X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/0c0be4a31821ac6de698e3b569371d95ff00e4c0..046d682f0f684977b7ba933a128f5c84e06ded0e:/src/cocoa/sound.mm diff --git a/src/cocoa/sound.mm b/src/cocoa/sound.mm index dcfdd3acbd..dbafe8f5f6 100644 --- a/src/cocoa/sound.mm +++ b/src/cocoa/sound.mm @@ -1,39 +1,33 @@ ///////////////////////////////////////////////////////////////////////////// // Name: sound.cpp // Purpose: wxSound class implementation: optional -// Author: Ryan Norton +// Authors: David Elliott, Ryan Norton // Modified by: // Created: 2004-10-02 // RCS-ID: $Id$ -// Copyright: (c) Ryan Norton -// Licence: wxWindows licence +// Copyright: (c) 2004 David Elliott, Ryan Norton +// Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// -#ifdef __GNUG__ -#pragma implementation "sound.h" -#endif +#include "wx/wxprec.h" +#if wxUSE_SOUND -#include "wx/object.h" -#include "wx/string.h" +#ifndef WX_PRECOMP + #include "wx/app.h" + #include "wx/log.h" +#endif //ndef WX_PRECOMP #include "wx/sound.h" +#include "wx/evtloop.h" -#if wxUSE_SOUND - -#include "wx/app.h" #include "wx/cocoa/autorelease.h" #include "wx/cocoa/string.h" +#include "wx/cocoa/log.h" -#import - -// -// NB: Vaclav's new wxSound API is really tricky - -// Basically, we need to make sure that if the wxSound -// object is still in scope we don't release it's NSSound -// +#import +#import -WX_NSSound lastSound=NULL; -bool isLastSoundLooping = NO; -bool isLastSoundInScope = NO; +static WX_NSSound s_currentSound = nil; +static bool s_loopCurrentSound = false; // ======================================================================== // wxNSSoundDelegate @@ -43,130 +37,150 @@ bool isLastSoundInScope = NO; } // Delegate methods -- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)bOK; +- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying; @end // interface wxNSSoundDelegate : NSObject @implementation wxNSSoundDelegate : NSObject -- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)bOK +- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying { - if (bOK && isLastSoundLooping) - [lastSound play]; - else if (isLastSoundInScope = NO) + // 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 { - [lastSound release]; - [self release]; + 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 +const wxObjcAutoRefFromAlloc wxSound::sm_cocoaDelegate = [[wxNSSoundDelegate alloc] init]; + // ------------------------------------------------------------------ // wxSound // ------------------------------------------------------------------ -wxSound::wxSound() -: m_hSnd(NULL), m_waveLength(0) -{ -} - -wxSound::wxSound(const wxString& sFileName, bool isResource) -: m_hSnd(NULL), m_waveLength(0) -{ - Create(sFileName, isResource); -} - -wxSound::wxSound(int size, const wxByte* data) -: m_hSnd(NULL), m_waveLength(size) +wxSound::wxSound(const wxSound& sound) +: m_cocoaNSSound(sound.m_cocoaNSSound) { - NSData* theData = [[NSData alloc] dataWithBytesNoCopy:(void*)data length:size]; - m_hSnd = [[NSSound alloc] initWithData:theData]; - - m_cocoaSoundDelegate = [[wxNSSoundDelegate alloc] init]; + [m_cocoaNSSound retain]; } wxSound::~wxSound() { - if (m_hSnd != lastSound) - { - [m_hSnd release]; - [m_cocoaSoundDelegate release]; - } - else - isLastSoundInScope = NO; + SetNSSound(nil); } bool wxSound::Create(const wxString& fileName, bool isResource) { wxAutoNSAutoreleasePool thePool; - Stop(); - if (isResource) + SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]); + else { - //oftype could be @"snd" @"wav" or @"aiff", nil or @"" autodetects (?) - m_hSnd = [[NSSound alloc] initWithContentsOfFile: - [[NSBundle mainBundle] pathForResource:wxNSStringWithWxString(fileName) ofType:nil] - byReference:NO]; + SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]); + [m_cocoaNSSound release]; } - else - m_hSnd = [[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]; - m_cocoaSoundDelegate = [[wxNSSoundDelegate alloc] init]; + return m_cocoaNSSound; +} - m_sndname = fileName; - return m_hSnd != nil; +bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData) +{ + NSData* theData; + if(copyData) + theData = [[NSData alloc] initWithBytes:const_cast(data) length:length]; + else + theData = [[NSData alloc] initWithBytesNoCopy:const_cast(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 { - wxASSERT_MSG(!( (flags & wxSOUND_SYNC) && (flags & wxSOUND_LOOP)), - wxT("Invalid flag combination passed to wxSound::Play")); + 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. - Stop(); + 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) - { - lastSound = m_hSnd; - isLastSoundLooping = (flags & wxSOUND_LOOP) == wxSOUND_LOOP; - isLastSoundInScope = YES; - [m_hSnd setDelegate:m_cocoaSoundDelegate]; - return [m_hSnd play]; - } + return [m_cocoaNSSound play]; else { - [m_hSnd setDelegate:nil]; - - //play until done - bool bOK = [m_hSnd play]; - - while ([m_hSnd isPlaying]) - { - wxTheApp->Yield(false); - } - return bOK; + 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() { - return [lastSound 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() { - if (isLastSoundInScope) - { - isLastSoundInScope = NO; - - //remember that even though we're - //programatically stopping it, the - //delegate will still be called - - //so it will free the memory here - [((NSSound*&)lastSound) stop]; - } - - lastSound = nil; + // 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