Add audiostate field and audio toggle ui button

This commit is contained in:
Doyle Thai 2016-08-19 00:56:02 +10:00
parent 90068d2c64
commit 6ec92358b2
5 changed files with 65 additions and 66 deletions

View File

@ -310,6 +310,7 @@ const i32 audio_streamPlayVorbis(MemoryArena *arena, AudioManager *audioManager,
audioRenderer->audio = copyAudio;
audioRenderer->isStreaming = TRUE;
audioRenderer->state = audiostate_playing;
return result;
}
@ -324,6 +325,7 @@ const i32 audio_stopVorbis(MemoryArena *arena, AudioManager *audioManager,
alSourceStop(alSourceId);
AL_CHECK_ERROR();
result = rendererRelease(arena, audioManager, audioRenderer);
audioRenderer->state = audiostate_stopped;
}
else
{
@ -350,6 +352,7 @@ const i32 audio_pauseVorbis(AudioManager *audioManager,
{
alSourcePause(alSourceId);
AL_CHECK_ERROR();
audioRenderer->state = audiostate_paused;
}
else
{
@ -368,6 +371,7 @@ const i32 audio_resumeVorbis(AudioManager *audioManager,
{
alSourcePlay(alSourceId);
AL_CHECK_ERROR();
audioRenderer->state = audiostate_playing;
}
else
{

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@ -75,16 +75,6 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
}
/* Form the quad */
#if 0
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
texRectNdc.y); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
texRectNdc.w); // Bottom left
result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
texRectNdc.y); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
texRectNdc.w); // Bottom right
#else
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
texRectNdc.w); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
@ -93,7 +83,6 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
texRectNdc.w); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
texRectNdc.y); // Bottom right
#endif
return result;
}
@ -101,12 +90,7 @@ INTERNAL inline RenderQuad
createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
{
RenderQuad result = {0};
// TODO(doyle): We need to switch this so its xy bottom left, zw top right!!
#if 0
v4 defaultQuad = V4(0.0f, renderer->size.h, renderer->size.w, 0.0f);
#else
v4 defaultQuad = V4(0.0f, 0.0f, renderer->size.w, renderer->size.h);
#endif
result = createTexQuad(renderer, defaultQuad, renderTex);
return result;
}

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@ -64,7 +64,6 @@ i32 userInterface_button(UiState *const uiState,
if (label)
{
v2 labelDim = asset_stringDimInPixels(font, label);
DEBUG_PUSH_VAR("label dim: %4.2f, %4.2f", labelDim, "v2");
v2 labelPos = rect.pos;
if (labelDim.w < rect.size.w)
{
@ -85,11 +84,6 @@ i32 userInterface_button(UiState *const uiState,
labelPos = v2_add(labelPos, buttonOffset);
renderer_staticString(renderer, arena, font, label, labelPos, V2(0, 0),
0, V4(0, 0, 0, 1));
v2 rulerPos = rect.pos;
rulerPos.y -= 10;
renderer_staticRect(renderer, rulerPos, V2(10, 10), V2(0, 0), 0,
renderTex, V4(0.5f, 0.1f, 0.7f, 1));
}
// After renderering before click check, see if we need to process keys

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@ -1048,10 +1048,19 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
Entity *const entity = &world->entities[i];
if (entity->state == entitystate_dead) continue;
#if 0
if (entity->type == entitytype_soundscape)
{
AudioRenderer *audioRenderer = entity->audioRenderer;
if (!state->config.playWorldAudio)
{
// TODO(doyle): Use is playing flag, not just streaming flag
if (audioRenderer->state == audiostate_playing)
{
audio_pauseVorbis(&state->audioManager, audioRenderer);
}
}
else
{
if (world->numEntitiesInBattle > 0)
{
AudioVorbis *battleTheme =
@ -1080,9 +1089,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
{
if (audioRenderer->audio->type != audiolist_overworld)
{
audio_streamPlayVorbis(arena, &state->audioManager,
audioRenderer, overworldTheme,
AUDIO_REPEAT_INFINITE);
audio_streamPlayVorbis(
arena, &state->audioManager, audioRenderer,
overworldTheme, AUDIO_REPEAT_INFINITE);
}
}
else
@ -1092,8 +1101,14 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
AUDIO_REPEAT_INFINITE);
}
}
if (audioRenderer->state == audiostate_paused)
{
audio_resumeVorbis(&state->audioManager, audioRenderer);
}
#endif
}
}
/*
*****************************************************
* Set mob to battle mode if within distance from hero
@ -1296,34 +1311,27 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
// INIT IMGUI
state->uiState.hotItem = 0;
#if 0
UiItem damageString = {0};
damageString.id = 6;
damageString.rect = {V2(500, 500), V2(font->maxSize.w * 30, font->maxSize.h)};
damageString.type = uitype_string;
#endif
/* Draw ui */
Rect buttonRectA = {V2(300, 500), V2(100, 50)};
userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
font, state->input, 1, buttonRectA, "HELLO WORLD");
// TODO(doyle): Bug in font rendering once button reaches 700-800+ pixels
Rect buttonRectA = {V2(1000, 800), V2(100, 50)};
Rect buttonRectB = {V2(500, 500), V2(100, 50)};
userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
font, state->input, 2, buttonRectB, "button2");
b32 isClicked = userInterface_button(
&state->uiState, &state->arena, assetManager, renderer, font,
state->input, 1, buttonRectA, "Toggle Music");
Rect buttonRectC = {V2(700, 500), V2(100, 50)};
userInterface_button(&state->uiState, &state->arena, assetManager, renderer,
font, state->input, 3, buttonRectC, "button3");
if (isClicked)
{
state->config.playWorldAudio = ~state->config.playWorldAudio;
}
LOCAL_PERSIST i32 scrollValue = 30;
Rect scrollRectA = {V2(900, 500), V2(16, 255)};
Rect scrollRectA = {V2(1500, 600), V2(16, 255)};
userInterface_scrollBar(&state->uiState, assetManager, renderer,
state->input, 4, scrollRectA, &scrollValue, 160);
state->input, 2, scrollRectA, &scrollValue, 160);
LOCAL_PERSIST char fieldString[80] = "Hello world";
userInterface_textField(&state->uiState, &state->arena, assetManager,
renderer, font, state->input, 5, V2(1000, 500),
renderer, font, state->input, 3, V2(1000, 750),
fieldString);
// RESET IMGUI

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@ -23,7 +23,15 @@ typedef struct AudioManager
AudioSourceEntry sourceList[AUDIO_MAX_SOURCES];
} AudioManager;
enum AudioState
{
audiostate_stopped = 0,
audiostate_paused,
audiostate_playing,
audiostate_count,
};
// TODO(doyle): Add object pool for assets, in particular audio
#define AUDIO_REPEAT_INFINITE -10
#define AUDIO_SOURCE_UNASSIGNED -1
typedef struct AudioRenderer
@ -36,6 +44,7 @@ typedef struct AudioRenderer
i32 numPlays;
b32 isStreaming;
enum AudioState state;
} AudioRenderer;