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fix a hang up in wxExecute(wxArrayString& output) overload (#4380)
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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