view src/video/bwindow/SDL_BWin.h @ 942:41a59de7f2ed

Here are patches for SDL12 and SDL_mixer for 4 or 6 channel surround sound on Linux using the Alsa driver. To use them, naturally you need a sound card that will do 4 or 6 channels and probably also a recent version of the Alsa drivers and library. Since the only SDL output driver that knows about surround sound is the Alsa driver, you���ll want to choose it, using: export SDL_AUDIODRIVER=alsa There are no syntactic changes to the programming API. No new library calls, no differences in arguments. There are two semantic changes: (1) For library calls with number of channels as an argument, formerly you could use only 1 or 2 for the number of channels. Now you can also use 4 or 6. (2) The two "left" and "right" arguments to Mix_SetPanning, for the case of 4 or 6 channels, no longer simply control the volumes of the left and right channels. Now the "left" argument is converted to an angle and Mix_SetPosition is called, and the "right" argu- ment is ignored. With two exceptions, so far as I know, the modified SDL12 and SDL_mixer work the same way as the original versions, when opened for 1 or 2 channel output. The two exceptions are bugs which I fixed. Well, the first, anyway, is a bug for sure. When rate conversions up or down by a factor of two are applied (in src/audio/SDL_audiocvt.c), streams with different numbers of channels (that is, mono and stereo) are treated the same way: either each sample is copied or every other sample is omitted. This is ok for mono, but for stereo, it is frames that should be copied or omitted, where by "frame" I mean a portion of the stream containing one sample for each channel. (In the SDL source, confusingly, sometimes frames are called "samples".) So for these rate conversions, stereo streams have to be treated differently, and they are, in my modified version. The other problem that might be characterized as a bug arises when SDL_mixer is passed a multichannel chunk which does not have an integral number of frames. Due to the way the effect_position code loops over frames, when the chunk ends with a partial frame, memory outside the chunk buffer will be accessed. In the case of stereo, it���s possible that because malloc may give more memory than requested, this potential problem never actually causes a segment fault. I don���t know. For 6 channel chunks, I do know, and it does cause segment faults. If SDL_mixer is passed defective chunks and this causes a segment fault, arguably, that���s not a bug in SDL_mixer. Still, whether or not it counts as a bug, it���s easy to protect against, so why not? I added code in mixer.c to discard any partial frame at the end of a chunk. Then what about when SDL or SDL_mixer is opened for 4 or 6 chan- nel output? What happens with the parts of the current library designed for stereo? I don���t know whether I���ve covered all the bases, but I���ve tried: (1) For playing 2 channel waves, or other cases where SDL knows it has to match up a 2 channel source with a 4 or 6 channel output, I���ve added code in SDL_audiocvt.c to make the necessary conversions. (2) For playing midis using timidity, I���ve converted timidity to do 4 or 6 channel output, upon request. (3) For playing mods using mikmod, I put ad hoc code in music.c to convert the stereo output that mikmod produces to 4 or 6 chan- nels. Obviously it would be better to change the mikmod code to mix down into 4 or 6 channels, but I have a hard time following the code in mikmod, so I didn���t do that. (4) For playing mp3s, I put ad hoc code in smpeg to copy channels in the case when 4 or 6 channel output is needed. (5) There seems to be no problem with .ogg files - stereo .oggs can be up converted as .wavs are. (6) The effect_position code in SDL_mixer is now generalized to in- clude the cases of 4 and 6 channel streams. I���ve done a very limited amount of compatibility testing for some of the games using SDL I happen to have. For details, see the file TESTS. I���ve put into a separate archive, Surround-SDL-testfiles.tgz, a couple of 6 channel wave files for testing and a 6 channel ogg file. If you have the right hardware and version of Alsa, you should be able to play the wave files with the Alsa utility aplay (and hear all channels, except maybe lfe, for chan-id.wav, since it���s rather faint). Don���t expect aplay to give good sound, though. There���s something wrong with the current version of aplay. The canyon.ogg file is to test loading of 6 channel oggs. After patching and compiling, you can play it with playmus. (My version of ogg123 will not play it, and I had to patch mplayer to get it to play 6 channel oggs.) Greg Lee <greg@ling.lll.hawaii.edu> Thus, July 1, 2004
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 12:27:02 +0000
parents 3bd4d7a1ee04
children a649064a3215
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 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

#ifndef _SDL_BWin_h
#define _SDL_BWin_h

#include <stdio.h>
#include <AppKit.h>
#include <InterfaceKit.h>
#include <be/game/DirectWindow.h>
#ifdef HAVE_OPENGL
#include <be/opengl/GLView.h>
#endif
#include <support/UTF8.h>

#include "SDL_BeApp.h"
#include "SDL_events.h"
#include "SDL_BView.h"

extern "C" {
#include "SDL_events_c.h"
};

class SDL_BWin : public BDirectWindow
{
public:
	SDL_BWin(BRect bounds) :
			BDirectWindow(bounds, "Untitled", B_TITLED_WINDOW, 0) {
		InitKeyboard();
		last_buttons = 0;

		the_view = NULL;
#ifdef HAVE_OPENGL
		SDL_GLView = NULL;
#endif
		SDL_View = NULL;
		Unlock();
		shown = false;
		inhibit_resize = false;
	}

	virtual ~SDL_BWin() {
		Lock();
		if ( the_view ) {
#ifdef HAVE_OPENGL
			if ( the_view == SDL_GLView ) {
				SDL_GLView->UnlockGL();
			}
#endif
			RemoveChild(the_view);
			the_view = NULL;
		}
		Unlock();
#ifdef HAVE_OPENGL
		if ( SDL_GLView ) {
			delete SDL_GLView;
		}
#endif
		if ( SDL_View ) {
			delete SDL_View;
		}
	}
	
	virtual void InitKeyboard(void) {
		for ( uint i=0; i<SDL_TABLESIZE(keymap); ++i )
			keymap[i] = SDLK_UNKNOWN;

		keymap[0x01]		= SDLK_ESCAPE;
		keymap[B_F1_KEY]	= SDLK_F1;
		keymap[B_F2_KEY]	= SDLK_F2;
		keymap[B_F3_KEY]	= SDLK_F3;
		keymap[B_F4_KEY]	= SDLK_F4;
		keymap[B_F5_KEY]	= SDLK_F5;
		keymap[B_F6_KEY]	= SDLK_F6;
		keymap[B_F7_KEY]	= SDLK_F7;
		keymap[B_F8_KEY]	= SDLK_F8;
		keymap[B_F9_KEY]	= SDLK_F9;
		keymap[B_F10_KEY]	= SDLK_F10;
		keymap[B_F11_KEY]	= SDLK_F11;
		keymap[B_F12_KEY]	= SDLK_F12;
		keymap[B_PRINT_KEY]	= SDLK_PRINT;
		keymap[B_SCROLL_KEY]	= SDLK_SCROLLOCK;
		keymap[B_PAUSE_KEY]	= SDLK_PAUSE;
		keymap[0x11]		= SDLK_BACKQUOTE;
		keymap[0x12]		= SDLK_1;
		keymap[0x13]		= SDLK_2;
		keymap[0x14]		= SDLK_3;
		keymap[0x15]		= SDLK_4;
		keymap[0x16]		= SDLK_5;
		keymap[0x17]		= SDLK_6;
		keymap[0x18]		= SDLK_7;
		keymap[0x19]		= SDLK_8;
		keymap[0x1a]		= SDLK_9;
		keymap[0x1b]		= SDLK_0;
		keymap[0x1c]		= SDLK_MINUS;
		keymap[0x1d]		= SDLK_EQUALS;
		keymap[0x1e]		= SDLK_BACKSPACE;
		keymap[0x1f]		= SDLK_INSERT;
		keymap[0x20]		= SDLK_HOME;
		keymap[0x21]		= SDLK_PAGEUP;
		keymap[0x22]		= SDLK_NUMLOCK;
		keymap[0x23]		= SDLK_KP_DIVIDE;
		keymap[0x24]		= SDLK_KP_MULTIPLY;
		keymap[0x25]		= SDLK_KP_MINUS;
		keymap[0x26]		= SDLK_TAB;
		keymap[0x27]		= SDLK_q;
		keymap[0x28]		= SDLK_w;
		keymap[0x29]		= SDLK_e;
		keymap[0x2a]		= SDLK_r;
		keymap[0x2b]		= SDLK_t;
		keymap[0x2c]		= SDLK_y;
		keymap[0x2d]		= SDLK_u;
		keymap[0x2e]		= SDLK_i;
		keymap[0x2f]		= SDLK_o;
		keymap[0x30]		= SDLK_p;
		keymap[0x31]		= SDLK_LEFTBRACKET;
		keymap[0x32]		= SDLK_RIGHTBRACKET;
		keymap[0x33]		= SDLK_BACKSLASH;
		keymap[0x34]		= SDLK_DELETE;
		keymap[0x35]		= SDLK_END;
		keymap[0x36]		= SDLK_PAGEDOWN;
		keymap[0x37]		= SDLK_KP7;
		keymap[0x38]		= SDLK_KP8;
		keymap[0x39]		= SDLK_KP9;
		keymap[0x3a]		= SDLK_KP_PLUS;
		keymap[0x3b]		= SDLK_CAPSLOCK;
		keymap[0x3c]		= SDLK_a;
		keymap[0x3d]		= SDLK_s;
		keymap[0x3e]		= SDLK_d;
		keymap[0x3f]		= SDLK_f;
		keymap[0x40]		= SDLK_g;
		keymap[0x41]		= SDLK_h;
		keymap[0x42]		= SDLK_j;
		keymap[0x43]		= SDLK_k;
		keymap[0x44]		= SDLK_l;
		keymap[0x45]		= SDLK_SEMICOLON;
		keymap[0x46]		= SDLK_QUOTE;
		keymap[0x47]		= SDLK_RETURN;
		keymap[0x48]		= SDLK_KP4;
		keymap[0x49]		= SDLK_KP5;
		keymap[0x4a]		= SDLK_KP6;
		keymap[0x4b]		= SDLK_LSHIFT;
		keymap[0x4c]		= SDLK_z;
		keymap[0x4d]		= SDLK_x;
		keymap[0x4e]		= SDLK_c;
		keymap[0x4f]		= SDLK_v;
		keymap[0x50]		= SDLK_b;
		keymap[0x51]		= SDLK_n;
		keymap[0x52]		= SDLK_m;
		keymap[0x53]		= SDLK_COMMA;
		keymap[0x54]		= SDLK_PERIOD;
		keymap[0x55]		= SDLK_SLASH;
		keymap[0x56]		= SDLK_RSHIFT;
		keymap[0x57]		= SDLK_UP;
		keymap[0x58]		= SDLK_KP1;
		keymap[0x59]		= SDLK_KP2;
		keymap[0x5a]		= SDLK_KP3;
		keymap[0x5b]		= SDLK_KP_ENTER;
		keymap[0x5c]		= SDLK_LCTRL;
		keymap[0x5d]		= SDLK_LALT;
		keymap[0x5e]		= SDLK_SPACE;
		keymap[0x5f]		= SDLK_RALT;
		keymap[0x60]		= SDLK_RCTRL;
		keymap[0x61]		= SDLK_LEFT;
		keymap[0x62]		= SDLK_DOWN;
		keymap[0x63]		= SDLK_RIGHT;
		keymap[0x64]		= SDLK_KP0;
		keymap[0x65]		= SDLK_KP_PERIOD;
		keymap[0x66]		= SDLK_LMETA;
		keymap[0x67]		= SDLK_RMETA;
		keymap[0x68]		= SDLK_MENU;
		keymap[0x69]		= SDLK_EURO;
		keymap[0x6a]		= SDLK_KP_EQUALS;
		keymap[0x6b]		= SDLK_POWER;
	}

	/* Override the Show() method so we can tell when we've been shown */
	virtual void Show(void) {
		BWindow::Show();
		shown = true;
	}
	virtual bool Shown(void) {
		return (shown);
	}
	/* If called, the next resize event will not be forwarded to SDL. */
	virtual void InhibitResize(void) {
		inhibit_resize=true;
	}
	/* Handle resizing of the window */
	virtual void FrameResized(float width, float height) {
		if(inhibit_resize)
			inhibit_resize = false;
		else 
			SDL_PrivateResize((int)width, (int)height);
	}
	virtual int CreateView(Uint32 flags, Uint32 gl_flags) {
		int retval;

		retval = 0;
		Lock();
		if ( flags & SDL_OPENGL ) {
#ifdef HAVE_OPENGL
			if ( SDL_GLView == NULL ) {
				SDL_GLView = new BGLView(Bounds(), "SDL GLView",
					 	B_FOLLOW_ALL_SIDES, (B_WILL_DRAW|B_FRAME_EVENTS),
					 	gl_flags);
			}
			if ( the_view != SDL_GLView ) {
				if ( the_view ) {
					RemoveChild(the_view);
				}
				AddChild(SDL_GLView);
				SDL_GLView->LockGL();
				the_view = SDL_GLView;
			}
#else
			SDL_SetError("OpenGL support not enabled");
			retval = -1;
#endif
		} else {
			if ( SDL_View == NULL ) {
				SDL_View = new SDL_BView(Bounds());
			}
			if ( the_view != SDL_View ) {
				if ( the_view ) {
#ifdef HAVE_OPENGL
					if ( the_view == SDL_GLView ) {
						SDL_GLView->UnlockGL();
					}
#endif
					RemoveChild(the_view);
				}
				AddChild(SDL_View);
				the_view = SDL_View;
			}
		}
		Unlock();
		return(retval);
	}
	virtual void SetBitmap(BBitmap *bitmap) {
		SDL_View->SetBitmap(bitmap);
	}
	virtual void SetXYOffset(int x, int y) {
#ifdef HAVE_OPENGL
		if ( the_view == SDL_GLView ) {
			return;
		}
#endif
		SDL_View->SetXYOffset(x, y);		
	}
	virtual void GetXYOffset(int &x, int &y) {
#ifdef HAVE_OPENGL
		if ( the_view == SDL_GLView ) {
			x = 0;
			y = 0;
			return;
		}
#endif
		SDL_View->GetXYOffset(x, y);
	}
	virtual bool BeginDraw(void) {
		return(Lock());
	}
	virtual void DrawAsync(BRect updateRect) {
		SDL_View->DrawAsync(updateRect);
	}
	virtual void EndDraw(void) {
		SDL_View->Sync();
		Unlock();
	}
#ifdef HAVE_OPENGL
	virtual void SwapBuffers(void) {
		SDL_GLView->UnlockGL();
		SDL_GLView->LockGL();
		SDL_GLView->SwapBuffers();
	}
#endif
	virtual BView *View(void) {
		return(the_view);
	}

	/* Hook functions -- overridden */
	virtual void Minimize(bool minimize) {
		/* This is only called when mimimized, not when restored */
		//SDL_PrivateAppActive(minimize, SDL_APPACTIVE);
		BWindow::Minimize(minimize);
	}
	virtual void WindowActivated(bool active) {
		SDL_PrivateAppActive(active, SDL_APPINPUTFOCUS);
	}
	virtual bool QuitRequested(void) {
		if ( SDL_BeAppActive > 0 ) {
			SDL_PrivateQuit();
			/* We don't ever actually close the window here because
			   the application should respond to the quit request,
			   or ignore it as desired.
			 */
			return(false);
		}
		return(true);	/* Close the app window */
	}
	virtual void Quit() {
		if (!IsLocked())
			Lock();
		BDirectWindow::Quit();
	}

	virtual int16 Translate2Unicode(const char *buf) {
		int32 state, srclen, dstlen;
		unsigned char destbuf[2];
		Uint16 unicode = 0;

		if ((uchar)buf[0] > 127) {
			state = 0;
			srclen = strlen(buf);
			dstlen = sizeof(destbuf);
			convert_from_utf8(B_UNICODE_CONVERSION, buf, &srclen, (char *)destbuf, &dstlen, &state);
			unicode = destbuf[0];
			unicode <<= 8;
			unicode |= destbuf[1];
		} else
			unicode = buf[0];

		/* For some reason function keys map to control characters */
# define CTRL(X)	((X)-'@')
		switch (unicode) {
		    case CTRL('A'):
		    case CTRL('B'):
		    case CTRL('C'):
		    case CTRL('D'):
		    case CTRL('E'):
		    case CTRL('K'):
		    case CTRL('L'):
		    case CTRL('P'):
			if ( ! (SDL_GetModState() & KMOD_CTRL) )
				unicode = 0;
			break;
			/* Keyboard input maps newline to carriage return */
			case '\n':
				unicode = '\r';
			break;
		    default:
			break;
		}

		return unicode;
	}

	virtual void DispatchMessage(BMessage *msg, BHandler *target) {
		switch (msg->what) {
			case B_MOUSE_MOVED:
			{
				BPoint where;
				int32 transit;
				if (msg->FindPoint("where", &where) == B_OK && msg->FindInt32("be:transit", &transit) == B_OK) {
					if (transit == B_EXITED_VIEW) {
						if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
							SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
							be_app->SetCursor(B_HAND_CURSOR);
						}
					} else {
						int x, y;
						if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
							SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
							SDL_SetCursor(NULL);
						}
						GetXYOffset(x, y);
						x = (int)where.x - x;
						y = (int)where.y - y;
						SDL_PrivateMouseMotion(0, 0, x, y);
					}
				}
				break;
			}

			case B_MOUSE_DOWN:
			{
				/*	it looks like mouse down is send only for first clicked
					button, each next is not send while last one is holded */
				int32 buttons;
				int sdl_buttons = 0;
				if (msg->FindInt32("buttons", &buttons) == B_OK) {
					/* Add any mouse button events */
					if (buttons & B_PRIMARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_LEFT;
					}
					if (buttons & B_SECONDARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_RIGHT;
					}
					if (buttons & B_TERTIARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_MIDDLE;
					}
					SDL_PrivateMouseButton(SDL_PRESSED, sdl_buttons, 0, 0);

					last_buttons = buttons;
				}
				break;
			}

			case B_MOUSE_UP:
			{
				/*	mouse up doesn't give which button was released,
					only state of buttons (after release, so it's always = 0),
					which is is not what we need ;]
					So we need to store button in mouse down, and restore
					in mouse up :(
					mouse up is (similarly to mouse down) send only when
					no more buttons are down */
				int32 buttons;
				int sdl_buttons = 0;
				if (msg->FindInt32("buttons", &buttons) == B_OK) {
					/* Add any mouse button events */
					if ((buttons ^ B_PRIMARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_LEFT;
					}
					if ((buttons ^ B_SECONDARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_RIGHT;
					}
					if ((buttons ^ B_TERTIARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_MIDDLE;
					}
					SDL_PrivateMouseButton(SDL_RELEASED, sdl_buttons, 0, 0);

					last_buttons = buttons;
				}
				break;
			}

			case B_MOUSE_WHEEL_CHANGED:
			{
				float x, y;
				x = y = 0;
				if (msg->FindFloat("be:wheel_delta_x", &x) == B_OK && msg->FindFloat("be:wheel_delta_y", &y) == B_OK) {
					if (x < 0 || y < 0) {
						SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0);
						SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0);
					} else if (x > 0 || y > 0) {
						SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0);
						SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0);
					}
				}
				break;
			}

			case B_KEY_DOWN:
			case B_UNMAPPED_KEY_DOWN: /* modifier keys are unmapped */
			{
				int32 key;
				int32 modifiers;
				if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
					SDL_keysym keysym;
					keysym.scancode = key;
					if (key < 128) {
						keysym.sym = keymap[key];
					} else {
						keysym.sym = SDLK_UNKNOWN;
					}
					/*	FIX THIS?
						it seems SDL_PrivateKeyboard() changes mod value
						anyway, and doesn't care about what we setup here */
					keysym.mod = KMOD_NONE;
					keysym.unicode = 0;
					if (SDL_TranslateUNICODE) {
						const char *bytes;
						if (msg->FindString("bytes", &bytes) == B_OK) {
							/*	FIX THIS?
								this cares only about first "letter",
								so if someone maps some key to print
								"BeOS rulez!" only "B" will be used. */
							keysym.unicode = Translate2Unicode(bytes);
						}
					}
					SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
				}
				break;
			}

			case B_KEY_UP:
			case B_UNMAPPED_KEY_UP: /* modifier keys are unmapped */
			{
				int32 key;
				int32 modifiers;
				if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
					SDL_keysym keysym;
					keysym.scancode = key;
					if (key < 128) {
						keysym.sym = keymap[key];
					} else {
						keysym.sym = SDLK_UNKNOWN;
					}
					keysym.mod = KMOD_NONE; /* FIX THIS? */
					keysym.unicode = 0;
					if (SDL_TranslateUNICODE) {
						const char *bytes;
						if (msg->FindString("bytes", &bytes) == B_OK) {
							keysym.unicode = Translate2Unicode(bytes);
						}
					}
					SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
				}
				break;
			}

			default:
				/* move it after switch{} so it's always handled
					that way we keep BeOS feautures like:
					- CTRL+Q to close window (and other shortcuts)
					- PrintScreen to make screenshot into /boot/home
					- etc.. */
				//BDirectWindow::DispatchMessage(msg, target);
				break;
		}
		BDirectWindow::DispatchMessage(msg, target);
	}

private:
#ifdef HAVE_OPENGL
	BGLView *SDL_GLView;
#endif
	SDL_BView *SDL_View;
	BView *the_view;

	bool shown;
	bool inhibit_resize;

	int32 last_buttons;
	SDLKey keymap[128];
};

#endif /* _SDL_BWin_h */