/* This file is part of the KDE project.
Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
This library is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 2.1 or 3 of the License.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef PHONON_MMF_ABSTRACTEFFECT_H
#define PHONON_MMF_ABSTRACTEFFECT_H
#include <QScopedPointer>
#include <AudioEffectBase.h>
#include <phonon/effectinterface.h>
#include "audioplayer.h"
#include "effectparameter.h"
#include "mmf_medianode.h"
class CMdaAudioOutputStream;
QT_BEGIN_NAMESPACE
namespace Phonon
{
namespace MMF
{
class AbstractPlayer;
class AbstractMediaPlayer;
/**
* @short Base class for all effects for MMF.
*
* Adhering to Phonon with MMF is cumbersome because of a number of reasons:
*
* - MMF has no concept of effect chaining. Simply, an effect is a applied
* to PlayerUtility, that's it. This means that the order of effects is
* undefined.
* - We apply an effect to a PlayerUtility, and MediaObject has that one.
* However, effects might be created before MediaObject, but nevertheless
* needs to work. We solve this by that we are aware of the whole connection
* chain, and whenever a connection happens, we walk the chain, find effects
* that aren't applied, and apply it if we have a media object.
* - There are plenty of corner cases which we don't handle and where behavior
* are undefined. For instance, graphs with more than one MediaObject.
*/
class AbstractAudioEffect : public MediaNode
, public EffectInterface
{
Q_OBJECT
Q_INTERFACES(Phonon::EffectInterface)
public:
AbstractAudioEffect(QObject *parent,
const QList<EffectParameter> ¶ms);
// Phonon::EffectInterface
virtual QList<Phonon::EffectParameter> parameters() const;
virtual QVariant parameterValue(const Phonon::EffectParameter ¶m) const;
virtual void setParameterValue(const Phonon::EffectParameter &,
const QVariant &newValue);
// Parameters which are shared by all effects
enum CommonParameters
{
ParameterEnable = 0,
ParameterBase // must be last entry in enum
};
public Q_SLOTS:
void abstractPlayerChanged(AbstractPlayer *player);
void stateChanged(Phonon::State newState,
Phonon::State oldState);
protected:
// MediaNode
void connectMediaObject(MediaObject *mediaObject);
void disconnectMediaObject(MediaObject *mediaObject);
virtual void createEffect(AudioPlayer::NativePlayer *player) = 0;
// Effect-specific parameter changed
virtual int effectParameterChanged(const EffectParameter ¶m,
const QVariant &value);
private:
void createEffect();
void setEnabled(bool enabled);
const EffectParameter& internalParameter(int id) const;
int parameterChanged(const EffectParameter ¶m,
const QVariant &value);
protected:
QScopedPointer<CAudioEffect> m_effect;
private:
const QList<EffectParameter> m_params;
AbstractMediaPlayer * m_player;
QHash<int, QVariant> m_values;
};
}
}
// Macro for defining functions which depend on the native class name
// for each of the effects. Using this reduces repetition of boilerplate
// in the implementations of the backend effect nodes.
#define PHONON_MMF_DEFINE_EFFECT_FUNCTIONS(Effect) \
\
void Effect##::createEffect(AudioPlayer::NativePlayer *player) \
{ \
C##Effect *ptr = 0; \
QT_TRAP_THROWING(ptr = C##Effect::NewL(*player)); \
m_effect.reset(ptr); \
} \
\
C##Effect* Effect::concreteEffect() \
{ \
return static_cast<C##Effect *>(m_effect.data()); \
}
QT_END_NAMESPACE
#endif