annotate docs/man3/SDL_AudioSpec.3 @ 876:9e84d106ec19

(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Mar 2004 09:38:20 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_AudioSpec" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference"
0
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2 .SH "NAME"
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3 SDL_AudioSpec\- Audio Specification Structure
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4 .SH "STRUCTURE DEFINITION"
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5 .PP
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6 .nf
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7 \f(CWtypedef struct{
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8 int freq;
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9 Uint16 format;
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10 Uint8 channels;
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11 Uint8 silence;
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12 Uint16 samples;
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13 Uint32 size;
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14 void (*callback)(void *userdata, Uint8 *stream, int len);
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15 void *userdata;
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16 } SDL_AudioSpec;\fR
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17 .fi
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18 .PP
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19 .SH "STRUCTURE DATA"
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20 .TP 20
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21 \fBfreq\fR
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22 Audio frequency in samples per second
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23 .TP 20
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24 \fBformat\fR
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25 Audio data format
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26 .TP 20
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27 \fBchannels\fR
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28 Number of channels: 1 mono, 2 stereo
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29 .TP 20
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30 \fBsilence\fR
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31 Audio buffer silence value (calculated)
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32 .TP 20
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33 \fBsamples\fR
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34 Audio buffer size in samples
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35 .TP 20
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36 \fBsize\fR
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37 Audio buffer size in bytes (calculated)
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38 .TP 20
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39 \fBcallback(\&.\&.)\fR
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40 Callback function for filling the audio buffer
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41 .TP 20
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42 \fBuserdata\fR
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43 Pointer the user data which is passed to the callback function
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44 .SH "DESCRIPTION"
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45 .PP
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46 The \fBSDL_AudioSpec\fR structure is used to describe the format of some audio data\&. This structure is used by \fI\fBSDL_OpenAudio\fP\fR and \fI\fBSDL_LoadWAV\fP\fR\&. While all fields are used by \fBSDL_OpenAudio\fP only \fBfreq\fR, \fBformat\fR, \fBsamples\fR and \fBchannels\fR are used by \fBSDL_LoadWAV\fP\&. We will detail these common members here\&.
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47 .TP 20
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48 \fBfreq\fR
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49 The number of samples sent to the sound device every second\&. Common values are 11025, 22050 and 44100\&. The higher the better\&.
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50 .TP 20
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51 \fBformat\fR
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52 Specifies the size and type of each sample element
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53 .IP "\fBAUDIO_U8\fP" 10Unsigned 8-bit samples
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54 .IP "\fBAUDIO_S8\fP" 10Signed 8-bit samples
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55 .IP "\fBAUDIO_U16\fP or \fBAUDIO_U16LSB\fP" 10Unsigned 16-bit little-endian samples
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56 .IP "\fBAUDIO_S16\fP or \fBAUDIO_S16LSB\fP" 10Signed 16-bit little-endian samples
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57 .IP "\fBAUDIO_U16MSB\fP" 10Unsigned 16-bit big-endian samples
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58 .IP "\fBAUDIO_S16MSB\fP" 10Signed 16-bit big-endian samples
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59 .IP "\fBAUDIO_U16SYS\fP" 10Either \fBAUDIO_U16LSB\fP or \fBAUDIO_U16MSB\fP depending on you systems endianness
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60 .IP "\fBAUDIO_S16SYS\fP" 10Either \fBAUDIO_S16LSB\fP or \fBAUDIO_S16MSB\fP depending on you systems endianness
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61 .TP 20
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62 \fBchannels\fR
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63 The number of seperate sound channels\&. 1 is mono (single channel), 2 is stereo (dual channel)\&.
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64 .TP 20
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65 \fBsamples\fR
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66 When used with \fI\fBSDL_OpenAudio\fP\fR this refers to the size of the audio buffer in samples\&. A sample a chunk of audio data of the size specified in \fBformat\fR mulitplied by the number of channels\&. When the \fBSDL_AudioSpec\fR is used with \fI\fBSDL_LoadWAV\fP\fR \fBsamples\fR is set to 4096\&.
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67 .SH "SEE ALSO"
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68 .PP
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69 \fI\fBSDL_OpenAudio\fP\fR, \fI\fBSDL_LoadWAV\fP\fR
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70 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58