
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 )
217 lines
8 KiB
C
217 lines
8 KiB
C
/*
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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.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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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_in = NULL;
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static SDL_AudioStream *stream_out = NULL;
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static SDLTest_CommonState *state = NULL;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
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{
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SDL_AudioDeviceID *devices;
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SDL_AudioSpec outspec;
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SDL_AudioSpec inspec;
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SDL_AudioDeviceID device;
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SDL_AudioDeviceID want_device = SDL_AUDIO_DEVICE_DEFAULT_RECORDING;
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const char *devname = NULL;
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int i;
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "15");
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return SDL_APP_SUCCESS;
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}
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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (!devname) {
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devname = argv[i];
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consumed = 1;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = { "[device_name]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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return SDL_APP_FAILURE;
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}
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i += consumed;
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}
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/* Load the SDL library */
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return SDL_APP_SUCCESS;
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}
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if (!SDL_CreateWindowAndRenderer("testaudiorecording", 320, 240, 0, &window, &renderer)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window and renderer: %s\n", SDL_GetError());
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return SDL_APP_SUCCESS;
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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devices = SDL_GetAudioRecordingDevices(NULL);
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for (i = 0; devices[i] != 0; i++) {
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const char *name = SDL_GetAudioDeviceName(devices[i]);
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SDL_Log(" Recording device #%d: '%s'\n", i, name);
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if (devname && (SDL_strcmp(devname, name) == 0)) {
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want_device = devices[i];
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}
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}
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if (devname && (want_device == SDL_AUDIO_DEVICE_DEFAULT_RECORDING)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Didn't see a recording device named '%s', using the system default instead.\n", devname);
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devname = NULL;
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}
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/* DirectSound can fail in some instances if you open the same hardware
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for both recording and output and didn't open the output end first,
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according to the docs, so if you're doing something like this, always
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open your recording devices second in case you land in those bizarre
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circumstances. */
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SDL_Log("Opening default playback device...\n");
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device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (!device) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for playback: %s!\n", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_PauseAudioDevice(device);
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SDL_GetAudioDeviceFormat(device, &outspec, NULL);
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stream_out = SDL_CreateAudioStream(&outspec, &outspec);
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if (!stream_out) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for playback: %s!\n", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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} else if (!SDL_BindAudioStream(device, stream_out)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for playback: %s!\n", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_Log("Opening recording device %s%s%s...\n",
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devname ? "'" : "",
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devname ? devname : "[[default]]",
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devname ? "'" : "");
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device = SDL_OpenAudioDevice(want_device, NULL);
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if (!device) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open an audio device for recording: %s!\n", SDL_GetError());
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SDL_free(devices);
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return SDL_APP_FAILURE;
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}
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SDL_free(devices);
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SDL_PauseAudioDevice(device);
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SDL_GetAudioDeviceFormat(device, &inspec, NULL);
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stream_in = SDL_CreateAudioStream(&inspec, &inspec);
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if (!stream_in) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create an audio stream for recording: %s!\n", SDL_GetError());
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return SDL_APP_FAILURE;
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} else if (!SDL_BindAudioStream(device, stream_in)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't bind an audio stream for recording: %s!\n", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetAudioStreamFormat(stream_in, NULL, &outspec); /* make sure we output at the playback format. */
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SDL_Log("Ready! Hold down mouse or finger to record!\n");
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, const 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;
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} else if (event->type == SDL_EVENT_KEY_DOWN) {
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if (event->key.key == SDLK_ESCAPE) {
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return SDL_APP_SUCCESS;
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}
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} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (event->button.button == 1) {
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SDL_PauseAudioStreamDevice(stream_out);
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SDL_FlushAudioStream(stream_out); /* so no samples are held back for resampling purposes. */
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SDL_ResumeAudioStreamDevice(stream_in);
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}
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} else if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
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if (event->button.button == 1) {
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SDL_PauseAudioStreamDevice(stream_in);
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SDL_FlushAudioStream(stream_in); /* so no samples are held back for resampling purposes. */
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SDL_ResumeAudioStreamDevice(stream_out);
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}
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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if (!SDL_AudioDevicePaused(SDL_GetAudioStreamDevice(stream_in))) {
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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} else {
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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}
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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/* Feed any new data we recorded to the output stream. It'll play when we unpause the device. */
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while (SDL_GetAudioStreamAvailable(stream_in) > 0) {
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Uint8 buf[1024];
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const int br = SDL_GetAudioStreamData(stream_in, buf, sizeof(buf));
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if (br < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read from input audio stream: %s\n", SDL_GetError());
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return SDL_APP_FAILURE;
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} else if (!SDL_PutAudioStreamData(stream_out, buf, br)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to write to output audio stream: %s\n", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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}
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate)
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{
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SDL_Log("Shutting down.\n");
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const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
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const SDL_AudioDeviceID devid_out = SDL_GetAudioStreamDevice(stream_out);
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SDL_CloseAudioDevice(devid_in); /* !!! FIXME: use SDL_OpenAudioDeviceStream instead so we can dump this. */
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SDL_CloseAudioDevice(devid_out);
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SDL_DestroyAudioStream(stream_in);
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SDL_DestroyAudioStream(stream_out);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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}
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