view test/loopwave.c @ 1207:c9ec00d3e8bc

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Wed, 21 Dec 2005 13:39:39 +0100 Subject: [SDL] Another mouse bug patch for Mac OS X Oh my, yet another change in the quartz mouse handling code! :) The attached patch fixes the following bug: Calling SDL_WarpMouse() while the cursor is invisible and grabbed should only update SDL's internal mouse location, not try to warp the system cursor (which is not at that location, but fixed in the middle of the window). Otherwise, the next mouse motion event is wrong. Please apply. Thanks Christian
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 21 Dec 2005 18:02:36 +0000 (2005-12-21)
parents be9c9c8f6d53
children 0394f8ebc42d
line wrap: on
line source

/* 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 <stdio.h>
#include <stdlib.h>
#include <signal.h>

#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 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_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
		stream += waveleft;
		len -= waveleft;
		waveptr = wave.sound;
		waveleft = wave.soundlen;
		wave.soundpos = 0;
	}
	SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
	wave.soundpos += len;
}

static int done = 0;
void poked(int sig)
{
	done = 1;
}

int main(int argc, char *argv[])
{
	char name[32];

	/* 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 ) {
		fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
		quit(1);
	}

	/* 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;

	/* Set the signals */
#ifdef SIGHUP
	signal(SIGHUP, poked);
#endif
	signal(SIGINT, poked);
#ifdef SIGQUIT
	signal(SIGQUIT, poked);
#endif
	signal(SIGTERM, poked);

	/* 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);
	}
	SDL_PauseAudio(0);

	/* Let the audio run */
	printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
	while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
		SDL_Delay(1000);

	/* Clean up on signal */
	SDL_CloseAudio();
	SDL_FreeWAV(wave.sound);
	SDL_Quit();
	return(0);
}