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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Patched to compile on C89 compilers, removed more streamer code.
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e177b1cc49
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@ -243,6 +243,7 @@ finalize_audio_entry_points(void)
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#undef FILL_STUB
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#undef FILL_STUB
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}
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}
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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/* Streaming functions (for when the input and output buffer sizes are different) */
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/* Streaming functions (for when the input and output buffer sizes are different) */
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/* Write [length] bytes from buf into the streamer */
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/* Write [length] bytes from buf into the streamer */
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static void
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static void
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@ -302,6 +303,7 @@ SDL_StreamDeinit(SDL_AudioStreamer * stream)
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{
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{
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SDL_free(stream->buffer);
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SDL_free(stream->buffer);
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}
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}
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#endif
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#if defined(ANDROID)
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#if defined(ANDROID)
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#include <android/log.h>
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#include <android/log.h>
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@ -317,9 +319,12 @@ SDL_RunAudio(void *devicep)
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void *udata;
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void *udata;
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void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len);
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void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len);
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Uint32 delay;
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Uint32 delay;
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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/* For streaming when the buffer sizes don't match up */
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/* For streaming when the buffer sizes don't match up */
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Uint8 *istream;
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Uint8 *istream;
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int istream_len = 0;
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int istream_len = 0;
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#endif
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/* The audio mixing is always a high priority thread */
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/* The audio mixing is always a high priority thread */
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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@ -456,8 +461,9 @@ SDL_RunAudio(void *devicep)
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}
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}
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}
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}
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} else {
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} else
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#endif
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#endif
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{
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/* Otherwise, do not use the streamer. This is the old code. */
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/* Otherwise, do not use the streamer. This is the old code. */
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const int silence = (int) device->spec.silence;
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const int silence = (int) device->spec.silence;
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@ -506,9 +512,7 @@ SDL_RunAudio(void *devicep)
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SDL_Delay(delay);
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SDL_Delay(delay);
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}
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}
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}
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}
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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}
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}
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#endif
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/* Wait for the audio to drain.. */
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/* Wait for the audio to drain.. */
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current_audio.impl.WaitDone(device);
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current_audio.impl.WaitDone(device);
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