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
)
113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
/*************************************************************************/
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/* cp_sample.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 CPSAMPLE_H
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#define CPSAMPLE_H
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#include "cp_config.h"
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#include "cp_sample_manager.h"
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class CPSample {
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public:
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enum VibratoType {
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VIBRATO_SINE,
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VIBRATO_SAW,
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VIBRATO_SQUARE,
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VIBRATO_RANDOM
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};
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private:
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enum { NAME_MAX_LEN=26 };
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char name[NAME_MAX_LEN];
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uint8_t default_volume; /* 0.. 64 */
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uint8_t global_volume; /* 0.. 64 */
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bool pan_enabled;
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uint8_t pan; /* 0.. 64 */
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VibratoType vibrato_type;
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uint8_t vibrato_speed; /* 0.. 64 */
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uint8_t vibrato_depth; /* 0.. 64 */
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uint8_t vibrato_rate; /* 0.. 64 */
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CPSample_ID id;
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void copy_from(const CPSample &p_sample);
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public:
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void operator=(const CPSample &p_sample);
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const char * get_name() const;
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void set_name(const char *p_name);
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void set_default_volume(uint8_t p_vol);
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uint8_t get_default_volume() const;
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void set_global_volume(uint8_t p_vol);
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uint8_t get_global_volume() const;
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void set_pan_enabled(bool p_vol);
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bool is_pan_enabled() const;
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void set_pan(uint8_t p_pan);
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uint8_t get_pan() const;
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void set_vibrato_type(VibratoType p_vibrato_type);
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VibratoType get_vibrato_type() const;
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void set_vibrato_speed(uint8_t p_vibrato_speed) ;
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uint8_t get_vibrato_speed() const;
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void set_vibrato_depth(uint8_t p_vibrato_depth);
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uint8_t get_vibrato_depth() const;
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void set_vibrato_rate(uint8_t p_vibrato_rate);
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uint8_t get_vibrato_rate() const;
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void set_sample_data(CPSample_ID);
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CPSample_ID get_sample_data() const;
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void reset();
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CPSample(const CPSample&p_from);
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CPSample();
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~CPSample();
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};
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#endif
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