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CRYENGINE Show CommunicationChannel.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. #ifndef __CommunicationChannel_h__
  4. #define __CommunicationChannel_h__
  5.  
  6. #pragma once
  7.  
  8. #include "Communication.h"
  9.  
  10. class CommunicationChannel
  11.         : public _reference_target_t
  12. {
  13. public:
  14.         typedef _smart_ptr<CommunicationChannel> Ptr;
  15.  
  16. public:
  17.         CommunicationChannel(const CommunicationChannel::Ptr& parent, const SCommunicationChannelParams& params, const CommChannelID& channelID);
  18.  
  19.         void                                                   Update(float updateTime);
  20.         void                                                   Occupy(bool occupy, float minSilence = -1.0f);
  21.  
  22.         bool                                                   IsFree() const;
  23.         void                                                   Clear();
  24.  
  25.         CommChannelID                                          GetID() const               { return m_id; }
  26.  
  27.         uint8                                                  GetPriority() const         { return m_priority; }
  28.  
  29.         bool                                                   IsOccupied() const          { return m_occupied; }
  30.  
  31.         SCommunicationChannelParams::ECommunicationChannelType GetType()                   { return m_type; }
  32.  
  33.         float                                                  GetActorSilence() const     { return m_actorMinSilence; }
  34.         bool                                                   IgnoresActorSilence() const { return m_ignoreActorSilence; }
  35.  
  36.         void                                                   ResetSilence();
  37.  
  38. private:
  39.         CommunicationChannel();
  40.  
  41.         CommChannelID             m_id;
  42.         CommunicationChannel::Ptr m_parent;
  43.  
  44.         // Minimum silence this channel imposes once normal communication is finished
  45.         const float m_minSilence;
  46.         // Minimum silence this channel imposes on manager if its higher priority and flushes the system
  47.         const float m_flushSilence;
  48.  
  49.         // Minimum silence this channel imposes on an actor once it starts to play
  50.         const float m_actorMinSilence;
  51.         // Indicates if this channel should ignore minimum actor silence times.
  52.         bool        m_ignoreActorSilence;
  53.  
  54.         float       m_silence;
  55.         bool        m_occupied;
  56.         SCommunicationChannelParams::ECommunicationChannelType m_type;
  57.         uint8       m_priority;
  58. };
  59.  
  60. #endif //__CommunicationChannel_h__
  61.  
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