Mercurial > sdl-ios-xcode
view src/audio/ums/SDL_umsaudio.c @ 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 | cf4744dbb1cf |
children | a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Carsten Griwodz griff@kom.tu-darmstadt.de based on linux/SDL_dspaudio.c by Sam Lantinga */ #include "SDL_config.h" /* Allow access to a raw mixing buffer */ #include <errno.h> #include <unistd.h> #include <fcntl.h> #include <sys/types.h> #include <sys/time.h> #include <sys/ioctl.h> #include <sys/stat.h> #include <sys/mman.h> #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "../SDL_audiodev_c.h" #include "SDL_umsaudio.h" /* The tag name used by UMS audio */ #define UMS_DRIVER_NAME "ums" #define DEBUG_AUDIO 1 /* Audio driver functions */ static int UMS_OpenAudio(_THIS, SDL_AudioSpec *spec); static void UMS_PlayAudio(_THIS); static Uint8 *UMS_GetAudioBuf(_THIS); static void UMS_CloseAudio(_THIS); static UMSAudioDevice_ReturnCode UADOpen(_THIS, string device, string mode, long flags); static UMSAudioDevice_ReturnCode UADClose(_THIS); static UMSAudioDevice_ReturnCode UADGetBitsPerSample(_THIS, long* bits); static UMSAudioDevice_ReturnCode UADSetBitsPerSample(_THIS, long bits); static UMSAudioDevice_ReturnCode UADSetSampleRate(_THIS, long rate, long* set_rate); static UMSAudioDevice_ReturnCode UADSetByteOrder(_THIS, string byte_order); static UMSAudioDevice_ReturnCode UADSetAudioFormatType(_THIS, string fmt); static UMSAudioDevice_ReturnCode UADSetNumberFormat(_THIS, string fmt); static UMSAudioDevice_ReturnCode UADInitialize(_THIS); static UMSAudioDevice_ReturnCode UADStart(_THIS); static UMSAudioDevice_ReturnCode UADStop(_THIS); static UMSAudioDevice_ReturnCode UADSetTimeFormat(_THIS, UMSAudioTypes_TimeFormat fmt ); static UMSAudioDevice_ReturnCode UADWriteBuffSize(_THIS, long* buff_size ); static UMSAudioDevice_ReturnCode UADWriteBuffRemain(_THIS, long* buff_size ); static UMSAudioDevice_ReturnCode UADWriteBuffUsed(_THIS, long* buff_size ); static UMSAudioDevice_ReturnCode UADSetDMABufferSize(_THIS, long bytes, long* bytes_ret ); static UMSAudioDevice_ReturnCode UADSetVolume(_THIS, long volume ); static UMSAudioDevice_ReturnCode UADSetBalance(_THIS, long balance ); static UMSAudioDevice_ReturnCode UADSetChannels(_THIS, long channels ); static UMSAudioDevice_ReturnCode UADPlayRemainingData(_THIS, boolean block ); static UMSAudioDevice_ReturnCode UADEnableOutput(_THIS, string output, long* left_gain, long* right_gain); static UMSAudioDevice_ReturnCode UADWrite(_THIS, UMSAudioTypes_Buffer* buff, long samples, long* samples_written); /* Audio driver bootstrap functions */ static int Audio_Available(void) { return 1; } static void Audio_DeleteDevice(_THIS) { if(this->hidden->playbuf._buffer) SDL_free(this->hidden->playbuf._buffer); if(this->hidden->fillbuf._buffer) SDL_free(this->hidden->fillbuf._buffer); _somFree( this->hidden->umsdev ); SDL_free(this->hidden); SDL_free(this); } static SDL_AudioDevice *Audio_CreateDevice(int devindex) { SDL_AudioDevice *this; /* * Allocate and initialize management storage and private management * storage for this SDL-using library. */ this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice)); if ( this ) { SDL_memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *)SDL_malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { SDL_free(this); } return(0); } SDL_memset(this->hidden, 0, (sizeof *this->hidden)); #ifdef DEBUG_AUDIO fprintf(stderr, "Creating UMS Audio device\n"); #endif /* * Calls for UMS env initialization and audio object construction. */ this->hidden->ev = somGetGlobalEnvironment(); this->hidden->umsdev = UMSAudioDeviceNew(); /* * Set the function pointers. */ this->OpenAudio = UMS_OpenAudio; this->WaitAudio = NULL; /* we do blocking output */ this->PlayAudio = UMS_PlayAudio; this->GetAudioBuf = UMS_GetAudioBuf; this->CloseAudio = UMS_CloseAudio; this->free = Audio_DeleteDevice; #ifdef DEBUG_AUDIO fprintf(stderr, "done\n"); #endif return this; } AudioBootStrap UMS_bootstrap = { UMS_DRIVER_NAME, "AIX UMS audio", Audio_Available, Audio_CreateDevice }; static Uint8 *UMS_GetAudioBuf(_THIS) { #ifdef DEBUG_AUDIO fprintf(stderr, "enter UMS_GetAudioBuf\n"); #endif return this->hidden->fillbuf._buffer; /* long bufSize; UMSAudioDevice_ReturnCode rc; rc = UADSetTimeFormat(this, UMSAudioTypes_Bytes ); rc = UADWriteBuffSize(this, bufSize ); */ } static void UMS_CloseAudio(_THIS) { UMSAudioDevice_ReturnCode rc; #ifdef DEBUG_AUDIO fprintf(stderr, "enter UMS_CloseAudio\n"); #endif rc = UADPlayRemainingData(this, TRUE); rc = UADStop(this); rc = UADClose(this); } static void UMS_PlayAudio(_THIS) { UMSAudioDevice_ReturnCode rc; long samplesToWrite; long samplesWritten; UMSAudioTypes_Buffer swpbuf; #ifdef DEBUG_AUDIO fprintf(stderr, "enter UMS_PlayAudio\n"); #endif samplesToWrite = this->hidden->playbuf._length/this->hidden->bytesPerSample; do { rc = UADWrite(this, &this->hidden->playbuf, samplesToWrite, &samplesWritten ); samplesToWrite -= samplesWritten; /* rc values: UMSAudioDevice_Success * UMSAudioDevice_Failure * UMSAudioDevice_Preempted * UMSAudioDevice_Interrupted * UMSAudioDevice_DeviceError */ if ( rc == UMSAudioDevice_DeviceError ) { #ifdef DEBUG_AUDIO fprintf(stderr, "Returning from PlayAudio with devices error\n"); #endif return; } } while(samplesToWrite>0); SDL_LockAudio(); SDL_memcpy( &swpbuf, &this->hidden->playbuf, sizeof(UMSAudioTypes_Buffer) ); SDL_memcpy( &this->hidden->playbuf, &this->hidden->fillbuf, sizeof(UMSAudioTypes_Buffer) ); SDL_memcpy( &this->hidden->fillbuf, &swpbuf, sizeof(UMSAudioTypes_Buffer) ); SDL_UnlockAudio(); #ifdef DEBUG_AUDIO fprintf(stderr, "Wrote audio data and swapped buffer\n"); #endif } #if 0 // /* Set the DSP frequency */ // value = spec->freq; // if ( ioctl(this->hidden->audio_fd, SOUND_PCM_WRITE_RATE, &value) < 0 ) { // SDL_SetError("Couldn't set audio frequency"); // return(-1); // } // spec->freq = value; #endif static int UMS_OpenAudio(_THIS, SDL_AudioSpec *spec) { char* audiodev = "/dev/paud0"; long lgain; long rgain; long outRate; long outBufSize; long bitsPerSample; long samplesPerSec; long success; Uint16 test_format; int frag_spec; UMSAudioDevice_ReturnCode rc; #ifdef DEBUG_AUDIO fprintf(stderr, "enter UMS_OpenAudio\n"); #endif rc = UADOpen(this, audiodev,"PLAY", UMSAudioDevice_BlockingIO); if ( rc != UMSAudioDevice_Success ) { SDL_SetError("Couldn't open %s: %s", audiodev, strerror(errno)); return -1; } rc = UADSetAudioFormatType(this, "PCM"); success = 0; test_format = SDL_FirstAudioFormat(spec->format); do { #ifdef DEBUG_AUDIO fprintf(stderr, "Trying format 0x%4.4x\n", test_format); #endif switch ( test_format ) { case AUDIO_U8: /* from the mac code: better ? */ /* sample_bits = spec->size / spec->samples / spec->channels * 8; */ success = 1; bitsPerSample = 8; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "MSB"); /* irrelevant */ rc = UADSetNumberFormat(this, "UNSIGNED"); break; case AUDIO_S8: success = 1; bitsPerSample = 8; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "MSB"); /* irrelevant */ rc = UADSetNumberFormat(this, "SIGNED"); break; case AUDIO_S16LSB: success = 1; bitsPerSample = 16; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "LSB"); rc = UADSetNumberFormat(this, "SIGNED"); break; case AUDIO_S16MSB: success = 1; bitsPerSample = 16; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "MSB"); rc = UADSetNumberFormat(this, "SIGNED"); break; case AUDIO_U16LSB: success = 1; bitsPerSample = 16; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "LSB"); rc = UADSetNumberFormat(this, "UNSIGNED"); break; case AUDIO_U16MSB: success = 1; bitsPerSample = 16; rc = UADSetSampleRate(this, spec->freq << 16, &outRate ); rc = UADSetByteOrder(this, "MSB"); rc = UADSetNumberFormat(this, "UNSIGNED"); break; default: break; } if ( ! success ) { test_format = SDL_NextAudioFormat(); } } while ( ! success && test_format ); if ( success == 0 ) { SDL_SetError("Couldn't find any hardware audio formats"); return -1; } spec->format = test_format; for ( frag_spec = 0; (0x01<<frag_spec) < spec->size; ++frag_spec ); if ( (0x01<<frag_spec) != spec->size ) { SDL_SetError("Fragment size must be a power of two"); return -1; } if ( frag_spec > 2048 ) frag_spec = 2048; this->hidden->bytesPerSample = (bitsPerSample / 8) * spec->channels; samplesPerSec = this->hidden->bytesPerSample * outRate; this->hidden->playbuf._length = 0; this->hidden->playbuf._maximum = spec->size; this->hidden->playbuf._buffer = (unsigned char*)SDL_malloc(spec->size); this->hidden->fillbuf._length = 0; this->hidden->fillbuf._maximum = spec->size; this->hidden->fillbuf._buffer = (unsigned char*)SDL_malloc(spec->size); rc = UADSetBitsPerSample(this, bitsPerSample ); rc = UADSetDMABufferSize(this, frag_spec, &outBufSize ); rc = UADSetChannels(this, spec->channels); /* functions reduces to mono or stereo */ lgain = 100; /*maximum left input gain*/ rgain = 100; /*maimum right input gain*/ rc = UADEnableOutput(this, "LINE_OUT",&lgain,&rgain); rc = UADInitialize(this); rc = UADStart(this); rc = UADSetVolume(this, 100); rc = UADSetBalance(this, 0); /* We're ready to rock and roll. :-) */ return 0; } static UMSAudioDevice_ReturnCode UADGetBitsPerSample(_THIS, long* bits) { return UMSAudioDevice_get_bits_per_sample( this->hidden->umsdev, this->hidden->ev, bits ); } static UMSAudioDevice_ReturnCode UADSetBitsPerSample(_THIS, long bits) { return UMSAudioDevice_set_bits_per_sample( this->hidden->umsdev, this->hidden->ev, bits ); } static UMSAudioDevice_ReturnCode UADSetSampleRate(_THIS, long rate, long* set_rate) { /* from the mac code: sample rate = spec->freq << 16; */ return UMSAudioDevice_set_sample_rate( this->hidden->umsdev, this->hidden->ev, rate, set_rate ); } static UMSAudioDevice_ReturnCode UADSetByteOrder(_THIS, string byte_order) { return UMSAudioDevice_set_byte_order( this->hidden->umsdev, this->hidden->ev, byte_order ); } static UMSAudioDevice_ReturnCode UADSetAudioFormatType(_THIS, string fmt) { /* possible PCM, A_LAW or MU_LAW */ return UMSAudioDevice_set_audio_format_type( this->hidden->umsdev, this->hidden->ev, fmt ); } static UMSAudioDevice_ReturnCode UADSetNumberFormat(_THIS, string fmt) { /* possible SIGNED, UNSIGNED, or TWOS_COMPLEMENT */ return UMSAudioDevice_set_number_format( this->hidden->umsdev, this->hidden->ev, fmt ); } static UMSAudioDevice_ReturnCode UADInitialize(_THIS) { return UMSAudioDevice_initialize( this->hidden->umsdev, this->hidden->ev ); } static UMSAudioDevice_ReturnCode UADStart(_THIS) { return UMSAudioDevice_start( this->hidden->umsdev, this->hidden->ev ); } static UMSAudioDevice_ReturnCode UADSetTimeFormat(_THIS, UMSAudioTypes_TimeFormat fmt ) { /* * Switches the time format to the new format, immediately. * possible UMSAudioTypes_Msecs, UMSAudioTypes_Bytes or UMSAudioTypes_Samples */ return UMSAudioDevice_set_time_format( this->hidden->umsdev, this->hidden->ev, fmt ); } static UMSAudioDevice_ReturnCode UADWriteBuffSize(_THIS, long* buff_size ) { /* * returns write buffer size in the current time format */ return UMSAudioDevice_write_buff_size( this->hidden->umsdev, this->hidden->ev, buff_size ); } static UMSAudioDevice_ReturnCode UADWriteBuffRemain(_THIS, long* buff_size ) { /* * returns amount of available space in the write buffer * in the current time format */ return UMSAudioDevice_write_buff_remain( this->hidden->umsdev, this->hidden->ev, buff_size ); } static UMSAudioDevice_ReturnCode UADWriteBuffUsed(_THIS, long* buff_size ) { /* * returns amount of filled space in the write buffer * in the current time format */ return UMSAudioDevice_write_buff_used( this->hidden->umsdev, this->hidden->ev, buff_size ); } static UMSAudioDevice_ReturnCode UADSetDMABufferSize(_THIS, long bytes, long* bytes_ret ) { /* * Request a new DMA buffer size, maximum requested size 2048. * Takes effect with next initialize() call. * Devices may or may not support DMA. */ return UMSAudioDevice_set_DMA_buffer_size( this->hidden->umsdev, this->hidden->ev, bytes, bytes_ret ); } static UMSAudioDevice_ReturnCode UADSetVolume(_THIS, long volume ) { /* * Set the volume. * Takes effect immediately. */ return UMSAudioDevice_set_volume( this->hidden->umsdev, this->hidden->ev, volume ); } static UMSAudioDevice_ReturnCode UADSetBalance(_THIS, long balance ) { /* * Set the balance. * Takes effect immediately. */ return UMSAudioDevice_set_balance( this->hidden->umsdev, this->hidden->ev, balance ); } static UMSAudioDevice_ReturnCode UADSetChannels(_THIS, long channels ) { /* * Set mono or stereo. * Takes effect with next initialize() call. */ if ( channels != 1 ) channels = 2; return UMSAudioDevice_set_number_of_channels( this->hidden->umsdev, this->hidden->ev, channels ); } static UMSAudioDevice_ReturnCode UADOpen(_THIS, string device, string mode, long flags) { return UMSAudioDevice_open( this->hidden->umsdev, this->hidden->ev, device, mode, flags ); } static UMSAudioDevice_ReturnCode UADWrite(_THIS, UMSAudioTypes_Buffer* buff, long samples, long* samples_written) { return UMSAudioDevice_write( this->hidden->umsdev, this->hidden->ev, buff, samples, samples_written ); } static UMSAudioDevice_ReturnCode UADPlayRemainingData(_THIS, boolean block ) { return UMSAudioDevice_play_remaining_data( this->hidden->umsdev, this->hidden->ev, block); } static UMSAudioDevice_ReturnCode UADStop(_THIS) { return UMSAudioDevice_stop( this->hidden->umsdev, this->hidden->ev ); } static UMSAudioDevice_ReturnCode UADClose(_THIS) { return UMSAudioDevice_close( this->hidden->umsdev, this->hidden->ev ); } static UMSAudioDevice_ReturnCode UADEnableOutput(_THIS, string output, long* left_gain, long* right_gain) { return UMSAudioDevice_enable_output( this->hidden->umsdev, this->hidden->ev, output, left_gain, right_gain ); }