Added code support for three different sounds in strings, needs sound files. Playing changed from release to drag.
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1 changed files with 19 additions and 5 deletions
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@ -2,7 +2,6 @@
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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Mix_Chunk * string_snd;
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unsigned int img_w, img_h;
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static Uint8 string_r, string_g, string_b;
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static int string_ox, string_oy;
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@ -14,6 +13,7 @@ enum string_tools{
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STRING_TOOL_ANGLE,
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STRING_NUMTOOLS};
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Mix_Chunk * string_snd[STRING_NUMTOOLS];
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// Custom function declarations
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void string_callback(void * ptr, int which_tool,
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@ -161,7 +161,6 @@ void string_release(magic_api * api, int which,
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}
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string_draw_angle((void *) api, which, canvas, snapshot, string_ox, string_oy, x, y, update_rect);
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}
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api->playsound(string_snd, (x * 255) / canvas->w, 255);
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}
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int string_init(__attribute__((unused)) magic_api * api)
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@ -170,18 +169,31 @@ int string_init(__attribute__((unused)) magic_api * api)
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snprintf(fname, sizeof(fname), "%s/sounds/magic/string.ogg",
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api->data_directory);
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string_snd = Mix_LoadWAV(fname);
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string_snd[STRING_TOOL_FULL_BY_OFFSET] = Mix_LoadWAV(fname);
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snprintf(fname, sizeof(fname), "%s/sounds/magic/string.ogg",
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api->data_directory);
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string_snd[STRING_TOOL_TRIANGLE] = Mix_LoadWAV(fname);
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snprintf(fname, sizeof(fname), "%s/sounds/magic/string.ogg",
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api->data_directory);
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string_snd[STRING_TOOL_ANGLE] = Mix_LoadWAV(fname);
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return(1);
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}
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void string_shutdown(__attribute__((unused)) magic_api * api)
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{
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int i = 0;
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if (canvas_backup)
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SDL_FreeSurface(canvas_backup);
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if (string_snd != NULL)
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Mix_FreeChunk(string_snd);
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while (i < STRING_NUMTOOLS)
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{
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if (string_snd[i] != NULL)
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Mix_FreeChunk(string_snd[i]);
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}
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}
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void string_switchin(__attribute__((unused)) magic_api * api, __attribute__((unused)) int which, __attribute__((unused)) int mode, SDL_Surface * canvas, __attribute__((unused)) SDL_Surface * snapshot)
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@ -465,5 +477,7 @@ void string_drag(magic_api * api, int which,
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{
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string_set_vertex(x,y);
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string_draw_wrapper((void *) api, which, canvas, snapshot,ox,oy, x, y, update_rect);
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api->playsound(string_snd[which], (x * 255) / canvas->w, 255);
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}
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}
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