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