view XCodeiPhoneOS/Demos/src/happy.c @ 3096:ae4e80dbe330

Date: Tue, 17 Feb 2009 14:00:25 +0100 From: Stefan Klug Subject: [SDL] Possible bug, paused audio playing garbage On my WinCE device a paused audio device plays random garbage. This might also be the issue in the thread "sound cracks with SDL_mixer and AUDIO_S16LSB" I don't have that much knowledge of the SDL audio part, but the attached patch fixes it for me, and collapses two redundant ifs. I'm not sure if this is the correct way to fix this. Shouldn't the complete stream conversion part of the RunAudio loop be dependent on the paused property of the device? (not only the call to (*fill)(udata, istream, istream_len). Anyways. Would be great if the patch or a fix could find its way to SVN ;-) Cheers Stefan
author Sam Lantinga <slouken@libsdl.org>
date Mon, 23 Mar 2009 05:21:40 +0000
parents 375ee92745e8
children
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/*
 *	happy.c
 *	written by Holmes Futrell
 *	use however you want
 */

#include "SDL.h"
#include "common.h"

#define NUM_HAPPY_FACES 100     /* number of faces to draw */
#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
#define HAPPY_FACE_SIZE 32      /* width and height of happyface (pixels) */

static SDL_TextureID texture_id = 0;    /* reference to texture holding happyface */

static struct
{
    float x, y;                 /* position of happyface */
    float xvel, yvel;           /* velocity of happyface */
} faces[NUM_HAPPY_FACES];

/*
	Sets initial positions and velocities of happyfaces
	units of velocity are pixels per millesecond
*/
void
initializeHappyFaces()
{
    int i;
    for (i = 0; i < NUM_HAPPY_FACES; i++) {
        faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
        faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
        faces[i].xvel = randomFloat(-0.1f, 0.1f);
        faces[i].yvel = randomFloat(-0.1f, 0.1f);
    }
}

void
render(void)
{

    int i;
    SDL_Rect srcRect;
    SDL_Rect dstRect;

    /* setup boundaries for happyface bouncing */
    Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
    Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
    Uint16 minx = 0;
    Uint16 miny = 0;

    /* setup rects for drawing */
    srcRect.x = 0;
    srcRect.y = 0;
    srcRect.w = HAPPY_FACE_SIZE;
    srcRect.h = HAPPY_FACE_SIZE;
    dstRect.w = HAPPY_FACE_SIZE;
    dstRect.h = HAPPY_FACE_SIZE;

    /* fill background in with black */
    SDL_SetRenderDrawColor(0, 0, 0, 255);
    SDL_RenderFill(NULL);

    /*
       loop through all the happy faces:
       - update position
       - update velocity (if boundary is hit)
       - draw
     */
    for (i = 0; i < NUM_HAPPY_FACES; i++) {
        faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
        faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
        if (faces[i].x > maxx) {
            faces[i].x = maxx;
            faces[i].xvel = -faces[i].xvel;
        } else if (faces[i].y > maxy) {
            faces[i].y = maxy;
            faces[i].yvel = -faces[i].yvel;
        }
        if (faces[i].x < minx) {
            faces[i].x = minx;
            faces[i].xvel = -faces[i].xvel;
        } else if (faces[i].y < miny) {
            faces[i].y = miny;
            faces[i].yvel = -faces[i].yvel;
        }
        dstRect.x = faces[i].x;
        dstRect.y = faces[i].y;
        SDL_RenderCopy(texture_id, &srcRect, &dstRect);
    }
    /* update screen */
    SDL_RenderPresent();

}

/*
	loads the happyface graphic into a texture
*/
void
initializeTexture()
{
    SDL_Surface *bmp_surface;
    SDL_Surface *bmp_surface_rgba;
    int format = SDL_PIXELFORMAT_ABGR8888;      /* desired texture format */
    Uint32 Rmask, Gmask, Bmask, Amask;  /* masks for desired format */
    int bpp;                    /* bits per pixel for desired format */
    /* load the bmp */
    bmp_surface = SDL_LoadBMP("icon.bmp");
    if (bmp_surface == NULL) {
        fatalError("could not load bmp");
    }
    /* set white to transparent on the happyface */
    SDL_SetColorKey(bmp_surface, 1,
                    SDL_MapRGB(bmp_surface->format, 255, 255, 255));
    SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
    /*
       create a new RGBA surface and blit the bmp to it
       this is an extra step, but it seems to be necessary
       is this a bug?
     */
    bmp_surface_rgba =
        SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
                             Gmask, Bmask, Amask);
    SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL);

    /* convert RGBA surface to texture */
    texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
    if (texture_id == 0) {
        fatalError("could not create texture");
    }
    SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND);

    /* free up allocated memory */
    SDL_FreeSurface(bmp_surface_rgba);
    SDL_FreeSurface(bmp_surface);
}

int
main(int argc, char *argv[])
{

    SDL_WindowID windowID;
    Uint32 startFrame;
    Uint32 endFrame;
    Uint32 delay;
    int done;

    /* initialize SDL */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fatalError("Could not initialize SDL");
    }
    windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
                                SDL_WINDOW_BORDERLESS);

    SDL_CreateRenderer(windowID, -1, 0);

    initializeTexture();
    initializeHappyFaces();

    /* main loop */
    done = 0;
    while (!done) {
        startFrame = SDL_GetTicks();
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT) {
                done = 1;
            }
        }
        render();
        endFrame = SDL_GetTicks();

        /* figure out how much time we have left, and then sleep */
        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
        if (delay < 0) {
            delay = 0;
        } else if (delay > MILLESECONDS_PER_FRAME) {
            delay = MILLESECONDS_PER_FRAME;
        }
        SDL_Delay(delay);
    }

    /* cleanup */
    SDL_DestroyTexture(texture_id);
    /* shutdown SDL */
    SDL_Quit();

    return 0;

}