view src/audio/esd/SDL_esdaudio.c @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents f6ffac90895c
children b8d311d90021
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* Allow access to an ESD network stream mixing buffer */

#ifdef ESD_SUPPORT

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <signal.h>
#include <unistd.h>

#include <esd.h>

#include "SDL_audio.h"
#include "SDL_error.h"
#include "SDL_audiomem.h"
#include "SDL_audio_c.h"
#include "SDL_timer.h"
#include "SDL_audiodev_c.h"
#include "SDL_esdaudio.h"

#ifdef ESD_DYNAMIC
#include "SDL_name.h"
#include "SDL_loadso.h"
#else
#define SDL_NAME(X)	X
#endif

/* The tag name used by ESD audio */
#define ESD_DRIVER_NAME		"esd"

/* Audio driver functions */
static int ESD_OpenAudio(_THIS, SDL_AudioSpec *spec);
static void ESD_WaitAudio(_THIS);
static void ESD_PlayAudio(_THIS);
static Uint8 *ESD_GetAudioBuf(_THIS);
static void ESD_CloseAudio(_THIS);

#ifdef ESD_DYNAMIC

static const char *esd_library = ESD_DYNAMIC;
static void *esd_handle = NULL;
static int esd_loaded = 0;

static int (*SDL_NAME(esd_open_sound))( const char *host );
static int (*SDL_NAME(esd_close))( int esd );
static int (*SDL_NAME(esd_play_stream))( esd_format_t format, int rate,
                                         const char *host, const char *name );
static struct {
	const char *name;
	void **func;
} esd_functions[] = {
	{ "esd_open_sound",	(void **)&SDL_NAME(esd_open_sound)	},
	{ "esd_close",		(void **)&SDL_NAME(esd_close)		},
	{ "esd_play_stream",	(void **)&SDL_NAME(esd_play_stream)	},
};

static void UnloadESDLibrary()
{
	if ( esd_loaded ) {
		SDL_UnloadObject(esd_handle);
		esd_handle = NULL;
		esd_loaded = 0;
	}
}

static int LoadESDLibrary(void)
{
	int i, retval = -1;

	esd_handle = SDL_LoadObject(esd_library);
	if ( esd_handle ) {
		esd_loaded = 1;
		retval = 0;
		for ( i=0; i<SDL_TABLESIZE(esd_functions); ++i ) {
			*esd_functions[i].func = SDL_LoadFunction(esd_handle, esd_functions[i].name);
			if ( ! esd_functions[i].func ) {
				retval = -1;
				UnloadESDLibrary();
				break;
			}
		}
	}
	return retval;
}

#else

static void UnloadESDLibrary()
{
	return;
}

static int LoadESDLibrary(void)
{
	return 0;
}

#endif /* ESD_DYNAMIC */

/* Audio driver bootstrap functions */

static int Audio_Available(void)
{
	int connection;
	int available;

	available = 0;
	if ( LoadESDLibrary() < 0 ) {
		return available;
	}
	connection = SDL_NAME(esd_open_sound)(NULL);
	if ( connection >= 0 ) {
		available = 1;
		SDL_NAME(esd_close)(connection);
	}
	UnloadESDLibrary();
	return(available);
}

static void Audio_DeleteDevice(SDL_AudioDevice *device)
{
	free(device->hidden);
	free(device);
	UnloadESDLibrary();
}

static SDL_AudioDevice *Audio_CreateDevice(int devindex)
{
	SDL_AudioDevice *this;

	/* Initialize all variables that we clean on shutdown */
	LoadESDLibrary();
	this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice));
	if ( this ) {
		memset(this, 0, (sizeof *this));
		this->hidden = (struct SDL_PrivateAudioData *)
				malloc((sizeof *this->hidden));
	}
	if ( (this == NULL) || (this->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( this ) {
			free(this);
		}
		return(0);
	}
	memset(this->hidden, 0, (sizeof *this->hidden));
	audio_fd = -1;

	/* Set the function pointers */
	this->OpenAudio = ESD_OpenAudio;
	this->WaitAudio = ESD_WaitAudio;
	this->PlayAudio = ESD_PlayAudio;
	this->GetAudioBuf = ESD_GetAudioBuf;
	this->CloseAudio = ESD_CloseAudio;

	this->free = Audio_DeleteDevice;

	return this;
}

AudioBootStrap ESD_bootstrap = {
	ESD_DRIVER_NAME, "Enlightened Sound Daemon",
	Audio_Available, Audio_CreateDevice
};

/* This function waits until it is possible to write a full sound buffer */
static void ESD_WaitAudio(_THIS)
{
	Sint32 ticks;

	/* Check to see if the thread-parent process is still alive */
	{ static int cnt = 0;
		/* Note that this only works with thread implementations 
		   that use a different process id for each thread.
		*/
		if (parent && (((++cnt)%10) == 0)) { /* Check every 10 loops */
			if ( kill(parent, 0) < 0 ) {
				this->enabled = 0;
			}
		}
	}

	/* Use timer for general audio synchronization */
	ticks = ((Sint32)(next_frame - SDL_GetTicks()))-FUDGE_TICKS;
	if ( ticks > 0 ) {
		SDL_Delay(ticks);
	}
}

static void ESD_PlayAudio(_THIS)
{
	int written;

	/* Write the audio data, checking for EAGAIN on broken audio drivers */
	do {
		written = write(audio_fd, mixbuf, mixlen);
		if ( (written < 0) && ((errno == 0) || (errno == EAGAIN)) ) {
			SDL_Delay(1);	/* Let a little CPU time go by */
		}
	} while ( (written < 0) && 
	          ((errno == 0) || (errno == EAGAIN) || (errno == EINTR)) );

	/* Set the next write frame */
	next_frame += frame_ticks;

	/* If we couldn't write, assume fatal error for now */
	if ( written < 0 ) {
		this->enabled = 0;
	}
}

static Uint8 *ESD_GetAudioBuf(_THIS)
{
	return(mixbuf);
}

static void ESD_CloseAudio(_THIS)
{
	if ( mixbuf != NULL ) {
		SDL_FreeAudioMem(mixbuf);
		mixbuf = NULL;
	}
	if ( audio_fd >= 0 ) {
		SDL_NAME(esd_close)(audio_fd);
		audio_fd = -1;
	}
}

/* Try to get the name of the program */
static char *get_progname(void)
{
	char *progname = NULL;
#ifdef linux
	FILE *fp;
	static char temp[BUFSIZ];

	sprintf(temp, "/proc/%d/cmdline", getpid());
	fp = fopen(temp, "r");
	if ( fp != NULL ) {
		if ( fgets(temp, sizeof(temp)-1, fp) ) {
			progname = strrchr(temp, '/');
			if ( progname == NULL ) {
				progname = temp;
			} else {
				progname = progname+1;
			}
		}
		fclose(fp);
	}
#endif
	return(progname);
}

static int ESD_OpenAudio(_THIS, SDL_AudioSpec *spec)
{
	esd_format_t format;

	/* Convert audio spec to the ESD audio format */
	format = (ESD_STREAM | ESD_PLAY);
	switch ( spec->format & 0xFF ) {
		case 8:
			format |= ESD_BITS8;
			break;
		case 16:
			format |= ESD_BITS16;
			break;
		default:
			SDL_SetError("Unsupported ESD audio format");
			return(-1);
	}
	if ( spec->channels == 1 ) {
		format |= ESD_MONO;
	} else {
		format |= ESD_STEREO;
	}
#if 0
	spec->samples = ESD_BUF_SIZE;	/* Darn, no way to change this yet */
#endif

	/* Open a connection to the ESD audio server */
	audio_fd = SDL_NAME(esd_play_stream)(format, spec->freq, NULL, get_progname());
	if ( audio_fd < 0 ) {
		SDL_SetError("Couldn't open ESD connection");
		return(-1);
	}

	/* Calculate the final parameters for this audio specification */
	SDL_CalculateAudioSpec(spec);
	frame_ticks = (float)(spec->samples*1000)/spec->freq;
	next_frame = SDL_GetTicks()+frame_ticks;

	/* Allocate mixing buffer */
	mixlen = spec->size;
	mixbuf = (Uint8 *)SDL_AllocAudioMem(mixlen);
	if ( mixbuf == NULL ) {
		return(-1);
	}
	memset(mixbuf, spec->silence, spec->size);

	/* Get the parent process id (we're the parent of the audio thread) */
	parent = getpid();

	/* We're ready to rock and roll. :-) */
	return(0);
}

#endif /* ESD_SUPPORT */