mirror of
https://github.com/thunderbrewhq/thunderbrew
synced 2025-12-12 19:22:30 +00:00
chore(build): use SDL3
This commit is contained in:
parent
9d04a35d87
commit
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3286 changed files with 866354 additions and 554996 deletions
5
vendor/sdl-3.2.10/examples/audio/01-simple-playback/README.txt
vendored
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5
vendor/sdl-3.2.10/examples/audio/01-simple-playback/README.txt
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If you're running this in a web browser, you need to click the window before you'll hear anything!
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This example code creates a simple audio stream for playing sound, and
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generates a sine wave sound effect for it to play as time goes on. This is the
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simplest way to get up and running with procedural sound.
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103
vendor/sdl-3.2.10/examples/audio/01-simple-playback/simple-playback.c
vendored
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103
vendor/sdl-3.2.10/examples/audio/01-simple-playback/simple-playback.c
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/*
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* This example code creates a simple audio stream for playing sound, and
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* generates a sine wave sound effect for it to play as time goes on. This
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* is the simplest way to get up and running with procedural sound.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream = NULL;
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static int current_sine_sample = 0;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we don't _need_ a window for audio-only things but it's good policy to have one. */
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if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* We're just playing a single thing here, so we'll use the simplified option.
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We are always going to feed audio in as mono, float32 data at 8000Hz.
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The stream will convert it to whatever the hardware wants on the other side. */
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spec.channels = 1;
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spec.format = SDL_AUDIO_F32;
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spec.freq = 8000;
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* see if we need to feed the audio stream more data yet.
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We're being lazy here, but if there's less than half a second queued, generate more.
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A sine wave is unchanging audio--easy to stream--but for video games, you'll want
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to generate significantly _less_ audio ahead of time! */
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const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
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if (SDL_GetAudioStreamQueued(stream) < minimum_audio) {
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static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
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int i;
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/* generate a 440Hz pure tone */
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for (i = 0; i < SDL_arraysize(samples); i++) {
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const int freq = 440;
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const float phase = current_sine_sample * freq / 8000.0f;
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samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
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current_sine_sample++;
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}
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/* wrapping around to avoid floating-point errors */
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current_sine_sample %= 8000;
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/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(stream, samples, sizeof (samples));
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}
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* SDL will clean up the window/renderer for us. */
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}
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5
vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/README.txt
vendored
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5
vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/README.txt
vendored
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If you're running this in a web browser, you need to click the window before you'll hear anything!
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This example code creates a simple audio stream for playing sound, and
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generates a sine wave sound effect for it to play as time goes on. Unlike
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the previous example, this uses a callback to generate sound.
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115
vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/simple-playback-callback.c
vendored
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115
vendor/sdl-3.2.10/examples/audio/02-simple-playback-callback/simple-playback-callback.c
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/*
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* This example code creates a simple audio stream for playing sound, and
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* generates a sine wave sound effect for it to play as time goes on. Unlike
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* the previous example, this uses a callback to generate sound.
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*
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* This might be the path of least resistance if you're moving an SDL2
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* program's audio code to SDL3.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream = NULL;
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static int current_sine_sample = 0;
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/* this function will be called (usually in a background thread) when the audio stream is consuming data. */
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static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
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{
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/* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs
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than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what
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it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the
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hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more
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than necessary. */
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additional_amount /= sizeof (float); /* convert from bytes to samples */
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while (additional_amount > 0) {
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float samples[128]; /* this will feed 128 samples each iteration until we have enough. */
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const int total = SDL_min(additional_amount, SDL_arraysize(samples));
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int i;
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/* generate a 440Hz pure tone */
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for (i = 0; i < total; i++) {
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const int freq = 440;
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const float phase = current_sine_sample * freq / 8000.0f;
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samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
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current_sine_sample++;
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}
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/* wrapping around to avoid floating-point errors */
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current_sine_sample %= 8000;
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/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(astream, samples, total * sizeof (float));
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additional_amount -= total; /* subtract what we've just fed the stream. */
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}
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}
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we don't _need_ a window for audio-only things but it's good policy to have one. */
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if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* We're just playing a single thing here, so we'll use the simplified option.
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We are always going to feed audio in as mono, float32 data at 8000Hz.
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The stream will convert it to whatever the hardware wants on the other side. */
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spec.channels = 1;
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spec.format = SDL_AUDIO_F32;
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spec.freq = 8000;
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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/* all the work of feeding the audio stream is happening in a callback in a background thread. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* SDL will clean up the window/renderer for us. */
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}
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5
vendor/sdl-3.2.10/examples/audio/03-load-wav/README.txt
vendored
Normal file
5
vendor/sdl-3.2.10/examples/audio/03-load-wav/README.txt
vendored
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If you're running this in a web browser, you need to click the window before you'll hear anything!
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This example code creates a simple audio stream for playing sound, and
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loads a .wav file that is pushed through the stream in a loop.
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103
vendor/sdl-3.2.10/examples/audio/03-load-wav/load-wav.c
vendored
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103
vendor/sdl-3.2.10/examples/audio/03-load-wav/load-wav.c
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/*
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* This example code creates a simple audio stream for playing sound, and
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* loads a .wav file that is pushed through the stream in a loop.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*
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* The .wav file is a sample from Will Provost's song, The Living Proof,
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* used with permission.
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*
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* From the album The Living Proof
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* Publisher: 5 Guys Named Will
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* Copyright 1996 Will Provost
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* https://itunes.apple.com/us/album/the-living-proof/id4153978
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* http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream = NULL;
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static Uint8 *wav_data = NULL;
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static Uint32 wav_data_len = 0;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we don't _need_ a window for audio-only things but it's good policy to have one. */
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if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* Load the .wav file from wherever the app is being run from. */
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SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) {
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SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(wav_path); /* done with this string. */
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/* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* see if we need to feed the audio stream more data yet.
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We're being lazy here, but if there's less than the entire wav file left to play,
|
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just shove a whole copy of it into the queue, so we always have _tons_ of
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data queued for playback. */
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if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) {
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/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
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}
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
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/* SDL will clean up the window/renderer for us. */
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}
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5
vendor/sdl-3.2.10/examples/audio/04-multiple-streams/README.txt
vendored
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5
vendor/sdl-3.2.10/examples/audio/04-multiple-streams/README.txt
vendored
Normal file
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If you're running this in a web browser, you need to click the window before you'll hear anything!
|
||||
|
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This example code loads two .wav files, puts them an audio streams and binds
|
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them for playback, repeating both sounds on loop. This shows several streams
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mixing into a single playback device.
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135
vendor/sdl-3.2.10/examples/audio/04-multiple-streams/multiple-streams.c
vendored
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135
vendor/sdl-3.2.10/examples/audio/04-multiple-streams/multiple-streams.c
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/*
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* This example code loads two .wav files, puts them an audio streams and
|
||||
* binds them for playback, repeating both sounds on loop. This shows several
|
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* streams mixing into a single playback device.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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|
||||
/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
|
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static SDL_Renderer *renderer = NULL;
|
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static SDL_AudioDeviceID audio_device = 0;
|
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|
||||
/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
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typedef struct Sound {
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Uint8 *wav_data;
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Uint32 wav_data_len;
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||||
SDL_AudioStream *stream;
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} Sound;
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static Sound sounds[2];
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static bool init_sound(const char *fname, Sound *sound)
|
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{
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bool retval = false;
|
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SDL_AudioSpec spec;
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char *wav_path = NULL;
|
||||
|
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/* Load the .wav files from wherever the app is being run from. */
|
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SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
|
||||
SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Create an audio stream. Set the source format to the wav's format (what
|
||||
we'll input), leave the dest format NULL here (it'll change to what the
|
||||
device wants once we bind it). */
|
||||
sound->stream = SDL_CreateAudioStream(&spec, NULL);
|
||||
if (!sound->stream) {
|
||||
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
|
||||
} else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
|
||||
SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
|
||||
} else {
|
||||
retval = true; /* success! */
|
||||
}
|
||||
|
||||
SDL_free(wav_path); /* done with this string. */
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
|
||||
SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
|
||||
audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
|
||||
if (audio_device == 0) {
|
||||
SDL_Log("Couldn't open audio device: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!init_sound("sample.wav", &sounds[0])) {
|
||||
return SDL_APP_FAILURE;
|
||||
} else if (!init_sound("sword.wav", &sounds[1])) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
}
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < SDL_arraysize(sounds); i++) {
|
||||
/* If less than a full copy of the audio is queued for playback, put another copy in there.
|
||||
This is overkill, but easy when lots of RAM is cheap. One could be more careful and
|
||||
queue less at a time, as long as the stream doesn't run dry. */
|
||||
if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
|
||||
SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
|
||||
}
|
||||
}
|
||||
|
||||
/* just blank the screen. */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
int i;
|
||||
|
||||
SDL_CloseAudioDevice(audio_device);
|
||||
|
||||
for (i = 0; i < SDL_arraysize(sounds); i++) {
|
||||
if (sounds[i].stream) {
|
||||
SDL_DestroyAudioStream(sounds[i].stream);
|
||||
}
|
||||
SDL_free(sounds[i].wav_data);
|
||||
}
|
||||
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
BIN
vendor/sdl-3.2.10/examples/audio/onmouseover.webp
vendored
Normal file
BIN
vendor/sdl-3.2.10/examples/audio/onmouseover.webp
vendored
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 172 KiB |
BIN
vendor/sdl-3.2.10/examples/audio/thumbnail.png
vendored
Normal file
BIN
vendor/sdl-3.2.10/examples/audio/thumbnail.png
vendored
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 14 KiB |
Loading…
Add table
Add a link
Reference in a new issue