annotate test/loopwave.c @ 3487:24d13328c44a

Eric Wing to Sam, hfutrell This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet. First, the console is complaining about not finding a nib for MainWindow. I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything. Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling view = [SDL_uikitopenglview alloc]; or even view = [SDL_uikitview alloc] will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be. view = [UIView alloc] will not crash the program. For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call view = [SDL_object alloc]; This does not crash the program. So, then I modified SDL_object to subclass UIView. No crash. Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes. So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things. I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash. Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like: #if SDL_IPHONE_KEYBOARD @interface SDL_uikitview : UIView<UITextFieldDelegate> { #else @interface SDL_uikitview : UIView { #endif And then disable the keyboard support in the SDL_config_iphoneos.h file. /* enable iPhone keyboard support */ #define SDL_IPHONE_KEYBOARD 0 -Eric On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote: > I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone: > > #0 0x323fea14 in _class_isInitialized > #1 0x323fea68 in _class_initialize > #2 0x32403e92 in prepareForMethodLookup > #3 0x32401244 in lookUpMethod > #4 0x323fea10 in _class_lookupMethodAndLoadCache > #5 0x323fe746 in objc_msgSend_uncached > #6 0x323feb26 in _class_initialize > #7 0x323fea58 in _class_initialize > #8 0x32403e92 in prepareForMethodLookup > #9 0x32401244 in lookUpMethod > #10 0x323fea10 in _class_lookupMethodAndLoadCache > #11 0x323fe746 in objc_msgSend_uncached > #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103 > #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155 > #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282 > #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509 > #16 0x00002bc2 in SDL_main at happy.c:156 > #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at > SDL_uikitappdelegate.m:77 > #18 0x313f9ef2 in __NSFireDelayedPerform > #19 0x32567bb2 in CFRunLoopRunSpecific > #20 0x3256735c in CFRunLoopRunInMode > #21 0x32912cbe in GSEventRunModal > #22 0x32912d6a in GSEventRun > #23 0x32b6276e in -[UIApplication _run] > #24 0x32b61472 in UIApplicationMain > #25 0x00057088 in main at SDL_uikitappdelegate.m:50 > > Any ideas? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 08:12:32 +0000
parents dc6384958091
children 6e70cf55a368
rev   line source
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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 #include "SDL_config.h"
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8
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9 #include <stdio.h>
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10 #include <stdlib.h>
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11
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12 #if HAVE_SIGNAL_H
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13 #include <signal.h>
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14 #endif
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15
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16 #include "SDL.h"
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17 #include "SDL_audio.h"
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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 */
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25 } wave;
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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)
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39 {
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40 Uint8 *waveptr;
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41 int waveleft;
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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;
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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;
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58 }
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59
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60 static int done = 0;
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61 void
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62 poked(int sig)
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63 {
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64 done = 1;
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65 }
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66
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67 int
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68 main(int argc, char *argv[])
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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 */
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88 #ifdef SIGHUP
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89 signal(SIGHUP, poked);
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90 #endif
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91 signal(SIGINT, poked);
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92 #ifdef SIGQUIT
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93 signal(SIGQUIT, poked);
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94 #endif
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95 signal(SIGTERM, poked);
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96 #endif /* HAVE_SIGNAL_H */
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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
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105 /* Right now we're using the 1.2 SDL_OpenAudio(), but if we move to the
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106 1.3 device enumeration version, we shouldn't hardcore device id #1 for
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107 SDL_GetAudioDeviceName(), below. */
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108 printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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109 printf("Using audio device: %s\n", SDL_GetAudioDeviceName(1, 0));
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110
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111 /* Let the audio run */
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112 SDL_PauseAudio(0);
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113 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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114 SDL_Delay(1000);
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115
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116 /* Clean up on signal */
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117 SDL_CloseAudio();
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Sam Lantinga <slouken@libsdl.org>
parents: 1769
diff changeset
118 SDL_FreeWAV(wave.sound);
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1769
diff changeset
119 SDL_Quit();
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1769
diff changeset
120 return (0);
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
121 }