d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
/*************************************************************************/
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/* cp_envelope.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CP_ENVELOPE_H
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#define CP_ENVELOPE_H
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#include "cp_config.h"
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/**envelope?
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*@author Juan Linietsky
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*/
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/******************************
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envelope.h
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----------
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Proovides an envelope, and basic functions
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for it that can be used for both player
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and interface
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********************************/
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class CPEnvelope {
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enum {
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MAX_POINTS=25
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};
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struct Point {
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uint16_t tick_offset;
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int16_t value;
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};
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Point node[MAX_POINTS];
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int8_t node_count;
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bool on;
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bool carry;
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bool loop_on;
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uint8_t loop_begin_node;
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uint8_t loop_end_node;
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bool sustain_loop_on;
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uint8_t sustain_loop_begin_node;
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uint8_t sustain_loop_end_node;
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int8_t max_value;
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int8_t min_value;
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public:
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enum {
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NO_POINT=-5000,
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};
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void set_max(int8_t p_max) { max_value=p_max; }
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int8_t get_max() { return max_value; }
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void set_min(int8_t p_min) { min_value=p_min; }
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int8_t get_min() { return min_value; }
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uint8_t get_node_count();
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const Point& get_node(int p_idx);
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void set_position(int p_node,int p_x,int p_y);
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int add_position(int p_x,int p_y,bool p_move_loops=true);
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void del_position(int p_node);
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void set_loop_enabled(bool p_enabled);
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bool is_loop_enabled();
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void set_loop_begin(int pos);
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void set_loop_end(int pos);
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uint8_t get_loop_begin();
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uint8_t get_loop_end();
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void set_sustain_loop_enabled(bool p_enabled);
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bool is_sustain_loop_enabled();
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void set_sustain_loop_begin(int pos);
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void set_sustain_loop_end(int pos);
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uint8_t get_sustain_loop_begin();
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uint8_t get_sustain_loop_end();
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void set_enabled(bool p_enabled);
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bool is_enabled();
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void set_carry_enabled(bool p_enabled);
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bool is_carry_enabled();
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void reset();
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int get_height_at_pos(int pos);
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float get_interp_height_at_pos(float pos);
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CPEnvelope();
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};
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#endif
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