]> git.saurik.com Git - wxWidgets.git/blobdiff - src/cocoa/sound.mm
check that the version of __sync_sub_and_fetch that returns a value is supported...
[wxWidgets.git] / src / cocoa / sound.mm
index 8b137891791fe96927ad78e64b0aad7bded08bdc..b41f82dda94eacef7524f2b32fbbf55b3401336d 100644 (file)
@@ -1 +1,190 @@
+/////////////////////////////////////////////////////////////////////////////
+// Name:        sound.cpp
+// Purpose:     wxSound class implementation: optional
+// Authors:     David Elliott, Ryan Norton
+// Modified by: 
+// Created:     2004-10-02
+// RCS-ID:      $Id$
+// Copyright:   (c) 2004 David Elliott, Ryan Norton
+// Licence:     wxWindows licence
+/////////////////////////////////////////////////////////////////////////////
 
 
+#include "wx/wxprec.h"
+#if wxUSE_SOUND
+
+#ifndef WX_PRECOMP
+    #include "wx/app.h"
+    #include "wx/log.h"
+#endif //ndef WX_PRECOMP
+#include "wx/sound.h"
+#include "wx/evtloop.h"
+
+#include "wx/cocoa/autorelease.h"
+#include "wx/cocoa/string.h"
+#include "wx/cocoa/log.h"
+
+#include "wx/cocoa/objc/objc_uniquifying.h"
+
+#import <AppKit/NSSound.h>
+#import <Foundation/NSData.h>
+
+static WX_NSSound s_currentSound = nil;
+static bool s_loopCurrentSound = false;
+
+// ========================================================================
+// wxNSSoundDelegate
+// ========================================================================
+@interface wxNSSoundDelegate : NSObject
+{
+}
+
+// Delegate methods
+- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying;
+@end // interface wxNSSoundDelegate : NSObject
+WX_DECLARE_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
+
+@implementation wxNSSoundDelegate : NSObject
+
+- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying
+{
+    // If s_currentSound is not us then some other sound has played.
+    // We can safely ignore this as s_currentSound will have been released
+    // before being set to a different value.
+    if(s_currentSound!=theSound)
+        return;
+    // If playing finished successfully and we are looping, play again.
+    if (finishedPlaying && s_loopCurrentSound)
+        [s_currentSound play];
+    // Otherwise we are done, there is no more current sound playing.
+    else
+    {
+        if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("[wxNSSoundDelegate -sound:didFinishPlaying:] [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]);
+        [s_currentSound release];
+        s_currentSound = nil;
+        // Make sure we get out of any modal event loops immediately.
+        // NOTE: When the sound finishes playing Cocoa normally does have
+        // an event so this is probably not necessary.
+        wxTheApp->WakeUpIdle();
+    }
+}
+
+@end // wxNSSoundDelegate
+WX_IMPLEMENT_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
+
+const wxObjcAutoRefFromAlloc<struct objc_object*> wxSound::sm_cocoaDelegate = [[WX_GET_OBJC_CLASS(wxNSSoundDelegate) alloc] init];
+
+// ------------------------------------------------------------------
+//          wxSound
+// ------------------------------------------------------------------
+
+wxSound::wxSound(const wxSound& sound)
+:   m_cocoaNSSound(sound.m_cocoaNSSound)
+{
+    [m_cocoaNSSound retain];
+}
+
+wxSound::~wxSound()
+{
+    SetNSSound(nil);
+}
+
+bool wxSound::Create(const wxString& fileName, bool isResource)
+{
+    wxAutoNSAutoreleasePool thePool;
+
+    if (isResource)
+        SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]);
+    else
+    {
+        SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]);
+        [m_cocoaNSSound release];
+    }
+
+    return m_cocoaNSSound;
+}
+
+bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData)
+{
+    NSData* theData;
+    if(copyData)
+        theData = [[NSData alloc] initWithBytes:const_cast<wxUint8*>(data) length:length];
+    else
+        theData = [[NSData alloc] initWithBytesNoCopy:const_cast<wxUint8*>(data) length:length];
+    SetNSSound([[NSSound alloc] initWithData:theData]);
+    [m_cocoaNSSound release];
+    [theData release];
+    return m_cocoaNSSound;
+}
+
+void wxSound::SetNSSound(WX_NSSound cocoaNSSound)
+{
+    bool need_debug = cocoaNSSound || m_cocoaNSSound;
+    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]);
+    [cocoaNSSound retain];
+    [m_cocoaNSSound release];
+    m_cocoaNSSound = cocoaNSSound;
+    [m_cocoaNSSound setDelegate:sm_cocoaDelegate];
+    if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [cocoaNSSound=%p retainCount]=%d (just retained)"),this,cocoaNSSound,[cocoaNSSound retainCount]);
+}
+
+bool wxSound::DoPlay(unsigned flags) const
+{
+    Stop(); // this releases and nils s_currentSound
+
+    // NOTE: We set s_currentSound to the current sound in all cases so that
+    // functions like Stop and IsPlaying can work.  It is NOT necessary for
+    // the NSSound to be retained by us for it to continue playing.  Cocoa
+    // retains the NSSound when it is played and relases it when finished.
+
+    wxASSERT(!s_currentSound);
+    s_currentSound = [m_cocoaNSSound retain];
+    wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::DoPlay [s_currentSound=%p retainCount]=%d (just retained)"),this,s_currentSound,[s_currentSound retainCount]);
+    s_loopCurrentSound = (flags & wxSOUND_LOOP) == wxSOUND_LOOP;
+
+    if (flags & wxSOUND_ASYNC)
+        return [m_cocoaNSSound play];
+    else
+    {
+        wxASSERT_MSG(!s_loopCurrentSound,wxT("It is silly to block waiting for a looping sound to finish.  Disabling looping"));
+        // actually, it'd probably work although it's kind of stupid to
+        // block here waiting for a sound that's never going to end.
+        // Granted Stop() could be called somehow, but again, silly.
+        s_loopCurrentSound = false;
+
+        if(![m_cocoaNSSound play])
+            return false;
+
+        // Process events until the delegate sets s_currentSound to nil
+        // and/or a different sound plays.
+        while (s_currentSound==m_cocoaNSSound)
+            wxEventLoop::GetActive()->Dispatch();
+        return true;
+    }
+}
+
+bool wxSound::IsPlaying()
+{
+    // Normally you can send a message to a nil object and it will return
+    // nil.  That behavior would probably be okay here but in general it's
+    // not recommended to send a message to a nil object if the return
+    // value is not an object.  Better safe than sorry.
+    if(s_currentSound)
+        return [s_currentSound isPlaying];
+    else
+        return false;
+}
+
+void wxSound::Stop()
+{
+    // Clear the looping flag so that if the sound finishes playing before
+    // stop is called the sound will already be released and niled.
+    s_loopCurrentSound = false;
+    [s_currentSound stop];
+    /* It's possible that sound:didFinishPlaying: was called and released
+       s_currentSound but it doesn't matter since it will have set it to nil */
+    if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound::Stop [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]);
+    [s_currentSound release];
+    s_currentSound = nil;
+}
+
+#endif //wxUSE_SOUND