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view docs/man3/SDL_OpenAudio.3 @ 1192:54aa9aa32327
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Fri, 18 Nov 2005 23:39:02 +0100
Subject: [SDL] Mouse position bugs on Mac OS X
The attached patch fixes a few bugs in SDL related to the mouse position
in windowed mode on Mac OS X, reproduced using the attached minimal test
program - at least here on 10.3.9, with SDL CVS from today. Could anyone
test whether the bugs exist and are fixed by the patch on 10.2 and 10.4?
1. When using OpenGL, the vertical mouse positions obtained through
events or SDL_GetMouseState() are off by one.
2. When using OpenGL, SDL_WarpMouse() inverts the y coordinate.
3. Clicks on the topmost pixel row of the window are not recognized.
1 and 2 do not occur in non-OpenGL mode, while 3 does. All three only
occur in windowed mode, not in fullscreen.
The cause for 1 and 3 is that in Cocoa, "the location of the mouse"
seems to be defined as "the location of the top left corner of the mouse
pointer's hot pixel" (this is not documented, it's just what I found out
here), which together with the fact that Cocoa's usual y coordinates
start at the bottom and increase upwards means that the y coordinate of
the mouse runs from 1 to h, not from 0 to h-1, in a window of height h.
If it does work on 10.2 and 10.4 (I'll try to test it as soon as I can,
but at the moment all I have at hand is 10.3.9), can this be applied to
the CVS?
-Christian
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Mon, 28 Nov 2005 10:41:51 +0100
Subject: [SDL] Re: Mouse position bugs on Mac OS X
I wrote:
> I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9
So, here are the results of my tests (with patched and unpatched
frameworks compiled with Xcode 1.5 (gcc 3.3) on 10.3.9):
On 10.1.5, my test program doesn't run because of "Undefined symbols:
SDL undefined reference to _CGMainDisplayID expected to be defined in
Carbon". I guess not supporting 10.1 was a deliberate decision then and
that's OK with me.
On 10.2.8, 10.3.9, and 10.4.0, the bugs exist as described in my
original post and are fixed by my patch. That is, there is no difference
between pre/post 10.3 and the patched version works correctly in all
combinations of GL/non-GL and windowed/fullscreen.
I therefore recommend the patch for inclusion.
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 28 Nov 2005 13:58:26 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_OpenAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" .SH "NAME" SDL_OpenAudio\- Opens the audio device with the desired parameters\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_OpenAudio\fP\fR(\fBSDL_AudioSpec *desired, SDL_AudioSpec *obtained\fR); .SH "DESCRIPTION" .PP This function opens the audio device with the \fBdesired\fR parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by \fBobtained\fR\&. If \fBobtained\fR is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary\&. This function returns -1 if it failed to open the audio device, or couldn\&'t set up the audio thread\&. .PP To open the audio device a \fBdesired\fR \fI\fBSDL_AudioSpec\fR\fR must be created\&. .PP .nf \f(CWSDL_AudioSpec *desired; \&. \&. desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));\fR .fi .PP You must then fill this structure with your desired audio specifications\&. .IP "\fBdesired\fR->\fBfreq\fR" 10The desired audio frequency in samples-per-second\&. .IP "\fBdesired\fR->\fBformat\fR" 10The desired audio format (see \fI\fBSDL_AudioSpec\fR\fR) .IP "\fBdesired\fR->\fBsamples\fR" 10The desired size of the audio buffer in samples\&. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware\&. Good values seem to range between 512 and 8192 inclusive, depending on the application and CPU speed\&. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time\&. A stereo sample consists of both right and left channels in LR ordering\&. Note that the number of samples is directly related to time by the following formula: ms = (samples*1000)/freq .IP "\fBdesired\fR->\fBcallback\fR" 10This should be set to a function that will be called when the audio device is ready for more data\&. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer\&. This function usually runs in a separate thread, and so you should protect data structures that it accesses by calling \fI\fBSDL_LockAudio\fP\fR and \fI\fBSDL_UnlockAudio\fP\fR in your code\&. The callback prototype is: .PP .nf \f(CWvoid callback(void *userdata, Uint8 *stream, int len);\fR .fi .PP \fBuserdata\fR is the pointer stored in \fBuserdata\fR field of the \fBSDL_AudioSpec\fR\&. \fBstream\fR is a pointer to the audio buffer you want to fill with information and \fBlen\fR is the length of the audio buffer in bytes\&. .IP "\fBdesired\fR->\fBuserdata\fR" 10This pointer is passed as the first parameter to the \fBcallback\fP function\&. .PP \fBSDL_OpenAudio\fP reads these fields from the \fBdesired\fR \fBSDL_AudioSpec\fR structure pass to the function and attempts to find an audio configuration matching your \fBdesired\fR\&. As mentioned above, if the \fBobtained\fR parameter is \fBNULL\fP then SDL with convert from your \fBdesired\fR audio settings to the hardware settings as it plays\&. .PP If \fBobtained\fR is \fBNULL\fP then the \fBdesired\fR \fBSDL_AudioSpec\fR is your working specification, otherwise the \fBobtained\fR \fBSDL_AudioSpec\fR becomes the working specification and the \fBdesirec\fR specification can be deleted\&. The data in the working specification is used when building \fBSDL_AudioCVT\fR\&'s for converting loaded data to the hardware format\&. .PP \fBSDL_OpenAudio\fP calculates the \fBsize\fR and \fBsilence\fR fields for both the \fBdesired\fR and \fBobtained\fR specifications\&. The \fBsize\fR field stores the total size of the audio buffer in bytes, while the \fBsilence\fR stores the value used to represent silence in the audio buffer .PP The audio device starts out playing \fBsilence\fR when it\&'s opened, and should be enabled for playing by calling \fI\fBSDL_PauseAudio\fP(\fB0\fR)\fR when you are ready for your audio \fBcallback\fR function to be called\&. Since the audio driver may modify the requested \fBsize\fR of the audio buffer, you should allocate any local mixing buffers after you open the audio device\&. .SH "EXAMPLES" .PP .nf \f(CW/* Prototype of our callback function */ void my_audio_callback(void *userdata, Uint8 *stream, int len); /* Open the audio device */ SDL_AudioSpec *desired, *obtained; SDL_AudioSpec *hardware_spec; /* Allocate a desired SDL_AudioSpec */ desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); /* Allocate space for the obtained SDL_AudioSpec */ obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); /* 22050Hz - FM Radio quality */ desired->freq=22050; /* 16-bit signed audio */ desired->format=AUDIO_S16LSB; /* Mono */ desired->channels=0; /* Large audio buffer reduces risk of dropouts but increases response time */ desired->samples=8192; /* Our callback function */ desired->callback=my_audio_callback; desired->userdata=NULL; /* Open the audio device */ if ( SDL_OpenAudio(desired, obtained) < 0 ){ fprintf(stderr, "Couldn\&'t open audio: %s ", SDL_GetError()); exit(-1); } /* desired spec is no longer needed */ free(desired); hardware_spec=obtained; \&. \&. /* Prepare callback for playing */ \&. \&. \&. /* Start playing */ SDL_PauseAudio(0);\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_AudioSpec\fP\fR, \fI\fBSDL_LockAudio\fP\fR, \fI\fBSDL_UnlockAudio\fP\fR, \fI\fBSDL_PauseAudio\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58