1 /*---------------------------------------------------------------------------* 2 Project: NintendoWare 3 File: snd_PlayerHeapDataManager.h 4 5 Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. 6 7 These coded instructions, statements, and computer programs contain proprietary 8 information of Nintendo and/or its licensed developers and are protected by 9 national and international copyright laws. They may not be disclosed to third 10 parties or copied or duplicated in any form, in whole or in part, without the 11 prior written consent of Nintendo. 12 13 The content herein is highly confidential and should be handled accordingly. 14 15 $Revision: $ 16 *---------------------------------------------------------------------------*/ 17 18 #ifndef NW_SND_PLAYER_HEAP_DATA_MANAGER_H_ 19 #define NW_SND_PLAYER_HEAP_DATA_MANAGER_H_ 20 21 #include <nw/snd/snd_DisposeCallback.h> 22 #include <nw/snd/snd_SoundArchiveLoader.h> 23 #include <nw/snd/snd_SoundArchive.h> 24 25 namespace nw { 26 namespace snd { 27 namespace internal { 28 29 class PlayerHeapDataManager : public internal::driver::DisposeCallback, 30 public internal::SoundArchiveLoader 31 { 32 public: 33 PlayerHeapDataManager(); 34 virtual ~PlayerHeapDataManager(); 35 36 void Initialize( const SoundArchive* arc ); 37 void Finalize(); 38 39 const void* SetFileAddress( SoundArchive::FileId fileId, const void* address ); 40 const void* GetFileAddress( SoundArchive::FileId ) const; 41 42 static const int FILE_ADDRESS_COUNT = 1 + 4 + 4; 43 44 protected: 45 virtual void InvalidateData( const void* start, const void* end ); 46 virtual const void* SetFileAddressToTable( 47 SoundArchive::FileId, const void* address ); 48 virtual const void* GetFileAddressFromTable( SoundArchive::FileId fileId ) const; 49 virtual const void* GetFileAddressImpl( SoundArchive::FileId fileId ) const; 50 51 private: 52 struct FileAddress 53 { 54 SoundArchive::FileId fileId; 55 const void* address; 56 }; 57 58 FileAddress m_FileAddress[FILE_ADDRESS_COUNT]; 59 // NW4C-1.3.0 現在、ひとつのサウンドを鳴らすのに必要なファイルは、最大9個 60 // (== bcseq + 4 * bcbnk + 4 * bcwar)。 61 bool m_IsInitialized; 62 bool m_IsFinalized; 63 }; 64 65 } // namespace nw::snd::internal 66 } // namespace nw::snd 67 } // namespace nw 68 69 70 #endif /* NW_SND_PLAYER_HEAP_DATA_MANAGER_H_ */ 71 72