Mercurial > sdl-ios-xcode
view test/loopwave.c @ 3502:98a819296cdc
Whenever a window becomes fullscreen, shown, unminimized, and has input focus it will change the display to the corresponding fullscreen video mode.
If it loses any of those properties the desktop mode will be restored.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 01 Dec 2009 08:56:12 +0000 |
parents | dc6384958091 |
children | 6e70cf55a368 |
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/* Program to load a wave file and loop playing it using SDL sound */ /* loopwaves.c is much more robust in handling WAVE files -- This is only for simple WAVEs */ #include "SDL_config.h" #include <stdio.h> #include <stdlib.h> #if HAVE_SIGNAL_H #include <signal.h> #endif #include "SDL.h" #include "SDL_audio.h" struct { SDL_AudioSpec spec; Uint8 *sound; /* Pointer to wave data */ Uint32 soundlen; /* Length of wave data */ int soundpos; /* Current play position */ } wave; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } void SDLCALL fillerup(void *unused, Uint8 * stream, int len) { Uint8 *waveptr; int waveleft; /* Set up the pointers */ waveptr = wave.sound + wave.soundpos; waveleft = wave.soundlen - wave.soundpos; /* Go! */ while (waveleft <= len) { SDL_memcpy(stream, waveptr, waveleft); stream += waveleft; len -= waveleft; waveptr = wave.sound; waveleft = wave.soundlen; wave.soundpos = 0; } SDL_memcpy(stream, waveptr, len); wave.soundpos += len; } static int done = 0; void poked(int sig) { done = 1; } int main(int argc, char *argv[]) { /* Load the SDL library */ if (SDL_Init(SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } if (argv[1] == NULL) { argv[1] = "sample.wav"; } /* Load the wave file into memory */ if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError()); quit(1); } wave.spec.callback = fillerup; #if HAVE_SIGNAL_H /* Set the signals */ #ifdef SIGHUP signal(SIGHUP, poked); #endif signal(SIGINT, poked); #ifdef SIGQUIT signal(SIGQUIT, poked); #endif signal(SIGTERM, poked); #endif /* HAVE_SIGNAL_H */ /* Initialize fillerup() variables */ if (SDL_OpenAudio(&wave.spec, NULL) < 0) { fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); SDL_FreeWAV(wave.sound); quit(2); } /* Right now we're using the 1.2 SDL_OpenAudio(), but if we move to the 1.3 device enumeration version, we shouldn't hardcore device id #1 for SDL_GetAudioDeviceName(), below. */ printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); printf("Using audio device: %s\n", SDL_GetAudioDeviceName(1, 0)); /* Let the audio run */ SDL_PauseAudio(0); while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) SDL_Delay(1000); /* Clean up on signal */ SDL_CloseAudio(); SDL_FreeWAV(wave.sound); SDL_Quit(); return (0); }