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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: sound.cpp | |
3 | // Purpose: wxSound class implementation: optional | |
4 | // Authors: David Elliott, Ryan Norton | |
5 | // Modified by: | |
6 | // Created: 2004-10-02 | |
7 | // RCS-ID: $Id$ | |
8 | // Copyright: (c) 2004 David Elliott, Ryan Norton | |
9 | // Licence: wxWindows licence | |
10 | ///////////////////////////////////////////////////////////////////////////// | |
11 | ||
12 | #include "wx/wxprec.h" | |
13 | #if wxUSE_SOUND | |
14 | ||
15 | #ifndef WX_PRECOMP | |
16 | #include "wx/app.h" | |
17 | #include "wx/log.h" | |
18 | #endif //ndef WX_PRECOMP | |
19 | #include "wx/sound.h" | |
20 | #include "wx/evtloop.h" | |
21 | ||
22 | #include "wx/cocoa/autorelease.h" | |
23 | #include "wx/cocoa/string.h" | |
24 | #include "wx/cocoa/log.h" | |
25 | ||
26 | #include "wx/cocoa/objc/objc_uniquifying.h" | |
27 | ||
28 | #import <AppKit/NSSound.h> | |
29 | #import <Foundation/NSData.h> | |
30 | ||
31 | static WX_NSSound s_currentSound = nil; | |
32 | static bool s_loopCurrentSound = false; | |
33 | ||
34 | // ======================================================================== | |
35 | // wxNSSoundDelegate | |
36 | // ======================================================================== | |
37 | @interface wxNSSoundDelegate : NSObject | |
38 | { | |
39 | } | |
40 | ||
41 | // Delegate methods | |
42 | - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying; | |
43 | @end // interface wxNSSoundDelegate : NSObject | |
44 | WX_DECLARE_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject) | |
45 | ||
46 | @implementation wxNSSoundDelegate : NSObject | |
47 | ||
48 | - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying | |
49 | { | |
50 | // If s_currentSound is not us then some other sound has played. | |
51 | // We can safely ignore this as s_currentSound will have been released | |
52 | // before being set to a different value. | |
53 | if(s_currentSound!=theSound) | |
54 | return; | |
55 | // If playing finished successfully and we are looping, play again. | |
56 | if (finishedPlaying && s_loopCurrentSound) | |
57 | [s_currentSound play]; | |
58 | // Otherwise we are done, there is no more current sound playing. | |
59 | else | |
60 | { | |
61 | if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("[wxNSSoundDelegate -sound:didFinishPlaying:] [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]); | |
62 | [s_currentSound release]; | |
63 | s_currentSound = nil; | |
64 | // Make sure we get out of any modal event loops immediately. | |
65 | // NOTE: When the sound finishes playing Cocoa normally does have | |
66 | // an event so this is probably not necessary. | |
67 | wxTheApp->WakeUpIdle(); | |
68 | } | |
69 | } | |
70 | ||
71 | @end // wxNSSoundDelegate | |
72 | WX_IMPLEMENT_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject) | |
73 | ||
74 | const wxObjcAutoRefFromAlloc<struct objc_object*> wxSound::sm_cocoaDelegate = [[WX_GET_OBJC_CLASS(wxNSSoundDelegate) alloc] init]; | |
75 | ||
76 | // ------------------------------------------------------------------ | |
77 | // wxSound | |
78 | // ------------------------------------------------------------------ | |
79 | ||
80 | wxSound::wxSound(const wxSound& sound) | |
81 | : m_cocoaNSSound(sound.m_cocoaNSSound) | |
82 | { | |
83 | [m_cocoaNSSound retain]; | |
84 | } | |
85 | ||
86 | wxSound::~wxSound() | |
87 | { | |
88 | SetNSSound(nil); | |
89 | } | |
90 | ||
91 | bool wxSound::Create(const wxString& fileName, bool isResource) | |
92 | { | |
93 | wxAutoNSAutoreleasePool thePool; | |
94 | ||
95 | if (isResource) | |
96 | SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]); | |
97 | else | |
98 | { | |
99 | SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]); | |
100 | [m_cocoaNSSound release]; | |
101 | } | |
102 | ||
103 | return m_cocoaNSSound; | |
104 | } | |
105 | ||
106 | bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData) | |
107 | { | |
108 | NSData* theData; | |
109 | if(copyData) | |
110 | theData = [[NSData alloc] initWithBytes:const_cast<wxUint8*>(data) length:length]; | |
111 | else | |
112 | theData = [[NSData alloc] initWithBytesNoCopy:const_cast<wxUint8*>(data) length:length]; | |
113 | SetNSSound([[NSSound alloc] initWithData:theData]); | |
114 | [m_cocoaNSSound release]; | |
115 | [theData release]; | |
116 | return m_cocoaNSSound; | |
117 | } | |
118 | ||
119 | void wxSound::SetNSSound(WX_NSSound cocoaNSSound) | |
120 | { | |
121 | bool need_debug = cocoaNSSound || m_cocoaNSSound; | |
122 | if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [m_cocoaNSSound=%p retainCount]=%d (about to release)"),this,m_cocoaNSSound,[m_cocoaNSSound retainCount]); | |
123 | [cocoaNSSound retain]; | |
124 | [m_cocoaNSSound release]; | |
125 | m_cocoaNSSound = cocoaNSSound; | |
126 | [m_cocoaNSSound setDelegate:sm_cocoaDelegate]; | |
127 | if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [cocoaNSSound=%p retainCount]=%d (just retained)"),this,cocoaNSSound,[cocoaNSSound retainCount]); | |
128 | } | |
129 | ||
130 | bool wxSound::DoPlay(unsigned flags) const | |
131 | { | |
132 | Stop(); // this releases and nils s_currentSound | |
133 | ||
134 | // NOTE: We set s_currentSound to the current sound in all cases so that | |
135 | // functions like Stop and IsPlaying can work. It is NOT necessary for | |
136 | // the NSSound to be retained by us for it to continue playing. Cocoa | |
137 | // retains the NSSound when it is played and relases it when finished. | |
138 | ||
139 | wxASSERT(!s_currentSound); | |
140 | s_currentSound = [m_cocoaNSSound retain]; | |
141 | wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::DoPlay [s_currentSound=%p retainCount]=%d (just retained)"),this,s_currentSound,[s_currentSound retainCount]); | |
142 | s_loopCurrentSound = (flags & wxSOUND_LOOP) == wxSOUND_LOOP; | |
143 | ||
144 | if (flags & wxSOUND_ASYNC) | |
145 | return [m_cocoaNSSound play]; | |
146 | else | |
147 | { | |
148 | wxASSERT_MSG(!s_loopCurrentSound,wxT("It is silly to block waiting for a looping sound to finish. Disabling looping")); | |
149 | // actually, it'd probably work although it's kind of stupid to | |
150 | // block here waiting for a sound that's never going to end. | |
151 | // Granted Stop() could be called somehow, but again, silly. | |
152 | s_loopCurrentSound = false; | |
153 | ||
154 | if(![m_cocoaNSSound play]) | |
155 | return false; | |
156 | ||
157 | // Process events until the delegate sets s_currentSound to nil | |
158 | // and/or a different sound plays. | |
159 | while (s_currentSound==m_cocoaNSSound) | |
160 | wxEventLoop::GetActive()->Dispatch(); | |
161 | return true; | |
162 | } | |
163 | } | |
164 | ||
165 | bool wxSound::IsPlaying() | |
166 | { | |
167 | // Normally you can send a message to a nil object and it will return | |
168 | // nil. That behavior would probably be okay here but in general it's | |
169 | // not recommended to send a message to a nil object if the return | |
170 | // value is not an object. Better safe than sorry. | |
171 | if(s_currentSound) | |
172 | return [s_currentSound isPlaying]; | |
173 | else | |
174 | return false; | |
175 | } | |
176 | ||
177 | void wxSound::Stop() | |
178 | { | |
179 | // Clear the looping flag so that if the sound finishes playing before | |
180 | // stop is called the sound will already be released and niled. | |
181 | s_loopCurrentSound = false; | |
182 | [s_currentSound stop]; | |
183 | /* It's possible that sound:didFinishPlaying: was called and released | |
184 | s_currentSound but it doesn't matter since it will have set it to nil */ | |
185 | if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound::Stop [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]); | |
186 | [s_currentSound release]; | |
187 | s_currentSound = nil; | |
188 | } | |
189 | ||
190 | #endif //wxUSE_SOUND |