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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
171 lines
5.4 KiB
C
171 lines
5.4 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_AUDIO_DRIVER_DISK
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// Output raw audio data to a file.
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#include "../SDL_sysaudio.h"
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#include "SDL_diskaudio.h"
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#define DISKDEFAULT_OUTFILE "sdlaudio.raw"
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#define DISKDEFAULT_INFILE "sdlaudio-in.raw"
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static bool DISKAUDIO_WaitDevice(SDL_AudioDevice *device)
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{
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SDL_Delay(device->hidden->io_delay);
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return true;
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}
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static bool DISKAUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buffer_size)
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{
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const int written = (int)SDL_WriteIO(device->hidden->io, buffer, (size_t)buffer_size);
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if (written != buffer_size) { // If we couldn't write, assume fatal error for now
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return false;
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}
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#ifdef DEBUG_AUDIO
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SDL_Log("DISKAUDIO: Wrote %d bytes of audio data", (int) written);
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#endif
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return true;
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}
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static Uint8 *DISKAUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
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{
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return device->hidden->mixbuf;
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}
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static int DISKAUDIO_RecordDevice(SDL_AudioDevice *device, void *buffer, int buflen)
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{
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struct SDL_PrivateAudioData *h = device->hidden;
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const int origbuflen = buflen;
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if (h->io) {
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const int br = (int)SDL_ReadIO(h->io, buffer, (size_t)buflen);
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buflen -= br;
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buffer = ((Uint8 *)buffer) + br;
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if (buflen > 0) { // EOF (or error, but whatever).
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SDL_CloseIO(h->io);
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h->io = NULL;
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}
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}
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// if we ran out of file, just write silence.
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SDL_memset(buffer, device->silence_value, buflen);
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return origbuflen;
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}
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static void DISKAUDIO_FlushRecording(SDL_AudioDevice *device)
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{
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// no op...we don't advance the file pointer or anything.
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}
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static void DISKAUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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if (device->hidden) {
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if (device->hidden->io) {
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SDL_CloseIO(device->hidden->io);
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}
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SDL_free(device->hidden->mixbuf);
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SDL_free(device->hidden);
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device->hidden = NULL;
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}
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}
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static const char *get_filename(const bool recording)
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{
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const char *devname = SDL_GetHint(recording ? SDL_HINT_AUDIO_DISK_INPUT_FILE : SDL_HINT_AUDIO_DISK_OUTPUT_FILE);
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if (!devname) {
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devname = recording ? DISKDEFAULT_INFILE : DISKDEFAULT_OUTFILE;
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}
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return devname;
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}
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static bool DISKAUDIO_OpenDevice(SDL_AudioDevice *device)
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{
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bool recording = device->recording;
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const char *fname = get_filename(recording);
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device->hidden = (struct SDL_PrivateAudioData *) SDL_calloc(1, sizeof(*device->hidden));
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if (!device->hidden) {
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return false;
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}
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device->hidden->io_delay = ((device->sample_frames * 1000) / device->spec.freq);
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const char *hint = SDL_GetHint(SDL_HINT_AUDIO_DISK_TIMESCALE);
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if (hint) {
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double scale = SDL_atof(hint);
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if (scale >= 0.0) {
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device->hidden->io_delay = (Uint32)SDL_round(device->hidden->io_delay * scale);
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}
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}
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// Open the "audio device"
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device->hidden->io = SDL_IOFromFile(fname, recording ? "rb" : "wb");
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if (!device->hidden->io) {
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return false;
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}
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// Allocate mixing buffer
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if (!recording) {
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device->hidden->mixbuf = (Uint8 *)SDL_malloc(device->buffer_size);
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if (!device->hidden->mixbuf) {
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return false;
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}
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SDL_memset(device->hidden->mixbuf, device->silence_value, device->buffer_size);
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}
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SDL_LogCritical(SDL_LOG_CATEGORY_AUDIO, "You are using the SDL disk i/o audio driver!");
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SDL_LogCritical(SDL_LOG_CATEGORY_AUDIO, " %s file [%s].\n", recording ? "Reading from" : "Writing to", fname);
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return true; // We're ready to rock and roll. :-)
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}
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static void DISKAUDIO_DetectDevices(SDL_AudioDevice **default_playback, SDL_AudioDevice **default_recording)
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{
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*default_playback = SDL_AddAudioDevice(false, DEFAULT_PLAYBACK_DEVNAME, NULL, (void *)0x1);
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*default_recording = SDL_AddAudioDevice(true, DEFAULT_RECORDING_DEVNAME, NULL, (void *)0x2);
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}
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static bool DISKAUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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impl->OpenDevice = DISKAUDIO_OpenDevice;
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impl->WaitDevice = DISKAUDIO_WaitDevice;
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impl->WaitRecordingDevice = DISKAUDIO_WaitDevice;
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impl->PlayDevice = DISKAUDIO_PlayDevice;
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impl->GetDeviceBuf = DISKAUDIO_GetDeviceBuf;
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impl->RecordDevice = DISKAUDIO_RecordDevice;
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impl->FlushRecording = DISKAUDIO_FlushRecording;
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impl->CloseDevice = DISKAUDIO_CloseDevice;
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impl->DetectDevices = DISKAUDIO_DetectDevices;
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impl->HasRecordingSupport = true;
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return true;
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}
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AudioBootStrap DISKAUDIO_bootstrap = {
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"disk", "direct-to-disk audio", DISKAUDIO_Init, true
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};
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#endif // SDL_AUDIO_DRIVER_DISK
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