[Freeciv-Dev] Re: Introduction and Patch Approval Process
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Thue <thue@xxxxxxx> wrote ..
> On Friday 17 August 2001 08:54, col@xxxxxxxxx wrote:
> > Thue <thue@xxxxxxx> wrote ..
> >
> > > On Friday 17 August 2001 00:15, David Weisgerber wrote:
> > > > I am sorry about this but you have first to implement the sound
> > > > functions to the right places in the code. I will do that on the
> > > > latest CVS release GUI - code (GTK)
> > >
> > > In far most cases it should only be neccesary to change things in
> > > the shared client code to enable sound.
> > > Most events start in packhand.c, which then calls the gui specific
> > > layer to display them.
> > > Then you just implement sound by also calling the play function
> > > with the sound for the event.
> >
> > that's right and I did so for testing but this is not the best way I
> > think. But maybe I use both - GUI and packhand.c but the problem is
> > that there should only be sounds played for events you can see ?!
> >
> > CU,
> > David
>
> Just make a call to is_tile_visible in the gui-specific layer. Fx for
> moving a unit you would do
>
> <Receive unit move>
> if (tile_visible_mapcanvas(punit->x, punit->y)) {
> start_playing_sound(UNIT_MOVE_SOUND); /* asyncrone */
> }
> move_unit_map_canvas()
>
> Generelly, keep as much code as possible out of the gui-specific part.
> Otherwise it will have to be duplicated in all the client
> implementations.
OK, than I will focus on implementing all the sound in control.c && packhand.c.
Do you know other files where I can do so ?
Maybe we can also play just all sounds, also the ones which we don't see...
CU,
David
PS: grrr... why do I forget to set the reply adress every time ?
- [Freeciv-Dev] Re: Introduction and Patch Approval Process, (continued)
[Freeciv-Dev] Re: Introduction and Patch Approval Process, col, 2001/08/17
[Freeciv-Dev] Re: Introduction and Patch Approval Process,
col <=
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