Mercurial > sdl-ios-xcode
view src/audio/openbsd/SDL_openbsdaudio.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 | 522e5202014d |
children | b8d311d90021 |
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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 */ /* * Driver for native OpenBSD audio(4). * vedge@vedge.com.ar. */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <errno.h> #include <unistd.h> #include <fcntl.h> #include <signal.h> #include <sys/time.h> #include <sys/ioctl.h> #include <sys/stat.h> #include <sys/types.h> #include <sys/audioio.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_openbsdaudio.h" /* The tag name used by OpenBSD audio */ #define OBSD_DRIVER_NAME "openbsd" /* Open the audio device for playback, and don't block if busy */ /* #define USE_BLOCKING_WRITES */ /* Use timer for synchronization */ /* #define USE_TIMER_SYNC */ /* #define DEBUG_AUDIO */ /* #define DEBUG_AUDIO_STREAM */ #ifdef USE_BLOCKING_WRITES #define OPEN_FLAGS O_WRONLY #else #define OPEN_FLAGS (O_WRONLY|O_NONBLOCK) #endif /* Audio driver functions */ static void OBSD_WaitAudio(_THIS); static int OBSD_OpenAudio(_THIS, SDL_AudioSpec *spec); static void OBSD_PlayAudio(_THIS); static Uint8 *OBSD_GetAudioBuf(_THIS); static void OBSD_CloseAudio(_THIS); #ifdef DEBUG_AUDIO static void OBSD_Status(_THIS); #endif /* Audio driver bootstrap functions */ static int Audio_Available(void) { int fd; int available; available = 0; fd = SDL_OpenAudioPath(NULL, 0, OPEN_FLAGS, 0); if(fd >= 0) { available = 1; close(fd); } return(available); } 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)); audio_fd = -1; /* Set the function pointers */ this->OpenAudio = OBSD_OpenAudio; this->WaitAudio = OBSD_WaitAudio; this->PlayAudio = OBSD_PlayAudio; this->GetAudioBuf = OBSD_GetAudioBuf; this->CloseAudio = OBSD_CloseAudio; this->free = Audio_DeleteDevice; return this; } AudioBootStrap OPENBSD_AUDIO_bootstrap = { OBSD_DRIVER_NAME, "Native OpenBSD audio", Audio_Available, Audio_CreateDevice }; /* This function waits until it is possible to write a full sound buffer */ static void OBSD_WaitAudio(_THIS) { /* 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; } } } #ifndef USE_BLOCKING_WRITES /* Not necessary when using blocking writes */ /* See if we need to use timed audio synchronization */ if ( frame_ticks ) { /* Use timer for general audio synchronization */ Sint32 ticks; ticks = ((Sint32)(next_frame - SDL_GetTicks()))-FUDGE_TICKS; if ( ticks > 0 ) { SDL_Delay(ticks); } } else { /* Use select() for audio synchronization */ fd_set fdset; struct timeval timeout; FD_ZERO(&fdset); FD_SET(audio_fd, &fdset); timeout.tv_sec = 10; timeout.tv_usec = 0; #ifdef DEBUG_AUDIO fprintf(stderr, "Waiting for audio to get ready\n"); #endif if ( select(audio_fd+1, NULL, &fdset, NULL, &timeout) <= 0 ) { const char *message = "Audio timeout - buggy audio driver? (disabled)"; /* In general we should never print to the screen, but in this case we have no other way of letting the user know what happened. */ fprintf(stderr, "SDL: %s\n", message); this->enabled = 0; /* Don't try to close - may hang */ audio_fd = -1; #ifdef DEBUG_AUDIO fprintf(stderr, "Done disabling audio\n"); #endif } #ifdef DEBUG_AUDIO fprintf(stderr, "Ready!\n"); #endif } #endif /* !USE_BLOCKING_WRITES */ } static void OBSD_PlayAudio(_THIS) { int written, p=0; /* Write the audio data, checking for EAGAIN on broken audio drivers */ do { written = write(audio_fd, &mixbuf[p], mixlen-p); if (written>0) p += written; if (written == -1 && errno != 0 && errno != EAGAIN && errno != EINTR) { /* Non recoverable error has occurred. It should be reported!!! */ perror("audio"); break; } if ( p < written || ((written < 0) && ((errno == 0) || (errno == EAGAIN))) ) { SDL_Delay(1); /* Let a little CPU time go by */ } } while ( p < written ); /* If timer synchronization is enabled, set the next write frame */ if ( frame_ticks ) { next_frame += frame_ticks; } /* If we couldn't write, assume fatal error for now */ if ( written < 0 ) { this->enabled = 0; } #ifdef DEBUG_AUDIO fprintf(stderr, "Wrote %d bytes of audio data\n", written); #endif } static Uint8 *OBSD_GetAudioBuf(_THIS) { return(mixbuf); } static void OBSD_CloseAudio(_THIS) { if(mixbuf != NULL) { SDL_FreeAudioMem(mixbuf); mixbuf = NULL; } if(audio_fd >= 0) { close(audio_fd); audio_fd = -1; } } #ifdef DEBUG_AUDIO void OBSD_Status(_THIS) { audio_info_t info; if(ioctl(audio_fd, AUDIO_GETINFO, &info) < 0) { fprintf(stderr,"AUDIO_GETINFO failed.\n"); return; } fprintf(stderr," [play/record info] buffer size : %d bytes sample rate : %i Hz channels : %i precision : %i-bit encoding : 0x%x seek : %i sample count : %i EOF count : %i paused : %s error occured : %s waiting : %s active : %s ", info.play.buffer_size, info.play.sample_rate, info.play.channels, info.play.precision, info.play.encoding, info.play.seek, info.play.samples, info.play.eof, info.play.pause ? "yes" : "no", info.play.error ? "yes" : "no", info.play.waiting ? "yes" : "no", info.play.active ? "yes": "no"); fprintf(stderr," [audio info] monitor_gain : %i hw block size : %d bytes hi watermark : %i lo watermark : %i audio mode : %s ", info.monitor_gain, info.blocksize, info.hiwat, info.lowat, (info.mode == AUMODE_PLAY) ? "PLAY" : (info.mode = AUMODE_RECORD) ? "RECORD" : (info.mode == AUMODE_PLAY_ALL ? "PLAY_ALL" : "?")); } #endif /* DEBUG_AUDIO */ static int OBSD_OpenAudio(_THIS, SDL_AudioSpec *spec) { char audiodev[64]; Uint16 format; audio_info_t info; AUDIO_INITINFO(&info); /* Calculate the final parameters for this audio specification */ SDL_CalculateAudioSpec(spec); #ifdef USE_TIMER_SYNC frame_ticks = 0.0; #endif /* Open the audio device */ audio_fd = SDL_OpenAudioPath(audiodev, sizeof(audiodev), OPEN_FLAGS, 0); if(audio_fd < 0) { SDL_SetError("Couldn't open %s: %s", audiodev, strerror(errno)); return(-1); } /* Set to play mode */ info.mode = AUMODE_PLAY; if(ioctl(audio_fd, AUDIO_SETINFO, &info) < 0) { SDL_SetError("Couldn't put device into play mode"); return(-1); } mixbuf = NULL; AUDIO_INITINFO(&info); for (format = SDL_FirstAudioFormat(spec->format); format; format = SDL_NextAudioFormat()) { switch(format) { case AUDIO_U8: info.play.encoding = AUDIO_ENCODING_ULINEAR; info.play.precision = 8; break; case AUDIO_S8: info.play.encoding = AUDIO_ENCODING_SLINEAR; info.play.precision = 8; break; case AUDIO_S16LSB: info.play.encoding = AUDIO_ENCODING_SLINEAR_LE; info.play.precision = 16; break; case AUDIO_S16MSB: info.play.encoding = AUDIO_ENCODING_SLINEAR_BE; info.play.precision = 16; break; case AUDIO_U16LSB: info.play.encoding = AUDIO_ENCODING_ULINEAR_LE; info.play.precision = 16; break; case AUDIO_U16MSB: info.play.encoding = AUDIO_ENCODING_ULINEAR_BE; info.play.precision = 16; break; default: continue; } if (ioctl(audio_fd, AUDIO_SETINFO, &info) == 0) break; } if(!format) { SDL_SetError("No supported encoding for 0x%x", spec->format); return(-1); } spec->format = format; AUDIO_INITINFO(&info); info.play.channels = spec->channels; if (ioctl(audio_fd, AUDIO_SETINFO, &info) == -1) spec->channels = 1; AUDIO_INITINFO(&info); info.play.sample_rate = spec->freq; (void)ioctl(audio_fd, AUDIO_SETINFO, &info); (void)ioctl(audio_fd, AUDIO_GETINFO, &info); spec->freq = info.play.sample_rate; /* 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(); #ifdef DEBUG_AUDIO OBSD_Status(this); #endif /* We're ready to rock and roll. :-) */ return(0); }