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309 lines
11 KiB
C++
309 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla code.
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*
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* The Initial Developer of the Original Code is the Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2008
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Matthew Gregan <kinetik@flim.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#if !defined(nsWaveDecoder_h_)
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#define nsWaveDecoder_h_
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#include "nsISupports.h"
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#include "nsCOMPtr.h"
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#include "nsMediaDecoder.h"
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#include "nsMediaStream.h"
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/*
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nsWaveDecoder provides an implementation of the abstract nsMediaDecoder
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class that supports parsing and playback of Waveform Audio (WAVE) chunks
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embedded in Resource Interchange File Format (RIFF) bitstreams as
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specified by the Multimedia Programming Interface and Data Specification
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1.0.
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Each decoder instance starts one thread (the playback thread). A single
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nsWaveStateMachine event is dispatched to this thread to start the
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thread's state machine running. The Run method of the event is a loop
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that executes the current state. The state can be changed by the state
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machine, or from the main thread via threadsafe methods on the event.
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During playback, the playback thread reads data from the network and
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writes it to the audio backend, attempting to keep the backend's audio
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buffers full. It is also responsible for seeking, buffering, and
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pausing/resuming audio.
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The decoder also owns an nsMediaStream instance that provides a threadsafe
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blocking interface to read from network channels. The state machine is
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the primary user of this stream and holds a weak (raw) pointer to it as
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the thread, state machine, and stream's lifetimes are all managed by the
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decoder.
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nsWaveStateMachine has the following states:
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LOADING_METADATA
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RIFF/WAVE chunks are being read from the stream, the metadata describing
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the audio data is parsed.
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BUFFERING
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Playback is paused while waiting for additional data.
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PLAYING
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If data is available in the stream and the audio backend can consume
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more data, it is read from the stream and written to the audio backend.
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Sleep until approximately half of the backend's buffers have drained.
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SEEKING
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Decoder is seeking to a specified time in the media.
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PAUSED
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Pause the audio backend, then wait for a state transition.
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ENDED
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Expected PCM data (or stream EOF) reached, wait for the audio backend to
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play any buffered data, then wait for shutdown.
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ERROR
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Metadata loading/parsing failed, wait for shutdown.
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SHUTDOWN
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Close the audio backend and return from the run loop.
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State transitions within the state machine are:
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LOADING_METADATA -> PLAYING
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-> PAUSED
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-> ERROR
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BUFFERING -> PLAYING
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-> PAUSED
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PLAYING -> BUFFERING
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-> ENDED
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SEEKING -> PLAYING
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-> PAUSED
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PAUSED -> waits for caller to play, seek, or shutdown
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ENDED -> waits for caller to shutdown
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ERROR -> waits for caller to shutdown
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SHUTDOWN -> exits state machine
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In addition, the following methods cause state transitions:
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Shutdown(), Play(), Pause(), Seek(float)
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The decoder implementation is currently limited to Linear PCM encoded
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audio data with one or two channels of 8- or 16-bit samples at sample
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rates from 100 Hz to 96 kHz. The number of channels is limited by what
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the audio backend (sydneyaudio via nsAudioStream) currently supports. The
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supported sample rate is artificially limited to arbitrarily selected sane
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values. Support for additional channels (and other new features) would
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require extending nsWaveDecoder to support parsing the newer
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WAVE_FORMAT_EXTENSIBLE chunk format.
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*/
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class nsWaveStateMachine;
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class nsTimeRanges;
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class nsWaveDecoder : public nsMediaDecoder
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{
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friend class nsWaveStateMachine;
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NS_DECL_ISUPPORTS
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NS_DECL_NSIOBSERVER
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public:
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nsWaveDecoder();
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~nsWaveDecoder();
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virtual nsMediaDecoder* Clone() { return new nsWaveDecoder(); }
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virtual PRBool Init(nsHTMLMediaElement* aElement);
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virtual nsMediaStream* GetCurrentStream();
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virtual already_AddRefed<nsIPrincipal> GetCurrentPrincipal();
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// Return the current playback position in the media in seconds.
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virtual float GetCurrentTime();
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// Return the total playback length of the media in seconds.
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virtual float GetDuration();
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// Set the audio playback volume; must be in range [0.0, 1.0].
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virtual void SetVolume(float aVolume);
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virtual nsresult Play();
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virtual void Pause();
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// Set the current time of the media to aTime. This may cause mStream to
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// create a new channel to fetch data from the appropriate position in the
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// stream.
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virtual nsresult Seek(float aTime);
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// Report whether the decoder is currently seeking.
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virtual PRBool IsSeeking() const;
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// Report whether the decoder has reached end of playback.
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virtual PRBool IsEnded() const;
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// Start downloading the media at the specified URI. The media's metadata
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// will be parsed and made available as the load progresses.
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virtual nsresult Load(nsMediaStream* aStream,
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nsIStreamListener** aStreamListener,
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nsMediaDecoder* aCloneDonor);
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// Called by mStream (and possibly the nsChannelToPipeListener used
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// internally by mStream) when the stream has completed loading.
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virtual void ResourceLoaded();
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// Called by mStream (and possibly the nsChannelToPipeListener used
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// internally by mStream) if the stream encounters a network error.
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virtual void NetworkError();
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// Element is notifying us that the requested playback rate has changed.
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virtual nsresult PlaybackRateChanged();
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virtual void NotifySuspendedStatusChanged();
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virtual void NotifyBytesDownloaded();
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virtual void NotifyDownloadEnded(nsresult aStatus);
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virtual Statistics GetStatistics();
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void PlaybackPositionChanged();
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// Setter for the duration. This is ignored by the wave decoder since it can
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// compute the duration directly from the wave data.
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virtual void SetDuration(PRInt64 aDuration);
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// Getter/setter for mSeekable.
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virtual void SetSeekable(PRBool aSeekable);
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virtual PRBool GetSeekable();
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// Must be called by the owning object before disposing the decoder.
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virtual void Shutdown();
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// Suspend any media downloads that are in progress. Called by the
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// media element when it is sent to the bfcache. Call on the main
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// thread only.
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virtual void Suspend();
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// Resume any media downloads that have been suspended. Called by the
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// media element when it is restored from the bfcache. Call on the
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// main thread only.
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virtual void Resume(PRBool aForceBuffering);
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// Calls mElement->UpdateReadyStateForData, telling it which state we have
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// entered. Main thread only.
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void NextFrameUnavailableBuffering();
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void NextFrameAvailable();
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void NextFrameUnavailable();
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// Change the element's ready state as necessary. Main thread only.
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void UpdateReadyStateForData();
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// Tells mStream to put all loads in the background.
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virtual void MoveLoadsToBackground();
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// Called asynchronously to shut down the decoder
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void Stop();
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// Constructs the time ranges representing what segments of the media
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// are buffered and playable.
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virtual nsresult GetBuffered(nsTimeRanges* aBuffered);
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virtual void NotifyDataArrived(const char* aBuffer, PRUint32 aLength, PRUint32 aOffset) {}
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private:
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// Notifies the element that seeking has started.
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void SeekingStarted();
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// Notifies the element that seeking has completed.
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void SeekingStopped();
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// Notifies the element that metadata loading has completed. Only fired
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// if metadata is valid.
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void MetadataLoaded();
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// Notifies the element that playback has completed.
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void PlaybackEnded();
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// Notifies the element that decoding has failed.
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void DecodeError();
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// Ensures that state machine thread is running, starting a new one
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// if necessary.
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nsresult StartStateMachineThread();
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// Volume that the audio backend will be initialized with.
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float mInitialVolume;
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// Thread that handles audio playback, including data download.
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nsCOMPtr<nsIThread> mPlaybackThread;
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// State machine that runs on mPlaybackThread. Methods on this object are
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// safe to call from any thread.
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nsCOMPtr<nsWaveStateMachine> mPlaybackStateMachine;
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// Threadsafe wrapper around channels that provides seeking based on the
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// underlying channel type.
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nsAutoPtr<nsMediaStream> mStream;
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// The current playback position of the media resource in units of
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// seconds. This is updated every time a block of audio is passed to the
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// backend (unless an prior update is still pending). It is read and
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// written from the main thread only.
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float mCurrentTime;
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// Copy of the duration and ended state when the state machine was
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// disposed. Used to respond to duration and ended queries with sensible
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// values after the state machine has been destroyed.
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float mEndedDuration;
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PRPackedBool mEnded;
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// True if the media resource is seekable.
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PRPackedBool mSeekable;
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// True when the media resource has completely loaded. Accessed on
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// the main thread only.
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PRPackedBool mResourceLoaded;
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// True if MetadataLoaded has been reported to the element.
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PRPackedBool mMetadataLoadedReported;
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// True if ResourceLoaded has been reported to the element.
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PRPackedBool mResourceLoadedReported;
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};
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#endif
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