Mercurial > sdl-ios-xcode
view src/audio/riscos/SDL_drenderer.c @ 779:68c8da837fc0
Date: Tue, 6 Jan 2004 21:54:02 +0100
From: Max Horn
Subject: Auto hide mouse & other changes
the attached bug adds the auto-hide-mouse feature I talked about
earlier. Turned out it was a lot simpler than I thought, simply by
using our existing code :-). I actually spent much more time on fixing
various bugs in the code and correcting (IMO) some behavior (although,
due to the lack of real specs for SDL, it's probably arguable what
'correct' means...).
* adds auto (un)hiding of mouse depending on whether it is in- or
outside the game window
* computation of course coordinates is correct now (it often and
reproducible got out of sync with the old code, since the NSEvent
window was in some cases *not* our window anymore, so locationInWindow
returned wrong results)
* added a method which at any time returns the mouse coords, relative
to our window
* fixed handling of lost/gain input/mouse/app focus "events"
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 07 Jan 2004 15:01:51 +0000 |
parents | b8d311d90021 |
children | d74fbf56f2f6 |
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@devolution.com */ #include <stdlib.h> #include <stdio.h> #include <memory.h> #include <kernel.h> #include "swis.h" #include "SDL_endian.h" #include "SDL_audio.h" #include "SDL_audio_c.h" #include "SDL_audiomem.h" #include "SDL_sysaudio.h" #include "SDL_drenderer.h" #define DigitalRenderer_Activate 0x4F700 #define DigitalRenderer_Deactivate 0x4F701 #define DigitalRenderer_ReadState 0x4F705 #define DigitalRenderer_NewSample 0x4F706 #define DigitalRenderer_NumBuffers 0x4F709 #define DigitalRenderer_StreamSamples 0x4F70A #define DigitalRenderer_Stream16BitSamples 0x4F70B #define DigitalRenderer_StreamStatistics 0x4F70C #define DigitalRenderer_StreamFlags 0x4F70D #define DigitalRenderer_Activate16 0x4F70F #define DigitalRenderer_GetFrequency 0x4F710 static int FillBuffer; extern SDL_AudioDevice *current_audio; extern int riscos_audiobuffer; /* Override for audio buffer size */ /* Audio driver functions */ static void DRenderer_CloseAudio(_THIS); static int DRenderer_OpenAudio(_THIS, SDL_AudioSpec *spec); /* Audio driver bootstrap functions */ /* Define following to dump stats to stdout */ /* #define DUMP_AUDIO */ static int Audio_Available(void) { _kernel_swi_regs regs; int available = 0; /* Use call to set buffers to also check if Module is loaded */ regs.r[0] = 0; if (_kernel_swi(DigitalRenderer_NumBuffers, ®s, ®s) == 0) available = 1; return(available); } static void Audio_DeleteDevice(SDL_AudioDevice *device) { free(device->hidden); free(device); } static SDL_AudioDevice *Audio_CreateDevice(int devindex) { SDL_AudioDevice *this; /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice)); if ( this ) { memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { free(this); } return(0); } memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DRenderer_OpenAudio; this->CloseAudio = DRenderer_CloseAudio; this->free = Audio_DeleteDevice; return this; } AudioBootStrap DRENDERER_bootstrap = { "drenderer", "RiscOS Digital Renderer Module", Audio_Available, Audio_CreateDevice }; /* Routine called to check and fill audio buffers if necessary */ static Uint8 *buffer = NULL; void DRenderer_FillBuffers() { SDL_AudioDevice *audio = current_audio; if ( !audio || ! audio->enabled ) { return; } if ( ! audio->paused ) { _kernel_swi_regs regs; /* Check filled buffers count */ _kernel_swi(DigitalRenderer_StreamStatistics, ®s, ®s); #ifdef DUMP_AUDIO if (regs.r[0] <= FillBuffer) { printf("Buffers in use %d\n", regs.r[0]); } #endif while (regs.r[0] <= FillBuffer && !audio->paused) { if ( audio->convert.needed ) { int silence; if ( audio->convert.src_format == AUDIO_U8 ) { silence = 0x80; } else { silence = 0; } memset(audio->convert.buf, silence, audio->convert.len); audio->spec.callback(audio->spec.userdata, (Uint8 *)audio->convert.buf,audio->convert.len); SDL_ConvertAudio(&audio->convert); #if 0 if ( audio->convert.len_cvt != audio->spec.size ) { /* Uh oh... probably crashes here; */ } #endif regs.r[0] = (int)audio->convert.buf; regs.r[1] = audio->spec.samples * audio->spec.channels; _kernel_swi(DigitalRenderer_Stream16BitSamples, ®s, ®s); } else { /* Fill buffer with silence */ memset (buffer, 0, audio->spec.size); audio->spec.callback(audio->spec.userdata, (Uint8 *)buffer, audio->spec.size); regs.r[0] = (int)buffer; regs.r[1] = audio->spec.samples * audio->spec.channels; _kernel_swi(DigitalRenderer_Stream16BitSamples, ®s, ®s); } /* Check if we have enough buffers yet */ _kernel_swi(DigitalRenderer_StreamStatistics, ®s, ®s); } } } /* Size of DMA buffer to use */ #define DRENDERER_BUFFER_SIZE 512 /* Number of centiseconds of sound to buffer. Hopefully more than the maximum time between calls to the FillBuffers routine above */ #define DRENDERER_CSEC_TO_BUFFER 10 static int DRenderer_OpenAudio(_THIS, SDL_AudioSpec *spec) { _kernel_swi_regs regs; int buffers_per_sample; #ifdef DUMP_AUDIO printf("Request format %d\n", spec->format); printf("Request freq %d\n", spec->freq); printf("Samples %d\n", spec->samples); #endif /* Only support signed 16bit format */ spec->format = AUDIO_S16LSB; if (spec->samples < DRENDERER_BUFFER_SIZE) spec->samples = DRENDERER_BUFFER_SIZE; SDL_CalculateAudioSpec(spec); buffers_per_sample = spec->samples / DRENDERER_BUFFER_SIZE; if ((spec->samples % DRENDERER_BUFFER_SIZE) != 0) { buffers_per_sample++; spec->samples = buffers_per_sample * DRENDERER_BUFFER_SIZE; } /* Set number of buffers to use - the following should give enough data between calls to the sound polling. */ if (riscos_audiobuffer == 0) { FillBuffer = (int)((double)DRENDERER_CSEC_TO_BUFFER / ((double)DRENDERER_BUFFER_SIZE * 100.0 / (double)spec->freq)) + 1; } else FillBuffer = riscos_audiobuffer/DRENDERER_BUFFER_SIZE - buffers_per_sample; if (FillBuffer < buffers_per_sample) FillBuffer = buffers_per_sample; regs.r[0] = FillBuffer + buffers_per_sample; #ifdef DUMP_AUDIO printf("Buffers per sample %d\n", buffers_per_sample); printf("Fill buffer %d\n", FillBuffer); printf("Time buffered (ms) %d\n",(int)((1000.0 * regs.r[0] * DRENDERER_BUFFER_SIZE)/(double)spec->freq)); #endif if (_kernel_swi(DigitalRenderer_NumBuffers, ®s, ®s) != 0) { SDL_SetError("Can't set number of streaming sound buffers\n"); return -1; } /* Now initialise sound system */ regs.r[0] = spec->channels; /* Number of channels */ regs.r[1] = DRENDERER_BUFFER_SIZE; /* Samples length */ regs.r[2] = spec->freq; /* frequency */ regs.r[3] = 1; /* Restore previous handler on exit */ if (_kernel_swi(DigitalRenderer_Activate16, ®s, ®s) != 0) { SDL_SetError("Unable to activate digital renderer in 16 bit mode\n"); return -1; } if (_kernel_swi(DigitalRenderer_GetFrequency, ®s, ®s) == 0) { spec->freq = regs.r[0]; } #ifdef DUMP_AUDIO printf("Got format %d\n", spec->format); printf("Frequency %d\n", spec->freq); printf("Samples %d\n", spec->samples); #endif /* Set to fill buffer with zero if we don't get data to it fast enough */ regs.r[0] = 1; regs.r[1] = ~1; _kernel_swi(DigitalRenderer_StreamFlags, ®s, ®s); buffer = (Uint8 *)malloc(sizeof(Uint8) * spec->size); if (buffer == NULL) { SDL_OutOfMemory(); return -1; } /* Hopefully returning 2 will show success, but not start up an audio thread */ return 2; } static void DRenderer_CloseAudio(_THIS) { _kernel_swi_regs regs; /* Close down the digital renderer */ _kernel_swi(DigitalRenderer_Deactivate, ®s, ®s); if (buffer != NULL) free(buffer); }