_GetVolume(m_ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Set the 3D position of the sound in the audio scene
|
* Set the 3D position of the sound in the audio scene
|
||||||
///
|
*
|
||||||
/// Only sounds with one channel (mono sounds) can be
|
* Only sounds with one channel (mono sounds) can be
|
||||||
/// spatialized.
|
* spatialized.
|
||||||
/// The default position of a sound is (0, 0, 0).
|
* The default position of a sound is (0, 0, 0).
|
||||||
///
|
*
|
||||||
/// \param position Position of the sound in the scene
|
* Params:
|
||||||
///
|
* position = Position of the sound in the scene
|
||||||
/// \see GetPosition
|
*/
|
||||||
///
|
void position(Vector3f position)
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setPosition(Vector3f position)
|
|
||||||
{
|
{
|
||||||
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
|
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Make the sound's position relative to the listener or absolute
|
* Get the 3D position of the sound in the audio scene
|
||||||
///
|
*
|
||||||
/// Making a sound relative to the listener will ensure that it will always
|
* Returns:
|
||||||
/// be played the same way regardless the position of the listener.
|
* Position of the sound
|
||||||
/// This can be useful for non-spatialized sounds, sounds that are
|
*/
|
||||||
/// produced by the listener, or sounds attached to it.
|
|
||||||
/// The default value is false (position is absolute).
|
|
||||||
///
|
|
||||||
/// \param relative True to set the position relative, false to set it absolute
|
|
||||||
///
|
|
||||||
/// \see IsRelativeToListener
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setRelativeToListener(bool relative)
|
|
||||||
{
|
|
||||||
sfSoundSource_SetRelativeToListener(m_ptr, relative);
|
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the minimum distance of the sound
|
|
||||||
///
|
|
||||||
/// The "minimum distance" of a sound is the maximum
|
|
||||||
/// distance at which it is heard at its maximum volume. Further
|
|
||||||
/// than the minimum distance, it will start to fade out according
|
|
||||||
/// to its attenuation factor. A value of 0 ("inside the head
|
|
||||||
/// of the listener") is an invalid value and is forbidden.
|
|
||||||
/// The default value of the minimum distance is 1.
|
|
||||||
///
|
|
||||||
/// \param distance New minimum distance of the sound
|
|
||||||
///
|
|
||||||
/// \see GetMinDistance, SetAttenuation
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setMinDistance(float distance)
|
|
||||||
{
|
|
||||||
sfSoundSource_SetMinDistance(m_ptr, distance);
|
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the attenuation factor of the sound
|
|
||||||
///
|
|
||||||
/// The attenuation is a multiplicative factor which makes
|
|
||||||
/// the sound more or less loud according to its distance
|
|
||||||
/// from the listener. An attenuation of 0 will produce a
|
|
||||||
/// non-attenuated sound, i.e. its volume will always be the same
|
|
||||||
/// whether it is heard from near or from far. On the other hand,
|
|
||||||
/// an attenuation value such as 100 will make the sound fade out
|
|
||||||
/// very quickly as it gets further from the listener.
|
|
||||||
/// The default value of the attenuation is 1.
|
|
||||||
///
|
|
||||||
/// \param attenuation New attenuation factor of the sound
|
|
||||||
///
|
|
||||||
/// \see GetAttenuation, SetMinDistance
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setAttenuation(float attenuation)
|
|
||||||
{
|
|
||||||
sfSoundSource_SetAttenuation(m_ptr, attenuation);
|
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Get the pitch of the sound
|
|
||||||
///
|
|
||||||
/// \return Pitch of the sound
|
|
||||||
///
|
|
||||||
/// \see SetPitch
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
float GetPitch()
|
|
||||||
{
|
|
||||||
return sfSoundSource_GetPitch(m_ptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Get the volume of the sound
|
|
||||||
///
|
|
||||||
/// \return Volume of the sound, in the range [0, 100]
|
|
||||||
///
|
|
||||||
/// \see SetVolume
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
float GetVolume()
|
|
||||||
{
|
|
||||||
return sfSoundSource_GetVolume(m_ptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Get the 3D position of the sound in the audio scene
|
|
||||||
///
|
|
||||||
/// \return Position of the sound
|
|
||||||
///
|
|
||||||
/// \see SetPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
Vector3f getPosition()
|
Vector3f getPosition()
|
||||||
{
|
{
|
||||||
Vector3f ret;
|
Vector3f ret;
|
||||||
sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
|
sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Make the sound's position relative to the listener or absolute
|
||||||
|
*
|
||||||
|
* Making a sound relative to the listener will ensure that it will always
|
||||||
|
* be played the same way regardless the position of the listener.
|
||||||
|
* This can be useful for non-spatialized sounds, sounds that are
|
||||||
|
* produced by the listener, or sounds attached to it.
|
||||||
|
* The default value is false (position is absolute).
|
||||||
|
*
|
||||||
|
* Params:
|
||||||
|
* relative = True to set the position relative, false to set it absolute
|
||||||
|
*/
|
||||||
|
void relativeToListener(bool relative)
|
||||||
|
{
|
||||||
|
sfSoundSource_SetRelativeToListener(m_ptr, relative);
|
||||||
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Tell whether the sound's position is relative to the
|
* Tell whether the sound's position is relative to the listener or is absolute
|
||||||
/// listener or is absolute
|
*
|
||||||
///
|
* Returns:
|
||||||
/// \return True if the position is relative, false if it's absolute
|
* True if the position is relative, false if it's absolute
|
||||||
///
|
*/
|
||||||
/// \see SetRelativeToListener
|
bool relativeToListener()
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
bool isRelativeToListener()
|
|
||||||
{
|
{
|
||||||
return sfSoundSource_IsRelativeToListener(m_ptr);
|
return sfSoundSource_IsRelativeToListener(m_ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set the minimum distance of the sound
|
||||||
|
*
|
||||||
|
* The "minimum distance" of a sound is the maximum
|
||||||
|
* distance at which it is heard at its maximum volume. Further
|
||||||
|
* than the minimum distance, it will start to fade out according
|
||||||
|
* to its attenuation factor. A value of 0 ("inside the head
|
||||||
|
* of the listener") is an invalid value and is forbidden.
|
||||||
|
* The default value of the minimum distance is 1.
|
||||||
|
*
|
||||||
|
* Params:
|
||||||
|
* distance = New minimum distance of the sound
|
||||||
|
*
|
||||||
|
* \see GetMinDistance, SetAttenuation
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void minDistance(float distance)
|
||||||
|
{
|
||||||
|
sfSoundSource_SetMinDistance(m_ptr, distance);
|
||||||
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Get the minimum distance of the sound
|
* Get the minimum distance of the sound
|
||||||
///
|
*
|
||||||
/// \return Minimum distance of the sound
|
* Returns:
|
||||||
///
|
* Minimum distance of the sound
|
||||||
/// \see SetMinDistance, GetAttenuation
|
*
|
||||||
///
|
* \see SetMinDistance, GetAttenuation
|
||||||
////////////////////////////////////////////////////////////
|
*
|
||||||
float getMinDistance()
|
*/
|
||||||
|
float minDistance()
|
||||||
{
|
{
|
||||||
return sfSoundSource_GetMinDistance(m_ptr);
|
return sfSoundSource_GetMinDistance(m_ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set the attenuation factor of the sound
|
||||||
|
*
|
||||||
|
* The attenuation is a multiplicative factor which makes
|
||||||
|
* the sound more or less loud according to its distance
|
||||||
|
* from the listener. An attenuation of 0 will produce a
|
||||||
|
* non-attenuated sound, i.e. its volume will always be the same
|
||||||
|
* whether it is heard from near or from far. On the other hand,
|
||||||
|
* an attenuation value such as 100 will make the sound fade out
|
||||||
|
* very quickly as it gets further from the listener.
|
||||||
|
* The default value of the attenuation is 1.
|
||||||
|
*
|
||||||
|
* Params:
|
||||||
|
* attenuation = New attenuation factor of the sound
|
||||||
|
*
|
||||||
|
* \see GetAttenuation, SetMinDistance
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void attenuation(float attenuation)
|
||||||
|
{
|
||||||
|
sfSoundSource_SetAttenuation(m_ptr, attenuation);
|
||||||
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
/**
|
||||||
/// \brief Get the attenuation factor of the sound
|
* Get the attenuation factor of the sound
|
||||||
///
|
*
|
||||||
/// \return Attenuation factor of the sound
|
* Returns:
|
||||||
///
|
* Attenuation factor of the sound
|
||||||
/// \see SetAttenuation, GetMinDistance
|
*
|
||||||
///
|
* \see SetAttenuation, GetMinDistance
|
||||||
////////////////////////////////////////////////////////////
|
*
|
||||||
float getAttenuation()
|
*/
|
||||||
|
float attenuation()
|
||||||
{
|
{
|
||||||
return sfSoundSource_GetAttenuation(m_ptr);
|
return sfSoundSource_GetAttenuation(m_ptr);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
override void dispose()
|
|
||||||
{
|
|
||||||
sfSoundSource_Destroy(m_ptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
@ -293,27 +305,7 @@ private:
|
|||||||
bool function(void*) sfSoundSource_IsRelativeToListener;
|
bool function(void*) sfSoundSource_IsRelativeToListener;
|
||||||
}
|
}
|
||||||
|
|
||||||
static this()
|
mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName,
|
||||||
{
|
"Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition",
|
||||||
debug
|
"GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener"));
|
||||||
DllLoader dll = DllLoader.load("csfml-audio-d");
|
|
||||||
else
|
|
||||||
DllLoader dll = DllLoader.load("csfml-audio");
|
|
||||||
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "Create", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "Destroy", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetStatus", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPitch", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPitch", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetVolume", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetVolume", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPosition", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPosition", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetMinDistance", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetMinDistance", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetAttenuation", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetAttenuation", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetRelativeToListener", symbol));
|
|
||||||
mixin(loadDerivedFromSharedLib("sfSoundSource", "IsRelativeToListener", symbol));
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -85,7 +85,7 @@ abstract class SoundStream : SoundSource!("sfSoundStream")
|
|||||||
m_flag = true;
|
m_flag = true;
|
||||||
sfSoundStream_Play(m_ptr);
|
sfSoundStream_Play(m_ptr);
|
||||||
|
|
||||||
if (getStatus() != SoundStatus.Paused)
|
if (status != SoundStatus.Paused)
|
||||||
{
|
{
|
||||||
m_t = new Thread(&threadPoll);
|
m_t = new Thread(&threadPoll);
|
||||||
m_t.start();
|
m_t.start();
|
||||||
|
@ -47,7 +47,7 @@ string loadFromSharedLib(string fname)
|
|||||||
}
|
}
|
||||||
|
|
||||||
//used to mixin code function
|
//used to mixin code function
|
||||||
string loadFromSharedLib2(S...)(string lib, string object, S fnames)
|
string loadFromSharedLib2(S...)(string lib, string className, S fnames)
|
||||||
{
|
{
|
||||||
string res = `static this()
|
string res = `static this()
|
||||||
{
|
{
|
||||||
@ -60,14 +60,27 @@ string loadFromSharedLib2(S...)(string lib, string object, S fnames)
|
|||||||
|
|
||||||
foreach(fname; fnames)
|
foreach(fname; fnames)
|
||||||
{
|
{
|
||||||
res ~= "\t" ~ object ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ object ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ object ~ "_" ~ fname ~ "\");\n";
|
res ~= "\t" ~ className ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ className ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ className ~ "_" ~ fname ~ "\");\n";
|
||||||
}
|
}
|
||||||
return res ~ "}\n";
|
return res ~ "}\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
string loadDerivedFromSharedLib(string base, string fname, string derived)
|
string loadDerivedFromSharedLib(S...)(string lib, string baseClass, string derivedClass, S fnames)
|
||||||
{
|
{
|
||||||
return base ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ base ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ derived ~ "_" ~ fname ~ "\");";
|
string res = `static this()
|
||||||
|
{
|
||||||
|
debug
|
||||||
|
DllLoader dll = DllLoader.load("` ~ lib ~ `-d");
|
||||||
|
else
|
||||||
|
DllLoader dll = DllLoader.load("` ~ lib ~ `");
|
||||||
|
|
||||||
|
`;
|
||||||
|
|
||||||
|
foreach(fname; fnames)
|
||||||
|
{
|
||||||
|
res ~= "\t" ~ baseClass ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ baseClass ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ derivedClass ~ "_" ~ fname ~ "\");";
|
||||||
|
}
|
||||||
|
return res ~ "}\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
Loading…
Reference in New Issue
Block a user