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authorGabriel Pérez-Cerezo <gabriel@gpcf.eu>2019-11-22 20:29:57 +0100
committerGabriel Pérez-Cerezo <gabriel@gpcf.eu>2019-11-22 20:29:57 +0100
commitca4d65050ccb6ac7f7a54c491250c632a50b6d23 (patch)
treeb77103ac24bfadeec36ea65f7a784fc9ceeae58b /advtrains_interlocking/textures/at_il_tool.png
parent0252768c1619f9ae5cc1da2f5ad476f44ccff36c (diff)
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Add wagon_width attribute
This allows for wider vehicles than trains, such as boats to discharge the passengers onto the platforms.
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span> void fetchSounds(const std::string &name, std::set<std::string> &dst_paths, std::set<std::string> &dst_datas) = 0; }; struct SimpleSoundSpec { std::string name; float gain; SimpleSoundSpec(std::string name="", float gain=1.0): name(name), gain(gain) {} bool exists() {return name != "";} // Serialization intentionally left out }; class ISoundManager { public: virtual ~ISoundManager(){} // Multiple sounds can be loaded per name; when played, the sound // should be chosen randomly from alternatives // Return value determines success/failure virtual bool loadSoundFile(const std::string &name, const std::string &filepath) = 0; virtual bool loadSoundData(const std::string &name, const std::string &filedata) = 0; virtual void updateListener(v3f pos, v3f vel, v3f at, v3f up) = 0; virtual void setListenerGain(float gain) = 0; // playSound functions return -1 on failure, otherwise a handle to the // sound. If name=="", call should be ignored without error. virtual int playSound(const std::string &name, bool loop, float volume) = 0; virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos) = 0; virtual void stopSound(int sound) = 0; virtual bool soundExists(int sound) = 0; virtual void updateSoundPosition(int sound, v3f pos) = 0; int playSound(const SimpleSoundSpec &spec, bool loop) { return playSound(spec.name, loop, spec.gain); } int playSoundAt(const SimpleSoundSpec &spec, bool loop, v3f pos) { return playSoundAt(spec.name, loop, spec.gain, pos); } }; class DummySoundManager: public ISoundManager { public: virtual bool loadSoundFile(const std::string &name, const std::string &filepath) {return true;} virtual bool loadSoundData(const std::string &name, const std::string &filedata) {return true;} void updateListener(v3f pos, v3f vel, v3f at, v3f up) {} void setListenerGain(float gain) {} int playSound(const std::string &name, bool loop, float volume) {return 0;} int playSoundAt(const std::string &name, bool loop, float volume, v3f pos) {return 0;} void stopSound(int sound) {} bool soundExists(int sound) {return false;} void updateSoundPosition(int sound, v3f pos) {} }; // Global DummySoundManager singleton extern DummySoundManager dummySoundManager; #endif