haiku/headers/os/game/PushGameSound.h
ejakowatz 52a3801208 It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
2002-07-09 12:24:59 +00:00

87 lines
2.9 KiB
C++

/*****************************************************************************/
// PushGameSound.h
//
// This is "a class for games that want to push data at the system,
// rather than have a callback get called."
//
//
// Copyright (c) 2001 OpenBeOS Project
//
// 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.
/*****************************************************************************/
#ifndef GAME_KIT_PUSH_GAME_SOUND
#define GAME_KIT_PUSH_GAME_SOUND
#include <StreamingGameSound.h>
class BPushGameSound : public BStreamingGameSound
{
public:
BPushGameSound( size_t inBufferFrameCount,
const gs_audio_format* pFormat, size_t inBufferCount = 2,
BGameSoundDevice* pDevice = NULL );
virtual ~BPushGameSound();
enum lock_status
{
lock_failed = -1, // not yet time to do more
lock_ok = 0, // do more
lock_ok_frames_dropped // you may have missed some buffers
};
virtual lock_status LockNextPage( void** ppOut_pagePtr,
size_t* pOut_pageSize );
virtual status_t UnlockPage( void* pIn_pagePtr );
virtual lock_status LockForCyclic( void** ppOut_basePtr,
size_t* pOut_size );
virtual status_t UnlockCyclic();
virtual size_t CurrentPosition();
virtual BGameSound* Clone() const;
virtual status_t Perform( int32 selector, void* pData );
protected:
// Will allocate handle and call Init().
virtual status_t SetParameters( size_t inBufferFrameCount,
const gs_audio_format* pFormat, size_t inBufferCount );
virtual status_t SetStreamHook(
void (*hook)( void* pInCookie, void* pInBuffer, size_t inByteCount, BStreamingGameSound* pMe ),
void* pCookie );
// Default is to call stream hook, if any.
virtual void FillBuffer( void* pInBuffer, size_t inByteCount );
private:
// Leave these declarations private unless you plan on actually
// implementing and using them.
BPushGameSound();
BPushGameSound( const BPushGameSound& );
BPushGameSound& operator=( const BPushGameSound& );
};
#endif // GAME_KIT_PUSH_GAME_SOUND