haiku/src/kits/game/PushGameSound.cpp

388 lines
6.5 KiB
C++

/*
* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
* Distributed under the terms of the MIT License.
*
* Authors:
* Christopher ML Zumwalt May (zummy@users.sf.net)
* Jérôme Duval
*/
#include <PushGameSound.h>
#include <List.h>
#include <string.h>
#include "GSUtility.h"
BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
const gs_audio_format *format, size_t inBufferCount,
BGameSoundDevice *device)
:
BStreamingGameSound(inBufferFrameCount, format, inBufferCount, device),
fLockPos(0),
fPlayPos(0)
{
fPageLocked = new BList;
size_t frameSize = get_sample_size(format->format) * format->channel_count;
fPageCount = inBufferCount;
fPageSize = frameSize * inBufferFrameCount;
fBufferSize = fPageSize * fPageCount;
fBuffer = new char[fBufferSize];
}
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 - 1)
return lock_failed;
// the user can'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 BStreamingGameSound::Perform(selector, data);
}
status_t
BPushGameSound::SetParameters(size_t inBufferFrameCount,
const gs_audio_format *format, size_t inBufferCount)
{
return B_UNSUPPORTED;
}
status_t
BPushGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer,
size_t inByteCount, BStreamingGameSound * me), void * cookie)
{
return B_UNSUPPORTED;
}
void
BPushGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
{
size_t bytes = inByteCount;
if (!BytesReady(&bytes))
return;
if (fPlayPos + bytes > fBufferSize) {
size_t remainder = fBufferSize - fPlayPos;
// Space left in buffer
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)
return true;
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;
}