Mercurial > sdl-ios-xcode
annotate XCodeiPhoneOS/Demos/src/touch.c @ 3096:ae4e80dbe330
Date: Tue, 17 Feb 2009 14:00:25 +0100
From: Stefan Klug
Subject: [SDL] Possible bug, paused audio playing garbage
On my WinCE device a paused audio device plays random garbage.
This might also be the issue in the thread "sound cracks with SDL_mixer
and AUDIO_S16LSB"
I don't have that much knowledge of the SDL audio part, but the attached
patch fixes it for me, and collapses two redundant ifs.
I'm not sure if this is the correct way to fix this.
Shouldn't the complete stream conversion part of the RunAudio loop be
dependent on the paused property of the device? (not only the call to
(*fill)(udata, istream, istream_len).
Anyways. Would be great if the patch or a fix could find its way to SVN ;-)
Cheers
Stefan
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 23 Mar 2009 05:21:40 +0000 |
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1 /* |
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2 * touch.c |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #include "SDL.h" |
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8 #include "math.h" |
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9 #include "common.h" |
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10 |
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11 #define BRUSH_SIZE 32 /* width and height of the brush */ |
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12 #define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */ |
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13 |
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14 static SDL_TextureID brushID = 0; /* texture for the brush */ |
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15 |
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16 /* |
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17 draws a line from (startx, starty) to (startx + dx, starty + dy) |
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18 this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart |
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19 */ |
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20 void |
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21 drawLine(float startx, float starty, float dx, float dy) |
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22 { |
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23 |
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24 float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */ |
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25 int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */ |
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26 float dx_prime = dx / iterations; /* x-shift per iteration */ |
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27 float dy_prime = dy / iterations; /* y-shift per iteration */ |
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28 SDL_Rect dstRect; /* rect to draw brush sprite into */ |
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29 |
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30 dstRect.w = BRUSH_SIZE; |
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31 dstRect.h = BRUSH_SIZE; |
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32 |
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33 /* setup x and y for the location of the first sprite */ |
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34 float x = startx - BRUSH_SIZE / 2.0f; |
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35 float y = starty - BRUSH_SIZE / 2.0f; |
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36 |
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37 int i; |
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38 /* draw a series of blots to form the line */ |
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39 for (i = 0; i < iterations; i++) { |
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40 dstRect.x = x; |
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41 dstRect.y = y; |
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42 /* shift x and y for next sprite location */ |
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43 x += dx_prime; |
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44 y += dy_prime; |
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45 /* draw brush blot */ |
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46 SDL_RenderCopy(brushID, NULL, &dstRect); |
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47 } |
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48 } |
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49 |
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50 /* |
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51 loads the brush texture |
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52 */ |
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53 void |
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54 initializeTexture() |
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55 { |
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56 SDL_Surface *bmp_surface; |
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57 bmp_surface = SDL_LoadBMP("stroke.bmp"); |
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58 if (bmp_surface == NULL) { |
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59 fatalError("could not load stroke.bmp"); |
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60 } |
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61 brushID = |
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62 SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface); |
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63 SDL_FreeSurface(bmp_surface); |
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64 if (brushID == 0) { |
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65 fatalError("could not create brush texture"); |
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66 } |
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67 /* additive blending -- laying strokes on top of eachother makes them brighter */ |
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68 SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD); |
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69 /* set brush color (red) */ |
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70 SDL_SetTextureColorMod(brushID, 255, 100, 100); |
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71 } |
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72 |
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73 int |
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74 main(int argc, char *argv[]) |
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75 { |
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76 |
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77 int x, y, dx, dy; /* mouse location */ |
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78 Uint8 state; /* mouse (touch) state */ |
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79 SDL_Event event; |
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80 SDL_WindowID windowID; /* main window */ |
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81 int done; /* does user want to quit? */ |
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82 |
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83 /* initialize SDL */ |
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84 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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85 fatalError("Could not initialize SDL"); |
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86 } |
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87 |
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88 /* create main window and renderer */ |
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89 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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90 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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91 SDL_WINDOW_BORDERLESS); |
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92 SDL_CreateRenderer(windowID, 0, 0); |
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93 |
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94 /*load brush texture */ |
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95 initializeTexture(); |
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96 |
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97 /* fill canvass initially with all black */ |
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99 SDL_RenderFill(NULL); | |
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100 SDL_RenderPresent(); |
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101 |
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102 done = 0; |
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103 while (!done && SDL_WaitEvent(&event)) { |
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104 switch (event.type) { |
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105 case SDL_QUIT: |
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106 done = 1; |
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107 break; |
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108 case SDL_MOUSEMOTION: |
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109 SDL_SelectMouse(event.motion.which); /* select 'mouse' (touch) that moved */ |
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110 state = SDL_GetMouseState(&x, &y); /* get its location */ |
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111 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ |
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112 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ |
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113 drawLine(x - dx, y - dy, dx, dy); /* draw line segment */ |
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114 SDL_RenderPresent(); |
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115 } |
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116 break; |
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117 } |
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118 } |
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119 |
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120 /* cleanup */ |
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121 SDL_DestroyTexture(brushID); |
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122 SDL_Quit(); |
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123 |
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124 return 0; |
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125 } |