These files have been contributed by Christopher ML Zumwalt May

git-svn-id: file:///srv/svn/repos/haiku/trunk/current@1401 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
beveloper
2002-10-06 11:31:21 +00:00
parent 1f428842e5
commit 4703fb5d85
20 changed files with 3452 additions and 434 deletions
+80 -55
View File
@@ -1,30 +1,54 @@
/*******************************************************************************
/
/ File: PushGameSound.h
/
/ Description: BPushGameSound is a class for games that want to push data
/ at the system, rather than have a callback get called.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// 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: FileGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BFileGameSound is a class that streams data out of a file.
//------------------------------------------------------------------------------
#ifndef _PUSHGAMESOUND_H
#define _PUSHGAMESOUND_H
// Standard Includes -----------------------------------------------------------
#if !defined(_PUSH_GAME_SOUND_H)
#define _PUSH_GAME_SOUND_H
// System Includes -------------------------------------------------------------
#include <StreamingGameSound.h>
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
// FileGameSound -------------------------------------------------------------
class BPushGameSound : public BStreamingGameSound
{
public:
BPushGameSound(
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
BPushGameSound(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
virtual ~BPushGameSound();
virtual ~BPushGameSound();
enum lock_status {
lock_failed = -1, // not yet time to do more
@@ -32,56 +56,57 @@ virtual ~BPushGameSound();
lock_ok_frames_dropped // you may have missed some buffers
};
virtual lock_status LockNextPage(
void ** out_pagePtr,
size_t * out_pageSize);
virtual status_t UnlockPage(
void * in_pagePtr);
virtual lock_status LockNextPage(void ** out_pagePtr,
size_t * out_pageSize);
virtual status_t UnlockPage(void * in_pagePtr);
virtual lock_status LockForCyclic(
void ** out_basePtr,
size_t * out_size);
virtual status_t UnlockCyclic();
virtual size_t CurrentPosition();
virtual lock_status LockForCyclic(void ** out_basePtr,
size_t * out_size);
virtual status_t UnlockCyclic();
virtual size_t CurrentPosition();
virtual BGameSound * Clone() const;
virtual BGameSound * Clone() const;
virtual status_t Perform(int32 selector, void * data);
virtual status_t Perform(int32 selector, void * data);
protected:
BPushGameSound(BGameSoundDevice * device);
virtual status_t SetParameters( // will allocate handle and call Init()
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
virtual status_t SetParameters(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
virtual status_t SetStreamHook(
void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer( // default is to call stream hook, if any
void * inBuffer,
size_t inByteCount);
virtual status_t SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer(void * inBuffer,
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&);
/* leave these declarations private unless you plan on actually implementing and using them. */
BPushGameSound();
BPushGameSound(const BPushGameSound&);
BPushGameSound& operator=(const BPushGameSound&);
int32 _m_benCount;
sem_id _m_benSem;
char * _m_lockedPtr;
char * _m_playedPtr;
size_t _m_pageSize;
int32 _m_pageCount;
size_t _m_bufSize;
char * _m_buffer;
bool BytesReady(size_t * bytes);
sem_id fLock;
BList * fPageLocked;
size_t fLockPos;
size_t fPlayPos;
char * fBuffer;
size_t fPageSize;
int32 fPageCount;
size_t fBufferSize;
/* fbc data and virtuals */
/* fbc data and virtuals */
uint32 _reserved_BPushGameSound_[12];
uint32 _reserved_BPushGameSound_[12];
virtual status_t _Reserved_BPushGameSound_0(int32 arg, ...);
virtual status_t _Reserved_BPushGameSound_1(int32 arg, ...);