Mercurial > sdl-ios-xcode
view test/testmultiaudio.c @ 2860:6ce28e5287e9
Date: Sun, 07 Dec 2008 13:35:23 +0100
From: Couriersud
Subject: SDL: Mouse last_x, last_y into SDL_Mouse
the attached diff moves the static vars last_x and last_y into
SDL_Mouse. These, as far as I understand it, should be tied to the
individual mouse.
The patch also makes the code check for out of window conditions of
mouse->x,y when relative movements are passed to MouseSendMotion.
Also attached is the latest DirectFB code (dfb20081208) supporting
multiple mice and keyboards. This works quite well with sdlmame now. It
however needs more testing with different directfb configurations.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 08 Dec 2008 00:52:12 +0000 |
parents | 9fcde304c7b6 |
children | eec7adc3d1c5 |
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#include "SDL.h" static SDL_AudioSpec spec; static Uint8 *sound = NULL; /* Pointer to wave data */ static Uint32 soundlen = 0; /* Length of wave data */ typedef struct { SDL_AudioDeviceID dev; int soundpos; volatile int done; } callback_data; void SDLCALL play_through_once(void *arg, Uint8 * stream, int len) { callback_data *cbd = (callback_data *) arg; Uint8 *waveptr = sound + cbd->soundpos; int waveleft = soundlen - cbd->soundpos; int cpy = len; if (cpy > waveleft) cpy = waveleft; SDL_memcpy(stream, waveptr, cpy); len -= cpy; cbd->soundpos += cpy; if (len > 0) { stream += cpy; SDL_memset(stream, spec.silence, len); cbd->done++; } } static void test_multi_audio(int devcount) { callback_data cbd[64]; int keep_going = 1; int i; if (devcount > 64) { fprintf(stderr, "Too many devices (%d), clamping to 64...\n", devcount); devcount = 64; } spec.callback = play_through_once; for (i = 0; i < devcount; i++) { const char *devname = SDL_GetAudioDeviceName(i, 0); printf("playing on device #%d: ('%s')...", i, devname); fflush(stdout); SDL_memset(&cbd[0], '\0', sizeof(callback_data)); spec.userdata = &cbd[0]; cbd[0].dev = SDL_OpenAudioDevice(devname, 0, &spec, NULL); if (cbd[0].dev == 0) { printf("Open device failed: %s\n", SDL_GetError()); } else { SDL_PauseAudioDevice(cbd[0].dev, 0); while (!cbd[0].done) SDL_Delay(100); SDL_PauseAudioDevice(cbd[0].dev, 1); printf("done.\n"); SDL_CloseAudioDevice(cbd[0].dev); } } SDL_memset(cbd, '\0', sizeof(cbd)); printf("playing on all devices...\n"); for (i = 0; i < devcount; i++) { const char *devname = SDL_GetAudioDeviceName(i, 0); spec.userdata = &cbd[i]; cbd[i].dev = SDL_OpenAudioDevice(devname, 0, &spec, NULL); if (cbd[i].dev == 0) { printf("Open device %d failed: %s\n", i, SDL_GetError()); } } for (i = 0; i < devcount; i++) { if (cbd[i].dev) { SDL_PauseAudioDevice(cbd[i].dev, 0); } } while (keep_going) { keep_going = 0; for (i = 0; i < devcount; i++) { if ((cbd[i].dev) && (!cbd[i].done)) { keep_going = 1; } } SDL_Delay(100); } for (i = 0; i < devcount; i++) { if (cbd[i].dev) { SDL_PauseAudioDevice(cbd[i].dev, 1); SDL_CloseAudioDevice(cbd[i].dev); } } printf("All done!\n"); } int main(int argc, char **argv) { int devcount = 0; /* Load the SDL library */ if (SDL_Init(SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); devcount = SDL_GetNumAudioDevices(0); if (devcount < 1) { fprintf(stderr, "Don't see any specific audio devices!\n"); } else { if (argv[1] == NULL) { argv[1] = "sample.wav"; } /* Load the wave file into memory */ if (SDL_LoadWAV(argv[1], &spec, &sound, &soundlen) == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError()); } else { test_multi_audio(devcount); SDL_FreeWAV(sound); } } SDL_Quit(); return 0; }