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commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_AUDIO_HPP -#define SFML_AUDIO_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - - -#endif // SFML_AUDIO_HPP - -//////////////////////////////////////////////////////////// -/// \defgroup audio Audio module -/// -/// Sounds, streaming (musics or custom sources), recording, -/// spatialization. -/// -//////////////////////////////////////////////////////////// diff --git a/project_build/include/SFML/Audio/AlResource.hpp b/project_build/include/SFML/Audio/AlResource.hpp deleted file mode 100644 index 7ac21fe..0000000 --- a/project_build/include/SFML/Audio/AlResource.hpp +++ /dev/null @@ -1,70 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_ALRESOURCE_HPP -#define SFML_ALRESOURCE_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include - - -namespace sf -{ -//////////////////////////////////////////////////////////// -/// \brief Base class for classes that require an OpenAL context -/// -//////////////////////////////////////////////////////////// -class SFML_AUDIO_API AlResource -{ -protected: - - //////////////////////////////////////////////////////////// - /// \brief Default constructor - /// - //////////////////////////////////////////////////////////// - AlResource(); - - //////////////////////////////////////////////////////////// - /// \brief Destructor - /// - //////////////////////////////////////////////////////////// - ~AlResource(); -}; - -} // namespace sf - - -#endif // SFML_ALRESOURCE_HPP - -//////////////////////////////////////////////////////////// -/// \class sf::AlResource -/// \ingroup audio -/// -/// This class is for internal use only, it must be the base -/// of every class that requires a valid OpenAL context in -/// order to work. -/// -//////////////////////////////////////////////////////////// diff --git a/project_build/include/SFML/Audio/Export.hpp b/project_build/include/SFML/Audio/Export.hpp deleted file mode 100644 index e253151..0000000 --- a/project_build/include/SFML/Audio/Export.hpp +++ /dev/null @@ -1,48 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_AUDIO_EXPORT_HPP -#define SFML_AUDIO_EXPORT_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include - - -//////////////////////////////////////////////////////////// -// Define portable import / export macros -//////////////////////////////////////////////////////////// -#if defined(SFML_AUDIO_EXPORTS) - - #define SFML_AUDIO_API SFML_API_EXPORT - -#else - - #define SFML_AUDIO_API SFML_API_IMPORT - -#endif - - -#endif // SFML_AUDIO_EXPORT_HPP diff --git a/project_build/include/SFML/Audio/InputSoundFile.hpp b/project_build/include/SFML/Audio/InputSoundFile.hpp deleted file mode 100644 index 0a02b14..0000000 --- a/project_build/include/SFML/Audio/InputSoundFile.hpp +++ /dev/null @@ -1,268 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_INPUTSOUNDFILE_HPP -#define SFML_INPUTSOUNDFILE_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include -#include -#include -#include -#include - - -namespace sf -{ -class InputStream; -class SoundFileReader; - -//////////////////////////////////////////////////////////// -/// \brief Provide read access to sound files -/// -//////////////////////////////////////////////////////////// -class SFML_AUDIO_API InputSoundFile : NonCopyable -{ -public: - - //////////////////////////////////////////////////////////// - /// \brief Default constructor - /// - //////////////////////////////////////////////////////////// - InputSoundFile(); - - //////////////////////////////////////////////////////////// - /// \brief Destructor - /// - //////////////////////////////////////////////////////////// - ~InputSoundFile(); - - //////////////////////////////////////////////////////////// - /// \brief Open a sound file from the disk for reading - /// - /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC, MP3. - /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. - /// - /// Because of minimp3_ex limitation, for MP3 files with big (>16kb) APEv2 tag, - /// it may not be properly removed, tag data will be treated as MP3 data - /// and there is a low chance of garbage decoded at the end of file. - /// See also: https://github.com/lieff/minimp3 - /// - /// \param filename Path of the sound file to load - /// - /// \return True if the file was successfully opened - /// - //////////////////////////////////////////////////////////// - bool openFromFile(const std::string& filename); - - //////////////////////////////////////////////////////////// - /// \brief Open a sound file in memory for reading - /// - /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. - /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. - /// - /// \param data Pointer to the file data in memory - /// \param sizeInBytes Size of the data to load, in bytes - /// - /// \return True if the file was successfully opened - /// - //////////////////////////////////////////////////////////// - bool openFromMemory(const void* data, std::size_t sizeInBytes); - - //////////////////////////////////////////////////////////// - /// \brief Open a sound file from a custom stream for reading - /// - /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC. - /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit. - /// - /// \param stream Source stream to read from - /// - /// \return True if the file was successfully opened - /// - //////////////////////////////////////////////////////////// - bool openFromStream(InputStream& stream); - - //////////////////////////////////////////////////////////// - /// \brief Get the total number of audio samples in the file - /// - /// \return Number of samples - /// - //////////////////////////////////////////////////////////// - Uint64 getSampleCount() const; - - //////////////////////////////////////////////////////////// - /// \brief Get the number of channels used by the sound - /// - /// \return Number of channels (1 = mono, 2 = stereo) - /// - //////////////////////////////////////////////////////////// - unsigned int getChannelCount() const; - - //////////////////////////////////////////////////////////// - /// \brief Get the sample rate of the sound - /// - /// \return Sample rate, in samples per second - /// - //////////////////////////////////////////////////////////// - unsigned int getSampleRate() const; - - //////////////////////////////////////////////////////////// - /// \brief Get the total duration of the sound file - /// - /// This function is provided for convenience, the duration is - /// deduced from the other sound file attributes. - /// - /// \return Duration of the sound file - /// - //////////////////////////////////////////////////////////// - Time getDuration() const; - - //////////////////////////////////////////////////////////// - /// \brief Get the read offset of the file in time - /// - /// \return Time position - /// - //////////////////////////////////////////////////////////// - Time getTimeOffset() const; - - //////////////////////////////////////////////////////////// - /// \brief Get the read offset of the file in samples - /// - /// \return Sample position - /// - //////////////////////////////////////////////////////////// - Uint64 getSampleOffset() const; - - //////////////////////////////////////////////////////////// - /// \brief Change the current read position to the given sample offset - /// - /// This function takes a sample offset to provide maximum - /// precision. If you need to jump to a given time, use the - /// other overload. - /// - /// The sample offset takes the channels into account. - /// If you have a time offset instead, you can easily find - /// the corresponding sample offset with the following formula: - /// `timeInSeconds * sampleRate * channelCount` - /// If the given offset exceeds to total number of samples, - /// this function jumps to the end of the sound file. - /// - /// \param sampleOffset Index of the sample to jump to, relative to the beginning - /// - //////////////////////////////////////////////////////////// - void seek(Uint64 sampleOffset); - - //////////////////////////////////////////////////////////// - /// \brief Change the current read position to the given time offset - /// - /// Using a time offset is handy but imprecise. If you need an accurate - /// result, consider using the overload which takes a sample offset. - /// - /// If the given time exceeds to total duration, this function jumps - /// to the end of the sound file. - /// - /// \param timeOffset Time to jump to, relative to the beginning - /// - //////////////////////////////////////////////////////////// - void seek(Time timeOffset); - - //////////////////////////////////////////////////////////// - /// \brief Read audio samples from the open file - /// - /// \param samples Pointer to the sample array to fill - /// \param maxCount Maximum number of samples to read - /// - /// \return Number of samples actually read (may be less than \a maxCount) - /// - //////////////////////////////////////////////////////////// - Uint64 read(Int16* samples, Uint64 maxCount); - - //////////////////////////////////////////////////////////// - /// \brief Close the current file - /// - //////////////////////////////////////////////////////////// - void close(); - -private: - - //////////////////////////////////////////////////////////// - // Member data - //////////////////////////////////////////////////////////// - SoundFileReader* m_reader; //!< Reader that handles I/O on the file's format - InputStream* m_stream; //!< Input stream used to access the file's data - bool m_streamOwned; //!< Is the stream internal or external? - Uint64 m_sampleOffset; //!< Sample Read Position - Uint64 m_sampleCount; //!< Total number of samples in the file - unsigned int m_channelCount; //!< Number of channels of the sound - unsigned int m_sampleRate; //!< Number of samples per second -}; - -} // namespace sf - - -#endif // SFML_INPUTSOUNDFILE_HPP - - -//////////////////////////////////////////////////////////// -/// \class sf::InputSoundFile -/// \ingroup audio -/// -/// This class decodes audio samples from a sound file. It is -/// used internally by higher-level classes such as sf::SoundBuffer -/// and sf::Music, but can also be useful if you want to process -/// or analyze audio files without playing them, or if you want to -/// implement your own version of sf::Music with more specific -/// features. -/// -/// Usage example: -/// \code -/// // Open a sound file -/// sf::InputSoundFile file; -/// if (!file.openFromFile("music.ogg")) -/// /* error */; -/// -/// // Print the sound attributes -/// std::cout << "duration: " << file.getDuration().asSeconds() << std::endl; -/// std::cout << "channels: " << file.getChannelCount() << std::endl; -/// std::cout << "sample rate: " << file.getSampleRate() << std::endl; -/// std::cout << "sample count: " << file.getSampleCount() << std::endl; -/// -/// // Read and process batches of samples until the end of file is reached -/// sf::Int16 samples[1024]; -/// sf::Uint64 count; -/// do -/// { -/// count = file.read(samples, 1024); -/// -/// // process, analyze, play, convert, or whatever -/// // you want to do with the samples... -/// } -/// while (count > 0); -/// \endcode -/// -/// \see sf::SoundFileReader, sf::OutputSoundFile -/// -//////////////////////////////////////////////////////////// diff --git a/project_build/include/SFML/Audio/Listener.hpp b/project_build/include/SFML/Audio/Listener.hpp deleted file mode 100644 index edfe650..0000000 --- a/project_build/include/SFML/Audio/Listener.hpp +++ /dev/null @@ -1,234 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_LISTENER_HPP -#define SFML_LISTENER_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include -#include - - -namespace sf -{ -//////////////////////////////////////////////////////////// -/// \brief The audio listener is the point in the scene -/// from where all the sounds are heard -/// -//////////////////////////////////////////////////////////// -class SFML_AUDIO_API Listener -{ -public: - - //////////////////////////////////////////////////////////// - /// \brief Change the global volume of all the sounds and musics - /// - /// The volume is a number between 0 and 100; it is combined with - /// the individual volume of each sound / music. - /// The default value for the volume is 100 (maximum). - /// - /// \param volume New global volume, in the range [0, 100] - /// - /// \see getGlobalVolume - /// - //////////////////////////////////////////////////////////// - static void setGlobalVolume(float volume); - - //////////////////////////////////////////////////////////// - /// \brief Get the current value of the global volume - /// - /// \return Current global volume, in the range [0, 100] - /// - /// \see setGlobalVolume - /// - //////////////////////////////////////////////////////////// - static float getGlobalVolume(); - - //////////////////////////////////////////////////////////// - /// \brief Set the position of the listener in the scene - /// - /// The default listener's position is (0, 0, 0). - /// - /// \param x X coordinate of the listener's position - /// \param y Y coordinate of the listener's position - /// \param z Z coordinate of the listener's position - /// - /// \see getPosition, setDirection - /// - //////////////////////////////////////////////////////////// - static void setPosition(float x, float y, float z); - - //////////////////////////////////////////////////////////// - /// \brief Set the position of the listener in the scene - /// - /// The default listener's position is (0, 0, 0). - /// - /// \param position New listener's position - /// - /// \see getPosition, setDirection - /// - //////////////////////////////////////////////////////////// - static void setPosition(const Vector3f& position); - - //////////////////////////////////////////////////////////// - /// \brief Get the current position of the listener in the scene - /// - /// \return Listener's position - /// - /// \see setPosition - /// - //////////////////////////////////////////////////////////// - static Vector3f getPosition(); - - //////////////////////////////////////////////////////////// - /// \brief Set the forward vector of the listener in the scene - /// - /// The direction (also called "at vector") is the vector - /// pointing forward from the listener's perspective. Together - /// with the up vector, it defines the 3D orientation of the - /// listener in the scene. The direction vector doesn't - /// have to be normalized. - /// The default listener's direction is (0, 0, -1). - /// - /// \param x X coordinate of the listener's direction - /// \param y Y coordinate of the listener's direction - /// \param z Z coordinate of the listener's direction - /// - /// \see getDirection, setUpVector, setPosition - /// - //////////////////////////////////////////////////////////// - static void setDirection(float x, float y, float z); - - //////////////////////////////////////////////////////////// - /// \brief Set the forward vector of the listener in the scene - /// - /// The direction (also called "at vector") is the vector - /// pointing forward from the listener's perspective. Together - /// with the up vector, it defines the 3D orientation of the - /// listener in the scene. The direction vector doesn't - /// have to be normalized. - /// The default listener's direction is (0, 0, -1). - /// - /// \param direction New listener's direction - /// - /// \see getDirection, setUpVector, setPosition - /// - //////////////////////////////////////////////////////////// - static void setDirection(const Vector3f& direction); - - //////////////////////////////////////////////////////////// - /// \brief Get the current forward vector of the listener in the scene - /// - /// \return Listener's forward vector (not normalized) - /// - /// \see setDirection - /// - //////////////////////////////////////////////////////////// - static Vector3f getDirection(); - - //////////////////////////////////////////////////////////// - /// \brief Set the upward vector of the listener in the scene - /// - /// The up vector is the vector that points upward from the - /// listener's perspective. Together with the direction, it - /// defines the 3D orientation of the listener in the scene. - /// The up vector doesn't have to be normalized. - /// The default listener's up vector is (0, 1, 0). It is usually - /// not necessary to change it, especially in 2D scenarios. - /// - /// \param x X coordinate of the listener's up vector - /// \param y Y coordinate of the listener's up vector - /// \param z Z coordinate of the listener's up vector - /// - /// \see getUpVector, setDirection, setPosition - /// - //////////////////////////////////////////////////////////// - static void setUpVector(float x, float y, float z); - - //////////////////////////////////////////////////////////// - /// \brief Set the upward vector of the listener in the scene - /// - /// The up vector is the vector that points upward from the - /// listener's perspective. Together with the direction, it - /// defines the 3D orientation of the listener in the scene. - /// The up vector doesn't have to be normalized. - /// The default listener's up vector is (0, 1, 0). It is usually - /// not necessary to change it, especially in 2D scenarios. - /// - /// \param upVector New listener's up vector - /// - /// \see getUpVector, setDirection, setPosition - /// - //////////////////////////////////////////////////////////// - static void setUpVector(const Vector3f& upVector); - - //////////////////////////////////////////////////////////// - /// \brief Get the current upward vector of the listener in the scene - /// - /// \return Listener's upward vector (not normalized) - /// - /// \see setUpVector - /// - //////////////////////////////////////////////////////////// - static Vector3f getUpVector(); -}; - -} // namespace sf - - -#endif // SFML_LISTENER_HPP - - -//////////////////////////////////////////////////////////// -/// \class sf::Listener -/// \ingroup audio -/// -/// The audio listener defines the global properties of the -/// audio environment, it defines where and how sounds and musics -/// are heard. If sf::View is the eyes of the user, then sf::Listener -/// is his ears (by the way, they are often linked together -- -/// same position, orientation, etc.). -/// -/// sf::Listener is a simple interface, which allows to setup the -/// listener in the 3D audio environment (position, direction and -/// up vector), and to adjust the global volume. -/// -/// Because the listener is unique in the scene, sf::Listener only -/// contains static functions and doesn't have to be instantiated. -/// -/// Usage example: -/// \code -/// // Move the listener to the position (1, 0, -5) -/// sf::Listener::setPosition(1, 0, -5); -/// -/// // Make it face the right axis (1, 0, 0) -/// sf::Listener::setDirection(1, 0, 0); -/// -/// // Reduce the global volume -/// sf::Listener::setGlobalVolume(50); -/// \endcode -/// -//////////////////////////////////////////////////////////// diff --git a/project_build/include/SFML/Audio/Music.hpp b/project_build/include/SFML/Audio/Music.hpp deleted file mode 100644 index 4c4eefb..0000000 --- a/project_build/include/SFML/Audio/Music.hpp +++ /dev/null @@ -1,337 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_MUSIC_HPP -#define SFML_MUSIC_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include -#include -#include -#include -#include -#include -#include - - -namespace sf -{ -class InputStream; - -//////////////////////////////////////////////////////////// -/// \brief Streamed music played from an audio file -/// -//////////////////////////////////////////////////////////// -class SFML_AUDIO_API Music : public SoundStream -{ -public: - - //////////////////////////////////////////////////////////// - /// \brief Structure defining a time range using the template type - /// - //////////////////////////////////////////////////////////// - template - struct Span - { - //////////////////////////////////////////////////////////// - /// \brief Default constructor - /// - //////////////////////////////////////////////////////////// - Span() - { - - } - - //////////////////////////////////////////////////////////// - /// \brief Initialization constructor - /// - /// \param off Initial Offset - /// \param len Initial Length - /// - //////////////////////////////////////////////////////////// - Span(T off, T len): - offset(off), - length(len) - { - - } - - T offset; //!< The beginning offset of the time range - T length; //!< The length of the time range - }; - - // Define the relevant Span types - typedef Span