Mercurial > sdl-ios-xcode
view src/audio/mint/SDL_mintaudio.h @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 29 Feb 2008 13:55:44 +0000 |
parents | e958a003b69b |
children | 2325dd996f73 |
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/* 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 */ #include "SDL_config.h" /* MiNT audio driver Patrice Mandin */ #ifndef _SDL_mintaudio_h #define _SDL_mintaudio_h #include "../SDL_sysaudio.h" #include "SDL_mintaudio_stfa.h" /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice *this /* 16 predivisors with 3 clocks max. */ #define MINTAUDIO_maxfreqs (16*3) typedef struct { Uint32 frequency; Uint32 masterclock; Uint32 predivisor; int gpio_bits; /* in case of external clock */ } mint_frequency_t; struct SDL_PrivateAudioData { mint_frequency_t frequencies[MINTAUDIO_maxfreqs]; int freq_count; /* Number of frequencies in the array */ int numfreq; /* Number of selected frequency */ }; /* Old variable names */ #define MINTAUDIO_frequencies (this->hidden->frequencies) #define MINTAUDIO_freqcount (this->hidden->freq_count) #define MINTAUDIO_numfreq (this->hidden->numfreq) /* _MCH cookie (values>>16) */ enum { MCH_ST=0, MCH_STE, MCH_TT, MCH_F30, MCH_CLONE, MCH_ARANYM }; /* Master clocks for replay frequencies */ #define MASTERCLOCK_STE 8010666 /* Not sure of this one */ #define MASTERCLOCK_TT 16107953 /* Not sure of this one */ #define MASTERCLOCK_FALCON1 25175000 #define MASTERCLOCK_FALCON2 32000000 /* Only usable for DSP56K */ #define MASTERCLOCK_FALCONEXT -1 /* Clock on DSP56K port, unknown */ #define MASTERCLOCK_44K 22579200 /* Standard clock for 44.1 Khz */ #define MASTERCLOCK_48K 24576000 /* Standard clock for 48 Khz */ /* Master clock predivisors */ #define MASTERPREDIV_STE 160 #define MASTERPREDIV_TT 320 #define MASTERPREDIV_FALCON 256 #define MASTERPREDIV_MILAN 256 /* MFP 68901 interrupt sources */ enum { MFP_PARALLEL=0, MFP_DCD, MFP_CTS, MFP_BITBLT, MFP_TIMERD, MFP_BAUDRATE=MFP_TIMERD, MFP_TIMERC, MFP_200HZ=MFP_TIMERC, MFP_ACIA, MFP_DISK, MFP_TIMERB, MFP_HBLANK=MFP_TIMERB, MFP_TERR, MFP_TBE, MFP_RERR, MFP_RBF, MFP_TIMERA, MFP_DMASOUND=MFP_TIMERA, MFP_RING, MFP_MONODETECT }; /* Xbtimer() timers */ enum { XB_TIMERA=0, XB_TIMERB, XB_TIMERC, XB_TIMERD }; /* Variables */ extern SDL_AudioDevice *SDL_MintAudio_device; extern Uint8 *SDL_MintAudio_audiobuf[2]; /* Pointers to buffers */ extern unsigned long SDL_MintAudio_audiosize; /* Length of audio buffer=spec->size */ extern volatile unsigned short SDL_MintAudio_numbuf; /* Buffer to play */ extern volatile unsigned short SDL_MintAudio_mutex; extern cookie_stfa_t *SDL_MintAudio_stfa; extern volatile unsigned long SDL_MintAudio_clocktics; extern unsigned short SDL_MintAudio_hasfpu; /* To preserve fpu registers if needed */ /* MiNT thread variables */ extern SDL_bool SDL_MintAudio_mint_present; extern SDL_bool SDL_MintAudio_quit_thread; extern SDL_bool SDL_MintAudio_thread_finished; extern long SDL_MintAudio_thread_pid; /* Functions */ void SDL_MintAudio_Callback(void); void SDL_MintAudio_AddFrequency(_THIS, Uint32 frequency, Uint32 clock, Uint32 prediv, int gpio_bits); int SDL_MintAudio_SearchFrequency(_THIS, int desired_freq); void SDL_MintAudio_CheckFpu(void); /* MiNT thread functions */ int SDL_MintAudio_Thread(long param); void SDL_MintAudio_WaitThread(void); /* ASM interrupt functions */ void SDL_MintAudio_GsxbInterrupt(void); void SDL_MintAudio_EmptyGsxbInterrupt(void); void SDL_MintAudio_XbiosInterruptMeasureClock(void); void SDL_MintAudio_XbiosInterrupt(void); void SDL_MintAudio_Dma8Interrupt(void); void SDL_MintAudio_StfaInterrupt(void); #endif /* _SDL_mintaudio_h */