Ejemplo n.º 1
0
	//--------------------------------------------------
	ChorusDSP::ChorusDSP( XMLParser& parser, XMLNode* chorusNode )
		:	DSP( MONKY_DSP_TYPE_CHORUS )
	{
		const float NO_VALUE_SPECIFIED = -1000000000.0f;
		parser.validateXMLChildElements( chorusNode, "", "WetVolume" );
		parser.validateXMLAttributes( chorusNode, "", "type,dryVolume,delayMS,modulationRate,modulationDepth" );
		float dryVolume = parser.getXMLAttributeAsFloat( chorusNode, "dryVolume", NO_VALUE_SPECIFIED );
		float delay = parser.getXMLAttributeAsFloat( chorusNode, "delayMS", NO_VALUE_SPECIFIED );
		float modulationRate = parser.getXMLAttributeAsFloat( chorusNode, "modulationRate", NO_VALUE_SPECIFIED );
		float modulationDepth = parser.getXMLAttributeAsFloat( chorusNode, "modulationDepth", NO_VALUE_SPECIFIED );
				
		for( const XMLNode* wetNode = chorusNode->FirstChildElement( "WetVolume" ); wetNode != nullptr; wetNode = wetNode->NextSiblingElement( "WetVolume" ) )
		{
			parser.validateXMLAttributes( wetNode, "channel,volume", "" );
			int channel = parser.getXMLAttributeAsInt( wetNode, "channel", -1 );
			float volume = parser.getXMLAttributeAsFloat( wetNode, "volume", 0.0f );
			if( channel > 0 )
				setWetMixVolume( channel, volume );
		}

		if( dryVolume != NO_VALUE_SPECIFIED )
			setDryMixVolume( dryVolume );
		if( delay != NO_VALUE_SPECIFIED )
			setDelayMS( delay );
		if( modulationRate != NO_VALUE_SPECIFIED )
			setModulationRate( modulationRate );
		if( modulationDepth != NO_VALUE_SPECIFIED )
			setModulationDepth( modulationDepth );
	}
Ejemplo n.º 2
0
	//---------------------------------------------------
	TremoloDSP::TremoloDSP( XMLParser& parser, XMLNode* tremoloNode )
		:	DSP( MONKY_DSP_TYPE_TREMOLO )
	{
		const float NO_VALUE_SPECIFIED = -1000000000.0f;
		parser.validateXMLAttributes( tremoloNode, "", "type,frequency,depth,shape,timeSkewing,duty,flatness,phase,spread" );
		float frequency = parser.getXMLAttributeAsFloat( tremoloNode, "frequency", NO_VALUE_SPECIFIED );
		float depth = parser.getXMLAttributeAsFloat( tremoloNode, "depth", NO_VALUE_SPECIFIED );
		float shape = parser.getXMLAttributeAsFloat( tremoloNode, "shape", NO_VALUE_SPECIFIED );
		float timeSkewing = parser.getXMLAttributeAsFloat( tremoloNode, "timeSkewing", NO_VALUE_SPECIFIED );
		float duty = parser.getXMLAttributeAsFloat( tremoloNode, "duty", NO_VALUE_SPECIFIED );
		float flatness = parser.getXMLAttributeAsFloat( tremoloNode, "flatness", NO_VALUE_SPECIFIED );
		float phase = parser.getXMLAttributeAsFloat( tremoloNode, "phase", NO_VALUE_SPECIFIED );
		float spread = parser.getXMLAttributeAsFloat( tremoloNode, "spread", NO_VALUE_SPECIFIED );

		if( frequency != NO_VALUE_SPECIFIED )
			setFrequency( frequency );
		if( depth != NO_VALUE_SPECIFIED )
			setDepth( depth );
		if( shape != NO_VALUE_SPECIFIED )
			setShape( shape );
		if( timeSkewing != NO_VALUE_SPECIFIED )
			setTimeSkewing( timeSkewing );
		if( duty != NO_VALUE_SPECIFIED )
			setDuty( duty );
		if( flatness != NO_VALUE_SPECIFIED )
			setFlatness( flatness );
		if( phase != NO_VALUE_SPECIFIED )
			setPhase( phase );
		if( spread != NO_VALUE_SPECIFIED )
			setSpread( spread );
	}
Ejemplo n.º 3
0
	//-----------------------------------------------------------------
	FlangeDSP::FlangeDSP( XMLParser& parser, XMLNode* flangeNode )
		:	DSP( MONKY_DSP_TYPE_FLANGE )
	{
		const float NO_VALUE_SPECIFIED = -1000000000.0f;
		parser.validateXMLAttributes( flangeNode, "", "type,dryMixVolume,wetMixVolume,depth,rate" );
		float dryMix = parser.getXMLAttributeAsFloat( flangeNode, "dryMixVolume", NO_VALUE_SPECIFIED );
		float wetMix = parser.getXMLAttributeAsFloat( flangeNode, "wetMixVolume", NO_VALUE_SPECIFIED );
		float depth = parser.getXMLAttributeAsFloat( flangeNode, "depth", NO_VALUE_SPECIFIED );
		float rate = parser.getXMLAttributeAsFloat( flangeNode, "rate", NO_VALUE_SPECIFIED );

		if( dryMix != NO_VALUE_SPECIFIED )
			setDryMixVolume( dryMix );
		if( wetMix != NO_VALUE_SPECIFIED )
			setWetMixVolume( wetMix );
		if( depth != NO_VALUE_SPECIFIED )
			setDepth( depth );
		if( rate != NO_VALUE_SPECIFIED )
			setRate( rate );
	}
Ejemplo n.º 4
0
	//-----------------------------------------------------
	OscillatorDSP::OscillatorDSP( XMLParser& parser, XMLNode* oscillatorNode )
		:	DSP( MONKY_DSP_TYPE_OSCILLATOR )
	{
		const float NO_VALUE_SPECIFIED = -1000000000.0f;
		parser.validateXMLAttributes( oscillatorNode, "", "type,oscillatorType,freq" );
		std::string typeStr = parser.getXMLAttributeAsString( oscillatorNode, "oscillatorType", "SINE" );
		float freq = parser.getXMLAttributeAsFloat( oscillatorNode, "freq", NO_VALUE_SPECIFIED );

		setType( getOscillatorType( typeStr ) );
		if( freq != NO_VALUE_SPECIFIED )
			setFrequency( freq );
	}
Ejemplo n.º 5
0
	//////////////////////////////////////////////////////////
	// Protected member functions
	/////////////////////////////////////////////////////////
	Font::Glyph Font::loadGlyph( XMLParser& parser, XMLNode* node )
	{
		unsigned int ucsIndex = 0;
		unsigned int sheet = 0;
		
		ucsIndex = (unsigned int)parser.getXMLAttributeAsInt( node, "ucsIndex", 0 );
		sheet = (unsigned int)parser.getXMLAttributeAsInt( node, "sheet", 0 );
				
		vec2f texCoordMin = parser.getXMLAttributeAsVec2( node, "texCoordMins", vec2f( -1.0f ) );
		vec2f texCoordMax = parser.getXMLAttributeAsVec2( node, "texCoordMaxs", vec2f( -1.0f ) );

		assertion( texCoordMin.x != -1.0f, "Min texture coordinate invalid" );
		assertion( texCoordMax.x != 1.0f, "Max texture coordinate invalid" );
				
		float A = parser.getXMLAttributeAsFloat( node, "ttfA", -1000.0f );
		float B = parser.getXMLAttributeAsFloat( node, "ttfB", -1000.0f);
		float C = parser.getXMLAttributeAsFloat( node, "ttfC", -1000.0f );
		assertion( A != -1000.0f, "Error loading A value for font: %s", m_fontName.c_str() );
		assertion( B != -1000.0f, "Error loading B value for font: %s", m_fontName.c_str() );
		assertion( C != -1000.0f, "Error loading C value for font: %s", m_fontName.c_str() );

		return Glyph( ( unsigned char )ucsIndex, ( unsigned char )sheet, 
			texCoordMin, texCoordMax, A, B, C );
	}
Ejemplo n.º 6
0
	BuildingBlueprint::BuildingBlueprint( XMLParser& parser, const XMLNode* buildingBlueprintNode )
		:	m_supplyProvided( 0 )
	{
		parser.validateXMLChildElements( buildingBlueprintNode, "Cost,Health,Vision,UnitsProduced,Visual,Construction", "SupplyProvided" );
		parser.validateXMLAttributes( buildingBlueprintNode, "name", "" );

		m_name = parser.getXMLAttributeAsString( buildingBlueprintNode, "name", "" );

		const XMLNode* visual = buildingBlueprintNode->FirstChildElement( "Visual" );
		parser.validateXMLAttributes( visual, "color,width,height,selectionTexture", "texture" );

		Color4f color = parser.getXMLAttributeAsColor( visual, "color", color::WHITE );
		m_width = parser.getXMLAttributeAsFloat( visual, "width", 0.0f );
		m_height = parser.getXMLAttributeAsFloat( visual, "height", 0.0f );
		std::string textureName = parser.getXMLAttributeAsString( visual, "texture", "" );
		std::string selectionTextureName = parser.getXMLAttributeAsString( visual, "selectionTexture", "" );
		
		Texture* texture = Renderer::getTexture( textureName );
		Texture* selectionTexture = Renderer::getTexture( selectionTextureName );


		Material* mat = Renderer::createMaterial( m_name + "_mat", "RTSEntityShader" );
		mat->addUniform( "uUseDiffuseMap", 0 );
		mat->addUniform( "uColorTint", color::WHITE );
		mat->addUniform( "uTeamColor", color::WHITE );
		if( texture )
		{
			mat->addTexture( "uDiffuseMap", texture );
			mat->updateUniform( "uUseDiffuseMap", 1 );
		}
		m_mesh = MeshFactory::generateAAPlaneXY( m_width, m_height, m_name + "_mat", color ); 

		Material* selectMat = Renderer::createMaterial( m_name + "_selection_mat", "RTSEntityShader" );
		selectMat->addUniform( "uUseDiffuseMap", 0 );
		selectMat->addUniform( "uColorTint", color::WHITE );
		selectMat->addUniform( "uTeamColor", color::WHITE );
		if( texture )
		{
			selectMat->addTexture( "uDiffuseMap", selectionTexture );
			selectMat->updateUniform( "uUseDiffuseMap", 1 );
		}
		m_selectionMesh = MeshFactory::generateAAPlaneXY( m_width, m_height, m_name + "_selection_mat", color );

		Material* healthMat = Renderer::createMaterial( m_name + "_health_mat", "RTSEntityShader" );
		healthMat->addUniform( "uUseDiffuseMap", 0 );
		healthMat->addUniform( "uColorTint", color::WHITE );
		healthMat->addUniform( "uTeamColor", color::WHITE );
		m_healthBar = MeshFactory::generateAAPlaneXY( m_width, 0.1f, m_name + "_health_mat", color::WHITE );

		const XMLNode* cost = buildingBlueprintNode->FirstChildElement( "Cost" );
		parser.validateXMLAttributes( cost, "time,fishFingers", "custard,timeEnergy" );

		m_cost.fishFingers	= parser.getXMLAttributeAsInt( cost, "fishFingers", 0 );
		m_cost.custard		= parser.getXMLAttributeAsInt( cost, "custard", 0 );
		m_cost.timeEnergy	= parser.getXMLAttributeAsInt( cost, "timeEnergy", 0 );
		m_cost.time			= parser.getXMLAttributeAsInt( cost, "time", 0 );

		const XMLNode* construction = buildingBlueprintNode->FirstChildElement( "Construction" );
		parser.validateXMLAttributes( construction, "canBeBuiltOn", "mustBeBuiltAdjTo" );

		m_constructionRules.canBeBuiltOn = parser.getXMLAttributeAsListOfStrings( construction, "canBeBuiltOn" );
		m_constructionRules.mustBeBuiltAdjTo = parser.getXMLAttributeAsListOfStrings( construction, "mustBeBuiltAdjTo" );

		const XMLNode* health = buildingBlueprintNode->FirstChildElement( "Health" );
		parser.validateXMLAttributes( health, "max", "" );

		m_maxHealth		= parser.getXMLAttributeAsFloat( health, "max", 0.0f );

		const XMLNode* visionRange = buildingBlueprintNode->FirstChildElement( "Vision" );
		parser.validateXMLAttributes( visionRange, "range", "" );
		m_visionRange = parser.getXMLAttributeAsFloat( visionRange, "range", 0.0f );

		const XMLNode* unitsProduced = buildingBlueprintNode->FirstChildElement( "UnitsProduced" );
		parser.validateXMLChildElements( unitsProduced, "Unit", "" );

		for( const XMLNode* unit = unitsProduced->FirstChildElement( "Unit" ); unit != nullptr; unit = unit->NextSiblingElement( "Unit" ) )
		{
			parser.validateXMLAttributes( unit, "name,hotkey", "" );
			std::string name = parser.getXMLAttributeAsString( unit, "name", "" );
			std::string hotkey = parser.getXMLAttributeAsString( unit, "hotkey", "" );
			if( hotkey.size() > 0 )
				m_unitsProduced[ hotkey[0] ] = name;			
		}

		const XMLNode* supplyProvided = buildingBlueprintNode->FirstChildElement( "SupplyProvided" );
		if( supplyProvided )
		{
			parser.validateXMLAttributes( supplyProvided, "amount", "" );
			m_supplyProvided = parser.getXMLAttributeAsInt( supplyProvided, "amount", 0 );
		}	

		registerBP( m_name );
	}