Merge branch 'master' of https://github.com/zinnschlag/openmw into terrain_next

Conflicts:
	CMakeLists.txt
actorid
scrawl 13 years ago
commit 4813a1ce9d

6
.gitmodules vendored

@ -1,6 +0,0 @@
[submodule "libs/mangle"]
path = libs/mangle
url = git://github.com/zinnschlag/mangle.git
[submodule "libs/openengine"]
path = libs/openengine
url = git://github.com/zinnschlag/OpenEngine

@ -343,6 +343,9 @@ if(WIN32)
SET(CPACK_NSIS_HELP_LINK "http:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_URL_INFO_ABOUT "http:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_INSTALLED_ICON_NAME "omwlauncher.exe")
SET(CPACK_NSIS_MUI_ICON "${OpenMW_SOURCE_DIR}/apps/launcher/resources/images/openmw.ico")
SET(CPACK_NSIS_MUI_UNIICON "${OpenMW_SOURCE_DIR}/apps/launcher/resources/images/openmw.ico")
# SET(CPACK_PACKAGE_ICON "${OpenMW_SOURCE_DIR}\\\\files\\\\openmw.bmp")
SET(VCREDIST32 "${OpenMW_BINARY_DIR}/vcredist_x86.exe")
if(EXISTS ${VCREDIST32})

@ -41,10 +41,11 @@ source_group(launcher FILES ${LAUNCHER} ${LAUNCHER_HEADER} ${LAUNCHER_HEADER_MOC
find_package(Qt4 REQUIRED)
set(QT_USE_QTGUI 1)
if (NOT APPLE) # this dependency can be completely removed, but now it only tested on OS X
find_package(PNG REQUIRED)
include_directories(${PNG_INCLUDE_DIR})
endif()
# Set some platform specific settings
if(WIN32)
set(GUI_TYPE WIN32)
set(QT_USE_QTMAIN TRUE)
endif(WIN32)
QT4_ADD_RESOURCES(RCC_SRCS resources.qrc)
QT4_WRAP_CPP(MOC_SRCS ${LAUNCHER_HEADER_MOC})
@ -53,6 +54,7 @@ include(${QT_USE_FILE})
# Main executable
add_executable(omwlauncher
${GUI_TYPE}
${LAUNCHER}
${RCC_SRCS}
${MOC_SRCS}
@ -62,7 +64,6 @@ target_link_libraries(omwlauncher
${Boost_LIBRARIES}
${OGRE_LIBRARIES}
${QT_LIBRARIES}
${PNG_LIBRARY}
components
)

@ -9,6 +9,23 @@
#include "pluginsmodel.hpp"
#include "pluginsview.hpp"
#include <boost/version.hpp>
/**
* Workaround for problems with whitespaces in paths in older versions of Boost library
*/
#if (BOOST_VERSION <= 104600)
namespace boost
{
template<>
inline boost::filesystem::path lexical_cast<boost::filesystem::path, std::string>(const std::string& arg)
{
return boost::filesystem::path(arg);
}
} /* namespace boost */
#endif /* (BOOST_VERSION <= 104600) */
using namespace ESM;
using namespace std;

@ -44,7 +44,7 @@ add_openmw_dir (mwsound
add_openmw_dir (mwworld
refdata world physicssystem scene environment globals class action nullaction actionteleport
containerstore actiontalk actiontake manualref player cellfunctors
cells localscripts customdata weather
cells localscripts customdata weather inventorystore
)
add_openmw_dir (mwclass

@ -118,8 +118,7 @@ bool OMW::Engine::frameRenderingQueued (const Ogre::FrameEvent& evt)
// sound
if (mUseSound)
{
if (!mEnvironment.mSoundManager->isMusicPlaying())
mEnvironment.mSoundManager->startRandomTitle();
mEnvironment.mSoundManager->playPlaylist();
mEnvironment.mSoundManager->update (evt.timeSinceLastFrame);
}
@ -341,7 +340,6 @@ void OMW::Engine::go()
// Create sound system
mEnvironment.mSoundManager = new MWSound::SoundManager(mOgre->getRoot(),
mOgre->getCamera(),
mEnvironment.mWorld->getStore(),
mDataDirs,
mUseSound, mFSStrict, mEnvironment);
@ -390,7 +388,7 @@ void OMW::Engine::go()
mOgre->getRoot()->addFrameListener (this);
// Play some good 'ol tunes
mEnvironment.mSoundManager->startRandomTitle();
mEnvironment.mSoundManager->playPlaylist(std::string("Explore"));
// scripts
if (mCompileAll)

@ -2,11 +2,16 @@
#include "armor.hpp"
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadgmst.hpp>
#include <components/esm_store/cell_store.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwrender/objects.hpp"
@ -77,6 +82,79 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Armor::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
std::vector<int> slots;
const int size = 11;
static const int sMapping[size][2] =
{
{ ESM::Armor::Helmet, MWWorld::InventoryStore::Slot_Helmet },
{ ESM::Armor::Cuirass, MWWorld::InventoryStore::Slot_Cuirass },
{ ESM::Armor::LPauldron, MWWorld::InventoryStore::Slot_LeftPauldron },
{ ESM::Armor::RPauldron, MWWorld::InventoryStore::Slot_RightPauldron },
{ ESM::Armor::Greaves, MWWorld::InventoryStore::Slot_Greaves },
{ ESM::Armor::Boots, MWWorld::InventoryStore::Slot_Boots },
{ ESM::Armor::LGauntlet, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Armor::RGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet },
{ ESM::Armor::Shield, MWWorld::InventoryStore::Slot_CarriedLeft },
{ ESM::Armor::LBracer, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Armor::RBracer, MWWorld::InventoryStore::Slot_RightGauntlet }
};
for (int i=0; i<size; ++i)
if (sMapping[i][0]==ref->base->data.type)
{
slots.push_back (int (sMapping[i][1]));
break;
}
return std::make_pair (slots, false);
}
int Armor::getEuqipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
std::string typeGmst;
switch (ref->base->data.type)
{
case ESM::Armor::Helmet: typeGmst = "iHelmWeight"; break;
case ESM::Armor::Cuirass: typeGmst = "iCuirassWeight"; break;
case ESM::Armor::LPauldron:
case ESM::Armor::RPauldron: typeGmst = "iPauldronWeight"; break;
case ESM::Armor::Greaves: typeGmst = "iGreavesWeight"; break;
case ESM::Armor::Boots: typeGmst = "iBootsWeight"; break;
case ESM::Armor::LGauntlet:
case ESM::Armor::RGauntlet: typeGmst = "iGauntletWeight"; break;
/// \todo how to determine if shield light, medium or heavy?
// case ESM::Armor::Shield:
case ESM::Armor::LBracer:
case ESM::Armor::RBracer: typeGmst = "iGauntletWeight"; break;
}
if (typeGmst.empty())
return -1;
float iWeight = environment.mWorld->getStore().gameSettings.find (typeGmst)->f;
if (iWeight * environment.mWorld->getStore().gameSettings.find ("fLightMaxMod")->f<=
ref->base->data.weight)
return ESM::Skill::LightArmor;
if (iWeight * environment.mWorld->getStore().gameSettings.find ("fMedMaxMod")->f<=
ref->base->data.weight)
return ESM::Skill::MediumArmor;
return ESM::Skill::HeavyArmor;
}
void Armor::registerSelf()
{
boost::shared_ptr<Class> instance (new Armor);

@ -31,6 +31,15 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
static void registerSelf();
};
}

@ -7,6 +7,7 @@
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/objects.hpp"
@ -65,6 +66,58 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Clothing::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Clothing, MWWorld::RefData> *ref =
ptr.get<ESM::Clothing>();
std::vector<int> slots;
if (ref->base->data.type==ESM::Clothing::Ring)
{
slots.push_back (int (MWWorld::InventoryStore::Slot_LeftRing));
slots.push_back (int (MWWorld::InventoryStore::Slot_RightRing));
}
else
{
const int size = 9;
static const int sMapping[size][2] =
{
{ ESM::Clothing::Shirt, MWWorld::InventoryStore::Slot_Cuirass },
{ ESM::Clothing::Belt, MWWorld::InventoryStore::Slot_Belt },
{ ESM::Clothing::Robe, MWWorld::InventoryStore::Slot_Robe },
{ ESM::Clothing::Pants, MWWorld::InventoryStore::Slot_Pants },
{ ESM::Clothing::Shoes, MWWorld::InventoryStore::Slot_Boots },
{ ESM::Clothing::LGlove, MWWorld::InventoryStore::Slot_LeftGauntlet },
{ ESM::Clothing::RGlove, MWWorld::InventoryStore::Slot_RightGauntlet },
{ ESM::Clothing::Skirt, MWWorld::InventoryStore::Slot_Skirt },
{ ESM::Clothing::Amulet, MWWorld::InventoryStore::Slot_Amulet }
};
for (int i=0; i<size; ++i)
if (sMapping[i][0]==ref->base->data.type)
{
slots.push_back (int (sMapping[i][1]));
break;
}
}
return std::make_pair (slots, false);
}
int Clothing::getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Clothing, MWWorld::RefData> *ref =
ptr.get<ESM::Clothing>();
if (ref->base->data.type==ESM::Clothing::Shoes)
return ESM::Skill::Unarmored;
return -1;
}
void Clothing::registerSelf()
{
boost::shared_ptr<Class> instance (new Clothing);

@ -25,6 +25,15 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
static void registerSelf();
};
}

@ -9,6 +9,7 @@
#include "../mwworld/actiontake.hpp"
#include "../mwworld/nullaction.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwsound/soundmanager.hpp"
@ -94,6 +95,19 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Light::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Light, MWWorld::RefData> *ref =
ptr.get<ESM::Light>();
std::vector<int> slots;
if (ref->base->data.flags & ESM::Light::Carry)
slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedLeft));
return std::make_pair (slots, false);
}
void Light::registerSelf()
{
boost::shared_ptr<Class> instance (new Light);

@ -30,6 +30,10 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
static void registerSelf();
};
}

@ -7,6 +7,7 @@
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/objects.hpp"
@ -66,6 +67,15 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Lockpick::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
std::vector<int> slots;
slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
return std::make_pair (slots, false);
}
void Lockpick::registerSelf()
{
boost::shared_ptr<Class> instance (new Lockpick);

@ -25,6 +25,10 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
static void registerSelf();
};
}

@ -16,7 +16,7 @@
#include "../mwworld/actiontalk.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/customdata.hpp"
namespace
@ -29,7 +29,7 @@ namespace
MWMechanics::NpcStats mNpcStats;
MWMechanics::CreatureStats mCreatureStats;
MWMechanics::Movement mMovement;
MWWorld::ContainerStore mContainerStore;
MWWorld::InventoryStore mInventoryStore;
virtual MWWorld::CustomData *clone() const;
};
@ -161,7 +161,15 @@ namespace MWClass
{
ensureCustomData (ptr);
return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mContainerStore;
return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore;
}
MWWorld::InventoryStore& Npc::getInventoryStore (const MWWorld::Ptr& ptr)
const
{
ensureCustomData (ptr);
return dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mInventoryStore;
}
std::string Npc::getScript (const MWWorld::Ptr& ptr) const

@ -38,6 +38,9 @@ namespace MWClass
virtual MWWorld::ContainerStore& getContainerStore (const MWWorld::Ptr& ptr) const;
///< Return container store
virtual MWWorld::InventoryStore& getInventoryStore (const MWWorld::Ptr& ptr) const;
///< Return inventory store
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const;
///< Generate action for activation

@ -7,6 +7,7 @@
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/objects.hpp"
@ -65,6 +66,15 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Probe::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
std::vector<int> slots;
slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
return std::make_pair (slots, false);
}
void Probe::registerSelf()
{
boost::shared_ptr<Class> instance (new Probe);

@ -25,6 +25,10 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
static void registerSelf();
};
}

@ -7,6 +7,7 @@
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontake.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/objects.hpp"
@ -78,6 +79,61 @@ namespace MWClass
return ref->base->script;
}
std::pair<std::vector<int>, bool> Weapon::getEquipmentSlots (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Weapon, MWWorld::RefData> *ref =
ptr.get<ESM::Weapon>();
std::vector<int> slots;
bool stack = false;
if (ref->base->data.type==ESM::Weapon::Arrow || ref->base->data.type==ESM::Weapon::Bolt)
{
slots.push_back (int (MWWorld::InventoryStore::Slot_Ammunition));
stack = true;
}
else if (ref->base->data.type==ESM::Weapon::MarksmanThrown)
{
slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
stack = true;
}
else
slots.push_back (int (MWWorld::InventoryStore::Slot_CarriedRight));
return std::make_pair (slots, stack);
}
int Weapon::getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Weapon, MWWorld::RefData> *ref =
ptr.get<ESM::Weapon>();
const int size = 12;
static const int sMapping[size][2] =
{
{ ESM::Weapon::ShortBladeOneHand, ESM::Skill::ShortBlade },
{ ESM::Weapon::LongBladeOneHand, ESM::Skill::LongBlade },
{ ESM::Weapon::LongBladeTwoHand, ESM::Skill::LongBlade },
{ ESM::Weapon::BluntOneHand, ESM::Skill::BluntWeapon },
{ ESM::Weapon::BluntTwoClose, ESM::Skill::BluntWeapon },
{ ESM::Weapon::BluntTwoWide, ESM::Skill::BluntWeapon },
{ ESM::Weapon::SpearTwoWide, ESM::Skill::Spear },
{ ESM::Weapon::AxeOneHand, ESM::Skill::Axe },
{ ESM::Weapon::AxeTwoHand, ESM::Skill::Axe },
{ ESM::Weapon::MarksmanBow, ESM::Skill::Marksman },
{ ESM::Weapon::MarksmanCrossbow, ESM::Skill::Marksman },
{ ESM::Weapon::MarksmanThrown, ESM::Skill::Marksman }
};
for (int i=0; i<size; ++i)
if (sMapping[i][0]==ref->base->data.type)
return sMapping[i][1];
return -1;
}
void Weapon::registerSelf()
{
boost::shared_ptr<Class> instance (new Weapon);

@ -31,6 +31,15 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
static void registerSelf();
};
}

@ -10,10 +10,8 @@
#include <mangle/sound/clients/ogre_listener_mover.hpp>
#include <mangle/sound/clients/ogre_output_updater.hpp>
#include <components/file_finder/file_finder.hpp>
#include <components/esm_store/store.hpp>
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/player.hpp"
@ -45,7 +43,6 @@
using namespace Mangle::Sound;
typedef OEngine::Sound::SoundManager OEManager;
typedef OEngine::Sound::SoundManagerPtr OEManagerPtr;
// Set the position on a sound based on a Ptr.
static void setPos(SoundPtr &snd, const MWWorld::Ptr ref)
@ -60,175 +57,65 @@ static void setPos(SoundPtr &snd, const MWWorld::Ptr ref)
namespace MWSound
{
struct SoundManager::SoundImpl
{
/* This is the sound manager. It loades, stores and deletes
sounds based on the sound factory it is given.
*/
OEManagerPtr mgr;
SoundPtr music;
/* This class calls update() on the sound manager each frame
using and Ogre::FrameListener
*/
Mangle::Sound::OgreOutputUpdater updater;
/* This class tracks the movement of an Ogre::Camera and moves
a sound listener automatically to follow it.
*/
Mangle::Sound::OgreListenerMover cameraTracker;
const ESMS::ESMStore &store;
typedef std::map<std::string,Mangle::Sound::WSoundPtr> IDMap;
typedef std::map<MWWorld::Ptr,IDMap> PtrMap;
PtrMap sounds;
// This is used for case insensitive and slash-type agnostic file
// finding. It takes DOS paths (any case, \\ slashes or / slashes)
// relative to the sound dir, and translates them into full paths
// of existing files in the filesystem, if they exist.
bool FSstrict;
FileFinder::LessTreeFileFinder files;
FileFinder::StrictTreeFileFinder strict;
FileFinder::LessTreeFileFinder musicpath;
FileFinder::StrictTreeFileFinder musicpathStrict;
SoundImpl(Ogre::Root *root, Ogre::Camera *camera, const ESMS::ESMStore &str,
const Files::PathContainer& soundDir,
const Files::PathContainer& musicDir,
bool fsstrict)
: mgr(new OEManager(SoundFactoryPtr(new SOUND_FACTORY)))
, updater(mgr)
, cameraTracker(mgr)
, store(str)
, FSstrict(fsstrict)
, files(soundDir)
, strict(soundDir)
, musicpath(musicDir)
, musicpathStrict(musicDir)
{
std::cout << "Sound output: " << SOUND_OUT << std::endl;
std::cout << "Sound decoder: " << SOUND_IN << std::endl;
// Attach the camera to the camera tracker
cameraTracker.followCamera(camera);
// Tell Ogre to update the sound system each frame
root->addFrameListener(&updater);
}
~SoundImpl()
{
Ogre::Root::getSingleton().removeFrameListener(&updater);
cameraTracker.unfollowCamera();
}
static std::string toMp3(std::string str)
{
std::string::size_type i = str.rfind('.');
if(str.find('/', i) == std::string::npos &&
str.find('\\', i) == std::string::npos)
str = str.substr(0, i) + ".mp3";
else
str += ".mp3";
return str;
}
bool hasFile(const std::string &str, bool music = false)
SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera,
const Files::PathContainer& dataDirs,
bool useSound, bool fsstrict, MWWorld::Environment& environment)
: mFSStrict(fsstrict)
, mEnvironment(environment)
, mgr(new OEManager(SoundFactoryPtr(new SOUND_FACTORY)))
, updater(mgr)
, cameraTracker(mgr)
, mCurrentPlaylist(NULL)
{
bool found = false;
if(!FSstrict)
if(useSound)
{
if(music)
{
found = musicpath.has(str);
// Not found? Try with .mp3
if (!found)
{
found = musicpath.has(toMp3(str));
}
}
else
// The music library will accept these filetypes
// If none is given then it will accept all filetypes
std::vector<std::string> acceptableExtensions;
acceptableExtensions.push_back(".mp3");
acceptableExtensions.push_back(".wav");
acceptableExtensions.push_back(".ogg");
acceptableExtensions.push_back(".flac");
// Makes a list of all sound files, searches in reverse for priority reasons
for (Files::PathContainer::const_reverse_iterator it = dataDirs.rbegin(); it != dataDirs.rend(); ++it)
{
found = files.has(str);
if (!found)
{
found = files.has(toMp3(str));
}
Files::FileLister(*it / std::string("Sound"), mSoundFiles, true);
}
}
else
{
if(music)
{
found = musicpathStrict.has(str);
// Not found? Try with .mp3
if (!found)
{
found = musicpathStrict.has(toMp3(str));
}
}
else
// Makes a FileLibrary of all music files, searches in reverse for priority reasons
for (Files::PathContainer::const_reverse_iterator it = dataDirs.rbegin(); it != dataDirs.rend(); ++it)
{
found = strict.has(str);
if (!found)
{
found = strict.has(toMp3(str));
}
mMusicLibrary.add(*it / std::string("Music"), true, mFSStrict, acceptableExtensions);
}
}
return found;
}
std::string anything = "anything"; // anything is better that a segfault
mCurrentPlaylist = mMusicLibrary.section(anything, mFSStrict); // now points to an empty path
// Convert a Morrowind sound path (eg. Fx\funny.wav) to full path
// with proper slash conversion (eg. datadir/Sound/Fx/funny.wav)
std::string convertPath(const std::string &str, bool music = false)
{
if(FSstrict == false)
{
// Search and return
if(music && musicpath.has(str))
return musicpath.lookup(str);
else if(files.has(str))
return files.lookup(str);
// Try mp3 if the wav wasn't found
std::string mp3 = toMp3(str);
if(music && musicpath.has(mp3))
return musicpath.lookup(mp3);
else if(files.has(mp3))
return files.lookup(mp3);
}
else
{
if(music && musicpathStrict.has(str))
return musicpathStrict.lookup(str);
else if(strict.has(str))
return strict.lookup(str);
// Try mp3 if the wav wasn't found
std::string mp3 = toMp3(str);
if(music && musicpathStrict.has(mp3))
return musicpathStrict.lookup(mp3);
else if(strict.has(str))
return strict.lookup(mp3);
std::cout << "Sound output: " << SOUND_OUT << std::endl;
std::cout << "Sound decoder: " << SOUND_IN << std::endl;
// Attach the camera to the camera tracker
cameraTracker.followCamera(camera);
// Tell Ogre to update the sound system each frame
root->addFrameListener(&updater);
}
}
// Give up
return "";
SoundManager::~SoundManager()
{
Ogre::Root::getSingleton().removeFrameListener(&updater);
cameraTracker.unfollowCamera();
}
// Convert a soundId to file name, and modify the volume
// according to the sounds local volume setting, minRange and
// maxRange.
std::string lookup(const std::string &soundId,
std::string SoundManager::lookup(const std::string &soundId,
float &volume, float &min, float &max)
{
const ESM::Sound *snd = store.sounds.search(soundId);
const ESM::Sound *snd = mEnvironment.mWorld->getStore().sounds.search(soundId);
if(snd == NULL) return "";
if(snd->data.volume == 0)
@ -249,11 +136,11 @@ namespace MWSound
max = std::max(min, max);
}
return convertPath(snd->sound);
return Files::FileListLocator(mSoundFiles, snd->sound, mFSStrict);
}
// Add a sound to the list and play it
void add(const std::string &file,
void SoundManager::add(const std::string &file,
MWWorld::Ptr ptr,
const std::string &id,
float volume, float pitch,
@ -280,7 +167,7 @@ namespace MWSound
// Clears all the sub-elements of a given iterator, and then
// removes it from 'sounds'.
void clearAll(PtrMap::iterator& it)
void SoundManager::clearAll(PtrMap::iterator& it)
{
IDMap::iterator sit = it->second.begin();
@ -301,7 +188,7 @@ namespace MWSound
// Stop a sound and remove it from the list. If id="" then
// remove the entire object and stop all its sounds.
void remove(MWWorld::Ptr ptr, const std::string &id = "")
void SoundManager::remove(MWWorld::Ptr ptr, const std::string &id)
{
PtrMap::iterator it = sounds.find(ptr);
if(it != sounds.end())
@ -324,7 +211,7 @@ namespace MWSound
}
}
bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const
bool SoundManager::isPlaying(MWWorld::Ptr ptr, const std::string &id) const
{
PtrMap::const_iterator it = sounds.find(ptr);
if(it != sounds.end())
@ -348,7 +235,7 @@ namespace MWSound
}
// Remove all references to objects belonging to a given cell
void removeCell(const MWWorld::Ptr::CellStore *cell)
void SoundManager::removeCell(const MWWorld::Ptr::CellStore *cell)
{
PtrMap::iterator it2, it = sounds.begin();
while(it != sounds.end())
@ -360,7 +247,7 @@ namespace MWSound
}
}
void updatePositions(MWWorld::Ptr ptr)
void SoundManager::updatePositions(MWWorld::Ptr ptr)
{
// Find the reference (if any)
PtrMap::iterator it = sounds.find(ptr);
@ -378,85 +265,45 @@ namespace MWSound
}
}
}
}; /* SoundImpl */
void SoundManager::stopMusic()
{
if (music)
music->stop();
setPlaylist();
}
void SoundManager::streamMusicFull(const std::string& filename)
{
if(!mData) return;
// Play the sound and tell it to stream, if possible. TODO:
// Store the reference, the jukebox will need to check status,
// control volume etc.
if (mData->music)
mData->music->stop();
mData->music = mData->mgr->load(filename);
mData->music->setStreaming(true);
mData->music->setVolume(0.4);
mData->music->play();
}
SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera,
const ESMS::ESMStore &store, const Files::PathContainer& dataDirs,
bool useSound, bool fsstrict, MWWorld::Environment& environment)
: mData(NULL)
, fsStrict(fsstrict)
, mEnvironment(environment)
{
for (Files::PathContainer::const_iterator it = dataDirs.begin(); it != dataDirs.end(); ++it)
{
MP3Lookup((*it) / "Music/Explore/");
}
if(useSound)
{
Files::PathContainer soundDirs;;
for (Files::PathContainer::const_iterator it = dataDirs.begin(); it != dataDirs.end(); ++it)
{
soundDirs.push_back( *it / std::string("Sound"));
}
mData = new SoundImpl(root, camera, store, soundDirs /* Sound */, dataDirs /* Music */, fsstrict);
}
test.name = "";
total = 0;
}
if (music)
music->stop();
music = mgr->load(filename);
music->setStreaming(true);
music->setVolume(0.4);
music->play();
SoundManager::~SoundManager()
{
if(mData)
delete mData;
}
void SoundManager::streamMusic(const std::string& filename)
{
if(mData->hasFile(filename, true))
{
streamMusicFull(mData->convertPath(filename, true));
}
}
void SoundManager::MP3Lookup(const boost::filesystem::path& dir)
{
boost::filesystem::directory_iterator dir_iter(dir), dir_end;
std::string mp3extension = ".mp3";
for(;dir_iter != dir_end; dir_iter++)
{
if(boost::filesystem::extension(*dir_iter) == mp3extension)
std::string filePath = mMusicLibrary.locate(filename, mFSStrict).string();
if(!filePath.empty())
{
files.push_back(*dir_iter);
streamMusicFull(filePath);
}
}
}
void SoundManager::startRandomTitle()
{
if(!files.empty())
if(mCurrentPlaylist && !mCurrentPlaylist->empty())
{
Files::PathContainer::iterator fileIter = files.begin();
Files::PathContainer::const_iterator fileIter = mCurrentPlaylist->begin();
srand( time(NULL) );
int r = rand() % files.size() + 1; //old random code
int r = rand() % mCurrentPlaylist->size() + 1; //old random code
std::advance(fileIter, r - 1);
std::string music = fileIter->string();
@ -476,105 +323,157 @@ namespace MWSound
bool SoundManager::isMusicPlaying()
{
bool test = false;
if(mData && mData->music)
if(music)
{
test = mData->music->isPlaying();
test = music->isPlaying();
}
return test;
}
SoundManager::SoundImpl SoundManager::getMData()
{
// bool test = mData->music->isPlaying();
return *mData;
}
bool SoundManager::setPlaylist(std::string playlist)
{
const Files::PathContainer* previousPlaylist;
previousPlaylist = mCurrentPlaylist;
if (playlist == "")
{
mCurrentPlaylist = mMusicLibrary.section(playlist, mFSStrict);
}
else if(mMusicLibrary.containsSection(playlist, mFSStrict))
{
mCurrentPlaylist = mMusicLibrary.section(playlist, mFSStrict);
}
else
{
std::cout << "Warning: playlist named " << playlist << " does not exist.\n";
}
return previousPlaylist == mCurrentPlaylist;
}
void SoundManager::playPlaylist(std::string playlist)
{
if (playlist == "")
{
if(!isMusicPlaying())
{
startRandomTitle();
}
return;
}
if(!setPlaylist(playlist))
{
startRandomTitle();
}
else if (!isMusicPlaying())
{
startRandomTitle();
}
}
void SoundManager::say (MWWorld::Ptr ptr, const std::string& filename)
{
// The range values are not tested
if(!mData) return;
if(mData->hasFile(filename))
mData->add(mData->convertPath(filename), ptr, "_say_sound", 1, 1, 100, 20000, false);
std::string filePath = Files::FileListLocator(mSoundFiles, filename, mFSStrict);
if(!filePath.empty())
add(filePath, ptr, "_say_sound", 1, 1, 100, 20000, false);
else
std::cout << "Sound file " << filename << " not found, skipping.\n";
}
bool SoundManager::sayDone (MWWorld::Ptr ptr) const
{
if(!mData) return false;
return !mData->isPlaying(ptr, "_say_sound");
return !isPlaying(ptr, "_say_sound");
}
void SoundManager::playSound(const std::string& soundId, float volume, float pitch)
void SoundManager::playSound(const std::string& soundId, float volume, float pitch, bool loop)
{
if(!mData) return;
// Play and forget
float min, max;
const std::string &file = mData->lookup(soundId, volume, min, max);
const std::string &file = lookup(soundId, volume, min, max);
if (file != "")
{
SoundPtr snd = mData->mgr->load(file);
SoundPtr snd = mgr->load(file);
snd->setRepeat(loop);
snd->setVolume(volume);
snd->setRange(min,max);
snd->setPitch(pitch);
snd->play();
if (loop)
{
// Only add the looping sound once
IDMap::iterator it = mLoopedSounds.find(soundId);
if(it == mLoopedSounds.end())
{
mLoopedSounds[soundId] = WSoundPtr(snd);
}
}
}
}
void SoundManager::playSound3D (MWWorld::Ptr ptr, const std::string& soundId,
float volume, float pitch, bool loop)
{
if(!mData) return;
// Look up the sound in the ESM data
float min, max;
const std::string &file = mData->lookup(soundId, volume, min, max);
const std::string &file = lookup(soundId, volume, min, max);
if (file != "")
mData->add(file, ptr, soundId, volume, pitch, min, max, loop);
add(file, ptr, soundId, volume, pitch, min, max, loop);
}
void SoundManager::stopSound3D (MWWorld::Ptr ptr, const std::string& soundId)
{
if(!mData) return;
mData->remove(ptr, soundId);
remove(ptr, soundId);
}
void SoundManager::stopSound (MWWorld::Ptr::CellStore *cell)
{
if(!mData) return;
mData->removeCell(cell);
removeCell(cell);
}
void SoundManager::stopSound(const std::string& soundId)
{
IDMap::iterator it = mLoopedSounds.find(soundId);
if(it != mLoopedSounds.end())
{
SoundPtr snd = it->second.lock();
if(snd) snd->stop();
mLoopedSounds.erase(it);
}
}
bool SoundManager::getSoundPlaying (MWWorld::Ptr ptr, const std::string& soundId) const
{
// Mark all sounds as playing, otherwise the scripts will just
// keep trying to play them every frame.
if(!mData) return true;
return mData->isPlaying(ptr, soundId);
return isPlaying(ptr, soundId);
}
void SoundManager::updateObject(MWWorld::Ptr ptr)
{
if (mData != NULL)
{
mData->updatePositions(ptr);
}
updatePositions(ptr);
}
void SoundManager::update (float duration)
{
MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayer().getPlayer().getCell();
static int total = 0;
static std::string regionName = "";
static float timePassed = 0.0;
timePassed += duration;
//If the region has changed
if(!(current->cell->data.flags & current->cell->Interior) && timer.elapsed() >= 10)
if(!(current->cell->data.flags & current->cell->Interior) && timePassed >= 10)
{
timer.restart();
if (test.name != current->cell->region)
ESM::Region test = (ESM::Region) *(mEnvironment.mWorld->getStore().regions.find(current->cell->region));
timePassed = 0;
if (regionName != current->cell->region)
{
regionName = current->cell->region;
total = 0;
test = (ESM::Region) *(mEnvironment.mWorld->getStore().regions.find(current->cell->region));
}
if(test.soundList.size() > 0)
@ -598,15 +497,15 @@ namespace MWSound
soundIter = test.soundList.begin();
while (soundIter != test.soundList.end())
{
const ESM::NAME32 go = soundIter->sound;
const std::string go = soundIter->sound.toString();
int chance = (int) soundIter->chance;
//std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
soundIter++;
if( r - pos < chance)
{
//play sound
std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
mEnvironment.mSoundManager->playSound(go.name, 20.0, 1.0);
std::cout << "Sound: " << go <<" Chance:" << chance << "\n";
mEnvironment.mSoundManager->playSound(go, 20.0, 1.0);
break;
}
@ -616,7 +515,7 @@ namespace MWSound
}
else if(current->cell->data.flags & current->cell->Interior)
{
test.name = "";
regionName = "";
}
}

@ -3,13 +3,14 @@
#include <string>
#include <boost/filesystem.hpp>
#include <boost/timer.hpp>
#include <mangle/sound/clients/ogre_output_updater.hpp>
#include <mangle/sound/clients/ogre_listener_mover.hpp>
#include "../mwworld/ptr.hpp"
#include <openengine/sound/sndmanager.hpp>
#include <components/files/multidircollection.hpp>
#include <components/files/filelibrary.hpp>
#include "../mwworld/ptr.hpp"
namespace Ogre
@ -18,11 +19,16 @@ namespace Ogre
class Camera;
}
namespace ESMS
namespace Mangle
{
struct ESMStore;
namespace Sound
{
typedef boost::shared_ptr<Sound> SoundPtr;
}
}
typedef OEngine::Sound::SoundManagerPtr OEManagerPtr;
namespace MWWorld
{
struct Environment;
@ -30,43 +36,94 @@ namespace MWWorld
namespace MWSound
{
//SoundPtr *music;
class SoundManager
{
// Hide implementation details - engine.cpp is compiling
// enough as it is.
struct SoundImpl;
SoundImpl *mData;
Files::PathContainer files;
bool fsStrict;
MWWorld::Environment& mEnvironment;
// This is used for case insensitive and slash-type agnostic file
// finding. It takes DOS paths (any case, \\ slashes or / slashes)
// relative to the sound dir, and translates them into full paths
// of existing files in the filesystem, if they exist.
bool mFSStrict;
int total;
ESM::Region test;
boost::timer timer;
MWWorld::Environment& mEnvironment;
void streamMusicFull (const std::string& filename);
///< Play a soundifle
/// \param absolute filename
/* This is the sound manager. It loades, stores and deletes
sounds based on the sound factory it is given.
*/
OEManagerPtr mgr;
Mangle::Sound::SoundPtr music;
/* This class calls update() on the sound manager each frame
using and Ogre::FrameListener
*/
Mangle::Sound::OgreOutputUpdater updater;
/* This class tracks the movement of an Ogre::Camera and moves
a sound listener automatically to follow it.
*/
Mangle::Sound::OgreListenerMover cameraTracker;
typedef std::map<std::string,Mangle::Sound::WSoundPtr> IDMap;
typedef std::map<MWWorld::Ptr,IDMap> PtrMap;
PtrMap sounds;
// A list of all sound files used to lookup paths
Files::PathContainer mSoundFiles;
// A library of all Music file paths stored by the folder they are contained in
Files::FileLibrary mMusicLibrary;
// Points to the current playlist of music files stored in the music library
const Files::PathContainer* mCurrentPlaylist;
IDMap mLoopedSounds;
std::string lookup(const std::string &soundId,
float &volume, float &min, float &max);
void add(const std::string &file,
MWWorld::Ptr ptr, const std::string &id,
float volume, float pitch, float min, float max,
bool loop);
void clearAll(PtrMap::iterator& it);
void remove(MWWorld::Ptr ptr, const std::string &id = "");
bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
void removeCell(const MWWorld::Ptr::CellStore *cell);
void updatePositions(MWWorld::Ptr ptr);
public:
SoundManager(Ogre::Root*, Ogre::Camera*, const ESMS::ESMStore &store,
SoundManager(Ogre::Root*, Ogre::Camera*,
const Files::PathContainer& dataDir, bool useSound, bool fsstrict,
MWWorld::Environment& environment);
~SoundManager();
void stopMusic();
///< Stops music if it's playing
void streamMusic(const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void startRandomTitle();
void MP3Lookup(const boost::filesystem::path& dir);
///< Starts a random track from the current playlist
bool isMusicPlaying();
///< Returns true if music is playing
SoundImpl getMData();
bool setPlaylist(std::string playlist="");
///< Set the playlist to an existing folder
/// \param name of the folder that contains the playlist
/// if none is set then it is set to an empty playlist
/// \return Return true if the previous playlist was the same
void playPlaylist(std::string playlist="");
///< Start playing music from the selected folder
/// \param name of the folder that contains the playlist
/// if none is set then it plays from the current playlist
void say (MWWorld::Ptr reference, const std::string& filename);
///< Make an actor say some text.
@ -75,7 +132,7 @@ namespace MWSound
bool sayDone (MWWorld::Ptr reference) const;
///< Is actor not speaking?
void playSound (const std::string& soundId, float volume, float pitch);
void playSound (const std::string& soundId, float volume, float pitch, bool loop=false);
///< Play a sound, independently of 3D-position
void playSound3D (MWWorld::Ptr reference, const std::string& soundId,
@ -89,6 +146,9 @@ namespace MWSound
void stopSound (MWWorld::Ptr::CellStore *cell);
///< Stop all sounds for the given cell.
void stopSound(const std::string& soundId);
///< Stop a non-3d looping sound
bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const;
///< Is the given sound currently playing on the given object?

@ -5,6 +5,8 @@
#include <algorithm>
#include "world.hpp"
#include "class.hpp"
#include "containerstore.hpp"
MWWorld::Ptr::CellStore *MWWorld::Cells::getCellStore (const ESM::Cell *cell)
{
@ -35,6 +37,39 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getCellStore (const ESM::Cell *cell)
}
}
void MWWorld::Cells::fillContainers (Ptr::CellStore& cellStore)
{
for (ESMS::CellRefList<ESM::Container, RefData>::List::iterator iter (
cellStore.containers.list.begin());
iter!=cellStore.containers.list.end(); ++iter)
{
Ptr container (&*iter, &cellStore);
Class::get (container).getContainerStore (container).fill (
iter->base->inventory, mStore);
}
for (ESMS::CellRefList<ESM::Creature, RefData>::List::iterator iter (
cellStore.creatures.list.begin());
iter!=cellStore.creatures.list.end(); ++iter)
{
Ptr container (&*iter, &cellStore);
Class::get (container).getContainerStore (container).fill (
iter->base->inventory, mStore);
}
for (ESMS::CellRefList<ESM::NPC, RefData>::List::iterator iter (
cellStore.npcs.list.begin());
iter!=cellStore.npcs.list.end(); ++iter)
{
Ptr container (&*iter, &cellStore);
Class::get (container).getContainerStore (container).fill (
iter->base->inventory, mStore);
}
}
MWWorld::Cells::Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader, MWWorld::World& world)
: mStore (store), mReader (reader), mWorld (world) {}
@ -43,6 +78,8 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getExterior (int x, int y)
std::map<std::pair<int, int>, Ptr::CellStore>::iterator result =
mExteriors.find (std::make_pair (x, y));
bool fill = false;
if (result==mExteriors.end())
{
const ESM::Cell *cell = mStore.cells.searchExt (x, y);
@ -63,11 +100,16 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getExterior (int x, int y)
result = mExteriors.insert (std::make_pair (
std::make_pair (x, y), Ptr::CellStore (cell))).first;
fill = true;
}
if (result->second.mState!=Ptr::CellStore::State_Loaded)
result->second.load (mStore, mReader);
if (fill)
fillContainers (result->second);
return &result->second;
}
@ -75,16 +117,23 @@ MWWorld::Ptr::CellStore *MWWorld::Cells::getInterior (const std::string& name)
{
std::map<std::string, Ptr::CellStore>::iterator result = mInteriors.find (name);
bool fill = false;
if (result==mInteriors.end())
{
const ESM::Cell *cell = mStore.cells.findInt (name);
result = mInteriors.insert (std::make_pair (name, Ptr::CellStore (cell))).first;
fill = true;
}
if (result->second.mState!=Ptr::CellStore::State_Loaded)
result->second.load (mStore, mReader);
if (fill)
fillContainers (result->second);
return &result->second;
}

@ -34,6 +34,8 @@ namespace MWWorld
Ptr::CellStore *getCellStore (const ESM::Cell *cell);
void fillContainers (Ptr::CellStore& cellStore);
public:
Cells (const ESMS::ESMStore& store, ESM::ESMReader& reader, MWWorld::World& world);

@ -77,6 +77,11 @@ namespace MWWorld
throw std::runtime_error ("class does not have a container store");
}
InventoryStore& Class::getInventoryStore (const Ptr& ptr) const
{
throw std::runtime_error ("class does not have an inventory store");
}
void Class::lock (const Ptr& ptr, int lockLevel) const
{
throw std::runtime_error ("class does not support locking");
@ -122,6 +127,16 @@ namespace MWWorld
return Ogre::Vector3 (0, 0, 0);
}
std::pair<std::vector<int>, bool> Class::getEquipmentSlots (const Ptr& ptr) const
{
return std::make_pair (std::vector<int>(), false);
}
int Class::getEuqipmentSkill (const Ptr& ptr, const Environment& environment) const
{
return -1;
}
const Class& Class::get (const std::string& key)
{
std::map<std::string, boost::shared_ptr<Class> >::const_iterator iter = sClasses.find (key);

@ -3,6 +3,7 @@
#include <map>
#include <string>
#include <vector>
#include <boost/shared_ptr.hpp>
@ -34,6 +35,7 @@ namespace MWWorld
class Ptr;
class Environment;
class ContainerStore;
class InventoryStore;
/// \brief Base class for referenceable esm records
class Class
@ -108,6 +110,10 @@ namespace MWWorld
///< Return container store or throw an exception, if class does not have a
/// container store (default implementation: throw an exceoption)
virtual InventoryStore& getInventoryStore (const Ptr& ptr) const;
///< Return inventory store or throw an exception, if class does not have a
/// inventory store (default implementation: throw an exceoption)
virtual void lock (const Ptr& ptr, int lockLevel) const;
///< Lock object (default implementation: throw an exception)
@ -137,6 +143,18 @@ namespace MWWorld
///< Return desired movement vector (determined based on movement settings,
/// stance and stats).
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const Ptr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
///
/// Default implementation: return (empty vector, false).
virtual int getEuqipmentSkill (const Ptr& ptr, const Environment& environment)
const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
/// (default implementation: return -1)
static const Class& get (const std::string& key);
///< If there is no class for this \a key, an exception is thrown.

@ -5,6 +5,12 @@
#include <typeinfo>
#include <stdexcept>
#include <components/esm/loadcont.hpp>
#include "manualref.hpp"
MWWorld::ContainerStore::~ContainerStore() {}
MWWorld::ContainerStoreIterator MWWorld::ContainerStore::begin (int mask)
{
return ContainerStoreIterator (mask, this);
@ -17,7 +23,7 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::end()
void MWWorld::ContainerStore::add (const Ptr& ptr)
{
/// \todo implement item stocking
/// \todo implement item stacking
switch (getType (ptr))
{
@ -36,6 +42,40 @@ void MWWorld::ContainerStore::add (const Ptr& ptr)
}
}
void MWWorld::ContainerStore::fill (const ESM::InventoryList& items, const ESMS::ESMStore& store)
{
for (std::vector<ESM::ContItem>::const_iterator iter (items.list.begin()); iter!=items.list.end();
++iter)
{
ManualRef ref (store, iter->item.toString());
if (ref.getPtr().getTypeName()==typeid (ESM::ItemLevList).name())
{
/// \todo implement leveled item lists
continue;
}
ref.getPtr().getRefData().setCount (iter->count);
add (ref.getPtr());
}
}
void MWWorld::ContainerStore::clear()
{
potions.list.clear();
appas.list.clear();
armors.list.clear();
books.list.clear();
clothes.list.clear();
ingreds.list.clear();
lights.list.clear();
lockpicks.list.clear();
miscItems.list.clear();
probes.list.clear();
repairs.list.clear();
weapons.list.clear();
}
int MWWorld::ContainerStore::getType (const Ptr& ptr)
{
if (ptr.isEmpty())
@ -331,6 +371,11 @@ int MWWorld::ContainerStoreIterator::getType() const
return mType;
}
const MWWorld::ContainerStore *MWWorld::ContainerStoreIterator::getContainerStore() const
{
return mContainer;
}
bool MWWorld::operator== (const ContainerStoreIterator& left, const ContainerStoreIterator& right)
{
return left.isEqual (right);

@ -1,11 +1,18 @@
#ifndef GAME_MWWORLD_CONTAINERSTORE_H
#define GAME_MWWORLD_CONTAINERSTORE_H
#include <iterator>
#include <components/esm_store/cell_store.hpp>
#include "refdata.hpp"
#include "ptr.hpp"
namespace ESM
{
struct InventoryList;
}
namespace MWWorld
{
class ContainerStoreIterator;
@ -48,6 +55,8 @@ namespace MWWorld
public:
virtual ~ContainerStore();
ContainerStoreIterator begin (int mask = Type_All);
ContainerStoreIterator end();
@ -60,6 +69,12 @@ namespace MWWorld
/// \attention Do not add items to an existing stack by increasing the count instead of
/// calling this function!
void fill (const ESM::InventoryList& items, const ESMS::ESMStore& store);
///< Insert items into *this.
void clear();
///< Empty container.
static int getType (const Ptr& ptr);
///< This function throws an exception, if ptr does not point to an object, that can be
/// put into a container.
@ -71,6 +86,7 @@ namespace MWWorld
///
/// \note The iterator will automatically skip over deleted objects.
class ContainerStoreIterator
: public std::iterator<std::forward_iterator_tag, Ptr, std::ptrdiff_t, Ptr *, Ptr&>
{
int mType;
int mMask;
@ -126,6 +142,8 @@ namespace MWWorld
int getType() const;
const ContainerStore *getContainerStore() const;
friend class ContainerStore;
};

@ -0,0 +1,86 @@
#include "inventorystore.hpp"
#include <iterator>
#include <algorithm>
#include "class.hpp"
void MWWorld::InventoryStore::copySlots (const InventoryStore& store)
{
// some const-trickery, required because of a flaw in the handling of MW-references and the
// resulting workarounds
for (std::vector<ContainerStoreIterator>::const_iterator iter (
const_cast<InventoryStore&> (store).mSlots.begin());
iter!=const_cast<InventoryStore&> (store).mSlots.end(); ++iter)
{
std::size_t distance = std::distance (const_cast<InventoryStore&> (store).begin(), *iter);
ContainerStoreIterator slot = begin();
std::advance (slot, distance);
mSlots.push_back (slot);
}
}
MWWorld::InventoryStore::InventoryStore()
{
for (int i=0; i<Slots; ++i)
mSlots.push_back (end());
}
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
: ContainerStore (store)
{
copySlots (store);
}
MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
{
ContainerStore::operator= (store);
mSlots.clear();
copySlots (store);
return *this;
}
void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& iterator)
{
if (slot<0 || slot>=static_cast<int> (mSlots.size()))
throw std::runtime_error ("slot number out of range");
if (iterator.getContainerStore()!=this)
throw std::runtime_error ("attempt to equip an item that is not in the inventory");
if (iterator!=end())
{
std::pair<std::vector<int>, bool> slots = Class::get (*iterator).getEquipmentSlots (*iterator);
if (std::find (slots.first.begin(), slots.first.end(), slot)==slots.first.end())
throw std::runtime_error ("invalid slot");
}
/// \todo restack item previously in this slot (if required)
/// \todo unstack item pointed to by iterator if required)
mSlots[slot] = iterator;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
{
if (slot<0 || slot>=static_cast<int> (mSlots.size()))
throw std::runtime_error ("slot number out of range");
if (mSlots[slot]==end())
return end();
if (mSlots[slot]->getRefData().getCount()<1)
{
// object has been deleted
mSlots[slot] = end();
return end();
}
return mSlots[slot];
}

@ -0,0 +1,58 @@
#ifndef GAME_MWWORLD_INVENTORYSTORE_H
#define GAME_MWWORLD_INVENTORYSTORE_H
#include "containerstore.hpp"
namespace MWWorld
{
///< \brief Variant of the ContainerStore for NPCs
class InventoryStore : public ContainerStore
{
public:
static const int Slot_Helmet = 0;
static const int Slot_Cuirass = 1;
static const int Slot_Greaves = 2;
static const int Slot_LeftPauldron = 3;
static const int Slot_RightPauldron = 4;
static const int Slot_LeftGauntlet = 5;
static const int Slot_RightGauntlet = 6;
static const int Slot_Boots = 7;
static const int Slot_Shirt = 8;
static const int Slot_Pants = 9;
static const int Slot_Skirt = 10;
static const int Slot_Robe = 11;
static const int Slot_LeftRing = 12;
static const int Slot_RightRing = 13;
static const int Slot_Amulet = 14;
static const int Slot_Belt = 15;
static const int Slot_CarriedRight = 16;
static const int Slot_CarriedLeft = 17;
static const int Slot_Ammunition = 18;
static const int Slots = 19;
static const int Slot_NoSlot = -1;
private:
mutable std::vector<ContainerStoreIterator> mSlots;
void copySlots (const InventoryStore& store);
public:
InventoryStore();
InventoryStore (const InventoryStore& store);
InventoryStore& operator= (const InventoryStore& store);
void equip (int slot, const ContainerStoreIterator& iterator);
///< \note \a iteartor can be an end-iterator
ContainerStoreIterator getSlot (int slot);
};
}
#endif

@ -722,6 +722,40 @@ void WeatherManager::update(float duration)
mRendering->skyDisable();
mRendering->getSkyManager()->setThunder(0.f);
}
// play sounds
std::string ambientSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
if (ambientSnd != "")
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(ambientSnd);
mEnvironment->mSoundManager->playSound(ambientSnd, 1.0, 1.0, true);
}
}
std::string rainSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
if (rainSnd != "")
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(rainSnd);
mEnvironment->mSoundManager->playSound(rainSnd, 1.0, 1.0, true);
}
}
// stop sounds
std::vector<std::string>::iterator it=mSoundsPlaying.begin();
while (it!=mSoundsPlaying.end())
{
if ( *it != ambientSnd && *it != rainSnd)
{
mEnvironment->mSoundManager->stopSound(*it);
it = mSoundsPlaying.erase(it);
}
else
++it;
}
}
void WeatherManager::setHour(const float hour)

@ -243,8 +243,10 @@ namespace MWWorld
MWWorld::Environment* mEnvironment;
std::map<Ogre::String, Weather> mWeatherSettings;
std::map<std::string, std::string> mRegionOverrides;
std::vector<std::string> mSoundsPlaying;
Ogre::String mCurrentWeather;
Ogre::String mNextWeather;

@ -44,6 +44,7 @@ add_component_dir (misc
add_component_dir (files
linuxpath windowspath macospath fixedpath multidircollection collections fileops configurationmanager
filelibrary
)
add_component_dir (compiler

@ -0,0 +1,120 @@
#include "filelibrary.hpp"
#include <iostream>
#include <boost/filesystem.hpp>
#include <boost/algorithm/string.hpp>
namespace Files
{
// Looks for a string in a vector of strings
bool containsVectorString(const StringVector& list, const std::string& str)
{
for (StringVector::const_iterator iter = list.begin();
iter != list.end(); iter++)
{
if (*iter == str)
return true;
}
return false;
}
// Searches a path and adds the results to the library
void FileLibrary::add(const boost::filesystem::path &root, bool recursive, bool strict,
const StringVector &acceptableExtensions)
{
if (!boost::filesystem::exists(root))
{
std::cout << "Warning " << root.string() << " does not exist.\n";
return;
}
std::string fileExtension;
std::string type;
// remember the last location of the priority list when listing new items
int length = mPriorityList.size();
// First makes a list of all candidate files
FileLister(root, mPriorityList, recursive);
// Then sort these files into sections according to the folder they belong to
for (PathContainer::iterator listIter = mPriorityList.begin() + length;
listIter != mPriorityList.end(); ++listIter)
{
if( !acceptableExtensions.empty() )
{
fileExtension = boost::filesystem::path (listIter->extension()).string();
boost::algorithm::to_lower(fileExtension);
if(!containsVectorString(acceptableExtensions, fileExtension))
continue;
}
type = boost::filesystem::path (listIter->parent_path().leaf()).string();
if (!strict)
boost::algorithm::to_lower(type);
mMap[type].push_back(*listIter);
// std::cout << "Added path: " << listIter->string() << " in section "<< type <<std::endl;
}
}
// Returns true if the named section exists
bool FileLibrary::containsSection(std::string sectionName, bool strict)
{
if (!strict)
boost::algorithm::to_lower(sectionName);
StringPathContMap::const_iterator mapIter = mMap.find(sectionName);
if (mapIter == mMap.end())
return false;
else
return true;
}
// Returns a pointer to const for a section of the library
const PathContainer* FileLibrary::section(std::string sectionName, bool strict)
{
if (!strict)
boost::algorithm::to_lower(sectionName);
StringPathContMap::const_iterator mapIter = mMap.find(sectionName);
if (mapIter == mMap.end())
{
//std::cout << "Empty\n";
return &mEmptyPath;
}
else
{
return &(mapIter->second);
}
}
// Searches the library for an item and returns a boost path to it
boost::filesystem::path FileLibrary::locate(std::string item, bool strict, std::string sectionName)
{
boost::filesystem::path result("");
if (sectionName == "")
{
return FileListLocator(mPriorityList, boost::filesystem::path(item), strict);
}
else
{
if (!containsSection(sectionName, strict))
{
std::cout << "Warning: There is no section named " << sectionName << "\n";
return result;
}
result = FileListLocator(mMap[sectionName], boost::filesystem::path(item), strict);
}
return result;
}
// Prints all the available sections, used for debugging
void FileLibrary::printSections()
{
for(StringPathContMap::const_iterator mapIter = mMap.begin();
mapIter != mMap.end(); mapIter++)
{
std::cout << mapIter->first <<std::endl;
}
}
}

@ -0,0 +1,49 @@
#ifndef COMPONENTS_FILES_FILELIBRARY_HPP
#define COMPONENTS_FILES_FILELIBRARY_HPP
#include <components/files/fileops.hpp>
namespace Files
{
typedef std::map<std::string, PathContainer> StringPathContMap;
typedef std::vector<std::string> StringVector;
/// Looks for a string in a vector of strings
bool containsVectorString(const StringVector& list, const std::string& str);
/// \brief Searches directories and makes lists of files according to folder name
class FileLibrary
{
private:
StringPathContMap mMap;
PathContainer mEmptyPath;
PathContainer mPriorityList;
public:
/// Searches a path and adds the results to the library
/// Recursive search and fs strict options are available
/// Takes a vector of acceptable files extensions, if none is given it lists everything.
void add(const boost::filesystem::path &root, bool recursive, bool strict,
const StringVector &acceptableExtensions);
/// Returns true if the named section exists
/// You can run this check before running section()
bool containsSection(std::string sectionName, bool strict);
/// Returns a pointer to const for a section of the library
/// which is essentially a PathContainer.
/// If the section does not exists it returns a pointer to an empty path.
const PathContainer* section(std::string sectionName, bool strict);
/// Searches the library for an item and returns a boost path to it
/// Optionally you can provide a specific section
/// The result is the first that comes up according to alphabetical
/// section naming
boost::filesystem::path locate(std::string item, bool strict, std::string sectionName="");
/// Prints all the available sections, used for debugging
void printSections();
};
}
#endif

@ -1,5 +1,9 @@
#include "fileops.hpp"
#include <iostream>
#include <boost/filesystem.hpp>
#include <boost/algorithm/string.hpp>
namespace Files
{
@ -9,4 +13,90 @@ bool isFile(const char *name)
return boost::filesystem::exists(boost::filesystem::path(name));
}
// Makes a list of files from a directory
void FileLister( boost::filesystem::path currentPath, Files::PathContainer& list, bool recursive)
{
if (!boost::filesystem::exists(currentPath))
{
std::cout << "WARNING: " << currentPath.string() << " does not exist.\n";
return ;
}
if (recursive)
{
for ( boost::filesystem::recursive_directory_iterator end, itr(currentPath.string());
itr != end; ++itr )
{
if ( boost::filesystem::is_regular_file(*itr))
list.push_back(itr->path());
}
}
else
{
for ( boost::filesystem::directory_iterator end, itr(currentPath.string());
itr != end; ++itr )
{
if ( boost::filesystem::is_regular_file(*itr))
list.push_back(itr->path());
}
}
}
// Locates path in path container
boost::filesystem::path FileListLocator (const Files::PathContainer& list, const boost::filesystem::path& toFind, bool strict)
{
boost::filesystem::path result("");
if (list.empty())
return result;
std::string toFindStr = toFind.string();
std::string fullPath;
// The filesystems slash sets the default slash
std::string slash;
std::string wrongslash;
if(list[0].string().find("\\") != std::string::npos)
{
slash = "\\";
wrongslash = "/";
}
else
{
slash = "/";
wrongslash = "\\";
}
// The file being looked for is converted to the new slash
if(toFindStr.find(wrongslash) != std::string::npos )
{
boost::replace_all(toFindStr, wrongslash, slash);
}
if (!strict)
{
boost::algorithm::to_lower(toFindStr);
}
for (Files::PathContainer::const_iterator it = list.begin(); it != list.end(); ++it)
{
fullPath = it->string();
if (!strict)
{
boost::algorithm::to_lower(fullPath);
}
if(fullPath.find(toFindStr) != std::string::npos)
{
result = *it;
break;
}
}
return result;
}
// Overloaded form of the locator that takes a string and returns a string
std::string FileListLocator (const Files::PathContainer& list,const std::string& toFind, bool strict)
{
return FileListLocator(list, boost::filesystem::path(toFind), strict).string();
}
}

@ -1,6 +1,12 @@
#ifndef COMPONENTS_FILES_FILEOPS_HPP
#define COMPONENTS_FILES_FILEOPS_HPP
#include <map>
#include <vector>
#include <string>
#include <boost/filesystem/path.hpp>
namespace Files
{
@ -8,6 +14,24 @@ namespace Files
///\param [in] name - filename
bool isFile(const char *name);
/// A vector of Boost Paths, very handy
typedef std::vector<boost::filesystem::path> PathContainer;
/// Makes a list of files from a directory by taking a boost
/// path and a Path Container and adds to the Path container
/// all files in the path. It has a recursive option.
void FileLister( boost::filesystem::path currentPath, Files::PathContainer& list, bool recursive);
/// Locates boost path in path container
/// returns the path from the container
/// that contains the searched path.
/// If it's not found it returns and empty path
/// Takes care of slashes, backslashes and it has a strict option.
boost::filesystem::path FileListLocator (const Files::PathContainer& list, const boost::filesystem::path& toFind, bool strict);
/// Overloaded form of the locator that takes a string and returns a string
std::string FileListLocator (const Files::PathContainer& list,const std::string& toFind, bool strict);
}
#endif /* COMPONENTS_FILES_FILEOPS_HPP */

@ -1 +0,0 @@
Subproject commit 14b2851e72f610ae81dd296598867e6fb0babd2a

@ -0,0 +1,3 @@
upload_docs.sh
docs
*~

File diff suppressed because it is too large Load Diff

@ -0,0 +1,26 @@
Minimal Abstraction Game Layer (Mangle) is licensed under the
'zlib/libpng' license:
----
Copyright (c) 2009 Nicolay Korslund
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.

@ -0,0 +1,129 @@
Welcome to Mangle v0.1
----------------------
Written by: Nicolay Korslund (korslund@gmail.com)
License: zlib/png (see LICENSE.txt)
WWW: http://asm-soft.com/mangle/
Documentation: http://asm-soft.com/mangle/docs
Mangle is the project name for a small set of generic interfaces for
various game middleware libraries, such as sound, input, graphics, and
so on. You can imagine that it stands for "Minimal Abstraction Game
Layer", if you like. It will consist of several more or less
independent modules, one for each of these areas. These may be used
together to build an entire game engine, or they can be used
individually as separate libraries.
However, Mangle does NOT actually implement a game engine, or any new
fundamental functionality. More on that below.
Currently there's modules for sound and streams / archives (virtual
file systems.) More will come in the future (including input, 2D/3D
graphics, GUI, physics, and more.)
Main idea
---------
The idea behind Mangle is to provide a uniform, consistent interface
to other game libraries. The library does not provide ANY
functionality on its own. Instead it connects to a backend
implementation of your choice (or of your making.)
The Sound module, for example, currently has backends for OpenAL
(output only), FFmpeg (input only) and for Audiere. Hopefully we'll
add IrrKlang, FMod, DirectSound, Miles and more in the future. It can
combine libraries to get more complete functionality (like using
OpenAL for output and FFmpeg to decode sound files), and it's also
easy to write your own backend if you're using a different (or
home-brewed) sound system.
Regardless of what backend you use, the front-end interfaces (found
eg. in sound/output.h) is identical, and as a library user you
shouldn't notice much difference at all if you swap one backend for
another at a later point. It should Just Work.
The interfaces themselves are also quite simple. Setting up a sound
stream from FFmpeg or other decoder into OpenAL can be quite hairy -
but with Mangle the hairy parts have already been written for you. You
just plug the parts together.
The goal in the long run is to support a wide variety of game-related
libraries, and as many backend libraries (free and commercial) as
possible, so that you the user will have to write as little code as
possible.
What is it good for
-------------------
The main point of Mangle, as we said above, is that it connects to any
library of your choice "behind the scenes" but provides the same,
super-simple interface front-end for all of them. There can benefit
you in many ways:
- If you want to use a new library that Mangle support. You don't have
to scour the net for tutorials and usage examples, since much of the
common usage code is already included in the implementation classes.
- If you don't want to pollute your code with library-specific code.
The Mangle interfaces can help you keep your code clean, and its
user interface is often simpler than the exteral library one.
- If you want to quickly connect different libraries together, it
really helps if they speak a common language. The Mangle interfaces
are exactly that - a common language between libraries. Do you need
Audiere to load sounds from a weird archive format only implemented
for PhysFS, all channeled through the OGRE resource system? No
problem!
- If you are creating a library that depends on a specific feature
(such as sound), but you don't want to lock your users into any
specific sound library. Mangle works as an abstraction that lets
your users select their own implementation.
- If you want to support multiple backends for your game/app, or want
to make it possible to easily switch backends later. You can select
backends at compile time or even at runtime. For example you might
want to switch to to a commercial sound library at a later stage in
development, or you may want to use a different input library on
console platforms than on PC.
The Mangle implementations are extremely light-weight - often just one
or two cpp/h pairs per module. You can plug them directly into your
program, there's no separate library building step required.
Since the library aims to be very modularly put together, you can
also, in many cases, just copy-and-paste the parts you need and ignore
the rest. Or modify stuff without fearing that the whole 'system' will
come crashing down, because there is no big 'system' to speak of.
Past and future
---------------
Mangle started out as (and still is) a spin-off from OpenMW, another
project I am personally working on ( http://openmw.com/ ). OpenMW is
an attempt to recreate the engine behind the commercial game
Morrowind, using only open source software.
The projects are still tightly interlinked, and they will continue to
be until OpenMW is finished. Most near-future work on Mangle will be
focused chiefly on OpenMW at the moment. However I will gladly include
external contributions and suggestions that are not OpenMW-related if
someone sends them to me.
Conclusion
----------
As you might have guessed, Mangle is more a concept in development
than a finished library right now.
All feedback, ideas, concepts, questions and code are very
welcome. Send them to: korslund@gmail.com
I will put up a forum later as well if there's enough interest.

@ -0,0 +1,29 @@
#ifndef MANGLE_INPUT_OGREINPUTFRAME_H
#define MANGLE_INPUT_OGREINPUTFRAME_H
/*
This Ogre FrameListener calls capture() on an input driver every frame.
*/
#include <OgreFrameListener.h>
#include "../driver.hpp"
namespace Mangle {
namespace Input {
struct OgreInputCapture : Ogre::FrameListener
{
Mangle::Input::Driver &driver;
OgreInputCapture(Mangle::Input::Driver &drv)
: driver(drv) {}
bool frameStarted(const Ogre::FrameEvent &evt)
{
driver.capture();
return true;
}
};
}}
#endif

@ -0,0 +1,69 @@
#ifndef MANGLE_INPUT_DRIVER_H
#define MANGLE_INPUT_DRIVER_H
#include "event.hpp"
namespace Mangle
{
namespace Input
{
/** Input::Driver is the main interface to any input system that
handles keyboard and/or mouse input, along with any other
input source like joysticks.
It is really a generalized event system, and could also be
used for non-input related events. The definition of the event
codes and structures are entirely dependent on the
implementation.
A system-independent key code list will be found in keys.hpp,
and input drivers should privide optional translations to/from
this list for full compatibility.
*/
struct Driver
{
Driver() {}
virtual ~Driver() {}
/** Captures input and produces the relevant events from it. An
event callback must be set with setEvent(), or all events
will be ignored.
*/
virtual void capture() = 0;
/** Check the state of a given key or button. The key/button
definitions depends on the driver.
*/
virtual bool isDown(int index) = 0;
/** Show or hide system mouse cursor
*/
virtual void showMouse(bool show) = 0;
/** Set the event handler for input events. The evt->event()
function is called for each event. The meaning of the index
and *p parameters will be specific to each driver and to
each input system.
*/
void setEvent(EventPtr evt)
{ event = evt; }
/** Instigate an event. Is used internally for all events, but
can also be called from the outside to "fake" events from
this driver.
*/
void makeEvent(Event::Type type, int index, const void *p=NULL)
{
if(event)
event->event(type,index,p);
}
private:
/// Holds the event callback set byt setEvent()
EventPtr event;
};
typedef boost::shared_ptr<Driver> DriverPtr;
}
}
#endif

@ -0,0 +1,46 @@
#ifndef MANGLE_INPUT_EVENT_H
#define MANGLE_INPUT_EVENT_H
#include "../tools/shared_ptr.hpp"
namespace Mangle
{
namespace Input
{
/** Generic callback for input events. The meaning of the
parameters depend on the system producing the events.
*/
struct Event
{
/// Event types
enum Type
{
EV_Unknown = 1, // Unknown event type
EV_KeyDown = 2, // Keyboard button was pressed
EV_KeyUp = 4, // Keyboard button was released
EV_Keyboard = 6, // All keyboard events
EV_MouseMove = 8, // Mouse movement
EV_MouseDown = 16, // Mouse button pressed
EV_MouseUp = 32, // Mouse button released
EV_Mouse = 56, // All mouse events
EV_ALL = 63 // All events
};
/**
Called upon all events. The first parameter give the event
type, the second gives additional data (usually the local
keysym or button index as defined by the driver), and the
pointer points to the full custom event structure provided by
the driver (the type may vary depending on the EventType,
this is defined in the Driver documentation.)
*/
virtual void event(Type type, int index, const void *p) = 0;
virtual ~Event() {}
};
typedef boost::shared_ptr<Event> EventPtr;
}
}
#endif

@ -0,0 +1,47 @@
#ifndef MANGLE_INPUT_EVENTLIST_H
#define MANGLE_INPUT_EVENTLIST_H
#include "../event.hpp"
#include <vector>
namespace Mangle
{
namespace Input
{
/** And Event handler that distributes each event to a list of
other handlers. Supports filtering events by their Type
parameter.
*/
struct EventList : Event
{
struct Filter
{
EventPtr evt;
int flags;
};
std::vector<Filter> list;
void add(EventPtr e, int flags = EV_ALL)
{
Filter f;
f.evt = e;
f.flags = flags;
list.push_back(f);
}
virtual void event(Type type, int index, const void *p)
{
std::vector<Filter>::iterator it;
for(it=list.begin(); it!=list.end(); it++)
{
if(type & it->flags)
it->evt->event(type,index,p);
}
}
};
typedef boost::shared_ptr<EventList> EventListPtr;
}
}
#endif

@ -0,0 +1,148 @@
#include "ois_driver.hpp"
#include <assert.h>
#include <sstream>
#include <OgreRenderWindow.h>
#include <OIS/OIS.h>
#ifdef __APPLE_CC__
#include <Carbon/Carbon.h>
#endif
using namespace Mangle::Input;
using namespace OIS;
struct Mangle::Input::OISListener : OIS::KeyListener, OIS::MouseListener
{
OISDriver &drv;
OISListener(OISDriver &driver)
: drv(driver) {}
bool keyPressed( const OIS::KeyEvent &arg )
{
drv.makeEvent(Event::EV_KeyDown, arg.key, &arg);
return true;
}
bool keyReleased( const OIS::KeyEvent &arg )
{
drv.makeEvent(Event::EV_KeyUp, arg.key, &arg);
return true;
}
bool mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
// Mouse button events are handled as key events
// TODO: Translate mouse buttons into pseudo-keysyms
drv.makeEvent(Event::EV_MouseDown, id, &arg);
return true;
}
bool mouseReleased( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
// TODO: ditto
drv.makeEvent(Event::EV_MouseUp, id, &arg);
return true;
}
bool mouseMoved( const OIS::MouseEvent &arg )
{
drv.makeEvent(Event::EV_MouseMove, -1, &arg);
return true;
}
};
OISDriver::OISDriver(Ogre::RenderWindow *window, bool exclusive)
{
assert(window);
size_t windowHnd;
window->getCustomAttribute("WINDOW", &windowHnd);
std::ostringstream windowHndStr;
ParamList pl;
windowHndStr << windowHnd;
pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
// Set non-exclusive mouse and keyboard input if the user requested
// it.
if(!exclusive)
{
#if defined OIS_WIN32_PLATFORM
pl.insert(std::make_pair(std::string("w32_mouse"),
std::string("DISCL_FOREGROUND" )));
pl.insert(std::make_pair(std::string("w32_mouse"),
std::string("DISCL_NONEXCLUSIVE")));
pl.insert(std::make_pair(std::string("w32_keyboard"),
std::string("DISCL_FOREGROUND")));
pl.insert(std::make_pair(std::string("w32_keyboard"),
std::string("DISCL_NONEXCLUSIVE")));
#elif defined OIS_LINUX_PLATFORM
pl.insert(std::make_pair(std::string("x11_mouse_grab"),
std::string("false")));
pl.insert(std::make_pair(std::string("x11_mouse_hide"),
std::string("false")));
pl.insert(std::make_pair(std::string("x11_keyboard_grab"),
std::string("false")));
pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
std::string("true")));
#endif
}
#ifdef __APPLE_CC__
// Give the application window focus to receive input events
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
SetFrontProcess(&psn);
#endif
inputMgr = InputManager::createInputSystem( pl );
// Create all devices
keyboard = static_cast<Keyboard*>(inputMgr->createInputObject
( OISKeyboard, true ));
mouse = static_cast<Mouse*>(inputMgr->createInputObject
( OISMouse, true ));
// Set mouse region
const MouseState &ms = mouse->getMouseState();
ms.width = window->getWidth();
ms.height = window->getHeight();
// Set up the input listener
listener = new OISListener(*this);
keyboard-> setEventCallback(listener);
mouse-> setEventCallback(listener);
}
OISDriver::~OISDriver()
{
// Delete the listener object
if(listener)
delete listener;
if(inputMgr == NULL) return;
// Kill the input systems. This will reset input options such as key
// repeat rate.
inputMgr->destroyInputObject(keyboard);
inputMgr->destroyInputObject(mouse);
InputManager::destroyInputSystem(inputMgr);
inputMgr = NULL;
}
void OISDriver::capture()
{
// Capture keyboard and mouse events
keyboard->capture();
mouse->capture();
}
bool OISDriver::isDown(int index)
{
// TODO: Extend to mouse buttons as well
return keyboard->isKeyDown((OIS::KeyCode)index);
}

@ -0,0 +1,48 @@
#ifndef MANGLE_INPUT_OIS_DRIVER_H
#define MANGLE_INPUT_OIS_DRIVER_H
#include "../driver.hpp"
namespace OIS
{
class InputManager;
class Mouse;
class Keyboard;
}
namespace Ogre
{
class RenderWindow;
}
namespace Mangle
{
namespace Input
{
struct OISListener;
/** Input driver for OIS, the input manager typically used with
Ogre.
*/
struct OISDriver : Driver
{
/// If exclusive=true, then we capture mouse and keyboard from
/// the OS.
OISDriver(Ogre::RenderWindow *window, bool exclusive=true);
~OISDriver();
void capture();
bool isDown(int index);
/// Not currently supported.
void showMouse(bool) {}
private:
OIS::InputManager *inputMgr;
OIS::Mouse *mouse;
OIS::Keyboard *keyboard;
OISListener *listener;
};
}
}
#endif

@ -0,0 +1,54 @@
#include "sdl_driver.hpp"
#include <SDL.h>
using namespace Mangle::Input;
void SDLDriver::capture()
{
// Poll for events
SDL_Event evt;
while(SDL_PollEvent(&evt))
{
Event::Type type = Event::EV_Unknown;
int index = -1;
switch(evt.type)
{
// For key events, send the keysym as the index.
case SDL_KEYDOWN:
type = Event::EV_KeyDown;
index = evt.key.keysym.sym;
break;
case SDL_KEYUP:
type = Event::EV_KeyUp;
index = evt.key.keysym.sym;
break;
case SDL_MOUSEMOTION:
type = Event::EV_MouseMove;
break;
// Add more event types later
}
// Pass the event along, using -1 as index for unidentified
// event types.
makeEvent(type, index, &evt);
}
}
bool SDLDriver::isDown(int index)
{
int num;
Uint8 *keys = SDL_GetKeyState(&num);
assert(index >= 0 && index < num);
// The returned array from GetKeyState is indexed by the
// SDLK_KEYNAME enums and is just a list of bools. If the indexed
// value is true, the button is down.
return keys[index];
}
void SDLDriver::showMouse(bool show)
{
SDL_ShowCursor(show?SDL_ENABLE:SDL_DISABLE);
}

@ -0,0 +1,27 @@
#ifndef MANGLE_INPUT_SDL_DRIVER_H
#define MANGLE_INPUT_SDL_DRIVER_H
#include "../driver.hpp"
namespace Mangle
{
namespace Input
{
/** Input driver for SDL. As the input system of SDL is seldomly
used alone (most often along with the video system), it is
assumed that you do your own initialization and cleanup of SDL
before and after using this driver.
The Event.event() calls will be given the proper EV_ type, the
key index (for key up/down events), and a pointer to the full
SDL_Event structure.
*/
struct SDLDriver : Driver
{
void capture();
bool isDown(int index);
void showMouse(bool);
};
}
}
#endif

@ -0,0 +1,2 @@
*_test
ogre.cfg

@ -0,0 +1,15 @@
GCC=g++ -Wall
all: sdl_driver_test ois_driver_test evtlist_test
sdl_driver_test: sdl_driver_test.cpp
$(GCC) $< ../servers/sdl_driver.cpp -o $@ -I/usr/include/SDL/ -lSDL
ois_driver_test: ois_driver_test.cpp
$(GCC) $< ../servers/ois_driver.cpp -o $@ -I/usr/local/include/OGRE/ -lOgreMain -lOIS -lboost_filesystem
evtlist_test: evtlist_test.cpp ../filters/eventlist.hpp ../event.hpp
$(GCC) $< -o $@
clean:
rm *_test

@ -0,0 +1,35 @@
#include <iostream>
#include "../driver.hpp"
#include <unistd.h>
using namespace std;
using namespace Mangle::Input;
Driver *input;
struct MyCB : Event
{
void event(Event::Type type, int i, const void *p)
{
cout << "got event: type=" << type << " index=" << i << endl;
}
};
void mainLoop(int argc, int quitKey)
{
cout << "Hold the Q key to quit:\n";
input->setEvent(EventPtr(new MyCB));
while(!input->isDown(quitKey))
{
input->capture();
usleep(20000);
if(argc == 1)
{
cout << "You are running in script mode, aborting. Run this test with a parameter (any at all) to test the input loop properly\n";
break;
}
}
delete input;
cout << "\nBye bye!\n";
}

@ -0,0 +1,45 @@
#include <iostream>
#include "../filters/eventlist.hpp"
using namespace std;
using namespace Mangle::Input;
struct MyEvent : Event
{
int ii;
MyEvent(int i) : ii(i) {}
void event(Event::Type type, int i, const void *p)
{
cout << " #" << ii << " got event: type=" << type << " index=" << i << endl;
}
};
EventList lst;
int iii=1;
void make(int flags)
{
lst.add(EventPtr(new MyEvent(iii++)), flags);
}
void send(Event::Type type)
{
cout << "Sending type " << type << endl;
lst.event(type,0,NULL);
}
int main()
{
make(Event::EV_ALL);
make(Event::EV_KeyDown);
make(Event::EV_KeyUp | Event::EV_MouseDown);
send(Event::EV_Unknown);
send(Event::EV_KeyDown);
send(Event::EV_KeyUp);
send(Event::EV_MouseDown);
cout << "Enough of that\n";
return 0;
}

@ -0,0 +1,51 @@
#include "common.cpp"
#include "../servers/ois_driver.hpp"
#include <Ogre.h>
#include <OIS/OIS.h>
#include <boost/filesystem.hpp>
bool isFile(const char *name)
{
boost::filesystem::path cfg_file_path(name);
return boost::filesystem::exists(cfg_file_path);
}
using namespace Ogre;
using namespace OIS;
Root *root;
RenderWindow *window;
void setupOgre()
{
// Disable logging
new LogManager;
Log *log = LogManager::getSingleton().createLog("");
log->setDebugOutputEnabled(false);
bool useConfig = isFile("ogre.cfg");
// Set up Root
root = new Root("plugins.cfg", "ogre.cfg", "");
// Configure
if(!useConfig)
root->showConfigDialog();
else
root->restoreConfig();
// Initialize OGRE window
window = root->initialise(true, "test", "");
}
int main(int argc, char** argv)
{
setupOgre();
input = new OISDriver(window);
mainLoop(argc, KC_Q);
delete root;
return 0;
}

@ -0,0 +1,12 @@
Sending type 1
#1 got event: type=1 index=0
Sending type 2
#1 got event: type=2 index=0
#2 got event: type=2 index=0
Sending type 4
#1 got event: type=4 index=0
#3 got event: type=4 index=0
Sending type 16
#1 got event: type=16 index=0
#3 got event: type=16 index=0
Enough of that

@ -0,0 +1,5 @@
Hold the Q key to quit:
got event: type=8 index=-1
You are running in script mode, aborting. Run this test with a parameter (any at all) to test the input loop properly
Bye bye!

@ -0,0 +1,5 @@
Hold the Q key to quit:
got event: type=1 index=-1
You are running in script mode, aborting. Run this test with a parameter (any at all) to test the input loop properly
Bye bye!

@ -0,0 +1,12 @@
# Defines plugins to load
# Define plugin folder
PluginFolder=/usr/local/lib/OGRE/
# Define plugins
Plugin=RenderSystem_GL
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager
# Plugin=Plugin_CgProgramManager

@ -0,0 +1,16 @@
#include "common.cpp"
#include "../servers/sdl_driver.hpp"
#include <SDL.h>
int main(int argc, char** argv)
{
SDL_Init(SDL_INIT_VIDEO);
SDL_SetVideoMode(640, 480, 0, SDL_SWSURFACE);
input = new SDLDriver();
mainLoop(argc, SDLK_q);
SDL_Quit();
return 0;
}

@ -0,0 +1,18 @@
#!/bin/bash
make || exit
mkdir -p output
PROGS=*_test
for a in $PROGS; do
if [ -f "output/$a.out" ]; then
echo "Running $a:"
./$a | diff output/$a.out -
else
echo "Creating $a.out"
./$a > "output/$a.out"
git add "output/$a.out"
fi
done

@ -0,0 +1,63 @@
#ifndef MANGLE_REND2D_DRIVER_H
#define MANGLE_REND2D_DRIVER_H
#include <string>
#include "sprite.hpp"
namespace Mangle
{
namespace Rend2D
{
/**
The driver is the connection to the backend system that powers
2D sprite rendering. For example the backend could be SDL or
any other 2D-capable graphics library.
*/
struct Driver
{
/// Get the screen sprite
virtual Sprite *getScreen() = 0;
/// Sets the video mode.
virtual void setVideoMode(int width, int height, int bpp=32, bool fullscreen=false) = 0;
/** Update the screen. Until this function is called, none of
the changes written to the screen sprite will be visible.
*/
virtual void update() = 0;
/// Set the window title, as well as the title of the window
/// when "iconified"
virtual void setWindowTitle(const std::string &title,
const std::string &icon) = 0;
/// Set the window title
void setWindowTitle(const std::string &title) { setWindowTitle(title,title); }
/// Load sprite from an image file. Thows an exception on
/// failure.
virtual Sprite* loadImage(const std::string &file) = 0;
/// Load a sprite from an image file stored in memory. Throws
/// exception on failure.
virtual Sprite* loadImage(const void* data, size_t size) = 0;
/** @brief Set gamma value for all colors.
Note: Setting this in windowed mode will affect the ENTIRE
SCREEN!
*/
virtual void setGamma(float gamma) = 0;
/// Set gamma individually for red, green, blue
virtual void setGamma(float red, float green, float blue) = 0;
/// Get screen width
virtual int width() = 0;
/// Get screen height
virtual int height() = 0;
};
}
}
#endif

@ -0,0 +1,259 @@
#include "sdl_driver.hpp"
#include <SDL.h>
#include <SDL_image.h>
#include <stdexcept>
#include <assert.h>
using namespace Mangle::Rend2D;
const SpriteData *SDL_Sprite::lock()
{
// Make sure we aren't already locked
assert(!data.pixels);
// Lock the surface and set up the data structure
SDL_LockSurface(surface);
data.pixels = surface->pixels;
data.w = surface->w;
data.h = surface->h;
data.pitch = surface->pitch;
data.bypp = surface->format->BytesPerPixel;
return &data;
}
void SDL_Sprite::unlock()
{
if(data.pixels)
{
SDL_UnlockSurface(surface);
data.pixels = NULL;
}
}
// This is a really crappy and slow implementation, only intended for
// testing purposes. Use lock/unlock for faster pixel drawing.
void SDL_Sprite::pixel(int x, int y, int color)
{
SDL_LockSurface(surface);
int bpp = surface->format->BytesPerPixel;
char *p = (char*)surface->pixels + y*surface->pitch + x*bpp;
switch(bpp)
{
case 1: *p = color; break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
p[0] = (color >> 16) & 0xff;
p[1] = (color >> 8) & 0xff;
p[2] = color & 0xff;
}
else
{
p[0] = color & 0xff;
p[1] = (color >> 8) & 0xff;
p[2] = (color >> 16) & 0xff;
}
break;
case 4:
*(int*)p = color;
break;
}
SDL_UnlockSurface(surface);
}
void SDL_Sprite::draw(Sprite *s, // Must be SDL_Sprite
int x, int y, // Destination position
int sx, int sy, // Source position
int w, int h // Amount to draw. -1 means remainder.
)
{
// Get source surface
SDL_Sprite *other = dynamic_cast<SDL_Sprite*>(s);
assert(other != NULL);
SDL_Surface *img = other->getSurface();
// Check coordinate validity
assert(sx <= img->w && sy <= img->h);
assert(x <= surface->w && y <= surface->h);
assert(sx >= 0 && sy >= 0);
// Compute width and height if necessary
if(w == -1) w = img->w - sx;
if(h == -1) h = img->h - sy;
// Check them if they're valid
assert(w >= 0 && w <= img->w);
assert(h >= 0 && h <= img->h);
SDL_Rect dest;
dest.x = x;
dest.y = y;
dest.w = w;
dest.h = h;
SDL_Rect src;
src.x = sx;
src.y = sy;
src.w = w;
src.h = h;
// Do the Blitman
SDL_BlitSurface(img, &src, surface, &dest);
}
SDL_Sprite::SDL_Sprite(SDL_Surface *s, bool autoDelete)
: surface(s), autoDel(autoDelete)
{
assert(surface != NULL);
data.pixels = NULL;
}
SDL_Sprite::~SDL_Sprite()
{
if(autoDel)
SDL_FreeSurface(surface);
}
void SDL_Sprite::fill(int value)
{
SDL_FillRect(surface, NULL, value);
}
int SDL_Sprite::width() { return surface->w; }
int SDL_Sprite::height() { return surface->h; }
SDLDriver::SDLDriver() : display(NULL), realDisp(NULL), softDouble(false)
{
if (SDL_InitSubSystem( SDL_INIT_VIDEO ) == -1)
throw std::runtime_error("Error initializing SDL video");
}
SDLDriver::~SDLDriver()
{
if(display) delete display;
SDL_Quit();
}
void SDLDriver::setVideoMode(int width, int height, int bpp, bool fullscreen)
{
unsigned int flags;
if(display) delete display;
if (fullscreen)
// Assume fullscreen mode allows a double-bufferd hardware
// mode. We need more test code for this to be safe though.
flags = SDL_FULLSCREEN | SDL_HWSURFACE | SDL_DOUBLEBUF;
else
flags = SDL_SWSURFACE;
// Create the surface and check it
realDisp = SDL_SetVideoMode(width, height, bpp, flags);
if(realDisp == NULL)
throw std::runtime_error("Failed setting SDL video mode");
// Code for software double buffering. I haven't found this to be
// any speed advantage at all in windowed mode (it's slower, as one
// would expect.) Not properly tested in fullscreen mode with
// hardware buffers, but it will probably only be an improvement if
// we do excessive writing (ie. write each pixel on average more
// than once) or try to read from the display buffer.
if(softDouble)
{
// Make a new surface with the same attributes as the real
// display surface.
SDL_Surface *back = SDL_DisplayFormat(realDisp);
assert(back != NULL);
// Create a sprite representing the double buffer
display = new SDL_Sprite(back);
}
else
{
// Create a sprite directly representing the display surface.
// The 'false' parameter means do not autodelete the screen
// surface upon exit (since SDL manages it)
display = new SDL_Sprite(realDisp, false);
}
}
/// Update the screen
void SDLDriver::update()
{
// Blit the soft double buffer onto the real display buffer
if(softDouble)
SDL_BlitSurface(display->getSurface(), NULL, realDisp, NULL );
if(realDisp)
SDL_Flip(realDisp);
}
/// Set the window title, as well as the title of the window when
/// "iconified"
void SDLDriver::setWindowTitle(const std::string &title,
const std::string &icon)
{
SDL_WM_SetCaption( title.c_str(), icon.c_str() );
}
// Convert the given surface to display format.
static SDL_Surface* convertImage(SDL_Surface* surf)
{
if(surf != NULL)
{
// Convert the image to the display buffer format, for faster
// blitting
SDL_Surface *surf2 = SDL_DisplayFormat(surf);
SDL_FreeSurface(surf);
surf = surf2;
}
return surf;
}
/// Load sprite from an image file, using SDL_image.
Sprite* SDLDriver::loadImage(const std::string &file)
{
SDL_Surface *surf = IMG_Load(file.c_str());
surf = convertImage(surf);
if(surf == NULL)
throw std::runtime_error("SDL failed to load image file '" + file + "'");
return spriteFromSDL(surf);
}
/// Load sprite from an SDL_RWops structure. autoFree determines
/// whether the RWops struct should be closed/freed after use.
Sprite* SDLDriver::loadImage(SDL_RWops *src, bool autoFree)
{
SDL_Surface *surf = IMG_Load_RW(src, autoFree);
surf = convertImage(surf);
if(surf == NULL)
throw std::runtime_error("SDL failed to load image");
return spriteFromSDL(surf);
}
/// Load a sprite from an image file stored in memory. Uses
/// SDL_image.
Sprite* SDLDriver::loadImage(const void* data, size_t size)
{
SDL_RWops *rw = SDL_RWFromConstMem(data, size);
return loadImage(rw, true);
}
void SDLDriver::setGamma(float red, float green, float blue)
{
SDL_SetGamma(red,green,blue);
}
/// Convert an existing SDL surface into a sprite
Sprite* SDLDriver::spriteFromSDL(SDL_Surface *surf, bool autoFree)
{
assert(surf);
return new SDL_Sprite(surf, autoFree);
}
void SDLDriver::sleep(int ms) { SDL_Delay(ms); }
unsigned int SDLDriver::ticks() { return SDL_GetTicks(); }

@ -0,0 +1,125 @@
#ifndef MANGLE_DRAW2D_SDL_H
#define MANGLE_DRAW2D_SDL_H
#include "../driver.hpp"
// Predeclarations keep the streets safe at night
struct SDL_Surface;
struct SDL_RWops;
namespace Mangle
{
namespace Rend2D
{
/// SDL-implementation of Sprite
struct SDL_Sprite : Sprite
{
/** Draw a sprite in the given position. Can only draw other SDL
sprites.
*/
void draw(Sprite *s, // Must be SDL_Sprite
int x, int y, // Destination position
int sx=0, int sy=0, // Source position
int w=-1, int h=-1 // Amount to draw. -1 means remainder.
);
SDL_Sprite(SDL_Surface *s, bool autoDelete=true);
~SDL_Sprite();
// Information retrieval
int width();
int height();
SDL_Surface *getSurface() { return surface; }
// Fill with a given pixel value
void fill(int value);
// Set one pixel
void pixel(int x, int y, int value);
const SpriteData *lock();
void unlock();
private:
// The SDL surface
SDL_Surface* surface;
// Used for locking
SpriteData data;
// If true, delete this surface when the canvas is destructed
bool autoDel;
};
class SDLDriver : public Driver
{
// The main display surface
SDL_Sprite *display;
// The actual display surface. May or may not be the same
// surface pointed to by 'display' above, depending on the
// softDouble flag.
SDL_Surface *realDisp;
// If true, we do software double buffering.
bool softDouble;
public:
SDLDriver();
~SDLDriver();
/// Sets the video mode. Will create the window if it is not
/// already set up. Note that for SDL, bpp=0 means use current
/// bpp.
void setVideoMode(int width, int height, int bpp=0, bool fullscreen=false);
/// Update the screen
void update();
/// Set the window title, as well as the title of the window
/// when "iconified"
void setWindowTitle(const std::string &title,
const std::string &icon);
// Include overloads from our Glorious parent
using Driver::setWindowTitle;
/// Load sprite from an image file, using SDL_image.
Sprite* loadImage(const std::string &file);
/// Load sprite from an SDL_RWops structure. autoFree determines
/// whether the RWops struct should be closed/freed after use.
Sprite* loadImage(SDL_RWops *src, bool autoFree=false);
/// Load a sprite from an image file stored in memory. Uses
/// SDL_image.
Sprite* loadImage(const void* data, size_t size);
/// Set gamma value
void setGamma(float gamma) { setGamma(gamma,gamma,gamma); }
/// Set gamma individually for red, green, blue
void setGamma(float red, float green, float blue);
/// Convert an existing SDL surface into a sprite
Sprite* spriteFromSDL(SDL_Surface *surf, bool autoFree = true);
// Get width and height
int width() { return display ? display->width() : 0; }
int height() { return display ? display->height() : 0; }
/// Get the screen sprite
Sprite *getScreen() { return display; }
/// Not really a graphic-related function, but very
/// handly. Sleeps the given number of milliseconds using
/// SDL_Delay().
void sleep(int ms);
/// Get the number of ticks since SDL initialization, using
/// SDL_GetTicks().
unsigned int ticks();
};
}
}
#endif

@ -0,0 +1,311 @@
#include "sdl_gl_driver.hpp"
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_opengl.h>
#include <stdexcept>
#include <assert.h>
using namespace Mangle::Rend2D;
void SDLGL_Sprite::draw(Sprite *s, // Must be SDLGL_Sprite
int x, int y, // Destination position
int sx, int sy, // Source position
int w, int h // Amount to draw. -1 means remainder.
)
{
// Get source surface
SDLGL_Sprite *other = dynamic_cast<SDLGL_Sprite*>(s);
assert(other != NULL);
SDL_Surface *img = other->getSurface();
// Check coordinate validity
assert(sx <= img->w && sy <= img->h);
assert(x <= surface->w && y <= surface->h);
assert(sx >= 0 && sy >= 0);
// Compute width and height if necessary
if(w == -1) w = img->w - sx;
if(h == -1) h = img->h - sy;
// Check them if they're valid
assert(w >= 0 && w <= img->w);
assert(h >= 0 && h <= img->h);
SDL_Rect dest;
dest.x = x;
dest.y = y;
dest.w = w;
dest.h = h;
SDL_Rect src;
src.x = sx;
src.y = sy;
src.w = w;
src.h = h;
// Do the Blitman
SDL_BlitSurface(img, &src, surface, &dest);
}
SDLGL_Sprite::SDLGL_Sprite(SDL_Surface *s, bool autoDelete)
: surface(s), autoDel(autoDelete)
{
assert(surface != NULL);
}
SDLGL_Sprite::~SDLGL_Sprite()
{
if(autoDel)
SDL_FreeSurface(surface);
}
void SDLGL_Sprite::fill(int value)
{
SDL_FillRect(surface, NULL, value);
}
int SDLGL_Sprite::width() { return surface->w; }
int SDLGL_Sprite::height() { return surface->h; }
SDLGLDriver::SDLGLDriver() : display(NULL), realDisp(NULL)
{
if (SDL_InitSubSystem( SDL_INIT_VIDEO ) == -1)
throw std::runtime_error("Error initializing SDL video");
}
SDLGLDriver::~SDLGLDriver()
{
if(display) delete display;
SDL_Quit();
}
// Surface used for the screen. Since OpenGL surfaces must have sizes
// that are powers of 2, we have to "fake" the returned display size
// to match the screen, not the surface itself. If we don't use this,
// the client program will get confused about the actual size of our
// screen, thinking it is bigger than it is.
struct FakeSizeSprite : SDLGL_Sprite
{
int fakeW, fakeH;
FakeSizeSprite(SDL_Surface *s, int fw, int fh)
: SDLGL_Sprite(s), fakeW(fw), fakeH(fh)
{}
int width() { return fakeW; }
int height() { return fakeH; }
};
static int makePow2(int num)
{
assert(num);
if((num & (num-1)) != 0)
{
int cnt = 0;
while(num)
{
num >>= 1;
cnt++;
}
num = 1 << cnt;
}
return num;
}
void SDLGLDriver::setVideoMode(int width, int height, int bpp, bool fullscreen)
{
unsigned int flags;
if(display) delete display;
flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 1 );
// Create the surface and check it
screen = SDL_SetVideoMode(width, height, bpp, flags);
if(screen == NULL)
throw std::runtime_error("Failed setting SDL video mode");
// Expand width and height to be powers of 2
int width2 = makePow2(width);
int height2 = makePow2(height);
// Create a new SDL surface of this size
const SDL_PixelFormat& fmt = *(screen->format);
realDisp = SDL_CreateRGBSurface(SDL_SWSURFACE,width2,height2,
fmt.BitsPerPixel,
fmt.Rmask,fmt.Gmask,fmt.Bmask,fmt.Amask);
// Create a sprite directly representing the display surface. This
// allows the user to blit to it directly.
display = new FakeSizeSprite(realDisp, width, height);
// Set up the OpenGL format
nOfColors = fmt.BytesPerPixel;
if(nOfColors == 4)
{
if (fmt.Rmask == 0x000000ff)
texture_format = GL_RGBA;
else
texture_format = GL_BGRA;
}
else if(nOfColors == 3)
{
if (fmt.Rmask == 0x000000ff)
texture_format = GL_RGB;
else
texture_format = GL_BGR;
}
else
assert(0 && "unsupported screen format");
glEnable(GL_TEXTURE_2D);
// Have OpenGL generate a texture object handle for us
glGenTextures( 1, &texture );
// Bind the texture object
glBindTexture( GL_TEXTURE_2D, texture );
// Set the texture's stretching properties
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
void SDLGLDriver::updateNoSwap()
{
if(!realDisp) return;
// Fist, set up the screen texture:
// Bind the texture object
glBindTexture( GL_TEXTURE_2D, texture );
// Edit the texture object's image data
glTexImage2D( GL_TEXTURE_2D, 0, nOfColors, realDisp->w, realDisp->h, 0,
texture_format, GL_UNSIGNED_BYTE, realDisp->pixels );
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// OpenGL barf. Set up the projection to match our screen
int vPort[4];
glGetIntegerv(GL_VIEWPORT, vPort);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, vPort[2], 0, vPort[3], -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin( GL_QUADS );
// Needed to move the screen into the right place
int diff = screen->h - realDisp->h;
// Bottom-left vertex (corner)
glTexCoord2i( 0, 1 );
glVertex3f(0,diff,0);
// Bottom-right vertex (corner)
glTexCoord2i( 1, 1 );
glVertex3f( realDisp->w, diff, 0.f );
// Top-right vertex (corner)
glTexCoord2i( 1, 0 );
glVertex3f( realDisp->w, screen->h, 0.f );
// Top-left vertex (corner)
glTexCoord2i( 0, 0 );
glVertex3f( 0, screen->h, 0.f );
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void SDLGLDriver::swap()
{
SDL_GL_SwapBuffers();
}
void SDLGLDriver::update()
{
updateNoSwap();
swap();
}
/// Set the window title, as well as the title of the window when
/// "iconified"
void SDLGLDriver::setWindowTitle(const std::string &title,
const std::string &icon)
{
SDL_WM_SetCaption( title.c_str(), icon.c_str() );
}
// Convert the given surface to display format.
static SDL_Surface* convertImage(SDL_Surface* surf)
{
if(surf != NULL)
{
// Convert the image to the display buffer format, for faster
// blitting
SDL_Surface *surf2 = SDL_DisplayFormat(surf);
SDL_FreeSurface(surf);
surf = surf2;
}
return surf;
}
/// Load sprite from an image file, using SDL_image.
Sprite* SDLGLDriver::loadImage(const std::string &file)
{
SDL_Surface *surf = IMG_Load(file.c_str());
surf = convertImage(surf);
if(surf == NULL)
throw std::runtime_error("SDL failed to load image file '" + file + "'");
return spriteFromSDL(surf);
}
/// Load sprite from an SDL_RWops structure. autoFree determines
/// whether the RWops struct should be closed/freed after use.
Sprite* SDLGLDriver::loadImage(SDL_RWops *src, bool autoFree)
{
SDL_Surface *surf = IMG_Load_RW(src, autoFree);
surf = convertImage(surf);
if(surf == NULL)
throw std::runtime_error("SDL failed to load image");
return spriteFromSDL(surf);
}
/// Load a sprite from an image file stored in memory. Uses
/// SDL_image.
Sprite* SDLGLDriver::loadImage(const void* data, size_t size)
{
SDL_RWops *rw = SDL_RWFromConstMem(data, size);
return loadImage(rw, true);
}
void SDLGLDriver::setGamma(float red, float green, float blue)
{
SDL_SetGamma(red,green,blue);
}
/// Convert an existing SDL surface into a sprite
Sprite* SDLGLDriver::spriteFromSDL(SDL_Surface *surf, bool autoFree)
{
assert(surf);
return new SDLGL_Sprite(surf, autoFree);
}
void SDLGLDriver::sleep(int ms) { SDL_Delay(ms); }
unsigned int SDLGLDriver::ticks() { return SDL_GetTicks(); }

@ -0,0 +1,132 @@
#ifndef MANGLE_DRAW2D_SDLGL_H
#define MANGLE_DRAW2D_SDLGL_H
/** This driver is similar to SDLDriver, except that it uses SDL on
top of OpenGL.
I've decided to make it a separate file instead of just adding
optional OpenGL support to the original, so that pure SDL users
don't have to add OpenGL as a dependency.
*/
#include "../driver.hpp"
// Predeclarations keep the streets safe at night
struct SDL_Surface;
struct SDL_RWops;
namespace Mangle
{
namespace Rend2D
{
/// SDL-implementation of Sprite
struct SDLGL_Sprite : Sprite
{
/** Draw a sprite in the given position. Can only draw other SDL
sprites.
*/
void draw(Sprite *s, // Must be SDLGL_Sprite
int x, int y, // Destination position
int sx=0, int sy=0, // Source position
int w=-1, int h=-1 // Amount to draw. -1 means remainder.
);
SDLGL_Sprite(SDL_Surface *s, bool autoDelete=true);
~SDLGL_Sprite();
// Information retrieval
virtual int width();
virtual int height();
SDL_Surface *getSurface() { return surface; }
// Fill with a given pixel value
void fill(int value);
private:
// The SDL surface
SDL_Surface* surface;
// If true, delete this surface when the canvas is destructed
bool autoDel;
};
class SDLGLDriver : public Driver
{
// The main display surface
SDLGL_Sprite *display;
// The screen surface. This is completely unused.
SDL_Surface *screen;
// The display surface and main GL texture. These are used when
// drawing the entire screen as one surface, as a drop-in
// replacement for SDLDriver.
SDL_Surface *realDisp;
unsigned int texture;
int nOfColors, texture_format;
public:
SDLGLDriver();
~SDLGLDriver();
/// Sets the video mode. Will create the window if it is not
/// already set up. Note that for SDL, bpp=0 means use current
/// bpp.
void setVideoMode(int width, int height, int bpp=0, bool fullscreen=false);
/// Update the screen
void update();
/// Calls SDL_GL_SwapBuffers
void swap();
/// Draw surface to screen but do not call SDL_GL_SwapBuffers()
void updateNoSwap();
/// Set the window title, as well as the title of the window
/// when "iconified"
void setWindowTitle(const std::string &title,
const std::string &icon);
// Include overloads from our Glorious parent
using Driver::setWindowTitle;
/// Load sprite from an image file, using SDL_image.
Sprite* loadImage(const std::string &file);
/// Load sprite from an SDL_RWops structure. autoFree determines
/// whether the RWops struct should be closed/freed after use.
Sprite* loadImage(SDL_RWops *src, bool autoFree=false);
/// Load a sprite from an image file stored in memory. Uses
/// SDL_image.
Sprite* loadImage(const void* data, size_t size);
/// Set gamma value
void setGamma(float gamma) { setGamma(gamma,gamma,gamma); }
/// Set gamma individually for red, green, blue
void setGamma(float red, float green, float blue);
/// Convert an existing SDL surface into a sprite
Sprite* spriteFromSDL(SDL_Surface *surf, bool autoFree = true);
// Get width and height
int width() { return display ? display->width() : 0; }
int height() { return display ? display->height() : 0; }
/// Get the screen sprite
Sprite *getScreen() { return display; }
/// Not really a graphic-related function, but very
/// handly. Sleeps the given number of milliseconds using
/// SDL_Delay().
void sleep(int ms);
/// Get the number of ticks since SDL initialization, using
/// SDL_GetTicks().
unsigned int ticks();
};
}
}
#endif

@ -0,0 +1,57 @@
#ifndef MANGLE_REND2D_SPRITE_H
#define MANGLE_REND2D_SPRITE_H
namespace Mangle
{
namespace Rend2D
{
/**
A pointer to sprite data for direct drawing. Only to be used
while the corresponding sprite is locked.
*/
struct SpriteData
{
void *pixels; // Pixel data
int w, h; // Width and height
int pitch, bypp; // Pitch (bytes) and bytes per pixel
};
/**
A Sprite is either a bitmap to be drawn or an output of area
for blitting other bitmaps, or both. They are created by the
Driver.
*/
struct Sprite
{
/// Draw a sprite in the given position
virtual void draw(Sprite *s, // The sprite to draw
int x, int y, // Destination position
int sx=0, int sy=0, // Source position
int w=-1, int h=-1 // Amount to draw. -1 means remainder.
) = 0;
virtual ~Sprite() {}
// Information retrieval
virtual int width() = 0;
virtual int height() = 0;
/// Fill the sprite with the given pixel value. The pixel format
/// depends on the format of the sprite.
virtual void fill(int value) = 0;
/// Set one pixel value. The pixel format depends on the sprite
/// format. This is not expected to be fast, and in some
/// implementations may not work at all.
virtual void pixel(int x, int y, int value) {}
/// Lock sprite for direct drawing, and return a struct
/// containing the necessary pointer. When finished, unlock the
/// sprite with unlock(). May return NULL, if so then direct
/// drawing is not possible.
virtual const SpriteData *lock() { return NULL; }
virtual void unlock() {}
};
}
}
#endif

@ -0,0 +1,15 @@
GCC=g++ -Wall -Werror
all: sdl_test sdl_move_test sdlgl_move_test
sdl_test: sdl_test.cpp
$(GCC) $< ../servers/sdl_driver.cpp -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image
sdl_move_test: sdl_move_test.cpp ../servers/sdl_driver.cpp
$(GCC) $^ -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image
sdlgl_move_test: sdlgl_move_test.cpp ../servers/sdl_gl_driver.cpp
$(GCC) $^ -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image -lGL
clean:
rm *_test

@ -0,0 +1,11 @@
Loading SDL driver.
Creating window.
Current mode: 640x480
Setting fancy title, cause we like fancy titles.
Loading tile1-blue.png from file.
Loading tile1-yellow.png from memory.
Going bananas.
Taking a breather.
WOW DID YOU SEE THAT!?
Mucking about with the gamma settings
Done.

@ -0,0 +1,30 @@
#include <iostream>
#include <fstream>
using namespace std;
#include "../servers/sdl_driver.hpp"
using namespace Mangle::Rend2D;
int main()
{
SDLDriver sdl;
sdl.setVideoMode(640,480,0,false);
sdl.setWindowTitle("Testing 123");
Sprite *screen = sdl.getScreen();
const char* imgName = "tile1-blue.png";
Sprite *image = sdl.loadImage(imgName);
for(int frames=0; frames<170; frames++)
{
screen->fill(0);
for(int j=0; j<10; j++)
for(int i=0; i<25; i++)
screen->draw(image, 2*frames+30*j, 20*i);
sdl.update();
sdl.sleep(10);
}
return 0;
}

@ -0,0 +1,65 @@
#include <iostream>
#include <fstream>
using namespace std;
#include "../servers/sdl_driver.hpp"
using namespace Mangle::Rend2D;
int main()
{
cout << "Loading SDL driver.\n";
SDLDriver sdl;
cout << "Creating window.\n";
sdl.setVideoMode(640,480);
cout << "Current mode: " << sdl.width() << "x" << sdl.height() << endl;
cout << "Setting fancy title, cause we like fancy titles.\n";
sdl.setWindowTitle("Chief executive window");
// Display surface
Sprite *screen = sdl.getScreen();
const char* imgName = "tile1-blue.png";
cout << "Loading " << imgName << " from file.\n";
Sprite *image = sdl.loadImage(imgName);
const char* imgName2 = "tile1-yellow.png";
cout << "Loading " << imgName2 << " from memory.\n";
Sprite *image2;
{
// This is hard-coded for file sizes below 500 bytes, so obviously
// you shouldn't mess with the image files.
ifstream file(imgName2, ios::binary);
char buf[500];
file.read(buf, 500);
int size = file.gcount();
image2 = sdl.loadImage(buf, size);
}
cout << "Going bananas.\n";
for(int i=1; i<20; i++)
screen->draw(image, 30*i, 20*i);
cout << "Taking a breather.\n";
sdl.update();
for(int i=1; i<20; i++)
screen->draw(image2, 30*(20-i), 20*i);
sdl.sleep(800);
sdl.update();
cout << "WOW DID YOU SEE THAT!?\n";
sdl.sleep(800);
cout << "Mucking about with the gamma settings\n";
sdl.setGamma(2.0, 0.1, 0.8);
sdl.sleep(100);
sdl.setGamma(0.6, 2.1, 2.1);
sdl.sleep(100);
sdl.setGamma(1.6);
sdl.sleep(100);
cout << "Done.\n";
return 0;
}

@ -0,0 +1,31 @@
#include <iostream>
#include <fstream>
using namespace std;
#include "../servers/sdl_gl_driver.hpp"
using namespace Mangle::Rend2D;
int main()
{
SDLGLDriver sdl;
sdl.setVideoMode(640,480,0,false);
sdl.setWindowTitle("Testing 123");
Sprite *screen = sdl.getScreen();
const char* imgName = "tile1-blue.png";
Sprite *image = sdl.loadImage(imgName);
for(int frames=0; frames<170; frames++)
{
screen->fill(0);
for(int j=0; j<10; j++)
for(int i=0; i<25; i++)
screen->draw(image, 2*frames+30*j, 20*i);
sdl.update();
sdl.sleep(5);
}
return 0;
}

@ -0,0 +1,18 @@
#!/bin/bash
make || exit
mkdir -p output
PROGS=*_test
for a in $PROGS; do
if [ -f "output/$a.out" ]; then
echo "Running $a:"
./$a | diff output/$a.out -
else
echo "Creating $a.out"
./$a > "output/$a.out"
git add "output/$a.out"
fi
done

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@ -0,0 +1,79 @@
#ifndef MANGLE_SOUND_OGRELISTENERMOVER_H
#define MANGLE_SOUND_OGRELISTENERMOVER_H
#include <OgreCamera.h>
#include <assert.h>
#include "../output.hpp"
namespace Mangle {
namespace Sound {
/** This class lets a sound listener (ie. the SoundFactory) track a
given camera in Ogre3D. The position and orientation of the
listener will be updated to match the camera whenever the camera
is moved.
*/
struct OgreListenerMover : Ogre::Camera::Listener
{
OgreListenerMover(Mangle::Sound::SoundFactoryPtr snd)
: soundFact(snd), camera(NULL)
{}
/// Follow a camera. WARNING: This will OVERRIDE any other
/// MovableObject::Listener you may have attached to the camera.
void followCamera(Ogre::Camera *cam)
{
camera = cam;
camera->addListener(this);
}
void unfollowCamera()
{
// If the camera is null, this object wasn't following a camera.
// It doesn't make sense to call unfollow
assert(camera != NULL);
camera->removeListener(this);
camera = NULL;
}
private:
Mangle::Sound::SoundFactoryPtr soundFact;
Ogre::Camera *camera;
Ogre::Vector3 pos, dir, up;
/// From Camera::Listener. This is called once per
/// frame. Unfortunately, Ogre doesn't allow us to be notified
/// only when the camera itself has moved, so we must poll every
/// frame.
void cameraPreRenderScene(Ogre::Camera *cam)
{
assert(cam == camera);
Ogre::Vector3 nPos, nDir, nUp;
nPos = camera->getPosition();
nDir = camera->getDirection();
nUp = camera->getUp();
// Don't bother the sound system needlessly
if(nDir != dir || nPos != pos || nUp != up)
{
pos = nPos;
dir = nDir;
up = nUp;
soundFact->setListenerPos(pos.x, pos.y, pos.z,
dir.x, dir.y, dir.z,
up.x, up.y, up.z);
}
}
void cameraDestroyed(Ogre::Camera *cam)
{
assert(cam == camera);
camera = NULL;
}
};
}}
#endif

@ -0,0 +1,31 @@
#ifndef MANGLE_SOUND_OGREUPDATER_H
#define MANGLE_SOUND_OGREUPDATER_H
/*
This Ogre FrameListener calls update on a SoundFactory
*/
#include <OgreFrameListener.h>
#include "../output.hpp"
#include <assert.h>
namespace Mangle {
namespace Sound {
struct OgreOutputUpdater : Ogre::FrameListener
{
Mangle::Sound::SoundFactoryPtr driver;
OgreOutputUpdater(Mangle::Sound::SoundFactoryPtr drv)
: driver(drv)
{ assert(drv->needsUpdate); }
bool frameStarted(const Ogre::FrameEvent &evt)
{
driver->update();
return true;
}
};
}}
#endif

@ -0,0 +1,68 @@
#ifndef MANGLE_INPUT_FILTER_H
#define MANGLE_INPUT_FILTER_H
#include "../output.hpp"
#include <assert.h>
namespace Mangle {
namespace Sound {
/**
@brief This filter class adds file loading capabilities to a
Sound::SoundFactory class, by associating a SampleSourceLoader with
it.
The class takes an existing SoundFactory able to load streams, and
associates a SampleSourceLoader with it. The combined class is able
to load files directly. */
class InputFilter : public SoundFactory
{
protected:
SoundFactoryPtr snd;
SampleSourceLoaderPtr inp;
public:
/// Empty constructor
InputFilter() {}
/// Assign an input manager and a sound manager to this object
InputFilter(SoundFactoryPtr _snd, SampleSourceLoaderPtr _inp)
{ set(_snd, _inp); }
/// Assign an input manager and a sound manager to this object
void set(SoundFactoryPtr _snd, SampleSourceLoaderPtr _inp)
{
inp = _inp;
snd = _snd;
// Set capabilities
needsUpdate = snd->needsUpdate;
has3D = snd->has3D;
canLoadStream = inp->canLoadStream;
// Both these should be true, or the use of this class is pretty
// pointless
canLoadSource = snd->canLoadSource;
canLoadFile = inp->canLoadFile;
assert(canLoadSource && canLoadFile);
}
virtual SoundPtr load(const std::string &file)
{ return loadRaw(inp->load(file)); }
virtual SoundPtr load(Stream::StreamPtr input)
{ return loadRaw(inp->load(input)); }
virtual SoundPtr loadRaw(SampleSourcePtr input)
{ return snd->loadRaw(input); }
virtual void update() { snd->update(); }
virtual void setListenerPos(float x, float y, float z,
float fx, float fy, float fz,
float ux, float uy, float uz)
{ snd->setListenerPos(x,y,z,fx,fy,fz,ux,uy,uz); }
};
}}
#endif

@ -0,0 +1,24 @@
#ifndef MANGLE_AUDIERE_OPENAL_H
#define MANGLE_AUDIERE_OPENAL_H
#include "input_filter.hpp"
#include "../sources/audiere_source.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/// A InputFilter that adds audiere decoding to OpenAL. Audiere has
/// it's own output, but OpenAL sports 3D and other advanced features.
class OpenAL_Audiere_Factory : public InputFilter
{
public:
OpenAL_Audiere_Factory()
{
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(new AudiereLoader));
}
};
}}
#endif

@ -0,0 +1,23 @@
#ifndef MANGLE_FFMPEG_OPENAL_H
#define MANGLE_FFMPEG_OPENAL_H
#include "input_filter.hpp"
#include "../sources/ffmpeg_source.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/// A InputFilter that adds ffmpeg decoding to OpenAL.
class OpenAL_FFMpeg_Factory : public InputFilter
{
public:
OpenAL_FFMpeg_Factory()
{
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(new FFMpegLoader));
}
};
}}
#endif

@ -0,0 +1,24 @@
#ifndef MANGLE_MPG123_OPENAL_H
#define MANGLE_MPG123_OPENAL_H
#include "input_filter.hpp"
#include "../sources/mpg123_source.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/// A InputFilter that adds mpg123 decoding to OpenAL. Only supports
/// MP3 files.
class OpenAL_Mpg123_Factory : public InputFilter
{
public:
OpenAL_Mpg123_Factory()
{
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(new Mpg123Loader));
}
};
}}
#endif

@ -0,0 +1,24 @@
#ifndef MANGLE_SNDFILE_OPENAL_H
#define MANGLE_SNDFILE_OPENAL_H
#include "input_filter.hpp"
#include "../sources/libsndfile.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/// A InputFilter that adds libsnd decoding to OpenAL. libsndfile
/// supports most formats except MP3.
class OpenAL_SndFile_Factory : public InputFilter
{
public:
OpenAL_SndFile_Factory()
{
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(new SndFileLoader));
}
};
}}
#endif

@ -0,0 +1,33 @@
#ifndef MANGLE_SNDFILE_MPG123_OPENAL_H
#define MANGLE_SNDFILE_MPG123_OPENAL_H
#include "input_filter.hpp"
#include "source_splicer.hpp"
#include "../sources/mpg123_source.hpp"
#include "../sources/libsndfile.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/// A InputFilter that uses OpenAL for output, and mpg123 (for MP3) +
/// libsndfile (for everything else) to decode files. Can only load
/// from the file system, and uses the file name to differentiate
/// between mp3 and non-mp3 types.
class OpenAL_SndFile_Mpg123_Factory : public InputFilter
{
public:
OpenAL_SndFile_Mpg123_Factory()
{
SourceSplicer *splice = new SourceSplicer;
splice->add("mp3", SampleSourceLoaderPtr(new Mpg123Loader));
splice->setDefault(SampleSourceLoaderPtr(new SndFileLoader));
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(splice));
}
};
}}
#endif

@ -0,0 +1,39 @@
#ifndef MANGLE_VARIOUS_OPENAL_H
#define MANGLE_VARIOUS_OPENAL_H
#include "input_filter.hpp"
#include "source_splicer.hpp"
#include "../sources/mpg123_source.hpp"
#include "../sources/wav_source.hpp"
#include "../outputs/openal_out.hpp"
namespace Mangle {
namespace Sound {
/** A InputFilter that uses OpenAL for output, and load input from
various individual sources, depending on file extension. Currently
supports:
MP3: mpg123
WAV: custom wav loader (PCM only)
This could be an alternative to using eg. 3rd party decoder
libraries like libsndfile.
*/
class OpenAL_Various_Factory : public InputFilter
{
public:
OpenAL_Various_Factory()
{
SourceSplicer *splice = new SourceSplicer;
splice->add("mp3", SampleSourceLoaderPtr(new Mpg123Loader));
splice->add("wav", SampleSourceLoaderPtr(new WavLoader));
set(SoundFactoryPtr(new OpenAL_Factory),
SampleSourceLoaderPtr(splice));
}
};
}}
#endif

@ -0,0 +1,72 @@
#ifndef MANGLE_SOUND_OUTPUT_PUREFILTER_H
#define MANGLE_SOUND_OUTPUT_PUREFILTER_H
#include "../output.hpp"
namespace Mangle
{
namespace Sound
{
// For use in writing other filters
class SoundFilter : public Sound
{
protected:
SoundPtr client;
public:
SoundFilter(SoundPtr c) : client(c) {}
void play() { client->play(); }
void stop() { client->stop(); }
void pause() { client->pause(); }
bool isPlaying() const { return client->isPlaying(); }
void setVolume(float f) { client->setVolume(f); }
void setPan(float f) { client->setPan(f); }
void setPos(float x, float y, float z)
{ client->setPos(x,y,z); }
void setPitch(float p) { client->setPitch(p); }
void setRepeat(bool b) { client->setRepeat(b); }
void setRange(float a, float b=0, float c=0)
{ client->setRange(a,b,c); }
void setStreaming(bool b) { client->setStreaming(b); }
// The clone() function is not implemented here, as you will
// almost certainly want to override it yourself
};
class FactoryFilter : public SoundFactory
{
protected:
SoundFactoryPtr client;
public:
FactoryFilter(SoundFactoryPtr c) : client(c)
{
needsUpdate = client->needsUpdate;
has3D = client->has3D;
canLoadFile = client->canLoadFile;
canLoadStream = client->canLoadStream;
canLoadSource = client->canLoadSource;
}
SoundPtr loadRaw(SampleSourcePtr input)
{ return client->loadRaw(input); }
SoundPtr load(Stream::StreamPtr input)
{ return client->load(input); }
SoundPtr load(const std::string &file)
{ return client->load(file); }
void update()
{ client->update(); }
void setListenerPos(float x, float y, float z,
float fx, float fy, float fz,
float ux, float uy, float uz)
{
client->setListenerPos(x,y,z,fx,fy,fz,ux,uy,uz);
}
};
}
}
#endif

@ -0,0 +1,90 @@
#ifndef MANGLE_SOUND_SOURCE_SPLICE_H
#define MANGLE_SOUND_SOURCE_SPLICE_H
#include "../source.hpp"
#include <stdexcept>
#include <string>
#include <list>
#include <assert.h>
namespace Mangle
{
namespace Sound
{
class SourceSplicer : public SampleSourceLoader
{
struct SourceType
{
std::string type;
SampleSourceLoaderPtr loader;
};
typedef std::list<SourceType> TypeList;
TypeList list;
SampleSourceLoaderPtr catchAll;
static bool isMatch(char a, char b)
{
if(a >= 'A' && a <= 'Z')
a += 'a' - 'A';
if(b >= 'A' && b <= 'Z')
b += 'a' - 'A';
return a == b;
}
public:
SourceSplicer()
{
canLoadStream = false;
canLoadFile = true;
}
void add(const std::string &type, SampleSourceLoaderPtr fact)
{
SourceType tp;
tp.type = type;
tp.loader = fact;
list.push_back(tp);
}
void setDefault(SampleSourceLoaderPtr def)
{
catchAll = def;
}
SampleSourcePtr load(const std::string &file)
{
// Search the list for this file type.
for(TypeList::iterator it = list.begin();
it != list.end(); it++)
{
const std::string &t = it->type;
int diff = file.size() - t.size();
if(diff < 0) continue;
bool match = true;
for(unsigned i=0; i<t.size(); i++)
if(!isMatch(t[i], file[i+diff]))
{
match = false;
break;
}
// Got something! We're done.
if(match)
return it->loader->load(file);
}
// If not found, use the catch-all
if(catchAll)
return catchAll->load(file);
throw std::runtime_error("No handler for sound file " + file);
}
SampleSourcePtr load(Stream::StreamPtr input) { assert(0); }
};
}
}
#endif

@ -0,0 +1,180 @@
#ifndef MANGLE_SOUND_OUTPUT_H
#define MANGLE_SOUND_OUTPUT_H
#include <string>
#include <assert.h>
#include "source.hpp"
#include "../stream/stream.hpp"
namespace Mangle {
namespace Sound {
/// Abstract interface for a single playable sound
/** This class represents one sound outlet, which may be played,
stopped, paused and so on.
Sound instances are created from the SoundFactory class. Sounds
may be connected to a SampleSource or read directly from a file,
and they may support 3d sounds, looping and other features
depending on the capabilities of the backend system.
To create multiple instances of one sound, it is recommended to
'clone' an existing instance instead of reloading it from
file. Cloned sounds will often (depending on the back-end) use
less memory due to shared buffers.
*/
class Sound;
typedef boost::shared_ptr<Sound> SoundPtr;
typedef boost::weak_ptr <Sound> WSoundPtr;
class Sound
{
public:
/// Play or resume the sound
virtual void play() = 0;
/// Stop the sound
virtual void stop() = 0;
/// Pause the sound, may be resumed later
virtual void pause() = 0;
/// Check if the sound is still playing
virtual bool isPlaying() const = 0;
/// Set the volume. The parameter must be between 0.0 and 1.0.
virtual void setVolume(float) = 0;
/// Set left/right pan. -1.0 is left, 0.0 is center and 1.0 is right.
virtual void setPan(float) = 0;
/// Set pitch (1.0 is normal speed)
virtual void setPitch(float) = 0;
/// Set range factors for 3D sounds. The meaning of the fields
/// depend on implementation.
virtual void setRange(float a, float b=0.0, float c=0.0) = 0;
/// Set the position. May not work with all backends.
virtual void setPos(float x, float y, float z) = 0;
/// Set loop mode
virtual void setRepeat(bool) = 0;
/// Set streaming mode.
/** This may be used by implementations to optimize for very large
files. If streaming mode is off (default), most implementations
will load the entire file into memory before starting playback.
*/
virtual void setStreaming(bool) = 0;
/// Create a new instance of this sound.
/** Playback status is not cloned, only the sound data
itself. Back-ends can use this as a means of sharing data and
saving memory. */
virtual SoundPtr clone() = 0;
/// Virtual destructor
virtual ~Sound() {}
};
/// Factory interface for creating Sound objects
/** The SoundFactory is the main entry point to a given sound output
system. It is used to create Sound objects, which may be connected
to a sound file or stream, and which may be individually played,
paused, and so on.
The class also contains a set of public bools which describe the
capabilities the particular system. These should be set by
implementations (base classes) in their respective constructors.
*/
class SoundFactory
{
public:
/// Virtual destructor
virtual ~SoundFactory() {}
/** @brief If set to true, you should call update() regularly (every frame
or so) on this sound manager. If false, update() should not be
called.
*/
bool needsUpdate;
/** @brief true if 3D functions are available. If false, all use of
3D sounds and calls to setPos / setListenerPos will result in
undefined behavior.
*/
bool has3D;
/// true if we can load sounds directly from file (containing encoded data)
bool canLoadFile;
/// If true, we can lound sound files from a Stream (containing encoded data)
bool canLoadStream;
/// true if we can load sounds from a SampleSource (containing raw data)
bool canLoadSource;
/**
@brief Load a sound from a sample source. Only valid if
canLoadSource is true.
This function loads a sound from a given stream as defined by
SampleSource.
@param input the input source
@param stream true if the file should be streamed.
Implementations may use this for optimizing playback of
large files, but they are not required to.
@return a new Sound object
*/
virtual SoundPtr loadRaw(SampleSourcePtr input) = 0;
/**
@brief Load a sound file from stream. Only valid if canLoadStream
is true.
@param input audio file stream
@param stream true if the file should be streamed
@see load(InputSource*,bool)
*/
virtual SoundPtr load(Stream::StreamPtr input) = 0;
/**
@brief Load a sound directly from file. Only valid if canLoadFile
is true.
@param file filename
@param stream true if the file should be streamed
@see load(InputSource*,bool)
*/
virtual SoundPtr load(const std::string &file) = 0;
/// Call this every frame if needsUpdate is true
/**
This should be called regularly (about every frame in a normal
game setting.) Implementions may use this for filling streaming
buffers and similar tasks. Implementations that do not need this
should set needsUpdate to false.
*/
virtual void update() { assert(0); }
/// Set listener position (coordinates, front and up vectors)
/**
Only valid if has3D is true.
@param x,y,z listener position
@param fx,fy,fz listener's looking direction
@param ux,uy,uz listener's up direction
*/
virtual void setListenerPos(float x, float y, float z,
float fx, float fy, float fz,
float ux, float uy, float uz) = 0;
};
typedef boost::shared_ptr<SoundFactory> SoundFactoryPtr;
}} // Namespaces
#endif

@ -0,0 +1,492 @@
#include "openal_out.hpp"
#include <assert.h>
#include <stdexcept>
#include "../../stream/filters/buffer_stream.hpp"
#ifdef _WIN32
#include <al.h>
#include <alc.h>
#elif defined(__APPLE__)
#include <OpenAL/alc.h>
#include <OpenAL/al.h>
#else
#include <AL/al.h>
#include <AL/alc.h>
#endif
using namespace Mangle::Sound;
// ---- Helper functions and classes ----
// Static buffer used to shuffle sound data from the input into
// OpenAL. The data is only stored temporarily and then immediately
// shuffled off to the library. This is not thread safe, but it works
// fine with multiple sounds in one thread. It could be made thread
// safe simply by using thread local storage.
const size_t BSIZE = 32*1024;
static char tmp_buffer[BSIZE];
// Number of buffers used (per sound) for streaming sounds. Each
// buffer is of size BSIZE. Increasing this will make streaming sounds
// more fault tolerant against temporary lapses in call to update(),
// but will also increase memory usage.
// This was changed from 4 to 150 for an estimated 30 seconds tolerance.
// At some point we should replace it with a more multithreading-ish
// solution.
const int STREAM_BUF_NUM = 150;
static void fail(const std::string &msg)
{ throw std::runtime_error("OpenAL exception: " + msg); }
/*
Check for AL error. Since we're always calling this with string
literals, and it only makes sense to optimize for the non-error
case, the parameter is const char* rather than std::string.
This way we don't force the compiler to create a string object each
time we're called (since the string is never used unless there's an
error), although a good compiler might have optimized that away in
any case.
*/
static void checkALError(const char *where)
{
ALenum err = alGetError();
if(err != AL_NO_ERROR)
{
std::string msg = where;
const ALchar* errmsg = alGetString(err);
if(errmsg)
fail("\"" + std::string(alGetString(err)) + "\" while " + msg);
else
fail("non-specified error while " + msg + " (did you forget to initialize OpenAL?)");
}
}
static void getALFormat(SampleSourcePtr inp, int &fmt, int &rate)
{
boost::int32_t rate_, ch, bits;
inp->getInfo(&rate_, &ch, &bits);
rate = rate_;
fmt = 0;
if(bits == 8)
{
if(ch == 1) fmt = AL_FORMAT_MONO8;
if(ch == 2) fmt = AL_FORMAT_STEREO8;
if(alIsExtensionPresent("AL_EXT_MCFORMATS"))
{
if(ch == 4) fmt = alGetEnumValue("AL_FORMAT_QUAD8");
if(ch == 6) fmt = alGetEnumValue("AL_FORMAT_51CHN8");
}
}
if(bits == 16)
{
if(ch == 1) fmt = AL_FORMAT_MONO16;
if(ch == 2) fmt = AL_FORMAT_STEREO16;
if(ch == 4) fmt = alGetEnumValue("AL_FORMAT_QUAD16");
if(alIsExtensionPresent("AL_EXT_MCFORMATS"))
{
if(ch == 4) fmt = alGetEnumValue("AL_FORMAT_QUAD16");
if(ch == 6) fmt = alGetEnumValue("AL_FORMAT_51CHN16");
}
}
if(fmt == 0)
fail("Unsupported input format");
}
/// OpenAL sound output
class Mangle::Sound::OpenAL_Sound : public Sound
{
ALuint inst;
// Buffers. Only the first is used for non-streaming sounds.
ALuint bufferID[STREAM_BUF_NUM];
// Number of buffers used
int bufNum;
// Parameters used for filling buffers
int fmt, rate;
// Poor mans reference counting. Might improve this later. When
// NULL, the buffer has not been set up yet.
int *refCnt;
bool streaming;
// Input stream
SampleSourcePtr input;
OpenAL_Factory *owner;
bool ownerAlive;
// Used for streamed sound list
OpenAL_Sound *next, *prev;
void setupBuffer();
// Fill data into the given buffer and queue it, if there is any
// data left to queue. Assumes the buffer is already unqueued, if
// necessary.
void queueBuffer(ALuint buf)
{
// If there is no more data, do nothing
if(!input) return;
if(input->eof())
{
input.reset();
return;
}
// Get some new data
size_t bytes = input->read(tmp_buffer, BSIZE);
if(bytes == 0)
{
input.reset();
return;
}
// Move data into the OpenAL buffer
alBufferData(buf, fmt, tmp_buffer, bytes, rate);
// Queue it
alSourceQueueBuffers(inst, 1, &buf);
checkALError("Queueing buffer data");
}
public:
/// Read samples from the given input buffer
OpenAL_Sound(SampleSourcePtr input, OpenAL_Factory *fact);
/// Play an existing buffer, with a given ref counter. Used
/// internally for cloning.
OpenAL_Sound(ALuint buf, int *ref, OpenAL_Factory *fact);
~OpenAL_Sound();
// Must be called regularly on streamed sounds
void update()
{
if(!streaming) return;
if(!input) return;
// Get the number of processed buffers
ALint count;
alGetSourcei(inst, AL_BUFFERS_PROCESSED, &count);
checkALError("getting number of unprocessed buffers");
for(int i=0; i<count; i++)
{
ALuint buf;
// Unqueue one of the processed buffer
alSourceUnqueueBuffers(inst, 1, &buf);
// Then reload it with data (if any) and queue it up
queueBuffer(buf);
}
}
void play();
void stop();
void pause();
bool isPlaying() const;
void setVolume(float);
void setPos(float x, float y, float z);
void setPitch(float);
void setRepeat(bool);
void notifyOwnerDeath()
{ ownerAlive = false; }
// We can enable streaming, but never disable it.
void setStreaming(bool s)
{ if(s) streaming = true; }
SoundPtr clone();
// a = AL_REFERENCE_DISTANCE
// b = AL_MAX_DISTANCE
// c = ignored
void setRange(float a, float b=0.0, float c=0.0);
/// Not implemented
void setPan(float) {}
};
// ---- OpenAL_Factory ----
SoundPtr OpenAL_Factory::loadRaw(SampleSourcePtr input)
{
return SoundPtr(new OpenAL_Sound(input, this));
}
void OpenAL_Factory::setListenerPos(float x, float y, float z,
float fx, float fy, float fz,
float ux, float uy, float uz)
{
ALfloat orient[6];
orient[0] = fx;
orient[1] = fy;
orient[2] = fz;
orient[3] = ux;
orient[4] = uy;
orient[5] = uz;
alListener3f(AL_POSITION, x, y, z);
alListenerfv(AL_ORIENTATION, orient);
}
OpenAL_Factory::OpenAL_Factory(bool doSetup)
: device(NULL), context(NULL), didSetup(doSetup)
{
needsUpdate = true;
has3D = true;
canLoadFile = false;
canLoadStream = false;
canLoadSource = true;
ALCdevice *Device;
ALCcontext *Context;
if(doSetup)
{
// Set up sound system
Device = alcOpenDevice(NULL);
Context = alcCreateContext(Device, NULL);
if(!Device || !Context)
fail("Failed to initialize context or device");
alcMakeContextCurrent(Context);
device = Device;
context = Context;
}
}
void OpenAL_Factory::update()
{
// Loop through all streaming sounds and update them
StreamList::iterator it = streaming.begin();
for(;it != streaming.end(); it++)
(*it)->update();
}
void OpenAL_Factory::notifyStreaming(OpenAL_Sound *snd)
{
// Add the sound to the streaming list
streaming.push_back(snd);
}
void OpenAL_Factory::notifyDelete(OpenAL_Sound *snd)
{
// Remove the sound from the stream list
streaming.remove(snd);
}
OpenAL_Factory::~OpenAL_Factory()
{
// Notify remaining streamed sounds that we're dying
StreamList::iterator it = streaming.begin();
for(;it != streaming.end(); it++)
(*it)->notifyOwnerDeath();
// Deinitialize sound system
if(didSetup)
{
alcMakeContextCurrent(NULL);
if(context) alcDestroyContext((ALCcontext*)context);
if(device) alcCloseDevice((ALCdevice*)device);
}
}
// ---- OpenAL_Sound ----
void OpenAL_Sound::play()
{
setupBuffer();
alSourcePlay(inst);
checkALError("starting playback");
}
void OpenAL_Sound::stop()
{
alSourceStop(inst);
checkALError("stopping");
}
void OpenAL_Sound::pause()
{
alSourcePause(inst);
checkALError("pausing");
}
bool OpenAL_Sound::isPlaying() const
{
ALint state;
alGetSourcei(inst, AL_SOURCE_STATE, &state);
return state == AL_PLAYING;
}
void OpenAL_Sound::setVolume(float volume)
{
if(volume > 1.0) volume = 1.0;
if(volume < 0.0) volume = 0.0;
alSourcef(inst, AL_GAIN, volume);
checkALError("setting volume");
}
void OpenAL_Sound::setRange(float a, float b, float)
{
alSourcef(inst, AL_REFERENCE_DISTANCE, a);
alSourcef(inst, AL_MAX_DISTANCE, b);
checkALError("setting sound ranges");
}
void OpenAL_Sound::setPos(float x, float y, float z)
{
alSource3f(inst, AL_POSITION, x, y, z);
checkALError("setting position");
}
void OpenAL_Sound::setPitch(float pitch)
{
alSourcef(inst, AL_PITCH, pitch);
checkALError("setting pitch");
}
void OpenAL_Sound::setRepeat(bool rep)
{
alSourcei(inst, AL_LOOPING, rep?AL_TRUE:AL_FALSE);
}
SoundPtr OpenAL_Sound::clone()
{
setupBuffer();
assert(!streaming && "cloning streamed sounds not supported");
return SoundPtr(new OpenAL_Sound(bufferID[0], refCnt, owner));
}
// Constructor used for cloned sounds
OpenAL_Sound::OpenAL_Sound(ALuint buf, int *ref, OpenAL_Factory *fact)
: refCnt(ref), streaming(false), owner(fact), ownerAlive(false)
{
// Increase the reference count
assert(ref != NULL);
(*refCnt)++;
// Set up buffer
bufferID[0] = buf;
bufNum = 1;
// Create a source
alGenSources(1, &inst);
checkALError("creating instance (clone)");
alSourcei(inst, AL_BUFFER, bufferID[0]);
checkALError("assigning buffer (clone)");
}
// Constructor used for original (non-cloned) sounds
OpenAL_Sound::OpenAL_Sound(SampleSourcePtr _input, OpenAL_Factory *fact)
: refCnt(NULL), streaming(false), input(_input), owner(fact), ownerAlive(false)
{
// Create a source
alGenSources(1, &inst);
checkALError("creating source");
// By default, the sound starts out in a buffer-less mode. We don't
// create a buffer until the sound is played. This gives the user
// the chance to call setStreaming(true) first.
}
void OpenAL_Sound::setupBuffer()
{
if(refCnt != NULL) return;
assert(input);
// Get the format
getALFormat(input, fmt, rate);
// Create a cheap reference counter for the buffer
refCnt = new int;
*refCnt = 1;
if(streaming) bufNum = STREAM_BUF_NUM;
else bufNum = 1;
// Set up the OpenAL buffer(s)
alGenBuffers(bufNum, bufferID);
checkALError("generating buffer(s)");
assert(bufferID[0] != 0);
// STREAMING.
if(streaming)
{
// Just queue all the buffers with data and exit. queueBuffer()
// will work correctly also in the case where there is not
// enough data to fill all the buffers.
for(int i=0; i<bufNum; i++)
queueBuffer(bufferID[i]);
// Notify the manager what we're doing
owner->notifyStreaming(this);
ownerAlive = true;
return;
}
// NON-STREAMING. We have to load all the data and shove it into the
// buffer.
// Does the stream support pointer operations?
if(input->hasPtr)
{
// If so, we can read the data directly from the stream
alBufferData(bufferID[0], fmt, input->getPtr(), input->size(), rate);
}
else
{
// Read the entire stream into a temporary buffer first
Mangle::Stream::BufferStream buf(input, 128*1024);
// Then copy that into OpenAL
alBufferData(bufferID[0], fmt, buf.getPtr(), buf.size(), rate);
}
checkALError("loading sound data");
// We're done with the input stream, release the pointer
input.reset();
alSourcei(inst, AL_BUFFER, bufferID[0]);
checkALError("assigning buffer");
}
OpenAL_Sound::~OpenAL_Sound()
{
// Stop
alSourceStop(inst);
// Return sound
alDeleteSources(1, &inst);
// Notify the factory that we quit. You will hear from our union
// rep. The bool check is to handle cases where the manager goes out
// of scope before the sounds do. In that case, don't try to contact
// the factory.
if(ownerAlive)
owner->notifyDelete(this);
// Decrease the reference counter
if((-- (*refCnt)) == 0)
{
// We're the last owner. Delete the buffer(s) and the counter
// itself.
alDeleteBuffers(bufNum, bufferID);
checkALError("deleting buffer");
delete refCnt;
}
}

@ -0,0 +1,44 @@
#ifndef MANGLE_SOUND_OPENAL_OUT_H
#define MANGLE_SOUND_OPENAL_OUT_H
#include "../output.hpp"
#include <list>
namespace Mangle {
namespace Sound {
class OpenAL_Sound;
class OpenAL_Factory : public SoundFactory
{
void *device;
void *context;
bool didSetup;
// List of streaming sounds that need to be updated every frame.
typedef std::list<OpenAL_Sound*> StreamList;
StreamList streaming;
friend class OpenAL_Sound;
void notifyStreaming(OpenAL_Sound*);
void notifyDelete(OpenAL_Sound*);
public:
/// Initialize object. Pass true (default) if you want the
/// constructor to set up the current ALCdevice and ALCcontext for
/// you.
OpenAL_Factory(bool doSetup = true);
~OpenAL_Factory();
SoundPtr load(const std::string &file) { assert(0); return SoundPtr(); }
SoundPtr load(Stream::StreamPtr input) { assert(0); return SoundPtr(); }
SoundPtr loadRaw(SampleSourcePtr input);
void update();
void setListenerPos(float x, float y, float z,
float fx, float fy, float fz,
float ux, float uy, float uz);
};
}} // namespaces
#endif

@ -0,0 +1,62 @@
#ifndef MANGLE_SOUND_SOURCE_H
#define MANGLE_SOUND_SOURCE_H
#include <string>
#include <boost/cstdint.hpp>
#include <assert.h>
#include "../stream/stream.hpp"
namespace Mangle {
namespace Sound {
typedef boost::int32_t int32_t;
/// A stream containing raw sound data and information about the format
class SampleSource : public Stream::Stream
{
protected:
bool isEof;
public:
SampleSource() : isEof(false) {}
/// Get the sample rate, number of channels, and bits per
/// sample. NULL parameters are ignored.
virtual void getInfo(int32_t *rate, int32_t *channels, int32_t *bits) = 0;
bool eof() const { return isEof; }
// Disabled functions by default. You can still override them in
// subclasses.
void seek(size_t pos) { assert(0); }
size_t tell() const { assert(0); return 0; }
size_t size() const { assert(0); return 0; }
};
typedef boost::shared_ptr<SampleSource> SampleSourcePtr;
/// A factory interface for loading SampleSources from file or stream
class SampleSourceLoader
{
public:
/// If true, the stream version of load() works
bool canLoadStream;
/// If true, the file version of load() works
bool canLoadFile;
/// Load a sound input source from file (if canLoadFile is true)
virtual SampleSourcePtr load(const std::string &file) = 0;
/// Load a sound input source from stream (if canLoadStream is true)
virtual SampleSourcePtr load(Stream::StreamPtr input) = 0;
/// Virtual destructor
virtual ~SampleSourceLoader() {}
};
typedef boost::shared_ptr<SampleSourceLoader> SampleSourceLoaderPtr;
}} // namespaces
#endif

@ -0,0 +1,77 @@
#include "audiere_source.hpp"
#include "../../stream/clients/audiere_file.hpp"
#include <stdexcept>
using namespace Mangle::Stream;
static void fail(const std::string &msg)
{ throw std::runtime_error("Audiere exception: " + msg); }
using namespace audiere;
using namespace Mangle::Sound;
// --- SampleSource ---
void AudiereSource::getInfo(Mangle::Sound::int32_t *rate,
Mangle::Sound::int32_t *channels, Mangle::Sound::int32_t *bits)
{
SampleFormat fmt;
int channels_, rate_;
sample->getFormat(channels_, rate_, fmt);
*channels = channels_;
*rate = rate_;
if(bits)
{
if(fmt == SF_U8)
*bits = 8;
else if(fmt == SF_S16)
*bits = 16;
else assert(0);
}
}
// --- Constructors ---
AudiereSource::AudiereSource(const std::string &file)
{
sample = OpenSampleSource(file.c_str());
if(!sample)
fail("Couldn't load file " + file);
doSetup();
}
AudiereSource::AudiereSource(StreamPtr input)
{
// Use our Stream::AudiereFile implementation to convert a Mangle
// 'Stream' to an Audiere 'File'
sample = OpenSampleSource(new AudiereFile(input));
if(!sample)
fail("Couldn't load stream");
doSetup();
}
AudiereSource::AudiereSource(audiere::SampleSourcePtr src)
: sample(src)
{ assert(sample); doSetup(); }
// Common function called from all constructors
void AudiereSource::doSetup()
{
assert(sample);
SampleFormat fmt;
int channels, rate;
sample->getFormat(channels, rate, fmt);
// Calculate the size of one frame, and pass it to SampleReader.
setup(GetSampleSize(fmt) * channels);
isSeekable = sample->isSeekable();
hasPosition = true;
hasSize = true;
}

@ -0,0 +1,48 @@
#ifndef MANGLE_SOUND_AUDIERE_SOURCE_H
#define MANGLE_SOUND_AUDIERE_SOURCE_H
#include "sample_reader.hpp"
// audiere.h from 1.9.4 (latest) release uses
// cstring routines like strchr() and strlen() without
// including cstring itself.
#include <cstring>
#include <audiere.h>
namespace Mangle {
namespace Sound {
/// A sample source that decodes files using Audiere
class AudiereSource : public SampleReader
{
audiere::SampleSourcePtr sample;
size_t readSamples(void *data, size_t length)
{ return sample->read(length, data); }
void doSetup();
public:
/// Decode the given sound file
AudiereSource(const std::string &file);
/// Decode the given sound stream
AudiereSource(Mangle::Stream::StreamPtr src);
/// Read directly from an existing audiere::SampleSource
AudiereSource(audiere::SampleSourcePtr src);
void getInfo(int32_t *rate, int32_t *channels, int32_t *bits);
void seek(size_t pos) { sample->setPosition(pos/frameSize); }
size_t tell() const { return sample->getPosition()*frameSize; }
size_t size() const { return sample->getLength()*frameSize; }
};
#include "loadertemplate.hpp"
/// A factory that loads AudiereSources from file and stream
typedef SSL_Template<AudiereSource,true,true> AudiereLoader;
}} // Namespace
#endif

@ -0,0 +1,189 @@
#include "ffmpeg_source.hpp"
#include <stdexcept>
using namespace Mangle::Sound;
// Static output buffer. Not thread safe, but supports multiple
// streams operated from the same thread.
static uint8_t outBuf[AVCODEC_MAX_AUDIO_FRAME_SIZE];
static void fail(const std::string &msg)
{ throw std::runtime_error("FFMpeg exception: " + msg); }
// --- Loader ---
static bool init = false;
FFMpegLoader::FFMpegLoader(bool setup)
{
if(setup && !init)
{
av_register_all();
av_log_set_level(AV_LOG_ERROR);
init = true;
}
}
// --- Source ---
FFMpegSource::FFMpegSource(const std::string &file)
{
std::string msg;
AVCodec *codec;
if(av_open_input_file(&FmtCtx, file.c_str(), NULL, 0, NULL) != 0)
fail("Error loading audio file " + file);
if(av_find_stream_info(FmtCtx) < 0)
{
msg = "Error in file stream " + file;
goto err;
}
// Pick the first audio stream, if any
for(StreamNum = 0; StreamNum < FmtCtx->nb_streams; StreamNum++)
{
// Pick the first audio stream
if(FmtCtx->streams[StreamNum]->codec->codec_type == CODEC_TYPE_AUDIO)
break;
}
if(StreamNum == FmtCtx->nb_streams)
fail("File '" + file + "' didn't contain any audio streams");
// Open the decoder
CodecCtx = FmtCtx->streams[StreamNum]->codec;
codec = avcodec_find_decoder(CodecCtx->codec_id);
if(!codec || avcodec_open(CodecCtx, codec) < 0)
{
msg = "Error loading '" + file + "': ";
if(codec)
msg += "coded error";
else
msg += "no codec found";
goto err;
}
// No errors, we're done
return;
// Handle errors
err:
av_close_input_file(FmtCtx);
fail(msg);
}
FFMpegSource::~FFMpegSource()
{
avcodec_close(CodecCtx);
av_close_input_file(FmtCtx);
}
void FFMpegSource::getInfo(int32_t *rate, int32_t *channels, int32_t *bits)
{
if(rate) *rate = CodecCtx->sample_rate;
if(channels) *channels = CodecCtx->channels;
if(bits) *bits = 16;
}
size_t FFMpegSource::read(void *data, size_t length)
{
if(isEof) return 0;
size_t left = length;
uint8_t *outPtr = (uint8_t*)data;
// First, copy over any stored data we might be sitting on
{
size_t s = storage.size();
size_t copy = s;
if(s)
{
// Make sure there's room
if(copy > left)
copy = left;
// Copy
memcpy(outPtr, &storage[0], copy);
outPtr += copy;
left -= copy;
// Is there anything left in the storage?
assert(s>= copy);
s -= copy;
if(s)
{
assert(left == 0);
// Move it to the start and resize
memmove(&storage[0], &storage[copy], s);
storage.resize(s);
}
}
}
// Next, get more input data from stream, and decode it
while(left)
{
AVPacket packet;
// Get the next packet, if any
if(av_read_frame(FmtCtx, &packet) < 0)
break;
// We only allow one stream per file at the moment
assert((int)StreamNum == packet.stream_index);
// Decode the packet
int len = AVCODEC_MAX_AUDIO_FRAME_SIZE;
int tmp = avcodec_decode_audio2(CodecCtx, (int16_t*)outBuf,
&len, packet.data, packet.size);
assert(tmp < 0 || tmp == packet.size);
// We don't need the input packet any longer
av_free_packet(&packet);
if(tmp < 0)
fail("Error decoding audio stream");
// Copy whatever data we got, and advance the pointer
if(len > 0)
{
// copy = how many bytes do we copy now
size_t copy = len;
if(copy > left)
copy = left;
// len = how many bytes are left uncopied
len -= copy;
// copy data
memcpy(outPtr, outBuf, copy);
// left = how much space is left in the caller output
// buffer. This loop repeats as long left is > 0
left -= copy;
outPtr += copy;
assert(left >= 0);
if(len > 0)
{
// There were uncopied bytes. Store them for later.
assert(left == 0);
storage.resize(len);
memcpy(&storage[0], outBuf, len);
}
}
}
// End of loop. Return the number of bytes copied.
assert(left <= length);
// If we're returning less than asked for, then we're done
if(left > 0)
isEof = true;
return length - left;
}

@ -0,0 +1,52 @@
#ifndef MANGLE_SOUND_FFMPEG_H
#define MANGLE_SOUND_FFMPEG_H
#include "../source.hpp"
#include <vector>
#include <assert.h>
extern "C"
{
#include <avcodec.h>
#include <avformat.h>
}
namespace Mangle {
namespace Sound {
class FFMpegSource : public SampleSource
{
AVFormatContext *FmtCtx;
AVCodecContext *CodecCtx;
unsigned int StreamNum;
std::vector<uint8_t> storage;
public:
/// Decode the given sound file
FFMpegSource(const std::string &file);
/// Decode the given sound stream (not supported by FFmpeg)
FFMpegSource(Mangle::Stream::StreamPtr src) { assert(0); }
~FFMpegSource();
// Overrides
void getInfo(int32_t *rate, int32_t *channels, int32_t *bits);
size_t read(void *data, size_t length);
};
#include "loadertemplate.hpp"
/// A factory that loads FFMpegSources from file
class FFMpegLoader : public SSL_Template<FFMpegSource,false,true>
{
public:
/// Sets up the libavcodec library. If you want to do your own
/// setup, send a setup=false parameter.
FFMpegLoader(bool setup=true);
};
}} // namespaces
#endif

@ -0,0 +1,48 @@
#include "libsndfile.hpp"
#include <stdexcept>
#include <sndfile.h>
using namespace Mangle::Stream;
static void fail(const std::string &msg)
{ throw std::runtime_error("Mangle::libsndfile: " + msg); }
using namespace Mangle::Sound;
void SndFileSource::getInfo(int32_t *_rate, int32_t *_channels, int32_t *_bits)
{
*_rate = rate;
*_channels = channels;
*_bits = bits;
}
size_t SndFileSource::readSamples(void *data, size_t length)
{
// readf_* reads entire frames, including channels
return sf_readf_short((SNDFILE*)handle, (short*)data, length);
}
SndFileSource::SndFileSource(const std::string &file)
{
SF_INFO info;
info.format = 0;
handle = sf_open(file.c_str(), SFM_READ, &info);
if(handle == NULL)
fail("Failed to open " + file);
// I THINK that using sf_read_short forces the library to convert to
// 16 bits no matter what, but the libsndfile docs aren't exactly
// very clear on this point.
channels = info.channels;
rate = info.samplerate;
bits = 16;
// 16 bits per sample times number of channels
setup(2*channels);
}
SndFileSource::~SndFileSource()
{
sf_close((SNDFILE*)handle);
}

@ -0,0 +1,36 @@
#ifndef MANGLE_SOUND_SNDFILE_SOURCE_H
#define MANGLE_SOUND_SNDFILE_SOURCE_H
#include "sample_reader.hpp"
namespace Mangle {
namespace Sound {
/// A sample source that decodes files using libsndfile. Supports most
/// formats except mp3.
class SndFileSource : public SampleReader
{
void *handle;
int channels, rate, bits;
size_t readSamples(void *data, size_t length);
public:
/// Decode the given sound file
SndFileSource(const std::string &file);
/// Decode the given sound stream (not supported)
SndFileSource(Mangle::Stream::StreamPtr src) { assert(0); }
~SndFileSource();
void getInfo(int32_t *rate, int32_t *channels, int32_t *bits);
};
#include "loadertemplate.hpp"
/// A factory that loads SndFileSources from file and stream
typedef SSL_Template<SndFileSource,false,true> SndFileLoader;
}} // Namespace
#endif

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