/*---------------------------------------------------------------------------* Project: NintendoWare File: snd_SequenceSoundFileReader.h Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 13145 $ *---------------------------------------------------------------------------*/ #ifndef NW_SND_SEQUENCE_SOUND_FILE_READER_H_ #define NW_SND_SEQUENCE_SOUND_FILE_READER_H_ #include namespace nw { namespace snd { namespace internal { class SequenceSoundFileReader { public: static const u32 SIGNATURE_FILE = NW_UT_MAKE_SIGWORD( 'C', 'S', 'E', 'Q' ); SequenceSoundFileReader( const void* sequenceFile ); bool IsAvailable() const { return m_pHeader != NULL; } const void* GetSequenceData() const; bool GetOffsetByLabel( const char* label, u32* offsetPtr ) const; const char* GetLabelByOffset( u32 offset ) const; // 使われない? // デバッグ用 inline int GetLabelCount() const { return m_pLabelBlockBody->GetLabelCount(); } inline const char* GetLabel( int index ) const { return m_pLabelBlockBody->GetLabel( index ); } private: const SequenceSoundFile::FileHeader* m_pHeader; const SequenceSoundFile::DataBlockBody* m_pDataBlockBody; const SequenceSoundFile::LabelBlockBody* m_pLabelBlockBody; }; } // namespace nw::snd::internal } // namespace nw::snd } // namespace nw #endif /* NW_SND_SEQUENCE_SOUND_FILE_READER_H_ */