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:
trass3r 2010-03-13 01:56:39 +00:00
parent 809b09292f
commit 1c72b919e7
5 changed files with 443 additions and 460 deletions

View file

@ -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;
import dsfml.system.vector3;
import dsfml.system.common;
/// the sound's current status
enum SoundStatus
{
Stopped, /// Sound is not playing
@ -14,17 +38,16 @@ enum SoundStatus
}
/// base class
package class SoundSource(alias symbol) : DSFMLObject
package class SoundSource(alias derivedClassName) : DSFMLObject
{
private:
protected :
protected:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is meant ot be called by derived classes only.
///
////////////////////////////////////////////////////////////
/**
* Default constructor
*
* This constructor is meant ot be called by derived classes only.
*
*/
this()
{
super(sfSoundSource_Create());
@ -35,49 +58,80 @@ protected :
super(ptr);
}
////////////////////////////////////////////////////////////
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
SoundStatus getStatus()
override void dispose()
{
sfSoundSource_Destroy(m_ptr);
}
public:
/**
* 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);
}
public:
////////////////////////////////////////////////////////////
/// \brief Set the pitch of the sound
///
/// The pitch represents the perceived fundamental frequency
/// of a sound; thus you can make a sound more acute or grave
/// by changing its pitch. A side effect of changing the pitch
/// is to modify the playing speed of the sound as well.
/// The default value for the pitch is 1.
///
/// \param pitch New pitch to apply to the sound
///
/// \see GetPitch
///
////////////////////////////////////////////////////////////
void setPitch(float pitch)
/**
* Set the pitch of the sound
*
* The pitch represents the perceived fundamental frequency
* of a sound; thus you can make a sound more acute or grave
* by changing its pitch. A side effect of changing the pitch
* is to modify the playing speed of the sound as well.
* The default value for the pitch is 1.
*
* Params:
* pitch = New pitch to apply to the sound
*/
void pitch(float pitch)
{
sfSoundSource_SetPitch(m_ptr, pitch);
}
////////////////////////////////////////////////////////////
/// \brief 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.
///
/// \param volume Volume of the sound
///
/// \see GetVolume
///
////////////////////////////////////////////////////////////
void setVolume(float volume)
/**
* Get the pitch of the sound
*
* Returns:
* pitch of the sound
*/
float pitch()
{
return sfSoundSource_GetPitch(m_ptr);
}
/**
* 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
{
assert(volume >= 0 && volume <= 100);
@ -87,188 +141,146 @@ public:
sfSoundSource_SetVolume(m_ptr, volume);
}
////////////////////////////////////////////////////////////
/// \brief 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).
///
/// \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)
/**
* Get the volume of the sound
*
* Returns:
* Volume of the sound, in the range [0, 100]
*/
float volume()
{
sfSoundSource_SetPosition(m_ptr, x, y, z);
return sfSoundSource_GetVolume(m_ptr);
}
////////////////////////////////////////////////////////////
/// \brief 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).
///
/// \param position Position of the sound in the scene
///
/// \see GetPosition
///
////////////////////////////////////////////////////////////
void setPosition(Vector3f position)
/**
* 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:
* position = Position of the sound in the scene
*/
void position(Vector3f position)
{
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
}
////////////////////////////////////////////////////////////
/// \brief 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).
///
/// \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
///
////////////////////////////////////////////////////////////
/**
* Get the 3D position of the sound in the audio scene
*
* Returns:
* Position of the sound
*/
Vector3f getPosition()
{
Vector3f ret;
sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
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
/// listener or is absolute
///
/// \return True if the position is relative, false if it's absolute
///
/// \see SetRelativeToListener
///
////////////////////////////////////////////////////////////
bool isRelativeToListener()
/**
* Tell whether the sound's position is relative to the listener or is absolute
*
* Returns:
* True if the position is relative, false if it's absolute
*/
bool relativeToListener()
{
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
///
/// \return Minimum distance of the sound
///
/// \see SetMinDistance, GetAttenuation
///
////////////////////////////////////////////////////////////
float getMinDistance()
/**
* Get the minimum distance of the sound
*
* Returns:
* Minimum distance of the sound
*
* \see SetMinDistance, GetAttenuation
*
*/
float minDistance()
{
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
///
/// \return Attenuation factor of the sound
///
/// \see SetAttenuation, GetMinDistance
///
////////////////////////////////////////////////////////////
float getAttenuation()
/**
* Get the attenuation factor of the sound
*
* Returns:
* Attenuation factor of the sound
*
* \see SetAttenuation, GetMinDistance
*
*/
float attenuation()
{
return sfSoundSource_GetAttenuation(m_ptr);
}
}
override void dispose()
{
sfSoundSource_Destroy(m_ptr);
}
private:
@ -293,27 +305,7 @@ private:
bool function(void*) sfSoundSource_IsRelativeToListener;
}
static this()
{
debug
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));
}
mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName,
"Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition",
"GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener"));
}