using Robust.Shared.Audio.Midi;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Instruments;
[NetworkedComponent, Access(typeof(SharedInstrumentSystem))]
public abstract class SharedInstrumentComponent : Component
{
[ViewVariables]
public bool Playing { get; set; }
[DataField("program"), ViewVariables(VVAccess.ReadWrite)]
public byte InstrumentProgram { get; set; }
[DataField("bank"), ViewVariables(VVAccess.ReadWrite)]
public byte InstrumentBank { get; set; }
[DataField("allowPercussion"), ViewVariables(VVAccess.ReadWrite)]
public bool AllowPercussion { get; set; }
[DataField("allowProgramChange"), ViewVariables(VVAccess.ReadWrite)]
public bool AllowProgramChange { get ; set; }
[DataField("respectMidiLimits"), ViewVariables(VVAccess.ReadWrite)]
public bool RespectMidiLimits { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(SharedInstrumentSystem), Other = AccessPermissions.ReadWrite)] // FIXME Friends
public bool DirtyRenderer { get; set; }
}
///
/// This message is sent to the client to completely stop midi input and midi playback.
///
[Serializable, NetSerializable]
public sealed class InstrumentStopMidiEvent : EntityEventArgs
{
public EntityUid Uid { get; }
public InstrumentStopMidiEvent(EntityUid uid)
{
Uid = uid;
}
}
///
/// This message is sent to the client to start the synth.
///
[Serializable, NetSerializable]
public sealed class InstrumentStartMidiEvent : EntityEventArgs
{
public EntityUid Uid { get; }
public InstrumentStartMidiEvent(EntityUid uid)
{
Uid = uid;
}
}
///
/// This message carries a MidiEvent to be played on clients.
///
[Serializable, NetSerializable]
public sealed class InstrumentMidiEventEvent : EntityEventArgs
{
public EntityUid Uid { get; }
public RobustMidiEvent[] MidiEvent { get; }
public InstrumentMidiEventEvent(EntityUid uid, RobustMidiEvent[] midiEvent)
{
Uid = uid;
MidiEvent = midiEvent;
}
}
[Serializable, NetSerializable]
public sealed class InstrumentState : ComponentState
{
public bool Playing { get; }
public byte InstrumentProgram { get; }
public byte InstrumentBank { get; }
public bool AllowPercussion { get; }
public bool AllowProgramChange { get; }
public bool RespectMidiLimits { get; }
public InstrumentState(bool playing, byte instrumentProgram, byte instrumentBank, bool allowPercussion, bool allowProgramChange, bool respectMidiLimits)
{
Playing = playing;
InstrumentProgram = instrumentProgram;
InstrumentBank = instrumentBank;
AllowPercussion = allowPercussion;
AllowProgramChange = allowProgramChange;
RespectMidiLimits = respectMidiLimits;
}
}
[NetSerializable, Serializable]
public enum InstrumentUiKey
{
Key,
}