Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop

This commit is contained in:
zhangbin 2013-10-12 11:59:19 +08:00
commit a00fef9851
2737 changed files with 10 additions and 143279 deletions

1
.gitignore vendored
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@ -63,7 +63,6 @@ build_*_vc10/
*.xcuserstate
*.xccheckout
xcschememanagement.plist
build/
.DS_Store
._.*
xcuserdata/

7
.gitmodules vendored
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@ -1,15 +1,12 @@
[submodule "tools/bindings-generator"]
path = tools/bindings-generator
url = git://github.com/cocos2d/bindings-generator.git
[submodule "scripting/auto-generated"]
path = scripting/auto-generated
[submodule "cocos/scripting/auto-generated"]
path = cocos/scripting/auto-generated
url = git://github.com/folecr/cocos2dx-autogen-bindings.git
[submodule "samples/Javascript/Shared"]
path = samples/Javascript/Shared
url = git://github.com/cocos2d/cocos2d-js-tests.git
[submodule "external/emscripten"]
path = external/emscripten
url = git://github.com/kripken/emscripten.git
[submodule "tools/cocos2d-console"]
path = tools/cocos2d-console
url = git://github.com/cocos2d/cocos2d-console.git

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@ -1,304 +0,0 @@
/****************************************************************************
Copyright (c) 2013 Zynga Inc.
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
// XXX: This is all just a bit of a hack. SDL uses channels as its underlying
// abstraction, whilst CocosDenshion deals in individual effects. Consequently
// we can't set start/stop, because to SDL, effects (chunks) are just opaque
// blocks of data that get scheduled on channels. To workaround this, we assign
// each sound to a channel, but since there are only 32 channels, we use the
// modulus of the sound's address (which on Emscripten is just an incrementing
// integer) to decide which channel.
//
// A more rigorous implementation would have logic to store the state of
// channels and restore it as necessary. This should probably just be
// considered a toy for now, but it will probably prove sufficient for many
// use-cases. Recall also that Emscripten undoes this abstraction on the other
// side because it is using HTML5 audio objects as its underlying primitive!
#include <map>
#include <string>
#include <stdio.h>
#include <unistd.h>
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
USING_NS_CC;
using namespace std;
namespace CocosDenshion
{
struct soundData {
Mix_Chunk *chunk;
bool isLooped;
};
typedef map<string, soundData *> EffectsMap;
EffectsMap s_effects;
float s_effectsVolume = 1.0;
typedef enum {
PLAYING,
STOPPED,
PAUSED,
} playStatus;
struct backgroundMusicData {
Mix_Music *music;
};
typedef map<string, backgroundMusicData *> BackgroundMusicsMap;
BackgroundMusicsMap s_backgroundMusics;
float s_backgroundVolume = 1.0;
static SimpleAudioEngine *s_engine = 0;
// Unfortunately this is just hard-coded in Emscripten's SDL
// implementation.
static const int NR_CHANNELS = 32;
static void stopBackground(bool bReleaseData)
{
SimpleAudioEngine *engine = SimpleAudioEngine::getInstance();
engine->stopBackgroundMusic();
}
SimpleAudioEngine::SimpleAudioEngine()
{
}
SimpleAudioEngine::~SimpleAudioEngine()
{
}
SimpleAudioEngine* SimpleAudioEngine::getInstance()
{
if (!s_engine)
s_engine = new SimpleAudioEngine();
return s_engine;
}
void SimpleAudioEngine::end()
{
// clear all the sounds
EffectsMap::const_iterator end = s_effects.end();
for (EffectsMap::iterator it = s_effects.begin(); it != end; it++)
{
Mix_FreeChunk(it->second->chunk);
delete it->second;
}
s_effects.clear();
// and the background too
stopBackground(true);
for (BackgroundMusicsMap::iterator it = s_backgroundMusics.begin(); it != s_backgroundMusics.end(); ++it)
{
Mix_FreeMusic(it->second->music);
delete it->second;
}
s_backgroundMusics.clear();
}
//
// background audio
//
void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
{
}
void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
{
std::string key = std::string(pszFilePath);
struct backgroundMusicData *musicData;
if(!s_backgroundMusics.count(key))
{
musicData = new struct backgroundMusicData();
musicData->music = Mix_LoadMUS(pszFilePath);
s_backgroundMusics[key] = musicData;
}
else
{
musicData = s_backgroundMusics[key];
}
Mix_PlayMusic(musicData->music, bLoop ? -1 : 0);
}
void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
{
Mix_HaltMusic();
}
void SimpleAudioEngine::pauseBackgroundMusic()
{
Mix_PauseMusic();
}
void SimpleAudioEngine::resumeBackgroundMusic()
{
Mix_ResumeMusic();
}
void SimpleAudioEngine::rewindBackgroundMusic()
{
CCLOGWARN("Cannot rewind background in Emscripten");
}
bool SimpleAudioEngine::willPlayBackgroundMusic()
{
return true;
}
bool SimpleAudioEngine::isBackgroundMusicPlaying()
{
return Mix_PlayingMusic();
}
float SimpleAudioEngine::getBackgroundMusicVolume()
{
return s_backgroundVolume;
}
void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
{
// Ensure volume is between 0.0 and 1.0.
volume = volume > 1.0 ? 1.0 : volume;
volume = volume < 0.0 ? 0.0 : volume;
Mix_VolumeMusic(volume * MIX_MAX_VOLUME);
s_backgroundVolume = volume;
}
float SimpleAudioEngine::getEffectsVolume()
{
return s_effectsVolume;
}
void SimpleAudioEngine::setEffectsVolume(float volume)
{
volume = volume > 1.0 ? 1.0 : volume;
volume = volume < 0.0 ? 0.0 : volume;
// Need to set volume on every channel. SDL will then read this volume
// level and apply it back to the individual sample.
for(int i = 0; i < NR_CHANNELS; i++)
{
Mix_Volume(i, volume * MIX_MAX_VOLUME);
}
s_effectsVolume = volume;
}
unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop,
float pitch, float pan, float gain)
{
std::string key = std::string(pszFilePath);
struct soundData *sound;
if(!s_effects.count(key))
{
sound = new struct soundData();
sound->chunk = Mix_LoadWAV(pszFilePath);
sound->isLooped = bLoop;
s_effects[key] = sound;
}
else
{
sound = s_effects[key];
}
// This is safe here since Emscripten is just passing back an
// incrementing integer each time you use the Mix_LoadWAV method.
unsigned int result = (unsigned int) sound->chunk;
// XXX: This is a bit of a hack, but... Choose a channel based on the
// modulo of the # of channels. This allows us to set the volume
// without passing around both chunk address and channel.
Mix_PlayChannel(result % NR_CHANNELS, sound->chunk, bLoop ? -1 : 0);
return result;
}
void SimpleAudioEngine::stopEffect(unsigned int nSoundId)
{
Mix_HaltChannel(nSoundId % NR_CHANNELS);
}
void SimpleAudioEngine::preloadEffect(const char* pszFilePath)
{
}
void SimpleAudioEngine::unloadEffect(const char* pszFilePath)
{
std::string key = std::string(pszFilePath);
if(!s_effects.count(key))
{
return;
}
struct soundData *sound = s_effects[key];
Mix_FreeChunk(sound->chunk);
delete sound;
s_effects.erase(key);
}
void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
{
Mix_Pause(nSoundId % NR_CHANNELS);
}
void SimpleAudioEngine::pauseAllEffects()
{
for(int i = 0; i < NR_CHANNELS; i++)
{
Mix_Pause(i);
}
}
void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
{
Mix_Resume(nSoundId % NR_CHANNELS);
}
void SimpleAudioEngine::resumeAllEffects()
{
for(int i = 0; i < NR_CHANNELS; i++)
{
Mix_Resume(i);
}
}
void SimpleAudioEngine::stopAllEffects()
{
for(int i = 0; i < NR_CHANNELS; i++)
{
Mix_HaltChannel(i);
}
}
}

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@ -1,20 +0,0 @@
TARGET = libcocosdenshion.so
INCLUDES += -I.. -I../include
SOURCES = ../emscripten/SimpleAudioEngine.cpp
COCOS_ROOT = ../..
include $(COCOS_ROOT)/cocos2dx/proj.emscripten/cocos2dx.mk
TARGET := $(LIB_DIR)/$(TARGET)
all: $(TARGET)
$(TARGET): $(OBJECTS) $(CORE_MAKEFILE_LIST)
@mkdir -p $(@D)
$(CXX) $(CXXFLAGS) $(OBJECTS) -shared -o $(TARGET) $(SHAREDLIBS) $(STATICLIBS)
$(OBJ_DIR)/%.o: ../%.cpp $(CORE_MAKEFILE_LIST)
@mkdir -p $(@D)
$(CXX) $(CXXFLAGS) $(INCLUDES) $(DEFINES) $(VISIBILITY) -c $< -o $@

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@ -1,348 +0,0 @@
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COCOS_ROOT = ../..
INCLUDES = -I../include
SOURCES = ../openal/OpenALDecoder.cpp \
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View File

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include(../../cocos2dx/proj.qt5/common.pri)
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INCLUDEPATH += ..
INCLUDEPATH += ../include
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View File

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View File

@ -1,106 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>cocosdenshion</name>
<comment></comment>
<projects>
</projects>
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<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.genmakebuilder</name>
<triggers>clean,full,incremental,</triggers>
<arguments>
<dictionary>
<key>?name?</key>
<value></value>
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<dictionary>
<key>org.eclipse.cdt.make.core.append_environment</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.autoBuildTarget</key>
<value>all</value>
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<dictionary>
<key>org.eclipse.cdt.make.core.buildArguments</key>
<value></value>
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<dictionary>
<key>org.eclipse.cdt.make.core.buildCommand</key>
<value>sbi-make</value>
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<dictionary>
<key>org.eclipse.cdt.make.core.buildLocation</key>
<value>${workspace_loc:/cocosdenshion/Debug-Tizen-Emulator}</value>
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<dictionary>
<key>org.eclipse.cdt.make.core.cleanBuildTarget</key>
<value>clean</value>
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<key>org.eclipse.cdt.make.core.contents</key>
<value>org.eclipse.cdt.make.core.activeConfigSettings</value>
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<dictionary>
<key>org.eclipse.cdt.make.core.enableAutoBuild</key>
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</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.enableCleanBuild</key>
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<dictionary>
<key>org.eclipse.cdt.make.core.enableFullBuild</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.fullBuildTarget</key>
<value>all</value>
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<key>org.eclipse.cdt.make.core.stopOnError</key>
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<key>org.eclipse.cdt.make.core.useDefaultBuildCmd</key>
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<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
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</arguments>
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<buildCommand>
<name>org.tizen.nativecpp.apichecker.core.builder</name>
<arguments>
</arguments>
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<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
<nature>org.tizen.nativecpp.apichecker.core.tizenCppNature</nature>
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<link>
<name>src/OpenALDecoder.cpp</name>
<type>1</type>
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</link>
<link>
<name>src/OpenALDecoder.h</name>
<type>1</type>
<locationURI>PARENT-1-PROJECT_LOC/openal/OpenALDecoder.h</locationURI>
</link>
<link>
<name>src/SimpleAudioEngineOpenAL.cpp</name>
<type>1</type>
<locationURI>PARENT-1-PROJECT_LOC/openal/SimpleAudioEngineOpenAL.cpp</locationURI>
</link>
</linkedResources>
</projectDescription>

View File

@ -1,407 +0,0 @@
/**
*
* Cocos2D-X Qt 5 Platform
*
* Copyright (C) 2013 Jolla Ltd.
* Contact: Thomas Perl <thomas.perl@jollamobile.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
**/
#include "SimpleAudioEngine.h"
#include "platform/CCCommon.h"
#include "platform/CCFileUtils.h"
#include <QMap>
#include <QMediaPlayer>
USING_NS_CC;
namespace CocosDenshion {
static QString
fullPath(const char *filename)
{
return QString::fromStdString(FileUtils::getInstance()->fullPathForFilename(filename));
}
class CocosQt5AudioBackend {
public:
static void cleanup();
static void gcEffects();
static QMediaPlayer *player() {
if (background_music == NULL) {
background_music = new QMediaPlayer;
}
return background_music;
}
static void setEffectsVolume(float volume)
{
effects_volume = volume;
foreach (QMediaPlayer *effect, effects.values()) {
effect->setVolume(volume * 100.0);
}
}
static QMap<int,QMediaPlayer*> effects;
static QMediaPlayer *background_music;
static int next_effect_id;
static float effects_volume;
};
QMap<int,QMediaPlayer*>
CocosQt5AudioBackend::effects;
QMediaPlayer *
CocosQt5AudioBackend::background_music = NULL;
int
CocosQt5AudioBackend::next_effect_id = 0;
float
CocosQt5AudioBackend::effects_volume = 1.0;
void
CocosQt5AudioBackend::cleanup()
{
foreach (QMediaPlayer *effect, effects.values()) {
delete effect;
}
if (background_music != NULL) {
delete background_music;
background_music = NULL;
}
}
void
CocosQt5AudioBackend::gcEffects()
{
foreach (int id, effects.keys()) {
QMediaPlayer *effect = effects[id];
if (effect->state() == QMediaPlayer::StoppedState) {
delete effect;
effects.remove(id);
}
}
}
/* Singleton object */
static SimpleAudioEngine *
simple_audio_engine = NULL;
/**
@brief Get the shared Engine object,it will new one when first time be called
*/
SimpleAudioEngine *
SimpleAudioEngine::getInstance()
{
if (simple_audio_engine == NULL) {
simple_audio_engine = new SimpleAudioEngine;
}
return simple_audio_engine;
}
/**
@brief Release the shared Engine object
@warning It must be called before the application exit, or a memroy leak will be casued.
*/
void
SimpleAudioEngine::end()
{
if (simple_audio_engine != NULL) {
delete simple_audio_engine;
simple_audio_engine = NULL;
}
}
SimpleAudioEngine::SimpleAudioEngine()
{
}
SimpleAudioEngine::~SimpleAudioEngine()
{
// Free sound effects and stop background music
CocosQt5AudioBackend::cleanup();
}
/**
@brief Preload background music
@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
*/
void
SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
{
QString filename = fullPath(pszFilePath);
}
/**
@brief Play background music
@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
@param bLoop Whether the background music loop or not
*/
void
SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
{
QString filename = fullPath(pszFilePath);
CocosQt5AudioBackend::player()->setMedia(QUrl::fromLocalFile(filename));
if (bLoop) {
// TODO: Set QMediaPlayer to loop infinitely
}
CocosQt5AudioBackend::player()->play();
}
/**
@brief Stop playing background music
@param bReleaseData If release the background music data or not.As default value is false
*/
void
SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
{
CocosQt5AudioBackend::player()->stop();
if (bReleaseData) {
CocosQt5AudioBackend::player()->setMedia(QMediaContent());
}
}
/**
@brief Pause playing background music
*/
void
SimpleAudioEngine::pauseBackgroundMusic()
{
CocosQt5AudioBackend::player()->pause();
}
/**
@brief Resume playing background music
*/
void
SimpleAudioEngine::resumeBackgroundMusic()
{
CocosQt5AudioBackend::player()->play();
}
/**
@brief Rewind playing background music
*/
void
SimpleAudioEngine::rewindBackgroundMusic()
{
CocosQt5AudioBackend::player()->stop();
CocosQt5AudioBackend::player()->setPosition(0);
CocosQt5AudioBackend::player()->play();
}
bool
SimpleAudioEngine::willPlayBackgroundMusic()
{
return true;
}
/**
@brief Whether the background music is playing
@return If is playing return true,or return false
*/
bool
SimpleAudioEngine::isBackgroundMusicPlaying()
{
return (CocosQt5AudioBackend::player()->state() == QMediaPlayer::PlayingState);
}
/**
@brief The volume of the background music max value is 1.0,the min value is 0.0
*/
float
SimpleAudioEngine::getBackgroundMusicVolume()
{
return (float)(CocosQt5AudioBackend::player()->volume()) / 100.;
}
/**
@brief set the volume of background music
@param volume must be in 0.0~1.0
*/
void
SimpleAudioEngine::setBackgroundMusicVolume(float volume)
{
CocosQt5AudioBackend::player()->setVolume(100. * volume);
}
/**
@brief The volume of the effects max value is 1.0,the min value is 0.0
*/
float
SimpleAudioEngine::getEffectsVolume()
{
return CocosQt5AudioBackend::effects_volume;
}
/**
@brief set the volume of sound effecs
@param volume must be in 0.0~1.0
*/
void
SimpleAudioEngine::setEffectsVolume(float volume)
{
CocosQt5AudioBackend::setEffectsVolume(volume);
}
// for sound effects
/**
@brief Play sound effect
@param pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
@bLoop Whether to loop the effect playing, default value is false
*/
unsigned int
SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop,
float pitch, float pan, float gain)
{
// TODO: Handle pitch, pan and gain
CocosQt5AudioBackend::gcEffects();
QString filename = fullPath(pszFilePath);
int id = CocosQt5AudioBackend::next_effect_id++;
QMediaPlayer *effect = new QMediaPlayer;
effect->setMedia(QUrl::fromLocalFile(filename));
effect->setVolume(CocosQt5AudioBackend::effects_volume * 100.0);
if (bLoop) {
// TODO: Set QMediaPlayer to loop infinitely
}
effect->play();
CocosQt5AudioBackend::effects[id] = effect;
return id;
}
/**
@brief Pause playing sound effect
@param nSoundId The return value of function playEffect
*/
void
SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
{
if (CocosQt5AudioBackend::effects.contains(nSoundId)) {
QMediaPlayer *effect = CocosQt5AudioBackend::effects[nSoundId];
effect->pause();
}
}
/**
@brief Pause all playing sound effect
@param nSoundId The return value of function playEffect
*/
void
SimpleAudioEngine::pauseAllEffects()
{
foreach (QMediaPlayer *effect, CocosQt5AudioBackend::effects.values()) {
effect->pause();
}
}
/**
@brief Resume playing sound effect
@param nSoundId The return value of function playEffect
*/
void
SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
{
if (CocosQt5AudioBackend::effects.contains(nSoundId)) {
QMediaPlayer *effect = CocosQt5AudioBackend::effects[nSoundId];
effect->play();
}
}
/**
@brief Resume all playing sound effect
@param nSoundId The return value of function playEffect
*/
void
SimpleAudioEngine::resumeAllEffects()
{
foreach (QMediaPlayer *effect, CocosQt5AudioBackend::effects.values()) {
if (effect->state() == QMediaPlayer::PausedState) {
effect->play();
}
}
}
/**
@brief Stop playing sound effect
@param nSoundId The return value of function playEffect
*/
void
SimpleAudioEngine::stopEffect(unsigned int nSoundId)
{
if (CocosQt5AudioBackend::effects.contains(nSoundId)) {
QMediaPlayer *effect = CocosQt5AudioBackend::effects[nSoundId];
CocosQt5AudioBackend::effects.remove(nSoundId);
delete effect;
}
}
/**
@brief Stop all playing sound effects
*/
void
SimpleAudioEngine::stopAllEffects()
{
foreach (QMediaPlayer *effect, CocosQt5AudioBackend::effects.values()) {
delete effect;
}
CocosQt5AudioBackend::effects.clear();
}
/**
@brief preload a compressed audio file
@details the compressed audio will be decode to wave, then write into an
internal buffer in SimpleAudioEngine
*/
void
SimpleAudioEngine::preloadEffect(const char* pszFilePath)
{
QString filename = fullPath(pszFilePath);
}
/**
@brief unload the preloaded effect from internal buffer
@param[in] pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
*/
void
SimpleAudioEngine::unloadEffect(const char* pszFilePath)
{
QString filename = fullPath(pszFilePath);
}
} /* end namespace CocosDenshion */

View File

@ -1,28 +0,0 @@
#!/bin/bash
# Build script to build all components for emscripten.
#
# By default this script will build the 'all' target in
# both debug and release configurations. Pass "clean" to
# clean all configuration.
SCRIPT_DIR=$(dirname ${BASH_SOURCE})
set -e
set -x
cd $SCRIPT_DIR
if [ "$PYTHON" == "" ]; then
command -v python >/dev/null 2>&1 || (echo "Please install python and set \$PYTHON" && exit 1)
PYTHON=`which python`
fi
if [ "$LLVM" == "" ]; then
command -v clang >/dev/null 2>&1 || (echo "Please install LLVM and clang, and set \$LLVM" && exit 1)
LLVM=$(dirname `which clang`)
fi
export LLVM_ROOT=$LLVM
make PLATFORM=emscripten DEBUG=1 -j10 $*
make PLATFORM=emscripten DEBUG=0 -j10 $*

View File

@ -1,45 +0,0 @@
#!/bin/bash
# Build script to build all components for Native Client.
#
# By default this script will build the 'all' target in
# both debug and release configurations. Pass "clean" to
# clean all configuration.
#
# Before running this script you need to set NACL_SDK_ROOT
# and add the NaCl compiler bin folder to your path.
#
# There are several libraries from naclports that are
# prerequisite for building cocos2dx on NaCl. These ship
# with recent versions of the NaCl SDK or you can build
# them yourself by checking out naclports and running:
# $ make png tiff freetype xml2 freealut jpeg vorbis ogg
if [ -z "$NACL_SDK_ROOT" ]; then
echo "Please set \$NACL_SDK_ROOT"
exit 1
fi
SCRIPT_DIR=$(dirname ${BASH_SOURCE})
OUTPUT_DEBUG=lib/nacl/Debug/
OUTPUT_RELEASE=lib/nacl/Release/
set -e
set -x
cd $SCRIPT_DIR
mkdir -p $OUTPUT_DEBUG
mkdir -p $OUTPUT_RELEASE
export MAKEFLAGS="-j10 PLATFORM=nacl"
make NACL_ARCH=x86_64 DEBUG=1 $*
make NACL_ARCH=x86_64 DEBUG=0 $*
make NACL_ARCH=i686 DEBUG=1 $*
make NACL_ARCH=i686 DEBUG=0 $*
if [ "${NACL_GLIBC:-}" != "1" ]; then
make NACL_ARCH=arm DEBUG=1 $*
make NACL_ARCH=arm DEBUG=0 $*
fi

View File

@ -1,89 +0,0 @@
@echo off
echo./*
echo. * Check VC++ environment...
echo. */
echo.
if defined VS110COMNTOOLS (
set VSTOOLS="%VS110COMNTOOLS%"
set VC_VER=110
)
set VSTOOLS=%VSTOOLS:"=%
set "VSTOOLS=%VSTOOLS:\=/%"
set VSVARS="%VSTOOLS%vsvars32.bat"
if not defined VSVARS (
echo Can't find VC2012 installed!
goto ERROR
)
echo./*
echo. * Building cocos2d-x library binary, please wait a while...
echo. */
echo.
call %VSVARS%
if %VC_VER%==110 (
msbuild cocos2d-win32.vc2012.sln /t:Clean
msbuild cocos2d-win32.vc2012.sln /p:Configuration="Debug" /m
msbuild cocos2d-win32.vc2012.sln /p:Configuration="Release" /m
) else (
echo Script error.
goto ERROR
)
echo./*
echo. * Check the cocos2d-win32 application "TestCpp.exe" ...
echo. */
echo.
pushd ".\Release.win32\"
set CC_TEST_BIN=TestCpp.exe
set CC_TEST_RES=..\samples\Cpp\TestCpp\Resources
set CC_HELLOWORLD_RES=..\samples\Cpp\HelloCpp\Resources
set CC_TESTLUA_RES=..\samples\Lua\TestLua\Resources
set CC_SIMPLEGAME_RES=..\samples\Cpp\SimpleGame\Resources
set CC_HELLOLUA_RES=..\samples\Lua\HelloLua\Resources
set CC_JSB_SOURCES=..\scripting\javascript\bindings\js
set CC_TESTJS_RES=..\samples\Javascript\Shared\tests
set CC_DRAGONJS_RES=..\samples\Javascript\Shared\games\CocosDragonJS\Published files iOS
set CC_MOONWARRIORS_RES=..\samples\Javascript\Shared\games\MoonWarriors
set CC_WATERMELONWITHME_RES=..\samples\Javascript\Shared\games\WatermelonWithMe
echo./*
echo. * Run cocos2d-win32 tests.exe and view Cocos2d-x Application Wizard for Visual Studio User Guide.
echo. */
echo.
xcopy /E /Y /Q "%CC_TEST_RES%" .
xcopy /E /Y /Q "%CC_HELLOWORLD_RES%" .
xcopy /E /Y /Q "%CC_HELLOLUA_RES%" .
xcopy /E /Y /Q "%CC_TESTLUA_RES%" .
xcopy /E /Y /Q "%CC_SIMPLEGAME_RES%" .
xcopy /E /Y /Q "%CC_JSB_SOURCES%" .
xcopy /E /Y /Q "%CC_TESTJS_RES%" .
xcopy /E /Y /Q "%CC_MOONWARRIORS_RES%" .
xcopy /E /Y /Q "%CC_WATERMELONWITHME_RES%" .
xcopy /E /Y /Q "%CC_DRAGONJS_RES%" .
if not exist "%CC_TEST_BIN%" (
echo Can't find the binary "TestCpp.exe", is there build error?
goto ERROR
)
call "%CC_TEST_BIN%"
popd
goto EOF
:ERROR
pause
:EOF

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f3d0c334145f571e5338f3e0fa051f7713668e3f

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