haiku/src/kits/game/GameProducer.h

141 lines
4.5 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, Haiku
//
// 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: GameProducer.cpp
// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
// Description: A MediaKit producer node which mixes sound from the GameKit
// and sends them to the audio mixer
//------------------------------------------------------------------------------
#ifndef _GAME_PRODUCER_H
#define _GAME_PRODUCER_H
#include <media/BufferProducer.h>
#include <media/MediaEventLooper.h>
#include <GameSoundDefs.h>
class GameSoundBuffer;
class GameProducer : public BBufferProducer, public BMediaEventLooper {
public:
GameProducer(GameSoundBuffer* object,
const gs_audio_format * format);
~GameProducer();
// BMediaNode methods
BMediaAddOn* AddOn(int32* internal_id) const;
// BBufferProducer methods
status_t FormatSuggestionRequested(media_type type,
int32 quality, media_format* format);
status_t FormatProposal(const media_source& output,
media_format* format);
status_t FormatChangeRequested(const media_source& source,
const media_destination& destination,
media_format* io_format,
int32* _deprecated_);
status_t GetNextOutput(int32* cookie,
media_output* _output);
status_t DisposeOutputCookie(int32 cookie);
status_t SetBufferGroup(const media_source& forSource,
BBufferGroup* group);
status_t GetLatency(bigtime_t* _latency);
status_t PrepareToConnect(const media_source& what,
const media_destination& where,
media_format* format,
media_source* _source,
char* out_name);
void Connect(status_t error,
const media_source& source,
const media_destination& destination,
const media_format& format,
char* ioName);
void Disconnect(const media_source& what,
const media_destination& where);
void LateNoticeReceived(const media_source& what,
bigtime_t howMuch,
bigtime_t performanceDuration);
void EnableOutput(const media_source & what,
bool enabled, int32* _deprecated_);
status_t SetPlayRate(int32 numerator, int32 denominator);
status_t HandleMessage(int32 message, const void* data,
size_t size);
void AdditionalBufferRequested(const media_source& source,
media_buffer_id prev_buffer,
bigtime_t prev_time,
const media_seek_tag* prev_tag);
void LatencyChanged(const media_source& source,
const media_destination& destination,
bigtime_t new_latency,
uint32 flags);
// BMediaEventLooper methods
void NodeRegistered();
void SetRunMode(run_mode mode);
void HandleEvent(const media_timed_event* event,
bigtime_t lateness,
bool realTimeEvent = false);
// GameProducer
status_t StartPlaying(GameSoundBuffer* sound);
status_t StopPlaying(GameSoundBuffer* sound);
bool IsPlaying(GameSoundBuffer* sound) const;
int32 SoundCount() const;
private:
BBuffer* FillNextBuffer(bigtime_t event_time);
BBufferGroup* fBufferGroup;
bigtime_t fLatency;
bigtime_t fInternalLatency;
media_output fOutput;
bool fOutputEnabled;
media_format fPreferredFormat;
bigtime_t fStartTime;
size_t fFrameSize;
int64 fFramesSent;
GameSoundBuffer* fObject;
size_t fBufferSize;
};
#endif // _GAME_PRODUCER_H