X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/dcb68102796280b3e54979ae95738089914ce842..3be926e348e2d0a3a2c278b9f2cff7843971e0c9:/src/cocoa/sound.mm?ds=sidebyside diff --git a/src/cocoa/sound.mm b/src/cocoa/sound.mm index 8b13789179..dbafe8f5f6 100644 --- a/src/cocoa/sound.mm +++ b/src/cocoa/sound.mm @@ -1 +1,186 @@ +///////////////////////////////////////////////////////////////////////////// +// 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" + +#import +#import + +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 + +@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 + +const wxObjcAutoRefFromAlloc wxSound::sm_cocoaDelegate = [[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(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 +{ + 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