85c9f98b50
* Get rid of #if wxUSE_SOUND from header. wx/sound.h checks this already. * Get rid of pragma interface/implementation. Apple GCC dislikes them anyway. * Allow source file to use precompiled headers (wx/wxprec.h) * Include only needed AppKit/Foundation headers, not AppKit/AppKit.h. * Implement simple constructors inline in header. * Get rid of m_sndname and m_waveLength instance variables. They aren't used. * Add copy constructor (why not). * Move implementation of byte-array constructor into LoadWAV for consistency with UNIX wxSound. * LoadWAV (what was in the constructor) now properly allocs, inits, and releases NSData. The old code for this was not valid. * Rename lastSound to s_currentSound. * Rename isLastSoundLooping to s_loopCurrentSound. * Ignore the sound:didFinishPlaying: delegate message if it is received for an NSSound other than s_currentSound. * Create should not Stop the current sound. * Don't use NSBundle to get a resource sound but use [NSSound soundNamed:] which will include system sounds. * Playing a sound synchronously uses wxEventLoop::Dispatch which will really block (not spin the CPU like Yield). The sound is considered finished playing when s_currentSound is set to something else. In order to make sure we don't get stuck in this event loop the delegate calls wxApp::WakeUpIdle if it releases s_currentSound. * Have IsPlaying() check to make sure s_currentSound is not nil since only messages returning another object or void are allowed to be sent to nil objects. Changes involving retain/release * Get rid of comment about tricky API, it's not. * Get rid of isLastSoundInScope. Cocoa has proper reference counting. * Add SetNSSound which, like the rest of wxCocoa, retains/releases appropriately, sets the delegate, and logs when WXTRACE=COCOA_RetainRelease. * Destructor does SetNSSound(nil) which will always release the NSSound. Create and LoadWAV use SetNSSound method like the rest of wxCocoa. * Make the delegate always release s_currentSound if not (or if done) looping. DoPlay sets s_currentSound to m_cocoaNSSound after retaining it so that the delegate can always safely release it. * Stop, like everything else, does not need check of isLastSoundInScope git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@30043 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: sound.h
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// Purpose: wxSound class (loads and plays short Windows .wav files).
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// Optional on non-Windows platforms.
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// Authors: David Elliott, Ryan Norton
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// Modified by:
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// Created: 2004-10-02
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// RCS-ID: $Id$
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// Copyright: (c) 2004 David Elliott, Ryan Norton
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_COCOA_SOUND_H_
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#define _WX_COCOA_SOUND_H_
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#include "wx/object.h"
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#include "wx/cocoa/ObjcRef.h"
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class WXDLLEXPORT wxSound : public wxSoundBase
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{
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public:
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wxSound()
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: m_cocoaNSSound(NULL)
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{}
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wxSound(const wxString& fileName, bool isResource = false)
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: m_cocoaNSSound(NULL)
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{ Create(fileName, isResource); }
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wxSound(int size, const wxByte* data)
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: m_cocoaNSSound(NULL)
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{ LoadWAV(data,size,true); }
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wxSound(const wxSound& sound); // why not?
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~wxSound();
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public:
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bool Create(const wxString& fileName, bool isResource = false);
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bool IsOk() const
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{ return m_cocoaNSSound; }
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static void Stop();
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static bool IsPlaying();
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void SetNSSound(WX_NSSound cocoaNSSound);
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inline WX_NSSound GetNSSound()
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{ return m_cocoaNSSound; }
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protected:
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bool DoPlay(unsigned flags) const;
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bool LoadWAV(const wxUint8 *data, size_t length, bool copyData);
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private:
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WX_NSSound m_cocoaNSSound;
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static const wxObjcAutoRefFromAlloc<struct objc_object *> sm_cocoaDelegate;
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};
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#endif //ndef _WX_COCOA_SOUND_H_
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