Mercurial > sdl-ios-xcode
view src/audio/nto/SDL_nto_audio.h @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 5f6550e5184f |
children | 99210400e8b9 |
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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" #ifndef __SDL_NTO_AUDIO_H__ #define __SDL_NTO_AUDIO_H__ #include <sys/asoundlib.h> #include "../SDL_sysaudio.h" /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice *this struct SDL_PrivateAudioData { /* The audio device handle */ int cardno; int deviceno; snd_pcm_t *audio_handle; /* The audio file descriptor */ int audio_fd; /* The parent process id, to detect when application quits */ pid_t parent; /* Raw mixing buffer */ Uint8 *pcm_buf; Uint32 pcm_len; }; #endif /* __SDL_NTO_AUDIO_H__ */ /* vi: set ts=4 sw=4 expandtab: */