#ifndef COIN_SOSOUNDELEMENTHELPER_H #define COIN_SOSOUNDELEMENTHELPER_H /**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ #ifndef COIN_INTERNAL #error this is a private header file #endif /* !COIN_INTERNAL */ /* This is an inelegant class that contains code for handling SoSoundElements. It is used by SoSwitch, SoVRMLSwitch, SoLOD, SoVRMLLOD and SoLevelOfDetail. 2003-02-04 thammer. */ // ************************************************************************* #include #include #include // ************************************************************************* class SoSoundElementHelper { public: SoSoundElementHelper() { this->hassoundchild = SoSoundElementHelper::MAYBE; this->soundchildplaying = FALSE; this->shoulddosoundtraversal = TRUE; } void notifyCalled() { this->hassoundchild = SoSoundElementHelper::MAYBE; this->soundchildplaying = FALSE; this->shoulddosoundtraversal = TRUE; } void enableTraversingOfInactiveChildren() { this->shoulddosoundtraversal = TRUE; } void traverseInactiveChildren(SoNode *node, SoAction *action, int idx, SoAction::PathCode pathcode, int numchildren, SoChildList *children) { if (this->shouldDoSoundTraversal(action, idx, pathcode)) { // Note: If there is a playing SoVRMLSound node somewhere among // the non-active children sub-graphs, it must be informed that // it shouldn't be playing anymore. So we traverse all inactive // children. This could be optimized, as we only need to visit // the old active (now inactive) child. 2003-02-04 thammer. SoState * state = action->getState(); int n = numchildren; for (int i=0; igetState()->push(); SoSoundElement::setIsPartOfActiveSceneGraph(state, node, FALSE); children->traverse(action, i); action->getState()->pop(); } } this->shoulddosoundtraversal = FALSE; } } void preAudioRender(SoNode *node, SoAction *action) { this->lookforsoundnode = FALSE; this->oldhassound = FALSE; this->oldisplaying = FALSE; int numindices; const int * indices; SoState * state = action->getState(); if ((action->getPathCode(numindices, indices) != SoAction::IN_PATH) && (this->hassoundchild != SoSoundElementHelper::NO) ) { this->lookforsoundnode = TRUE; this->oldhassound = SoSoundElement::setSceneGraphHasSoundNode(state, node, FALSE); this->oldisplaying = SoSoundElement::setSoundNodeIsPlaying(state, node, FALSE); } } void postAudioRender(SoNode *node, SoAction *action) { if (this->lookforsoundnode) { SoState * state = action->getState(); SbBool soundnodefound = SoSoundElement::sceneGraphHasSoundNode(state); this->soundchildplaying = SoSoundElement::soundNodeIsPlaying(state); SoSoundElement::setSceneGraphHasSoundNode(state, node, this->oldhassound || soundnodefound); SoSoundElement::setSoundNodeIsPlaying(state, node, this->oldisplaying || this->soundchildplaying); this->hassoundchild = soundnodefound ? SoSoundElementHelper::YES : SoSoundElementHelper::NO; } } private: SbBool shouldDoSoundTraversal(SoAction *action, int idx, SoAction::PathCode pathcode) { return action->isOfType(SoAudioRenderAction::getClassTypeId()) && (this->hassoundchild != SoSoundElementHelper::NO) && (! ( (idx >= 0) && (pathcode == SoAction::IN_PATH) ) ) && this->shoulddosoundtraversal; } enum Alternatives { YES, NO, MAYBE }; SoSoundElementHelper::Alternatives hassoundchild; SbBool soundchildplaying; SbBool shoulddosoundtraversal; SbBool lookforsoundnode; SbBool oldhassound; SbBool oldisplaying; }; #endif // !COIN_SOSOUNDELEMENTHELPER_H