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