Mercurial > sdl-ios-xcode
annotate test/loopwave.c @ 2318:0c653886cce7
HandleEvent() returns done each time it is called. If done was set to 0 the program should quit, but because done is not checked until *all* events are handled a
following event can reset done to 1 and prevent the program from terminating when told to. I fixed the while loop that handles events to check for the state of done
after handling each event. That could leave some events unhandled when the program exits, but it ensures that the program will exit.
author | Bob Pendleton <bob@pendleton.com> |
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date | Wed, 20 Feb 2008 23:27:33 +0000 |
parents | 8b76cc268771 |
children | aecbdf3362c3 |
rev | line source |
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0 | 1 |
2 /* Program to load a wave file and loop playing it using SDL sound */ | |
3 | |
4 /* loopwaves.c is much more robust in handling WAVE files -- | |
5 This is only for simple WAVEs | |
6 */ | |
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7 #include "SDL_config.h" |
0 | 8 |
9 #include <stdio.h> | |
10 #include <stdlib.h> | |
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11 |
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12 #if HAVE_SIGNAL_H |
0 | 13 #include <signal.h> |
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14 #endif |
0 | 15 |
16 #include "SDL.h" | |
17 #include "SDL_audio.h" | |
18 | |
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19 struct |
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20 { |
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21 SDL_AudioSpec spec; |
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22 Uint8 *sound; /* Pointer to wave data */ |
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23 Uint32 soundlen; /* Length of wave data */ |
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24 int soundpos; /* Current play position */ |
0 | 25 } wave; |
26 | |
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27 |
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28 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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29 static void |
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30 quit(int rc) |
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31 { |
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32 SDL_Quit(); |
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33 exit(rc); |
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34 } |
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35 |
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36 |
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37 void SDLCALL |
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38 fillerup(void *unused, Uint8 * stream, int len) |
0 | 39 { |
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40 Uint8 *waveptr; |
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41 int waveleft; |
0 | 42 |
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43 /* Set up the pointers */ |
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44 waveptr = wave.sound + wave.soundpos; |
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45 waveleft = wave.soundlen - wave.soundpos; |
0 | 46 |
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47 /* Go! */ |
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48 while (waveleft <= len) { |
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49 SDL_memcpy(stream, waveptr, waveleft); |
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50 stream += waveleft; |
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51 len -= waveleft; |
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52 waveptr = wave.sound; |
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53 waveleft = wave.soundlen; |
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54 wave.soundpos = 0; |
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55 } |
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56 SDL_memcpy(stream, waveptr, len); |
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57 wave.soundpos += len; |
0 | 58 } |
59 | |
60 static int done = 0; | |
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61 void |
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62 poked(int sig) |
0 | 63 { |
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64 done = 1; |
0 | 65 } |
66 | |
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67 int |
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68 main(int argc, char *argv[]) |
0 | 69 { |
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70 /* Load the SDL library */ |
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71 if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
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72 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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73 return (1); |
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74 } |
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75 |
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76 if (argv[1] == NULL) { |
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77 argv[1] = "sample.wav"; |
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78 } |
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79 /* Load the wave file into memory */ |
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80 if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) { |
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81 fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError()); |
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82 quit(1); |
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83 } |
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84 |
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85 wave.spec.callback = fillerup; |
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86 #if HAVE_SIGNAL_H |
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87 /* Set the signals */ |
0 | 88 #ifdef SIGHUP |
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89 signal(SIGHUP, poked); |
0 | 90 #endif |
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91 signal(SIGINT, poked); |
0 | 92 #ifdef SIGQUIT |
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93 signal(SIGQUIT, poked); |
0 | 94 #endif |
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95 signal(SIGTERM, poked); |
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96 #endif /* HAVE_SIGNAL_H */ |
0 | 97 |
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98 /* Initialize fillerup() variables */ |
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99 if (SDL_OpenAudio(&wave.spec, NULL) < 0) { |
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100 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); |
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101 SDL_FreeWAV(wave.sound); |
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102 quit(2); |
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103 } |
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104 SDL_PauseAudio(0); |
0 | 105 |
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106 /* Let the audio run */ |
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107 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) |
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108 SDL_Delay(1000); |
0 | 109 |
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110 /* Clean up on signal */ |
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111 SDL_CloseAudio(); |
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112 SDL_FreeWAV(wave.sound); |
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113 SDL_Quit(); |
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114 return (0); |
0 | 115 } |