view src/audio/windx5/SDL_dx5audio.c @ 2842:97ba0be8b565

Date: Sat, 06 Dec 2008 15:27:00 +0100 From: Couriersud Subject: SDL: Relative mouse movements The patch below will reenable processing of relative mouse movements. The DirectFB drivers generates those in "grabbed" mode. These ensure, that even in fullscreen mode relative movements are reported. SDLMAME depends on this for games with trackballs. Looking at the code I ask myself whether relative movements should be handled in the drivers (x11, directfb). Both x11 and directfb are able to report relative movements. This would leave it to the driver to use the most appropriate method for relative movements when at the border of a fullscreen window or being "grabbed".
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 17:50:50 +0000
parents 204be4fc2726
children 99210400e8b9
line wrap: on
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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

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* Allow access to a raw mixing buffer */

#include "SDL_timer.h"
#include "SDL_audio.h"
#include "../SDL_audio_c.h"
#include "SDL_dx5audio.h"

/* !!! FIXME: move this somewhere that other drivers can use it... */
#if defined(_WIN32_WCE)
#define WINDOWS_OS_NAME "Windows CE/PocketPC"
#elif defined(WIN64)
#define WINDOWS_OS_NAME "Win64"
#else
#define WINDOWS_OS_NAME "Win32"
#endif

/* DirectX function pointers for audio */
static HINSTANCE DSoundDLL = NULL;
static HRESULT(WINAPI * DSoundCreate) (LPGUID, LPDIRECTSOUND *, LPUNKNOWN) =
    NULL;

static void
DSOUND_Unload(void)
{
    if (DSoundDLL != NULL) {
        FreeLibrary(DSoundDLL);
    }

    DSoundCreate = NULL;
    DSoundDLL = NULL;
}


static int
DSOUND_Load(void)
{
    int loaded = 0;

    DSOUND_Unload();

    DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
    if (DSoundDLL == NULL) {
        SDL_SetError("DirectSound: failed to load DSOUND.DLL");
    } else {
        /* Now make sure we have DirectX 5 or better... */
        /*  (DirectSoundCaptureCreate was added in DX5) */
        if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate"))) {
            SDL_SetError("DirectSound: System doesn't appear to have DX5.");
        } else {
            DSoundCreate = (void *) GetProcAddress(DSoundDLL,
                                                   TEXT("DirectSoundCreate"));
        }

        if (!DSoundCreate) {
            SDL_SetError("DirectSound: Failed to find DirectSoundCreate");
        } else {
            loaded = 1;
        }
    }

    if (!loaded) {
        DSOUND_Unload();
    }

    return loaded;
}


static void
SetDSerror(const char *function, int code)
{
    static const char *error;
    static char errbuf[1024];

    errbuf[0] = 0;
    switch (code) {
    case E_NOINTERFACE:
        error = "Unsupported interface -- Is DirectX 5.0 or later installed?";
        break;
    case DSERR_ALLOCATED:
        error = "Audio device in use";
        break;
    case DSERR_BADFORMAT:
        error = "Unsupported audio format";
        break;
    case DSERR_BUFFERLOST:
        error = "Mixing buffer was lost";
        break;
    case DSERR_CONTROLUNAVAIL:
        error = "Control requested is not available";
        break;
    case DSERR_INVALIDCALL:
        error = "Invalid call for the current state";
        break;
    case DSERR_INVALIDPARAM:
        error = "Invalid parameter";
        break;
    case DSERR_NODRIVER:
        error = "No audio device found";
        break;
    case DSERR_OUTOFMEMORY:
        error = "Out of memory";
        break;
    case DSERR_PRIOLEVELNEEDED:
        error = "Caller doesn't have priority";
        break;
    case DSERR_UNSUPPORTED:
        error = "Function not supported";
        break;
    default:
        SDL_snprintf(errbuf, SDL_arraysize(errbuf),
                     "%s: Unknown DirectSound error: 0x%x", function, code);
        break;
    }
    if (!errbuf[0]) {
        SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: %s", function,
                     error);
    }
    SDL_SetError("%s", errbuf);
    return;
}

/* DirectSound needs to be associated with a window */
static HWND mainwin = NULL;
/* */

void
DSOUND_SoundFocus(HWND hwnd)
{
    /* !!! FIXME: probably broken with multi-window support in SDL 1.3 ... */
    mainwin = hwnd;
}

static void
DSOUND_ThreadInit(_THIS)
{
    SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
}

static void
DSOUND_WaitDevice(_THIS)
{
    DWORD status = 0;
    DWORD cursor = 0;
    DWORD junk = 0;
    HRESULT result = DS_OK;

    /* Semi-busy wait, since we have no way of getting play notification
       on a primary mixing buffer located in hardware (DirectX 5.0)
     */
    result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                   &junk, &cursor);
    if (result != DS_OK) {
        if (result == DSERR_BUFFERLOST) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
        }
#ifdef DEBUG_SOUND
        SetDSerror("DirectSound GetCurrentPosition", result);
#endif
        return;
    }

    while ((cursor / this->hidden->mixlen) == this->hidden->lastchunk) {
        /* FIXME: find out how much time is left and sleep that long */
        SDL_Delay(1);

        /* Try to restore a lost sound buffer */
        IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
        if ((status & DSBSTATUS_BUFFERLOST)) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
            IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
            if ((status & DSBSTATUS_BUFFERLOST)) {
                break;
            }
        }
        if (!(status & DSBSTATUS_PLAYING)) {
            result = IDirectSoundBuffer_Play(this->hidden->mixbuf, 0, 0,
                                             DSBPLAY_LOOPING);
            if (result == DS_OK) {
                continue;
            }
#ifdef DEBUG_SOUND
            SetDSerror("DirectSound Play", result);
#endif
            return;
        }

        /* Find out where we are playing */
        result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                       &junk, &cursor);
        if (result != DS_OK) {
            SetDSerror("DirectSound GetCurrentPosition", result);
            return;
        }
    }
}

static void
DSOUND_PlayDevice(_THIS)
{
    /* Unlock the buffer, allowing it to play */
    if (this->hidden->locked_buf) {
        IDirectSoundBuffer_Unlock(this->hidden->mixbuf,
                                  this->hidden->locked_buf,
                                  this->hidden->mixlen, NULL, 0);
    }

}

static Uint8 *
DSOUND_GetDeviceBuf(_THIS)
{
    DWORD cursor = 0;
    DWORD junk = 0;
    HRESULT result = DS_OK;
    DWORD rawlen = 0;

    /* Figure out which blocks to fill next */
    this->hidden->locked_buf = NULL;
    result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                   &junk, &cursor);
    if (result == DSERR_BUFFERLOST) {
        IDirectSoundBuffer_Restore(this->hidden->mixbuf);
        result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                       &junk, &cursor);
    }
    if (result != DS_OK) {
        SetDSerror("DirectSound GetCurrentPosition", result);
        return (NULL);
    }
    cursor /= this->hidden->mixlen;
#ifdef DEBUG_SOUND
    /* Detect audio dropouts */
    {
        DWORD spot = cursor;
        if (spot < this->hidden->lastchunk) {
            spot += this->hidden->num_buffers;
        }
        if (spot > this->hidden->lastchunk + 1) {
            fprintf(stderr, "Audio dropout, missed %d fragments\n",
                    (spot - (this->hidden->lastchunk + 1)));
        }
    }
#endif
    this->hidden->lastchunk = cursor;
    cursor = (cursor + 1) % this->hidden->num_buffers;
    cursor *= this->hidden->mixlen;

    /* Lock the audio buffer */
    result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor,
                                     this->hidden->mixlen,
                                     (LPVOID *) & this->hidden->locked_buf,
                                     &rawlen, NULL, &junk, 0);
    if (result == DSERR_BUFFERLOST) {
        IDirectSoundBuffer_Restore(this->hidden->mixbuf);
        result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor,
                                         this->hidden->mixlen,
                                         (LPVOID *) & this->
                                         hidden->locked_buf, &rawlen, NULL,
                                         &junk, 0);
    }
    if (result != DS_OK) {
        SetDSerror("DirectSound Lock", result);
        return (NULL);
    }
    return (this->hidden->locked_buf);
}

static void
DSOUND_WaitDone(_THIS)
{
    Uint8 *stream = DSOUND_GetDeviceBuf(this);

    /* Wait for the playing chunk to finish */
    if (stream != NULL) {
        SDL_memset(stream, this->spec.silence, this->hidden->mixlen);
        DSOUND_PlayDevice(this);
    }
    DSOUND_WaitDevice(this);

    /* Stop the looping sound buffer */
    IDirectSoundBuffer_Stop(this->hidden->mixbuf);
}

static void
DSOUND_CloseDevice(_THIS)
{
    if (this->hidden != NULL) {
        if (this->hidden->sound != NULL) {
            if (this->hidden->mixbuf != NULL) {
                /* Clean up the audio buffer */
                IDirectSoundBuffer_Release(this->hidden->mixbuf);
                this->hidden->mixbuf = NULL;
            }
            IDirectSound_Release(this->hidden->sound);
            this->hidden->sound = NULL;
        }

        SDL_free(this->hidden);
        this->hidden = NULL;
    }
}

/* This function tries to create a secondary audio buffer, and returns the
   number of audio chunks available in the created buffer.
*/
static int
CreateSecondary(_THIS, HWND focus, WAVEFORMATEX * wavefmt)
{
    LPDIRECTSOUND sndObj = this->hidden->sound;
    LPDIRECTSOUNDBUFFER *sndbuf = &this->hidden->mixbuf;
    Uint32 chunksize = this->spec.size;
    const int numchunks = 8;
    HRESULT result = DS_OK;
    DSBUFFERDESC format;
    LPVOID pvAudioPtr1, pvAudioPtr2;
    DWORD dwAudioBytes1, dwAudioBytes2;

    /* Try to set primary mixing privileges */
    if (focus) {
        result = IDirectSound_SetCooperativeLevel(sndObj,
                                                  focus, DSSCL_PRIORITY);
    } else {
        result = IDirectSound_SetCooperativeLevel(sndObj,
                                                  GetDesktopWindow(),
                                                  DSSCL_NORMAL);
    }
    if (result != DS_OK) {
        SetDSerror("DirectSound SetCooperativeLevel", result);
        return (-1);
    }

    /* Try to create the secondary buffer */
    SDL_memset(&format, 0, sizeof(format));
    format.dwSize = sizeof(format);
    format.dwFlags = DSBCAPS_GETCURRENTPOSITION2;
    if (!focus) {
        format.dwFlags |= DSBCAPS_GLOBALFOCUS;
    } else {
        format.dwFlags |= DSBCAPS_STICKYFOCUS;
    }
    format.dwBufferBytes = numchunks * chunksize;
    if ((format.dwBufferBytes < DSBSIZE_MIN) ||
        (format.dwBufferBytes > DSBSIZE_MAX)) {
        SDL_SetError("Sound buffer size must be between %d and %d",
                     DSBSIZE_MIN / numchunks, DSBSIZE_MAX / numchunks);
        return (-1);
    }
    format.dwReserved = 0;
    format.lpwfxFormat = wavefmt;
    result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL);
    if (result != DS_OK) {
        SetDSerror("DirectSound CreateSoundBuffer", result);
        return (-1);
    }
    IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt);

    /* Silence the initial audio buffer */
    result = IDirectSoundBuffer_Lock(*sndbuf, 0, format.dwBufferBytes,
                                     (LPVOID *) & pvAudioPtr1, &dwAudioBytes1,
                                     (LPVOID *) & pvAudioPtr2, &dwAudioBytes2,
                                     DSBLOCK_ENTIREBUFFER);
    if (result == DS_OK) {
        SDL_memset(pvAudioPtr1, this->spec.silence, dwAudioBytes1);
        IDirectSoundBuffer_Unlock(*sndbuf,
                                  (LPVOID) pvAudioPtr1, dwAudioBytes1,
                                  (LPVOID) pvAudioPtr2, dwAudioBytes2);
    }

    /* We're ready to go */
    return (numchunks);
}

static int
DSOUND_OpenDevice(_THIS, const char *devname, int iscapture)
{
    HRESULT result;
    WAVEFORMATEX waveformat;
    int valid_format = 0;
    SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);

    /* !!! FIXME: handle devname */
    /* !!! FIXME: handle iscapture */

    /* Initialize all variables that we clean on shutdown */
    this->hidden = (struct SDL_PrivateAudioData *)
        SDL_malloc((sizeof *this->hidden));
    if (this->hidden == NULL) {
        SDL_OutOfMemory();
        return 0;
    }
    SDL_memset(this->hidden, 0, (sizeof *this->hidden));

    while ((!valid_format) && (test_format)) {
        switch (test_format) {
        case AUDIO_U8:
        case AUDIO_S16:
        case AUDIO_S32:
            this->spec.format = test_format;
            valid_format = 1;
            break;
        }
        test_format = SDL_NextAudioFormat();
    }

    if (!valid_format) {
        DSOUND_CloseDevice(this);
        SDL_SetError("DirectSound: Unsupported audio format");
        return 0;
    }

    SDL_memset(&waveformat, 0, sizeof(waveformat));
    waveformat.wFormatTag = WAVE_FORMAT_PCM;
    waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format);
    waveformat.nChannels = this->spec.channels;
    waveformat.nSamplesPerSec = this->spec.freq;
    waveformat.nBlockAlign =
        waveformat.nChannels * (waveformat.wBitsPerSample / 8);
    waveformat.nAvgBytesPerSec =
        waveformat.nSamplesPerSec * waveformat.nBlockAlign;

    /* Update the fragment size as size in bytes */
    SDL_CalculateAudioSpec(&this->spec);

    /* Open the audio device */
    result = DSoundCreate(NULL, &this->hidden->sound, NULL);
    if (result != DS_OK) {
        DSOUND_CloseDevice(this);
        SetDSerror("DirectSoundCreate", result);
        return 0;
    }

    /* Create the audio buffer to which we write */
    this->hidden->num_buffers = CreateSecondary(this, mainwin, &waveformat);
    if (this->hidden->num_buffers < 0) {
        DSOUND_CloseDevice(this);
        return 0;
    }

    /* The buffer will auto-start playing in DSOUND_WaitDevice() */
    this->hidden->mixlen = this->spec.size;

    return 1;                   /* good to go. */
}


static void
DSOUND_Deinitialize(void)
{
    DSOUND_Unload();
}


static int
DSOUND_Init(SDL_AudioDriverImpl * impl)
{
    OSVERSIONINFO ver;

    /*
     * Unfortunately, the sound drivers on NT have higher latencies than the
     *  audio buffers used by many SDL applications, so there are gaps in the
     *  audio - it sounds terrible.  Punt for now.
     */
    SDL_memset(&ver, '\0', sizeof(OSVERSIONINFO));
    ver.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
    GetVersionEx(&ver);
    if (ver.dwPlatformId == VER_PLATFORM_WIN32_NT) {
        if (ver.dwMajorVersion <= 4) {
            return 0;           /* NT4.0 or earlier. Disable dsound support. */
        }
    }

    if (!DSOUND_Load()) {
        return 0;
    }

    /* Set the function pointers */
    impl->OpenDevice = DSOUND_OpenDevice;
    impl->PlayDevice = DSOUND_PlayDevice;
    impl->WaitDevice = DSOUND_WaitDevice;
    impl->WaitDone = DSOUND_WaitDone;
    impl->ThreadInit = DSOUND_ThreadInit;
    impl->GetDeviceBuf = DSOUND_GetDeviceBuf;
    impl->CloseDevice = DSOUND_CloseDevice;
    impl->Deinitialize = DSOUND_Deinitialize;
    impl->OnlyHasDefaultOutputDevice = 1;       /* !!! FIXME */

    return 1;
}

AudioBootStrap DSOUND_bootstrap = {
    "dsound", WINDOWS_OS_NAME "DirectSound", DSOUND_Init, 0
};

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