r=neil sr=tor git-svn-id: svn://10.0.0.236/trunk@152921 18797224-902f-48f8-a5cc-f745e15eee43
213 lines
5.1 KiB
C++
213 lines
5.1 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* The contents of this file are subject to the Mozilla Public
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* License Version 1.1 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS
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* IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
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* implied. See the License for the specific language governing
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* rights and limitations under the License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is Netscape
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* Communications Corporation. Portions created by Netscape are
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* Copyright (C) 2000 Netscape Communications Corporation.
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* All Rights Reserved.
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*
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* Contributor(s):
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* Stuart Parmenter <pavlov@netscape.com>
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*/
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#include "nscore.h"
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#include "plstr.h"
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#include <stdio.h>
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#include <windows.h>
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// mmsystem.h is needed to build with WIN32_LEAN_AND_MEAN
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#include <mmsystem.h>
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#include "nsSound.h"
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#include "nsIURL.h"
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#include "nsNetUtil.h"
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#include "nsCRT.h"
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NS_IMPL_ISUPPORTS2(nsSound, nsISound, nsIStreamLoaderObserver)
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////////////////////////////////////////////////////////////////////////
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// This hidden class is used to load the winmm.dll when it's needed.
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class CWinMM {
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typedef int (CALLBACK *PlayPtr)(const char*,HMODULE,DWORD);
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public:
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static CWinMM& GetModule() {
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static CWinMM gSharedWinMM; //construct this only after you *really* need it.
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return gSharedWinMM;
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}
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CWinMM(const char* aModuleName="WINMM.DLL") {
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mInstance=::LoadLibrary(aModuleName);
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mPlay=(mInstance) ? (PlayPtr)GetProcAddress(mInstance,"PlaySound") : 0;
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sIsInitialized = PR_TRUE;
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}
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~CWinMM() {
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if(mInstance)
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::FreeLibrary(mInstance);
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mInstance=0;
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mPlay=0;
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}
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BOOL PlaySound(const char *aSoundFile,HMODULE aModule,DWORD aOptions) {
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return (mPlay) ? mPlay(aSoundFile, aModule, aOptions) : FALSE;
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}
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static BOOL IsInitialized() {
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return sIsInitialized;
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}
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private:
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HINSTANCE mInstance;
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PlayPtr mPlay;
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static BOOL sIsInitialized;
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};
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BOOL CWinMM::sIsInitialized = PR_FALSE;
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////////////////////////////////////////////////////////////////////////
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nsSound::nsSound()
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{
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mLastSound = nsnull;
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}
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nsSound::~nsSound()
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{
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PurgeLastSound();
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}
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void nsSound::PurgeLastSound() {
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if (mLastSound) {
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// Purge the current sound buffer.
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CWinMM& theMM = CWinMM::GetModule();
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theMM.PlaySound(nsnull, nsnull, SND_PURGE); // This call halts the sound if it was still playing.
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// Now delete the buffer.
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free(mLastSound);
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mLastSound = nsnull;
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}
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}
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NS_IMETHODIMP nsSound::Beep()
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{
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::MessageBeep(0);
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return NS_OK;
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}
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NS_IMETHODIMP nsSound::OnStreamComplete(nsIStreamLoader *aLoader,
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nsISupports *context,
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nsresult aStatus,
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PRUint32 stringLen,
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const char *string)
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{
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// print a load error on bad status
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if (NS_FAILED(aStatus)) {
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#ifdef DEBUG
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if (aLoader) {
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nsCOMPtr<nsIRequest> request;
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nsCOMPtr<nsIChannel> channel;
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aLoader->GetRequest(getter_AddRefs(request));
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if (request)
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channel = do_QueryInterface(request);
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if (channel) {
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nsCOMPtr<nsIURI> uri;
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channel->GetURI(getter_AddRefs(uri));
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if (uri) {
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nsCAutoString uriSpec;
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uri->GetSpec(uriSpec);
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printf("Failed to load %s\n", uriSpec.get());
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}
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}
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}
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#endif
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return aStatus;
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}
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PurgeLastSound();
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if (string && stringLen > 0) {
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DWORD flags = SND_MEMORY | SND_NODEFAULT;
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// We try to make a copy so we can play it async.
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// XXX Can sharable strings improve this?
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mLastSound = (char *) malloc(stringLen);
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if (mLastSound) {
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memcpy(mLastSound, string, stringLen);
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string = mLastSound;
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flags |= SND_ASYNC;
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}
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CWinMM& theMM = CWinMM::GetModule();
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theMM.PlaySound(string, 0, flags);
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}
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return NS_OK;
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}
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NS_IMETHODIMP nsSound::Play(nsIURL *aURL)
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{
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nsresult rv;
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#ifdef DEBUG_SOUND
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char *url;
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aURL->GetSpec(&url);
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printf("%s\n", url);
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#endif
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nsCOMPtr<nsIStreamLoader> loader;
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rv = NS_NewStreamLoader(getter_AddRefs(loader), aURL, this);
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return rv;
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}
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NS_IMETHODIMP nsSound::Init()
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{
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if (CWinMM::IsInitialized())
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return NS_OK;
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CWinMM& theMM = CWinMM::GetModule();
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// This call halts a sound if it was still playing.
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// We have to use the sound library for something to make sure
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// it is initialized.
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// If we wait until the first sound is played, there will
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// be a time lag as the library gets loaded.
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theMM.PlaySound(nsnull, nsnull, SND_PURGE);
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return NS_OK;
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}
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NS_IMETHODIMP nsSound::PlaySystemSound(const char *aSoundAlias)
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{
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PurgeLastSound();
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CWinMM& theMM = CWinMM::GetModule();
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if (nsCRT::strcmp("_moz_mailbeep", aSoundAlias) == 0) {
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theMM.PlaySound("MailBeep", nsnull, SND_ALIAS | SND_ASYNC);
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}
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else {
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theMM.PlaySound(aSoundAlias, nsnull, SND_ALIAS | SND_ASYNC);
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}
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return NS_OK;
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}
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