annotate test/loopwave.c @ 937:1e6366bde299

Date: Tue, 27 Jul 2004 17:14:00 +0200 From: "Eckhard Stolberg" Subject: Controller names in SDL for Windows I'm working on an Atari 2600 emulator for different systems that uses the SDL. Some time ago someone created an adaptor that lets you use your old Atari controllers with your computer through the USB port. Some of the Atari controllers require special handling by the emulator, so it would be nice, if it would be possible to detect if any of the controllers connected to the computer is this adaptor. SDL would allow that with the SDL_JoystickName function, but unfortunately it doesn't work properly on Windows. On Linux and MacOSX this function returns the name of the controller, but on Windows you'll only get the name of the joystick driver. Most joysticks nowadays use the generic Microsoft driver, so they all return the same name. In an old MSDN article (http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp) Microsoft describes how to read out the OEM controller names from the registry. I have implemented this for the SDL controller handler on Windows, and now reading the joystick name works properly there too.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 03:45:58 +0000
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children be9c9c8f6d53
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1
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2 /* Program to load a wave file and loop playing it using SDL sound */
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3
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4 /* loopwaves.c is much more robust in handling WAVE files --
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5 This is only for simple WAVEs
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6 */
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7
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8 #include <stdio.h>
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9 #include <stdlib.h>
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10 #include <signal.h>
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11
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12 #include "SDL.h"
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13 #include "SDL_audio.h"
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14
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15 struct {
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16 SDL_AudioSpec spec;
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17 Uint8 *sound; /* Pointer to wave data */
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18 Uint32 soundlen; /* Length of wave data */
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19 int soundpos; /* Current play position */
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20 } wave;
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21
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22 void fillerup(void *unused, Uint8 *stream, int len)
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23 {
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24 Uint8 *waveptr;
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25 int waveleft;
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26
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27 /* Set up the pointers */
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28 waveptr = wave.sound + wave.soundpos;
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29 waveleft = wave.soundlen - wave.soundpos;
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30
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31 /* Go! */
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32 while ( waveleft <= len ) {
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33 SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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34 stream += waveleft;
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35 len -= waveleft;
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36 waveptr = wave.sound;
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37 waveleft = wave.soundlen;
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38 wave.soundpos = 0;
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39 }
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40 SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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41 wave.soundpos += len;
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42 }
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43
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44 static int done = 0;
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45 void poked(int sig)
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46 {
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47 done = 1;
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48 }
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49
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50 int main(int argc, char *argv[])
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51 {
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52 char name[32];
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53
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54 /* Load the SDL library */
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55 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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56 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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57 exit(1);
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58 }
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59 atexit(SDL_Quit);
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60
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61 if ( argv[1] == NULL ) {
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62 fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
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63 exit(1);
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64 }
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65
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66 /* Load the wave file into memory */
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67 if ( SDL_LoadWAV(argv[1],
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68 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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69 fprintf(stderr, "Couldn't load %s: %s\n",
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70 argv[1], SDL_GetError());
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71 exit(1);
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72 }
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73 wave.spec.callback = fillerup;
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74
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75 /* Set the signals */
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76 #ifdef SIGHUP
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77 signal(SIGHUP, poked);
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78 #endif
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79 signal(SIGINT, poked);
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80 #ifdef SIGQUIT
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81 signal(SIGQUIT, poked);
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82 #endif
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83 signal(SIGTERM, poked);
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84
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85 /* Initialize fillerup() variables */
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86 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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87 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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88 SDL_FreeWAV(wave.sound);
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89 exit(2);
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90 }
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91 SDL_PauseAudio(0);
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92
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93 /* Let the audio run */
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94 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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95 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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96 SDL_Delay(1000);
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97
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98 /* Clean up on signal */
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99 SDL_CloseAudio();
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100 SDL_FreeWAV(wave.sound);
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101 return(0);
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102 }