Update shit

STILL NOT FOR USE!
This commit is contained in:
/nick haya 2022-02-09 08:57:45 +08:00
parent 25b1051e92
commit 18bf427dc3
3 changed files with 77 additions and 42 deletions

View file

@ -6,15 +6,14 @@ project(Skateboard)
# SDL2 include directories # SDL2 include directories
set(SDL2_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/SDL2/") set(SDL2_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/SDL2/")
set(OUT_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/BASS/") set(OUT_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/")
set(BASS_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/src/BASS/BASS/")
# Support both 32 and 64 bit builds # Support both 32 and 64 bit builds
if (${CMAKE_SIZEOF_VOID_P} MATCHES 8) if (${CMAKE_SIZEOF_VOID_P} MATCHES 8)
set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2main.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_image.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_ttf.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/bass.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/bass_fx.lib") set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2main.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_image.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2_ttf.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/soloud_static_x64.lib")
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x64/") set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x64/")
else () else ()
set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2main.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_image.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_ttf.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/bass.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/bass_fx.lib") set(MAIN_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2main.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_image.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2_ttf.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/soloud_static_x86.lib")
set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86/") set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86/")
endif () endif ()
@ -24,7 +23,6 @@ string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES)
# Include the damn directories # Include the damn directories
include_directories(${SDL2_INCLUDE_DIRS}) include_directories(${SDL2_INCLUDE_DIRS})
include_directories(${OUT_INCLUDE_DIRS}) include_directories(${OUT_INCLUDE_DIRS})
include_directories(${BASS_INCLUDE_DIRS})
include_directories(${CMAKE_CURRENT_LIST_DIR}/src) include_directories(${CMAKE_CURRENT_LIST_DIR}/src)
# add EVERY FUCKING source file to SOURCES # add EVERY FUCKING source file to SOURCES
@ -34,10 +32,42 @@ FILE(GLOB SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp"
"${CMAKE_CURRENT_LIST_DIR}/src/*.h" "${CMAKE_CURRENT_LIST_DIR}/src/*.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.c" "${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.c"
"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.h" "${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.h"
"${CMAKE_CURRENT_LIST_DIR}/src/BASS/audio_out.h" "${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_audiosource.h"
"${CMAKE_CURRENT_LIST_DIR}/src/BASS/audio_fx.h" "${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_bassboostfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/BASS/audio_out.cc" "${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_biquadresonantfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/BASS/audio_fx.cc") "${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_bus.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_c.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_dcremovalfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_echofilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_error.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_fader.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_fft.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_fftfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_file_hack_off.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_file_hack_on.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_file.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_filter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_flangerfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_freeverbfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_internal.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_lofifilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_misc.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_monotone.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_noise.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_openmpt.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_queue.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_robotizefilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_sfxr.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_speech.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_tedsid.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_thread.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_vic.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_vizsn.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_wav.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_waveshaperfilter.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud_wavstream.h"
"${CMAKE_CURRENT_LIST_DIR}/src/SoLoud/soloud.h"
)
# set c++ std to 17 # set c++ std to 17
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 17)
@ -70,7 +100,7 @@ file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2_image.lib")
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2_ttf.lib") file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2_ttf.lib")
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2main.lib") file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2main.lib")
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2test.lib") file(REMOVE_RECURSE "${BUILD_DIRECTORY}/SDL2test.lib")
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/bass.lib") file(REMOVE_RECURSE "${BUILD_DIRECTORY}/soloud_x64.lib")
file(REMOVE_RECURSE "${BUILD_DIRECTORY}/bass_fx.lib") file(REMOVE_RECURSE "${BUILD_DIRECTORY}/soloud_x86.lib")
# :) # :)

View file

@ -10,6 +10,9 @@
#include "SDL2/SDL_ttf.h" #include "SDL2/SDL_ttf.h"
#include "Render.hpp" #include "Render.hpp"
#include "SDL2/SDL_syswm.h" #include "SDL2/SDL_syswm.h"
#include "SoLoud/soloud.h"
#include "SoLoud/soloud_wav.h"
#include "SoLoud/soloud_openmpt.h"
using namespace std; using namespace std;
using namespace Render; using namespace Render;
@ -18,11 +21,14 @@ SDL_Window* Render::window;
SDL_Renderer* Render::renderer; SDL_Renderer* Render::renderer;
SDL_Event Render::event; SDL_Event Render::event;
State* Render::current_state = nullptr; State* Render::current_state = nullptr;
array<anshub::AudioOut, MAX_SE> Render::audioArray; SoLoud::Soloud Render::music;
anshub::AudioOut Render::music; SoLoud::Soloud Render::se;
SoLoud::Wav Render::waveLoader;
SoLoud::Openmpt Render::modLoader;
string Render::currentMusic = ""; string Render::currentMusic = "";
HWND Render::hwnd; HWND Render::hwnd;
HWND Render::consoleD; HWND Render::consoleD;
int Render::seIndex;
Render::Object::Object() { Render::Object::Object() {
@ -184,11 +190,15 @@ void Render::Object::centerSelf(AXIS axis) {
bool Render::Init(string window_name) { bool Render::Init(string window_name) {
consoleD = GetConsoleWindow(); consoleD = GetConsoleWindow();
SetWindowTextA(consoleD, "Logging window"); SetWindowTextA(consoleD, "Logging window");
if (!BASS_Init(1, 44100, BASS_DEVICE_8BITS|BASS_DEVICE_REINIT, 0, NULL)) { if (se.init() > 0) {
cout << "BASS has failed to initialize. Is your dll broken? <NO ERROR>" << endl; cout << "SoLoud has failed to load. Is your dll broken?" << endl;
return false; return false;
} }
cout << "Successfully initialized the BASS audio system. Command next." << endl; if (music.init() > 0) {
cout << "SoLoud has failed to load. Is your dll broken?" << endl;
return false;
}
cout << "Successfully initialized the SoLoud audio system. Command next." << endl;
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
cout << "SDL has failed to initialize. Is your dll broken? " << SDL_GetError() << endl; cout << "SDL has failed to initialize. Is your dll broken? " << SDL_GetError() << endl;
return false; return false;
@ -323,34 +333,24 @@ void Render::SwitchState(State* state) {
current_state->Create(); current_state->Create();
} }
bool Render::playSound(string path, int id) { bool Render::playSound(string path, bool override) {
if (id == NULL) { waveLoader.setLooping(false);
for (int i = 0; i < MAX_SE; i++) { if (override) {
if (audioArray[i].NowPlaying(false).size() == 0) { se.stop(seIndex);
audioArray[i].Play(path);
cout << "Played " << path << ". audio id no: " << i << endl;
break;
}
}
} else {
audioArray[id].Play(path);
} }
waveLoader.load(path.c_str());
seIndex = se.play(waveLoader);
return true; return true;
} }
bool Render::playMusic(string path) { bool Render::playMusic(string path) {
if (path == "") { if (currentMusic == path) {
music.Stop(currentMusic); music.stopAll();
cout << "Stopped music from " << path << "." << endl;
return true;
} }
if (currentMusic != "") { waveLoader.load(path.c_str());
music.Stop(currentMusic); waveLoader.setLooping(true);
cout << "Stopped music from " << path << "." << endl; music.play(waveLoader);
}
cout << "Played " << path << " as music." << endl;
music.Play(path, true);
currentMusic = path; currentMusic = path;
return true; return true;

View file

@ -12,6 +12,9 @@
#include "SDL2/SDL_ttf.h" #include "SDL2/SDL_ttf.h"
#include "BASS/audio_out.h" #include "BASS/audio_out.h"
#include "SDL2/SDL_FontCache.h" #include "SDL2/SDL_FontCache.h"
#include "SoLoud/soloud.h"
#include "SoLoud/soloud_wav.h"
#include "SoLoud/soloud_openmpt.h"
using namespace std; using namespace std;
@ -222,14 +225,16 @@ namespace Render {
extern State* current_state; extern State* current_state;
extern array<anshub::AudioOut, MAX_SE> audioArray; extern SoLoud::Soloud se;
extern anshub::AudioOut music; extern SoLoud::Soloud music;
extern SoLoud::Wav waveLoader;
extern SoLoud::Openmpt modLoader;
extern string currentMusic; extern string currentMusic;
extern int seIndex;
/* /*
* Play a sound. If a sound is currently playing then it will proceed to a different sound id. * Play a sound. Will not override unless said so.
* You can also specify the specific id, if you intentionally want the sound to override another.
*/ */
bool playSound(string path, int id = NULL); bool playSound(string path, bool override = false);
/* /*
* Play music. Always loops. * Play music. Always loops.
* Passing a blank string (e.g. "") will stop the current playing music. * Passing a blank string (e.g. "") will stop the current playing music.