prime/include/Kyoto/Input/CRumbleVoice.hpp

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#ifndef _CRUMBLEVOICE
#define _CRUMBLEVOICE
#include "types.h"
#include "rstl/reserved_vector.hpp"
#include "rstl/vector.hpp"
enum ERumbleFxId {
kRFX_Zero = 0,
kRFX_One = 1,
kRFX_CameraShake = 6,
kRFX_EscapeSequenceShake = 7,
kRFX_PlayerBump = 11,
kRFX_PlayerGunCharge = 12,
kRFX_PlayerMissileFire = 13,
kRFX_PlayerGrappleFire = 14,
kRFX_PlayerLand = 15,
kRFX_PlayerGrappleSwoosh = 17,
kRFX_IntroBossProjectile = 19,
kRFX_Twenty = 20,
kRFX_TwentyOne = 21,
kRFX_TwentyTwo = 22,
kRFX_TwentyThree = 23
};
enum ERumblePriority {
kRP_None = 0,
kRP_One = 1,
kRP_Two = 2,
kRP_Three = 3,
};
struct SAdsrData {
SAdsrData();
SAdsrData(float attackGain, float autoReleaseDur, float attackDur, float decayDur,
float sustainGain, float releaseDur, bool hasSustain, bool autoRelease);
float x0_attackGain;
float x4_autoReleaseDur;
float x8_attackDur;
float xc_decayDur;
float x10_sustainGain;
float x14_releaseDur;
bool x18_24_hasSustain : 1;
bool x18_25_autoRelease : 1;
};
struct SAdsrDelta {
enum EPhase {
kP_Stop,
kP_PrePulse,
kP_Attack,
kP_Decay,
kP_Sustain,
kP_Release,
};
SAdsrDelta(EPhase phase, ERumblePriority priority);
SAdsrDelta(EPhase phase);
static SAdsrDelta Stopped();
static SAdsrDelta Start(ERumblePriority priority, bool prePulse);
float x0_curIntensity;
float x4_attackTime;
float x8_decayTime;
float xc_releaseTime;
float x10_autoReleaseTime;
float x14_attackIntensity;
float x18_sustainIntensity;
ERumblePriority x1c_priority;
EPhase x20_phase;
};
class CRumbleVoice {
private:
rstl::vector< SAdsrData > x0_datas;
rstl::vector< SAdsrDelta > x10_deltas;
rstl::reserved_vector< ushort, 4 > x20_handleIds;
ushort x2c_usedChannels;
uchar x2e_lastId;
CRumbleVoice();
short Activate(const SAdsrData& data, ushort idx, float gain, ERumblePriority prio);
void Deactivate(short id, bool b1);
void HardReset();
bool UpdateChannel(SAdsrDelta& delta, const SAdsrData& data, float dt);
bool Update(float dt);
uint GetFreeChannel() const;
float GetIntensity() const;
bool OwnsSustained(short id) const;
short CreateRumbleHandle(ushort idx);
};
#endif // _CRUMBLEVOICE