view src/video/bwindow/SDL_BWin.h @ 765:4c2ba6161939

Editors Note: The original patch was modified to use SDL_Delay() instead of nanosleep because nanosleep may not be portable to all systems using SDL with the ALSA backend. This may be a moot point with the switch to blocking writes anyway... Date: Sat, 27 Dec 2003 21:47:36 +0100 From: Michel Daenzer To: Debian Bug Tracking System Subject: [SDL] Bug#225252: [PATCH] ALSA fixes Package: libsdl1.2debian-all Version: 1.2.6-2 Severity: normal Tags: patch For SDL 1.2.6, the ALSA backend was changed to call snd_pcm_open() with SND_PCM_NONBLOCK. That's a good idea per se, however, it causes high CPU usage, interrupted sound and stuttering in some games here. Taking a nanosleep whenever snd_pcm_writei() returns -EAGAIN fixes this, but I think it's more efficient to use blocking mode for the actual sound playback. Feedback from the SDL and ALSA lists appreciated. The patch also fixes the default ALSA device to be used.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Jan 2004 15:40:50 +0000
parents f6ffac90895c
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

#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 "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) {
		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;
		}
	}

	/* 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) {
		int retval;

		retval = 0;
		Lock();
		if ( flags & SDL_OPENGL ) {
#ifdef HAVE_OPENGL
			if ( SDL_GLView == NULL ) {
				/* FIXME: choose BGL type via user flags */
				SDL_GLView = new BGLView(Bounds(), "SDL GLView",
					 	B_FOLLOW_ALL_SIDES,
                                        	(B_WILL_DRAW|B_FRAME_EVENTS),
						(BGL_RGB|BGL_DOUBLE|BGL_DEPTH));
			}
			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 */
	}

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

	bool shown;
	bool inhibit_resize;
};

#endif /* _SDL_BWin_h */