/******************************************************************************** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** This file is part of the QtGui module of the Qt Toolkit.**** $QT_BEGIN_LICENSE:LGPL$** No Commercial Usage** This file contains pre-release code and may not be distributed.** You may use this file in accordance with the terms and conditions** contained in the Technology Preview License Agreement accompanying** this package.**** GNU Lesser General Public License Usage** Alternatively, this file may be used under the terms of the GNU Lesser** General Public License version 2.1 as published by the Free Software** Foundation and appearing in the file LICENSE.LGPL included in the** packaging of this file. Please review the following information to** ensure the GNU Lesser General Public License version 2.1 requirements** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.**** In addition, as a special exception, Nokia gives you certain additional** rights. These rights are described in the Nokia Qt LGPL Exception** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.**** If you have questions regarding the use of this file, please contact** Nokia at qt-info@nokia.com.****************** $QT_END_LICENSE$******************************************************************************/#include "qsound.h"#ifndef QT_NO_SOUND#include "qapplication.h"#include "qapplication_p.h"#include <qfile.h>#include "qpointer.h"#include "qsound_p.h"#include <qt_windows.h>QT_BEGIN_NAMESPACEclass QAuServerWindows : public QAuServer { Q_OBJECTpublic: QAuServerWindows(QObject* parent); ~QAuServerWindows(); void playHelper(const QString &filename, int loop, QSound *snd); void play(const QString& filename, int loop); void play(QSound*); void stop(QSound*); bool okay(); int decLoop(QSound *snd) { return QAuServer::decLoop(snd); } HANDLE current; HANDLE mutex; HANDLE event;};QAuServerWindows::QAuServerWindows(QObject* parent) : QAuServer(parent), current(0){ mutex = CreateMutex(0, 0, 0); event = CreateEvent(0, FALSE, FALSE, 0);}QAuServerWindows::~QAuServerWindows(){ HANDLE mtx = mutex; WaitForSingleObject(mtx, INFINITE); mutex = 0; ReleaseMutex(mtx); CloseHandle(mtx); CloseHandle(event);}struct SoundInfo{ SoundInfo(const QString &fn, int lp, QSound *snd, QAuServerWindows *srv) : sound(snd), server(srv), filename(fn), loops(lp) { } QSound *sound; QAuServerWindows *server; QString filename; int loops;};DWORD WINAPI SoundPlayProc(LPVOID param){ SoundInfo *info = (SoundInfo*)param; // copy data before waking up GUI thread QAuServerWindows *server = info->server; QSound *sound = info->sound; int loops = info->loops; QString filename = info->filename; HANDLE mutex = server->mutex; HANDLE event = server->event; info = 0; // server must not be destroyed until thread finishes // and all other sounds have to wait WaitForSingleObject(mutex, INFINITE); if (loops <= 1) { server->current = 0; int flags = SND_FILENAME|SND_ASYNC; if (loops == -1) flags |= SND_LOOP; PlaySound((wchar_t*)filename.utf16(), 0, flags); if (sound && loops == 1) server->decLoop(sound); // GUI thread continues, but we are done as well. SetEvent(event); } else { // signal GUI thread to continue - sound might be reset! QPointer<QSound> guarded_sound = sound; SetEvent(event); for (int l = 0; l < loops && server->current; ++l) { PlaySound((wchar_t*)filename.utf16(), 0, SND_FILENAME | SND_SYNC); if (guarded_sound) server->decLoop(guarded_sound); } server->current = 0; } ReleaseMutex(mutex); return 0;}void QAuServerWindows::playHelper(const QString &filename, int loop, QSound *snd){ if (loop == 0) return; // busy? if (WaitForSingleObject(mutex, 0) == WAIT_TIMEOUT) return; ReleaseMutex(mutex); DWORD threadid = 0; SoundInfo info(filename, loop, snd, this); current = CreateThread(0, 0, SoundPlayProc, &info, 0, &threadid); CloseHandle(current); WaitForSingleObject(event, INFINITE);}void QAuServerWindows::play(const QString& filename, int loop){ playHelper(filename, loop, 0);}void QAuServerWindows::play(QSound* s){ playHelper(s->fileName(), s->loops(), s);}void QAuServerWindows::stop(QSound*){ // stop unlooped sound if (!current) PlaySound(0, 0, 0); // stop after loop is done current = 0;}bool QAuServerWindows::okay(){ return true;}QAuServer* qt_new_audio_server(){ return new QAuServerWindows(qApp);}QT_END_NAMESPACE#include "qsound_win.moc"#endif // QT_NO_SOUND