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view docs/man3/SDL_AudioSpec.3 @ 1212:7663bb0f52c7
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Thu, 15 Dec 2005 21:19:53 +0100
Subject: [SDL] More mouse enhancements for Mac OS X
The attached patch brings two more enhancements to mouse handling on Mac
OS X (Quartz):
1. Currently, after launching an SDL application, SDL's notion of the
mouse position is stuck in the top left corner (0,0) until the first
time the mouse is moved. That's because the UpdateMouse() function isn't
implemented in the Quartz driver. This patch adds it.
2. When grabbing input while the mouse cursor is hidden, the function
CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the
system's notion of the mouse location from moving (and therefore leaving
the SDL window) even when the mouse is moved. However, apparently the
Wacom tablet driver (and maybe other special pointing device drivers)
doesn't care about that setting and still allows the mouse location to
go outside of the window. Interestingly, the system cursor, which is
made visible by the existing code in SDL in that case, does not follow
the mouse location, but appears in the middle of the SDL window. The
mouse location being outside of the window however means that mouse
button events go to background applications (or the dock or whatever is
there), which is very confusing to the user who sees no cursor outside
of the SDL window.
I have not found any way of intercepting these events (and that's
probably by design, as "normal" applications shouldn't prevent the user
from bringing other applications' windows to the front by clicking on
them). An idea would be placing a fully transparent, screen-filling
window in front of everything, but I fear that this might affect
rendering performance (by doing unnecessary compositing, using up
memory, or whatever).
The deluxe solution to the problem would be talking to the tablet
driver using AppleEvents to tell it to constrain its mapped area to the
window (see Wacom's "TabletEventDemo" sample app,
http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that
the bloat that solution would add to SDL would outweigh its usefulness.
What I did instead in my patch is reassociating mouse and cursor when
the mouse leaves the window while an invisible grab is in effect, and
restoring the grab when the window is entered. That way, the grab can
still be effectively broken by a tablet, but at least it's obvious to
the user that it is broken. That change is minimal - it doesn't affect
operation with a mouse (or a trackpad), and the code that it adds is not
executed on every PumpEvents() call, only when entering and leaving the
window.
Unless there are any concerns about the patch, please apply. Feel free
to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's
too verbose.
Thanks
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 02 Jan 2006 00:31:00 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_AudioSpec" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" .SH "NAME" SDL_AudioSpec\- Audio Specification Structure .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef struct{ int freq; Uint16 format; Uint8 channels; Uint8 silence; Uint16 samples; Uint32 size; void (*callback)(void *userdata, Uint8 *stream, int len); void *userdata; } SDL_AudioSpec;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBfreq\fR Audio frequency in samples per second .TP 20 \fBformat\fR Audio data format .TP 20 \fBchannels\fR Number of channels: 1 mono, 2 stereo .TP 20 \fBsilence\fR Audio buffer silence value (calculated) .TP 20 \fBsamples\fR Audio buffer size in samples .TP 20 \fBsize\fR Audio buffer size in bytes (calculated) .TP 20 \fBcallback(\&.\&.)\fR Callback function for filling the audio buffer .TP 20 \fBuserdata\fR Pointer the user data which is passed to the callback function .SH "DESCRIPTION" .PP The \fBSDL_AudioSpec\fR structure is used to describe the format of some audio data\&. This structure is used by \fI\fBSDL_OpenAudio\fP\fR and \fI\fBSDL_LoadWAV\fP\fR\&. While all fields are used by \fBSDL_OpenAudio\fP only \fBfreq\fR, \fBformat\fR, \fBsamples\fR and \fBchannels\fR are used by \fBSDL_LoadWAV\fP\&. We will detail these common members here\&. .TP 20 \fBfreq\fR The number of samples sent to the sound device every second\&. Common values are 11025, 22050 and 44100\&. The higher the better\&. .TP 20 \fBformat\fR Specifies the size and type of each sample element .IP "\fBAUDIO_U8\fP" 10Unsigned 8-bit samples .IP "\fBAUDIO_S8\fP" 10Signed 8-bit samples .IP "\fBAUDIO_U16\fP or \fBAUDIO_U16LSB\fP" 10Unsigned 16-bit little-endian samples .IP "\fBAUDIO_S16\fP or \fBAUDIO_S16LSB\fP" 10Signed 16-bit little-endian samples .IP "\fBAUDIO_U16MSB\fP" 10Unsigned 16-bit big-endian samples .IP "\fBAUDIO_S16MSB\fP" 10Signed 16-bit big-endian samples .IP "\fBAUDIO_U16SYS\fP" 10Either \fBAUDIO_U16LSB\fP or \fBAUDIO_U16MSB\fP depending on you systems endianness .IP "\fBAUDIO_S16SYS\fP" 10Either \fBAUDIO_S16LSB\fP or \fBAUDIO_S16MSB\fP depending on you systems endianness .TP 20 \fBchannels\fR The number of seperate sound channels\&. 1 is mono (single channel), 2 is stereo (dual channel)\&. .TP 20 \fBsamples\fR When used with \fI\fBSDL_OpenAudio\fP\fR this refers to the size of the audio buffer in samples\&. A sample a chunk of audio data of the size specified in \fBformat\fR mulitplied by the number of channels\&. When the \fBSDL_AudioSpec\fR is used with \fI\fBSDL_LoadWAV\fP\fR \fBsamples\fR is set to 4096\&. .SH "SEE ALSO" .PP \fI\fBSDL_OpenAudio\fP\fR, \fI\fBSDL_LoadWAV\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58