view src/audio/macrom/SDL_romaudio.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 25809353f877
children b8d311d90021
line wrap: on
line source

/*
    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

#if TARGET_API_MAC_CARBON
#  include <Carbon.h>
#else
#  include <Sound.h> /* SoundManager interface */
#  include <Gestalt.h>
#  include <DriverServices.h>
#endif

#include <stdlib.h>
#include <stdio.h>

#include "SDL_endian.h"
#include "SDL_audio.h"
#include "SDL_audio_c.h"
#include "SDL_audiomem.h"
#include "SDL_sysaudio.h"
#include "SDL_romaudio.h"

/* Audio driver functions */

static void Mac_CloseAudio(_THIS);
static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec);
static void Mac_LockAudio(_THIS);
static void Mac_UnlockAudio(_THIS);

/* Audio driver bootstrap functions */


static int Audio_Available(void)
{
    return(1);
}

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

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

    /* Initialize all variables that we clean on shutdown */
    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));

    /* Set the function pointers */
    this->OpenAudio   = Mac_OpenAudio;
    this->CloseAudio  = Mac_CloseAudio;
    this->LockAudio   = Mac_LockAudio;
    this->UnlockAudio = Mac_UnlockAudio;
    this->free        = Audio_DeleteDevice;

#ifdef MACOSX	/* MacOS X uses threaded audio, so normal thread code is okay */
    this->LockAudio   = NULL;
    this->UnlockAudio = NULL;
#endif
    return this;
}

AudioBootStrap SNDMGR_bootstrap = {
	"sndmgr", "MacOS SoundManager 3.0",
	Audio_Available, Audio_CreateDevice
};

#if defined(TARGET_API_MAC_CARBON) || defined(USE_RYANS_SOUNDCODE)
/* This works correctly on MacOS X */

#pragma options align=power

static volatile SInt32 audio_is_locked = 0;
static volatile SInt32 need_to_mix = 0;

static UInt8  *buffer[2];
static volatile UInt32 running = 0;
static CmpSoundHeader header;
static volatile Uint32 fill_me = 0;

static void mix_buffer(SDL_AudioDevice *audio, UInt8 *buffer)
{
   if ( ! audio->paused ) {
#ifdef MACOSX
        SDL_mutexP(audio->mixer_lock);
#endif
        if ( audio->convert.needed ) {
            audio->spec.callback(audio->spec.userdata,
                    (Uint8 *)audio->convert.buf,audio->convert.len);
            SDL_ConvertAudio(&audio->convert);
            if ( audio->convert.len_cvt != audio->spec.size ) {
                /* Uh oh... probably crashes here */;
            }
            memcpy(buffer, audio->convert.buf, audio->convert.len_cvt);
        } else {
            audio->spec.callback(audio->spec.userdata, buffer, audio->spec.size);
        }
#ifdef MACOSX
        SDL_mutexV(audio->mixer_lock);
#endif
    }

    DecrementAtomic((SInt32 *) &need_to_mix);
}

static void Mac_LockAudio(_THIS)
{
    IncrementAtomic((SInt32 *) &audio_is_locked);
}

static void Mac_UnlockAudio(_THIS)
{
    SInt32 oldval;
         
    oldval = DecrementAtomic((SInt32 *) &audio_is_locked);
    if ( oldval != 1 )  /* != 1 means audio is still locked. */
        return;

    /* Did we miss the chance to mix in an interrupt? Do it now. */
    if ( BitAndAtomic (0xFFFFFFFF, (UInt32 *) &need_to_mix) ) {
        /*
         * Note that this could be a problem if you missed an interrupt
         *  while the audio was locked, and get preempted by a second
         *  interrupt here, but that means you locked for way too long anyhow.
         */
        mix_buffer (this, buffer[fill_me]);
    }
}

static void callBackProc (SndChannel *chan, SndCommand *cmd_passed ) {
   UInt32 play_me;
   SndCommand cmd; 
   SDL_AudioDevice *audio = (SDL_AudioDevice *)chan->userInfo;

   IncrementAtomic((SInt32 *) &need_to_mix);

   fill_me = cmd_passed->param2;  /* buffer that has just finished playing, so fill it */      
   play_me = ! fill_me;           /* filled buffer to play _now_ */

   if ( ! audio->enabled ) {
      return;
   }
   
   /* queue previously mixed buffer for playback. */
   header.samplePtr = (Ptr)buffer[play_me];
   cmd.cmd = bufferCmd;
   cmd.param1 = 0; 
   cmd.param2 = (long)&header;
   SndDoCommand (chan, &cmd, 0);

   memset (buffer[fill_me], 0, audio->spec.size);

   /*
    * if audio device isn't locked, mix the next buffer to be queued in
    *  the memory block that just finished playing.
    */
   if ( ! BitAndAtomic(0xFFFFFFFF, (UInt32 *) &audio_is_locked) ) {
      mix_buffer (audio, buffer[fill_me]);
   } 

   /* set this callback to run again when current buffer drains. */
   if ( running ) {
      cmd.cmd = callBackCmd;
      cmd.param1 = 0;
      cmd.param2 = play_me;
   
      SndDoCommand (chan, &cmd, 0);
   }
}

static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec) {

   SndCallBackUPP callback;
   int sample_bits;
   int i;
   long initOptions;
      
   /* Very few conversions are required, but... */
    switch (spec->format) {
        case AUDIO_S8:
        spec->format = AUDIO_U8;
        break;
        case AUDIO_U16LSB:
        spec->format = AUDIO_S16LSB;
        break;
        case AUDIO_U16MSB:
        spec->format = AUDIO_S16MSB;
        break;
    }
    SDL_CalculateAudioSpec(spec);
    
    /* initialize bufferCmd header */
    memset (&header, 0, sizeof(header));
    callback = NewSndCallBackUPP (callBackProc);
    sample_bits = spec->size / spec->samples / spec->channels * 8;

#ifdef DEBUG_AUDIO
    fprintf(stderr,
	"Audio format 0x%x, channels = %d, sample_bits = %d, frequency = %d\n",
	spec->format, spec->channels, sample_bits, spec->freq);
#endif /* DEBUG_AUDIO */
    
    header.numChannels = spec->channels;
    header.sampleSize  = sample_bits;
    header.sampleRate  = spec->freq << 16;
    header.numFrames   = spec->samples;
    header.encode      = cmpSH;
    
    /* Note that we install the 16bitLittleEndian Converter if needed. */
    if ( spec->format == 0x8010 ) {
        header.compressionID = fixedCompression;
        header.format = k16BitLittleEndianFormat;
    }
    
    /* allocate 2 buffers */
    for (i=0; i<2; i++) {
       buffer[i] = (UInt8*)malloc (sizeof(UInt8) * spec->size);
      if (buffer[i] == NULL) {
         SDL_OutOfMemory();
         return (-1);
      }
     memset (buffer[i], 0, spec->size);
   }
   
   /* Create the sound manager channel */
    channel = (SndChannelPtr)malloc(sizeof(*channel));
    if ( channel == NULL ) {
        SDL_OutOfMemory();
        return(-1);
    }
    if ( spec->channels >= 2 ) {
        initOptions = initStereo;
    } else {
        initOptions = initMono;
    }
    channel->userInfo = (long)this;
    channel->qLength = 128;
    if ( SndNewChannel(&channel, sampledSynth, initOptions, callback) != noErr ) {
        SDL_SetError("Unable to create audio channel");
        free(channel);
        channel = NULL;
        return(-1);
    }
   
   /* start playback */
   {
      SndCommand cmd;
      cmd.cmd = callBackCmd;
      cmd.param2 = 0;
      running = 1;
      SndDoCommand (channel, &cmd, 0);
   }
   
   return 1;
}

static void Mac_CloseAudio(_THIS) {
   
   int i;
   
   running = 0;
   
   if (channel) {
      SndDisposeChannel (channel, true);
      channel = NULL;
   }
   
    for ( i=0; i<2; ++i ) {
        if ( buffer[i] ) {
            free(buffer[i]);
            buffer[i] = NULL;
        }
    }
}

#else /* !TARGET_API_MAC_CARBON && !USE_RYANS_SOUNDCODE */

static void Mac_LockAudio(_THIS)
{
    /* no-op. */
}

static void Mac_UnlockAudio(_THIS)
{
    /* no-op. */
}


/* This function is called by Sound Manager when it has exhausted one of
   the buffers, so we'll zero it to silence and fill it with audio if
   we're not paused.
*/
static pascal
void sndDoubleBackProc (SndChannelPtr chan, SndDoubleBufferPtr newbuf)
{
    SDL_AudioDevice *audio = (SDL_AudioDevice *)newbuf->dbUserInfo[0];

    /* If audio is quitting, don't do anything */
    if ( ! audio->enabled ) {
        return;
    }
    memset (newbuf->dbSoundData, 0, audio->spec.size);
    newbuf->dbNumFrames = audio->spec.samples;
    if ( ! audio->paused ) {
        if ( audio->convert.needed ) {
            audio->spec.callback(audio->spec.userdata,
                (Uint8 *)audio->convert.buf,audio->convert.len);
            SDL_ConvertAudio(&audio->convert);
#if 0
            if ( audio->convert.len_cvt != audio->spec.size ) {
                /* Uh oh... probably crashes here */;
            }
#endif
            memcpy(newbuf->dbSoundData, audio->convert.buf,
                            audio->convert.len_cvt);
        } else {
            audio->spec.callback(audio->spec.userdata,
                (Uint8 *)newbuf->dbSoundData, audio->spec.size);
        }
    }
    newbuf->dbFlags    |= dbBufferReady;
}

static int DoubleBufferAudio_Available(void)
{
    int available;
    NumVersion sndversion;
    long response;

    available = 0;
    sndversion = SndSoundManagerVersion();
    if ( sndversion.majorRev >= 3 ) {
        if ( Gestalt(gestaltSoundAttr, &response) == noErr ) {
            if ( (response & (1 << gestaltSndPlayDoubleBuffer)) ) {
                available = 1;
            }
        }
    } else {
        if ( Gestalt(gestaltSoundAttr, &response) == noErr ) {
            if ( (response & (1 << gestaltHasASC)) ) {
                available = 1;
            }
        }
    }
    return(available);
}

static void Mac_CloseAudio(_THIS)
{
    int i;

    if ( channel != NULL ) {
        /* Clean up the audio channel */
        SndDisposeChannel(channel, true);
        channel = NULL;
    }
    for ( i=0; i<2; ++i ) {
        if ( audio_buf[i] ) {
            free(audio_buf[i]);
            audio_buf[i] = NULL;
        }
    }
}

static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec)
{
    SndDoubleBufferHeader2 audio_dbh;
    int i;
    long initOptions;
    int sample_bits;
    SndDoubleBackUPP doubleBackProc;

    /* Check to make sure double-buffered audio is available */
    if ( ! DoubleBufferAudio_Available() ) {
        SDL_SetError("Sound manager doesn't support double-buffering");
        return(-1);
    }

    /* Very few conversions are required, but... */
    switch (spec->format) {
        case AUDIO_S8:
        spec->format = AUDIO_U8;
        break;
        case AUDIO_U16LSB:
        spec->format = AUDIO_S16LSB;
        break;
        case AUDIO_U16MSB:
        spec->format = AUDIO_S16MSB;
        break;
    }
    SDL_CalculateAudioSpec(spec);

    /* initialize the double-back header */
    memset(&audio_dbh, 0, sizeof(audio_dbh));
    doubleBackProc = NewSndDoubleBackProc (sndDoubleBackProc);
    sample_bits = spec->size / spec->samples / spec->channels * 8;
    
    audio_dbh.dbhNumChannels = spec->channels;
    audio_dbh.dbhSampleSize    = sample_bits;
    audio_dbh.dbhCompressionID = 0;
    audio_dbh.dbhPacketSize    = 0;
    audio_dbh.dbhSampleRate    = spec->freq << 16;
    audio_dbh.dbhDoubleBack    = doubleBackProc;
    audio_dbh.dbhFormat    = 0;

    /* Note that we install the 16bitLittleEndian Converter if needed. */
    if ( spec->format == 0x8010 ) {
        audio_dbh.dbhCompressionID = fixedCompression;
        audio_dbh.dbhFormat = k16BitLittleEndianFormat;
    }

    /* allocate the 2 double-back buffers */
    for ( i=0; i<2; ++i ) {
        audio_buf[i] = calloc(1, sizeof(SndDoubleBuffer)+spec->size);
        if ( audio_buf[i] == NULL ) {
            SDL_OutOfMemory();
            return(-1);
        }
        audio_buf[i]->dbNumFrames = spec->samples;
        audio_buf[i]->dbFlags = dbBufferReady;
        audio_buf[i]->dbUserInfo[0] = (long)this;
        audio_dbh.dbhBufferPtr[i] = audio_buf[i];
    }

    /* Create the sound manager channel */
    channel = (SndChannelPtr)malloc(sizeof(*channel));
    if ( channel == NULL ) {
        SDL_OutOfMemory();
        return(-1);
    }
    if ( spec->channels >= 2 ) {
        initOptions = initStereo;
    } else {
        initOptions = initMono;
    }
    channel->userInfo = 0;
    channel->qLength = 128;
    if ( SndNewChannel(&channel, sampledSynth, initOptions, 0L) != noErr ) {
        SDL_SetError("Unable to create audio channel");
        free(channel);
        channel = NULL;
        return(-1);
    }
 
    /* Start playback */
    if ( SndPlayDoubleBuffer(channel, (SndDoubleBufferHeaderPtr)&audio_dbh)
                                != noErr ) {
        SDL_SetError("Unable to play double buffered audio");
        return(-1);
    }
    
    return 1;
}

#endif /* TARGET_API_MAC_CARBON || USE_RYANS_SOUNDCODE */