Files
tbd-station-14/Content.Shared/GameObjects/Components/Instruments/SharedInstrumentComponent.cs
Vera Aguilera Puerto c9e9d9f4dd Instruments have a property for enabling/disabling MIDI limits.
- Added unlimited super synth that doesn't respect MIDI limits! Adminbuse it to your heart's content and blast your epic MIDIs, fellow badmins.
2020-12-20 01:43:29 +01:00

93 lines
2.7 KiB
C#

using System;
using Robust.Shared.Audio.Midi;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Instruments
{
public class SharedInstrumentComponent : Component
{
public override string Name => "Instrument";
public override uint? NetID => ContentNetIDs.INSTRUMENTS;
[ViewVariables(VVAccess.ReadWrite)]
public virtual byte InstrumentProgram { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public virtual byte InstrumentBank { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool AllowPercussion { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool AllowProgramChange { get ; set; }
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool RespectMidiLimits { get; set; }
public virtual void Update(float delta)
{
}
}
/// <summary>
/// This message is sent to the client to completely stop midi input and midi playback.
/// </summary>
[Serializable, NetSerializable]
public class InstrumentStopMidiMessage : ComponentMessage
{
}
/// <summary>
/// This message is sent to the client to start the synth.
/// </summary>
[Serializable, NetSerializable]
public class InstrumentStartMidiMessage : ComponentMessage
{
}
/// <summary>
/// This message carries a MidiEvent to be played on clients.
/// </summary>
[Serializable, NetSerializable]
public class InstrumentMidiEventMessage : ComponentMessage
{
public MidiEvent[] MidiEvent;
public InstrumentMidiEventMessage(MidiEvent[] midiEvent)
{
MidiEvent = midiEvent;
}
}
[Serializable, NetSerializable]
public 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, uint sequencerTick = 0) : base(ContentNetIDs.INSTRUMENTS)
{
Playing = playing;
InstrumentProgram = instrumentProgram;
InstrumentBank = instrumentBank;
AllowPercussion = allowPercussion;
AllowProgramChange = allowProgramChange;
RespectMidiLimits = respectMidiLimits;
}
}
[NetSerializable, Serializable]
public enum InstrumentUiKey
{
Key,
}
}