222 lines
6.8 KiB
C++
222 lines
6.8 KiB
C++
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/////////////////////////////////////////////////////////////////////////////
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// Name: sound.cpp
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// Purpose: Example of sound playing in wxWindows
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// Author: Vaclav Slavik
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// Modified by:
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// Created: 2004/01/29
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// RCS-ID: $Id$
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// Copyright: (c) 2004 Vaclav Salvik
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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// for all others, include the necessary headers (this file is usually all you
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// need because it includes almost all "standard" wxWindows headers)
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#ifndef WX_PRECOMP
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#include "wx/app.h"
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#include "wx/frame.h"
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#include "wx/menu.h"
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#include "wx/msgdlg.h"
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#endif
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#include "wx/wave.h"
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// ----------------------------------------------------------------------------
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// resources
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// ----------------------------------------------------------------------------
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// the application icon (under Windows and OS/2 it is in resources)
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#if defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__) || defined(__WXMGL__) || defined(__WXX11__)
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#include "../sample.xpm"
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#endif
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#define WAV_FILE _T("doggrowl.wav")
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// ----------------------------------------------------------------------------
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// private classes
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// ----------------------------------------------------------------------------
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class MyApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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class MyFrame : public wxFrame
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{
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public:
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// ctor(s)
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MyFrame(const wxString& title);
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~MyFrame() { delete m_sound; }
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// event handlers (these functions should _not_ be virtual)
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void OnPlaySync(wxCommandEvent& event);
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void OnPlayAsync(wxCommandEvent& event);
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void OnPlayAsyncOnStack(wxCommandEvent& event);
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void OnPlayLoop(wxCommandEvent& event);
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void OnQuit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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private:
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wxWave *m_sound;
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// any class wishing to process wxWindows events must use this macro
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DECLARE_EVENT_TABLE()
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};
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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// menu items
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Sound_Quit = wxID_EXIT,
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Sound_About = wxID_ABOUT,
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Sound_PlaySync = wxID_HIGHEST + 1,
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Sound_PlayAsync,
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Sound_PlayAsyncOnStack,
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Sound_PlayLoop
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};
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// ----------------------------------------------------------------------------
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// event tables and other macros for wxWindows
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// ----------------------------------------------------------------------------
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// the event tables connect the wxWindows events with the functions (event
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// handlers) which process them. It can be also done at run-time, but for the
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// simple menu events like this the static method is much simpler.
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(Sound_Quit, MyFrame::OnQuit)
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EVT_MENU(Sound_About, MyFrame::OnAbout)
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EVT_MENU(Sound_PlaySync, MyFrame::OnPlaySync)
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EVT_MENU(Sound_PlayAsync, MyFrame::OnPlayAsync)
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EVT_MENU(Sound_PlayAsyncOnStack, MyFrame::OnPlayAsync)
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EVT_MENU(Sound_PlayLoop, MyFrame::OnPlayLoop)
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END_EVENT_TABLE()
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// Create a new application object: this macro will allow wxWindows to create
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// the application object during program execution (it's better than using a
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// static object for many reasons) and also implements the accessor function
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// wxGetApp() which will return the reference of the right type (i.e. MyApp and
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// not wxApp)
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IMPLEMENT_APP(MyApp)
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// the application class
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// ----------------------------------------------------------------------------
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// 'Main program' equivalent: the program execution "starts" here
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bool MyApp::OnInit()
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{
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// create the main application window
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MyFrame *frame = new MyFrame(_T("wxWindows Sound Sample"));
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// and show it (the frames, unlike simple controls, are not shown when
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// created initially)
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frame->Show(true);
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// success: wxApp::OnRun() will be called which will enter the main message
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// loop and the application will run. If we returned false here, the
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// application would exit immediately.
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return true;
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}
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// ----------------------------------------------------------------------------
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// main frame
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// ----------------------------------------------------------------------------
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// frame constructor
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MyFrame::MyFrame(const wxString& title)
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: wxFrame(NULL, wxID_ANY, title)
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{
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m_sound = NULL;
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// set the frame icon
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SetIcon(wxICON(sample));
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wxMenu *menuFile = new wxMenu;
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wxMenu *helpMenu = new wxMenu;
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wxMenu *playMenu = new wxMenu;
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helpMenu->Append(Sound_About, _T("&About...\tF1"), _T("Show about dialog"));
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menuFile->Append(Sound_Quit, _T("E&xit\tAlt-X"), _T("Quit this program"));
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playMenu->Append(Sound_PlaySync, _T("Play sound &synchronously"));
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playMenu->Append(Sound_PlayAsync, _T("Play sound &asynchronously"));
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playMenu->Append(Sound_PlayAsync, _T("Play sound asynchronously (&object on stack)"));
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playMenu->Append(Sound_PlayLoop, _T("&Loop sound"));
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// now append the freshly created menu to the menu bar...
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wxMenuBar *menuBar = new wxMenuBar();
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menuBar->Append(menuFile, _T("&File"));
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menuBar->Append(playMenu, _T("&Play"));
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menuBar->Append(helpMenu, _T("&Help"));
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// ... and attach this menu bar to the frame
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SetMenuBar(menuBar);
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}
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// event handlers
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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// true is to force the frame to close
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Close(true);
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}
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void MyFrame::OnPlaySync(wxCommandEvent& WXUNUSED(event))
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{
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wxBusyCursor busy;
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if (!m_sound)
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m_sound = new wxWave(WAV_FILE);
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if (m_sound->IsOk())
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m_sound->Play(false/*async*/);
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}
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void MyFrame::OnPlayAsync(wxCommandEvent& WXUNUSED(event))
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{
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wxBusyCursor busy;
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if (!m_sound)
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m_sound = new wxWave(WAV_FILE);
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if (m_sound->IsOk())
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m_sound->Play(true/*async*/);
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}
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void MyFrame::OnPlayAsyncOnStack(wxCommandEvent& WXUNUSED(event))
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{
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wxBusyCursor busy;
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wxWave snd(WAV_FILE);
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if (snd.IsOk())
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snd.Play(true/*async*/);
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}
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void MyFrame::OnPlayLoop(wxCommandEvent& WXUNUSED(event))
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{
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wxBusyCursor busy;
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if (!m_sound)
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m_sound = new wxWave(WAV_FILE);
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if (m_sound->IsOk())
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m_sound->Play(true/*async*/, true/*loop*/);
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}
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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wxString msg;
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msg.Printf( _T("This is the About dialog of the sound sample.\n")
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_T("Welcome to %s"), wxVERSION_STRING);
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wxMessageBox(msg, _T("About"), wxOK | wxICON_INFORMATION, this);
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}
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