view src/audio/windib/SDL_dibaudio.h @ 4805:de3b3455f8ec

Put the render loop back in its right place, but with delaying functionality to keep it down to roughly 60fps, not eating up all the X11 time.
author Eli Gottlieb <eligottlieb@gmail.com>
date Mon, 19 Jul 2010 00:24:02 -0400
parents f7b03b6838cb
children b530ef003506
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 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"

#ifndef _SDL_dibaudio_h
#define _SDL_dibaudio_h

#include "../SDL_sysaudio.h"

/* Hidden "this" pointer for the audio functions */
#define _THIS	SDL_AudioDevice *this

#define NUM_BUFFERS 2           /* -- Don't lower this! */

struct SDL_PrivateAudioData
{
    HWAVEOUT sound;
    HANDLE audio_sem;
    Uint8 *mixbuf;              /* The raw allocated mixing buffer */
    WAVEHDR wavebuf[NUM_BUFFERS];       /* Wave audio fragments */
    int next_buffer;
};

#endif /* _SDL_dibaudio_h */

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