haiku/src/kits/game/PushGameSound.cpp

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//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: GameSound.cpp
// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
// Description: BPushGameSound class
//------------------------------------------------------------------------------
// Standard Includes -----------------------------------------------------------
#include <string.h>
// System Includes -------------------------------------------------------------
#include <List.h>
// Project Includes ------------------------------------------------------------
#include <GSUtility.h>
// Local Includes --------------------------------------------------------------
#include <PushGameSound.h>
// Local Defines ---------------------------------------------------------------
// BPushGameSound --------------------------------------------------------------
BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
const gs_audio_format *format,
size_t inBufferCount,
BGameSoundDevice *device)
: BStreamingGameSound(inBufferFrameCount, format, inBufferCount, device)
{
if (InitCheck() == B_OK)
{
status_t error = SetParameters(inBufferFrameCount, format, inBufferCount);
if (error != B_OK)
fPageLocked = new BList;
else
SetInitError(error);
}
}
BPushGameSound::BPushGameSound(BGameSoundDevice * device)
: BStreamingGameSound(device),
fLockPos(0),
fPlayPos(0),
fBuffer(NULL),
fPageSize(0),
fPageCount(0),
fBufferSize(0)
{
fPageLocked = new BList;
}
BPushGameSound::~BPushGameSound()
{
delete [] fBuffer;
delete fPageLocked;
}
BPushGameSound::lock_status
BPushGameSound::LockNextPage(void **out_pagePtr,
size_t *out_pageSize)
{
// the user can not lock every page
if (fPageLocked->CountItems() > fPageCount - 3) return lock_failed;
// the user cann't lock a page being played
if (fLockPos < fPlayPos && fLockPos + fPageSize > fPlayPos) return lock_failed;
// lock the page
char * lockPage = &fBuffer[fLockPos];
fPageLocked->AddItem(lockPage);
// move the locker to the next page
fLockPos += fPageSize;
if (fLockPos > fBufferSize) fLockPos = 0;
*out_pagePtr = lockPage;
*out_pageSize = fPageSize;
return lock_ok;
}
status_t
BPushGameSound::UnlockPage(void *in_pagePtr)
{
return (fPageLocked->RemoveItem(in_pagePtr)) ? B_OK : B_ERROR;
}
BPushGameSound::lock_status
BPushGameSound::LockForCyclic(void **out_basePtr,
size_t *out_size)
{
*out_basePtr = fBuffer;
*out_size = fBufferSize;
return lock_ok;
}
status_t
BPushGameSound::UnlockCyclic()
{
return B_OK;
}
size_t
BPushGameSound::CurrentPosition()
{
return fPlayPos;
}
BGameSound *
BPushGameSound::Clone() const
{
gs_audio_format format = Format();
size_t frameSize = get_sample_size(format.format) * format.channel_count;
size_t bufferFrameCount = fPageSize / frameSize;
return new BPushGameSound(bufferFrameCount, &format, fPageCount, Device());
}
status_t
BPushGameSound::Perform(int32 selector,
void *data)
{
return B_ERROR;
}
status_t
BPushGameSound::SetParameters(size_t inBufferFrameCount,
const gs_audio_format *format,
size_t inBufferCount)
{
status_t error = BStreamingGameSound::SetParameters(inBufferFrameCount, format, inBufferCount);
if (error != B_OK) return error;
size_t frameSize = get_sample_size(format->format) * format->channel_count;
fPageCount = inBufferCount;
fPageSize = frameSize * inBufferFrameCount;
fBufferSize = fPageSize * fPageCount;
fBuffer = new char[fBufferSize];
return B_OK;
}
status_t
BPushGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie)
{
return B_ERROR;
}
void
BPushGameSound::FillBuffer(void *inBuffer,
size_t inByteCount)
{
size_t bytes = inByteCount;
if (BytesReady(&bytes))
{
if (fPlayPos + bytes > fBufferSize)
{
size_t remainder = fPlayPos + bytes - fBufferSize;
char * buffer = (char*)inBuffer;
// fill the buffer with the samples left at the end of our buffer
memcpy(buffer, &fBuffer[fPlayPos], remainder);
fPlayPos = 0;
// fill the remainder of the buffer by looping to the start
// of the buffer if it isn't locked
bytes -= remainder;
if (BytesReady(&bytes))
{
memcpy(&buffer[remainder], fBuffer, bytes);
fPlayPos += bytes;
}
}
else
{
memcpy(inBuffer, &fBuffer[fPlayPos], bytes);
fPlayPos += bytes;
}
BStreamingGameSound::FillBuffer(inBuffer, inByteCount);
}
}
bool
BPushGameSound::BytesReady(size_t * bytes)
{
if (fPageLocked->CountItems() > 0)
{
size_t start = fPlayPos;
size_t ready = fPlayPos;
int32 page = int32(start / fPageSize);
// return if there is nothing to do
if (fPageLocked->HasItem(&fBuffer[page * fPageSize])) return false;
while (ready < *bytes)
{
ready += fPageSize;
page = int32(ready / fPageSize);
if (fPageLocked->HasItem(&fBuffer[page * fPageSize]))
{
// we have found a locked page
*bytes = ready - start - (ready - page * fPageSize);
return true;
}
}
}
// all of the bytes are ready
return true;
}
/* unimplemented for protection of the user:
*
* BPushGameSound::BPushGameSound()
* BPushGameSound::BPushGameSound(const BPushGameSound &)
* BPushGameSound &BPushGameSound::operator=(const BPushGameSound &)
*/
status_t
BPushGameSound::_Reserved_BPushGameSound_0(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_1(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_2(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_3(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_4(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_5(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_6(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_7(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_8(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_9(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_10(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_11(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_12(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_13(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_14(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_15(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_16(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_17(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_18(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_19(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_20(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_21(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_22(int32 arg, ...)
{
return B_ERROR;
}
status_t
BPushGameSound::_Reserved_BPushGameSound_23(int32 arg, ...)
{
return B_ERROR;
}