/////////////////////////////////////////////////////////////////////////////
-// Name: sound.h
+// Name: wx/cocoa/sound.h
// Purpose: wxSound class (loads and plays short Windows .wav files).
// Optional on non-Windows platforms.
-// Author: Ryan Norton
+// Authors: David Elliott, Ryan Norton
// Modified by:
// Created: 2004-10-02
// RCS-ID: $Id$
-// Copyright: (c) Ryan Norton
+// Copyright: (c) 2004 David Elliott, Ryan Norton
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_COCOA_SOUND_H_
#define _WX_COCOA_SOUND_H_
-#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
-#pragma interface "sound.h"
-#endif
-
-#if wxUSE_SOUND
-
#include "wx/object.h"
+#include "wx/cocoa/ObjcRef.h"
-class WXDLLEXPORT wxSound : public wxSoundBase
+class WXDLLIMPEXP_ADV wxSound : public wxSoundBase
{
public:
- wxSound();
- wxSound(const wxString& fileName, bool isResource = false);
- wxSound(int size, const wxByte* data);
- ~wxSound();
+ wxSound()
+ : m_cocoaNSSound(NULL)
+ {}
+ wxSound(const wxString& fileName, bool isResource = false)
+ : m_cocoaNSSound(NULL)
+ { Create(fileName, isResource); }
+ wxSound(size_t size, const void* data)
+ : m_cocoaNSSound(NULL)
+ { LoadWAV(data,size,true); }
+ wxSound(const wxSound& sound); // why not?
+ virtual ~wxSound();
public:
bool Create(const wxString& fileName, bool isResource = false);
- bool IsOk() const { return m_hSnd != NULL; }
+ bool IsOk() const
+ { return m_cocoaNSSound; }
static void Stop();
static bool IsPlaying();
+ void SetNSSound(WX_NSSound cocoaNSSound);
inline WX_NSSound GetNSSound()
- { return m_hSnd; }
-protected:
+ { return m_cocoaNSSound; }
+protected:
bool DoPlay(unsigned flags) const;
-
+ bool LoadWAV(const void* data, size_t length, bool copyData);
private:
- WX_NSSound m_hSnd; //NSSound handle
- wxString m_sndname; //file path
- int m_waveLength; //size of file in memory mode
- struct objc_object * m_cocoaSoundDelegate;
+ WX_NSSound m_cocoaNSSound;
+ static const wxObjcAutoRefFromAlloc<struct objc_object *> sm_cocoaDelegate;
};
-#endif
-#endif
- // _WX_COCOA_SOUND_H_
+#endif //ndef _WX_COCOA_SOUND_H_