use crate::command::CommandContext;
use crate::fyrox::scene::sound::{
context::SoundContext, DistanceModel, HrirSphereResource, Renderer,
};
use crate::{CommandTrait, GameSceneContext};
macro_rules! define_sound_context_command {
($($name:ident($human_readable_name:expr, $value_type:ty, $get:ident, $set:ident); )*) => {
$(
#[derive(Debug)]
pub struct $name {
value: $value_type,
}
impl $name {
pub fn new(value: $value_type) -> Self {
Self { value }
}
fn swap(&mut self, sound_context: &mut SoundContext) {
let old = sound_context.state().$get();
sound_context.state().$set(self.value.clone());
self.value = old;
}
}
impl CommandTrait for $name {
fn name(&mut self, _context: &dyn CommandContext) -> String {
$human_readable_name.to_owned()
}
fn execute(&mut self, context: &mut dyn CommandContext) {
let context = context.get_mut::<GameSceneContext>();
self.swap(&mut context.scene.graph.sound_context);
}
fn revert(&mut self, context: &mut dyn CommandContext) {
let context = context.get_mut::<GameSceneContext>();
self.swap(&mut context.scene.graph.sound_context);
}
}
)*
};
}
define_sound_context_command! {
SetDistanceModelCommand("Set Distance Model", DistanceModel, distance_model, set_distance_model);
SetRendererCommand("Set Renderer", Renderer, renderer, set_renderer);
}
#[derive(Debug)]
pub struct SetHrtfRendererHrirSphereResource {
value: Option<HrirSphereResource>,
}
impl SetHrtfRendererHrirSphereResource {
pub fn new(value: Option<HrirSphereResource>) -> Self {
Self { value }
}
fn swap(&mut self, sound_context: &mut SoundContext) {
if let Renderer::HrtfRenderer(hrtf) = sound_context.state().renderer_ref_mut() {
let old = hrtf.hrir_sphere_resource();
hrtf.set_hrir_sphere_resource(self.value.clone());
self.value = old;
}
}
}
impl CommandTrait for SetHrtfRendererHrirSphereResource {
fn name(&mut self, _context: &dyn CommandContext) -> String {
"Set Hrtf Renderer Hrir Sphere Resource".to_owned()
}
fn execute(&mut self, context: &mut dyn CommandContext) {
let context = context.get_mut::<GameSceneContext>();
self.swap(&mut context.scene.graph.sound_context);
}
fn revert(&mut self, context: &mut dyn CommandContext) {
let context = context.get_mut::<GameSceneContext>();
self.swap(&mut context.scene.graph.sound_context);
}
}