Mercurial > sdl-ios-xcode
view src/audio/windib/SDL_dibaudio.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 |
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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 a raw mixing buffer */ #include <stdio.h> #include <stdlib.h> #include <windows.h> #include <mmsystem.h> #include "SDL_audio.h" #include "SDL_mutex.h" #include "SDL_timer.h" #include "SDL_audio_c.h" #include "SDL_dibaudio.h" #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) #include "win_ce_semaphore.h" #endif /* Audio driver functions */ static int DIB_OpenAudio(_THIS, SDL_AudioSpec *spec); static void DIB_ThreadInit(_THIS); static void DIB_WaitAudio(_THIS); static Uint8 *DIB_GetAudioBuf(_THIS); static void DIB_PlayAudio(_THIS); static void DIB_WaitDone(_THIS); static void DIB_CloseAudio(_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 = DIB_OpenAudio; this->ThreadInit = DIB_ThreadInit; this->WaitAudio = DIB_WaitAudio; this->PlayAudio = DIB_PlayAudio; this->GetAudioBuf = DIB_GetAudioBuf; this->WaitDone = DIB_WaitDone; this->CloseAudio = DIB_CloseAudio; this->free = Audio_DeleteDevice; return this; } AudioBootStrap WAVEOUT_bootstrap = { "waveout", "Win95/98/NT/2000 WaveOut", Audio_Available, Audio_CreateDevice }; /* The Win32 callback for filling the WAVE device */ static void CALLBACK FillSound(HWAVEOUT hwo, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2) { SDL_AudioDevice *this = (SDL_AudioDevice *)dwInstance; /* Only service "buffer done playing" messages */ if ( uMsg != WOM_DONE ) return; /* Signal that we are done playing a buffer */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) ReleaseSemaphoreCE(audio_sem, 1, NULL); #else ReleaseSemaphore(audio_sem, 1, NULL); #endif } static void SetMMerror(char *function, MMRESULT code) { int len; char errbuf[MAXERRORLENGTH]; #ifdef _WIN32_WCE wchar_t werrbuf[MAXERRORLENGTH]; #endif sprintf(errbuf, "%s: ", function); len = strlen(errbuf); #ifdef _WIN32_WCE /* UNICODE version */ waveOutGetErrorText(code, werrbuf, MAXERRORLENGTH-len); WideCharToMultiByte(CP_ACP,0,werrbuf,-1,errbuf+len,MAXERRORLENGTH-len,NULL,NULL); #else waveOutGetErrorText(code, errbuf+len, MAXERRORLENGTH-len); #endif SDL_SetError("%s",errbuf); } /* Set high priority for the audio thread */ static void DIB_ThreadInit(_THIS) { SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); } void DIB_WaitAudio(_THIS) { /* Wait for an audio chunk to finish */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) WaitForSemaphoreCE(audio_sem, INFINITE); #else WaitForSingleObject(audio_sem, INFINITE); #endif } Uint8 *DIB_GetAudioBuf(_THIS) { Uint8 *retval; retval = (Uint8 *)(wavebuf[next_buffer].lpData); return retval; } void DIB_PlayAudio(_THIS) { /* Queue it up */ waveOutWrite(sound, &wavebuf[next_buffer], sizeof(wavebuf[0])); next_buffer = (next_buffer+1)%NUM_BUFFERS; } void DIB_WaitDone(_THIS) { int i, left; do { left = NUM_BUFFERS; for ( i=0; i<NUM_BUFFERS; ++i ) { if ( wavebuf[i].dwFlags & WHDR_DONE ) { --left; } } if ( left > 0 ) { SDL_Delay(100); } } while ( left > 0 ); } void DIB_CloseAudio(_THIS) { int i; /* Close up audio */ if ( audio_sem ) { #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) CloseSynchHandle(audio_sem); #else CloseHandle(audio_sem); #endif } if ( sound ) { waveOutClose(sound); } /* Clean up mixing buffers */ for ( i=0; i<NUM_BUFFERS; ++i ) { if ( wavebuf[i].dwUser != 0xFFFF ) { waveOutUnprepareHeader(sound, &wavebuf[i], sizeof(wavebuf[i])); wavebuf[i].dwUser = 0xFFFF; } } /* Free raw mixing buffer */ if ( mixbuf != NULL ) { free(mixbuf); mixbuf = NULL; } } int DIB_OpenAudio(_THIS, SDL_AudioSpec *spec) { MMRESULT result; int i; WAVEFORMATEX waveformat; /* Initialize the wavebuf structures for closing */ sound = NULL; audio_sem = NULL; for ( i = 0; i < NUM_BUFFERS; ++i ) wavebuf[i].dwUser = 0xFFFF; mixbuf = NULL; /* Set basic WAVE format parameters */ memset(&waveformat, 0, sizeof(waveformat)); waveformat.wFormatTag = WAVE_FORMAT_PCM; /* Determine the audio parameters from the AudioSpec */ switch ( spec->format & 0xFF ) { case 8: /* Unsigned 8 bit audio data */ spec->format = AUDIO_U8; waveformat.wBitsPerSample = 8; break; case 16: /* Signed 16 bit audio data */ spec->format = AUDIO_S16; waveformat.wBitsPerSample = 16; break; default: SDL_SetError("Unsupported audio format"); return(-1); } waveformat.nChannels = spec->channels; waveformat.nSamplesPerSec = spec->freq; waveformat.nBlockAlign = waveformat.nChannels * (waveformat.wBitsPerSample/8); waveformat.nAvgBytesPerSec = waveformat.nSamplesPerSec * waveformat.nBlockAlign; /* Check the buffer size -- minimum of 1/4 second (word aligned) */ if ( spec->samples < (spec->freq/4) ) spec->samples = ((spec->freq/4)+3)&~3; /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(spec); /* Open the audio device */ result = waveOutOpen(&sound, WAVE_MAPPER, &waveformat, (DWORD)FillSound, (DWORD)this, CALLBACK_FUNCTION); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutOpen()", result); return(-1); } #ifdef SOUND_DEBUG /* Check the sound device we retrieved */ { WAVEOUTCAPS caps; result = waveOutGetDevCaps((UINT)sound, &caps, sizeof(caps)); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutGetDevCaps()", result); return(-1); } printf("Audio device: %s\n", caps.szPname); } #endif /* Create the audio buffer semaphore */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) audio_sem = CreateSemaphoreCE(NULL, NUM_BUFFERS-1, NUM_BUFFERS, NULL); #else audio_sem = CreateSemaphore(NULL, NUM_BUFFERS-1, NUM_BUFFERS, NULL); #endif if ( audio_sem == NULL ) { SDL_SetError("Couldn't create semaphore"); return(-1); } /* Create the sound buffers */ mixbuf = (Uint8 *)malloc(NUM_BUFFERS*spec->size); if ( mixbuf == NULL ) { SDL_SetError("Out of memory"); return(-1); } for ( i = 0; i < NUM_BUFFERS; ++i ) { memset(&wavebuf[i], 0, sizeof(wavebuf[i])); wavebuf[i].lpData = (LPSTR) &mixbuf[i*spec->size]; wavebuf[i].dwBufferLength = spec->size; wavebuf[i].dwFlags = WHDR_DONE; result = waveOutPrepareHeader(sound, &wavebuf[i], sizeof(wavebuf[i])); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutPrepareHeader()", result); return(-1); } } /* Ready to go! */ next_buffer = 0; return(0); }