Rewrote wxSound:
[wxWidgets.git] / src / cocoa / sound.mm
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