ruby2d 0.11.1 → 0.11.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (371) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +108 -14
  3. data/assets/include/SDL2/SDL_assert.h +81 -50
  4. data/assets/include/SDL2/SDL_atomic.h +135 -35
  5. data/assets/include/SDL2/SDL_audio.h +960 -355
  6. data/assets/include/SDL2/SDL_bits.h +11 -6
  7. data/assets/include/SDL2/SDL_blendmode.h +91 -14
  8. data/assets/include/SDL2/SDL_clipboard.h +30 -7
  9. data/assets/include/SDL2/SDL_config.h +3 -1
  10. data/assets/include/SDL2/SDL_config_android.h +11 -1
  11. data/assets/include/SDL2/SDL_config_emscripten.h +216 -0
  12. data/assets/include/SDL2/SDL_config_iphoneos.h +9 -1
  13. data/assets/include/SDL2/SDL_config_macosx.h +16 -2
  14. data/assets/include/SDL2/SDL_config_minimal.h +4 -1
  15. data/assets/include/SDL2/SDL_config_os2.h +37 -20
  16. data/assets/include/SDL2/SDL_config_pandora.h +6 -1
  17. data/assets/include/SDL2/SDL_config_psp.h +8 -8
  18. data/assets/include/SDL2/SDL_config_windows.h +39 -22
  19. data/assets/include/SDL2/SDL_config_winrt.h +23 -8
  20. data/assets/include/SDL2/SDL_config_wiz.h +6 -1
  21. data/assets/include/SDL2/SDL_copying.h +1 -1
  22. data/assets/include/SDL2/SDL_cpuinfo.h +331 -71
  23. data/assets/include/SDL2/SDL_egl.h +906 -280
  24. data/assets/include/SDL2/SDL_endian.h +101 -47
  25. data/assets/include/SDL2/SDL_error.h +70 -19
  26. data/assets/include/SDL2/SDL_events.h +387 -79
  27. data/assets/include/SDL2/SDL_filesystem.h +73 -64
  28. data/assets/include/SDL2/SDL_gamecontroller.h +585 -125
  29. data/assets/include/SDL2/SDL_gesture.h +36 -6
  30. data/assets/include/SDL2/SDL_haptic.h +304 -210
  31. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  32. data/assets/include/SDL2/SDL_hints.h +1286 -897
  33. data/assets/include/SDL2/SDL_joystick.h +577 -130
  34. data/assets/include/SDL2/SDL_keyboard.h +162 -63
  35. data/assets/include/SDL2/SDL_keycode.h +7 -5
  36. data/assets/include/SDL2/SDL_loadso.h +42 -8
  37. data/assets/include/SDL2/SDL_locale.h +34 -32
  38. data/assets/include/SDL2/SDL_log.h +212 -19
  39. data/assets/include/SDL2/SDL_main.h +72 -17
  40. data/assets/include/SDL2/SDL_messagebox.h +70 -23
  41. data/assets/include/SDL2/SDL_metal.h +27 -32
  42. data/assets/include/SDL2/SDL_misc.h +19 -15
  43. data/assets/include/SDL2/SDL_mouse.h +262 -110
  44. data/assets/include/SDL2/SDL_mutex.h +286 -66
  45. data/assets/include/SDL2/SDL_name.h +1 -1
  46. data/assets/include/SDL2/SDL_opengl.h +1 -1
  47. data/assets/include/SDL2/SDL_opengles.h +1 -1
  48. data/assets/include/SDL2/SDL_opengles2.h +2 -2
  49. data/assets/include/SDL2/SDL_pixels.h +199 -34
  50. data/assets/include/SDL2/SDL_platform.h +39 -2
  51. data/assets/include/SDL2/SDL_power.h +23 -10
  52. data/assets/include/SDL2/SDL_quit.h +1 -1
  53. data/assets/include/SDL2/SDL_rect.h +78 -28
  54. data/assets/include/SDL2/SDL_render.h +1204 -472
  55. data/assets/include/SDL2/SDL_revision.h +2 -2
  56. data/assets/include/SDL2/SDL_rwops.h +605 -33
  57. data/assets/include/SDL2/SDL_scancode.h +1 -1
  58. data/assets/include/SDL2/SDL_sensor.h +76 -42
  59. data/assets/include/SDL2/SDL_shape.h +38 -27
  60. data/assets/include/SDL2/SDL_stdinc.h +96 -24
  61. data/assets/include/SDL2/SDL_surface.h +571 -139
  62. data/assets/include/SDL2/SDL_system.h +339 -101
  63. data/assets/include/SDL2/SDL_syswm.h +50 -20
  64. data/assets/include/SDL2/SDL_test.h +1 -1
  65. data/assets/include/SDL2/SDL_test_assert.h +2 -2
  66. data/assets/include/SDL2/SDL_test_common.h +23 -6
  67. data/assets/include/SDL2/SDL_test_compare.h +1 -1
  68. data/assets/include/SDL2/SDL_test_crc32.h +1 -1
  69. data/assets/include/SDL2/SDL_test_font.h +3 -3
  70. data/assets/include/SDL2/SDL_test_fuzzer.h +28 -26
  71. data/assets/include/SDL2/SDL_test_harness.h +6 -6
  72. data/assets/include/SDL2/SDL_test_images.h +1 -1
  73. data/assets/include/SDL2/SDL_test_log.h +1 -1
  74. data/assets/include/SDL2/SDL_test_md5.h +1 -1
  75. data/assets/include/SDL2/SDL_test_memory.h +1 -1
  76. data/assets/include/SDL2/SDL_test_random.h +2 -2
  77. data/assets/include/SDL2/SDL_thread.h +226 -128
  78. data/assets/include/SDL2/SDL_timer.h +129 -22
  79. data/assets/include/SDL2/SDL_touch.h +48 -8
  80. data/assets/include/SDL2/SDL_ttf.h +102 -9
  81. data/assets/include/SDL2/SDL_types.h +1 -1
  82. data/assets/include/SDL2/SDL_version.h +72 -46
  83. data/assets/include/SDL2/SDL_video.h +1266 -460
  84. data/assets/include/SDL2/SDL_vulkan.h +100 -161
  85. data/assets/include/SDL2/begin_code.h +22 -1
  86. data/assets/include/SDL2/close_code.h +1 -1
  87. data/assets/include/mrbconf.h +234 -0
  88. data/assets/include/mruby/array.h +317 -0
  89. data/assets/include/mruby/boxing_nan.h +130 -0
  90. data/assets/include/mruby/boxing_no.h +58 -0
  91. data/assets/include/mruby/boxing_word.h +205 -0
  92. data/assets/include/mruby/class.h +108 -0
  93. data/assets/include/mruby/common.h +92 -0
  94. data/assets/include/mruby/compile.h +210 -0
  95. data/assets/include/mruby/data.h +76 -0
  96. data/assets/include/mruby/debug.h +66 -0
  97. data/assets/include/mruby/dump.h +158 -0
  98. data/assets/include/mruby/endian.h +44 -0
  99. data/assets/include/mruby/error.h +137 -0
  100. data/assets/include/mruby/gc.h +92 -0
  101. data/assets/include/mruby/hash.h +242 -0
  102. data/assets/include/mruby/irep.h +147 -0
  103. data/assets/include/mruby/istruct.h +50 -0
  104. data/assets/include/mruby/khash.h +284 -0
  105. data/assets/include/mruby/numeric.h +169 -0
  106. data/assets/include/mruby/object.h +43 -0
  107. data/assets/include/mruby/opcode.h +43 -0
  108. data/assets/include/mruby/ops.h +122 -0
  109. data/assets/include/mruby/presym/disable.h +70 -0
  110. data/assets/include/mruby/presym/enable.h +37 -0
  111. data/assets/include/mruby/presym/scanning.h +73 -0
  112. data/assets/include/mruby/presym.h +40 -0
  113. data/assets/include/mruby/proc.h +209 -0
  114. data/assets/include/mruby/range.h +79 -0
  115. data/assets/include/mruby/re.h +16 -0
  116. data/assets/include/mruby/string.h +469 -0
  117. data/assets/include/mruby/throw.h +66 -0
  118. data/assets/include/mruby/value.h +400 -0
  119. data/assets/include/mruby/variable.h +140 -0
  120. data/assets/include/mruby/version.h +143 -0
  121. data/assets/include/mruby.h +1444 -0
  122. data/assets/macos/universal/bin/mrbc +0 -0
  123. data/assets/macos/universal/lib/libFLAC.a +0 -0
  124. data/assets/macos/universal/lib/libSDL2.a +0 -0
  125. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  126. data/assets/macos/{lib → universal/lib}/libSDL2_mixer.a +0 -0
  127. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  128. data/assets/macos/universal/lib/libfreetype.a +0 -0
  129. data/assets/macos/universal/lib/libgraphite2.a +0 -0
  130. data/assets/macos/universal/lib/libharfbuzz.a +0 -0
  131. data/assets/macos/universal/lib/libjpeg.a +0 -0
  132. data/assets/macos/{lib → universal/lib}/libmodplug.a +0 -0
  133. data/assets/macos/{lib → universal/lib}/libmpg123.a +0 -0
  134. data/assets/{mingw/lib/libSDL2.a → macos/universal/lib/libmruby.a} +0 -0
  135. data/assets/macos/{lib → universal/lib}/libogg.a +0 -0
  136. data/assets/macos/universal/lib/libpng16.a +0 -0
  137. data/assets/macos/universal/lib/libtiff.a +0 -0
  138. data/assets/macos/universal/lib/libvorbis.a +0 -0
  139. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  140. data/assets/macos/universal/lib/libwebp.a +0 -0
  141. data/assets/test_media/README.md +3 -0
  142. data/assets/test_media/bitstream_vera/COPYRIGHT.txt +124 -0
  143. data/assets/test_media/bitstream_vera/vera.ttf +0 -0
  144. data/assets/test_media/boom.png +0 -0
  145. data/assets/test_media/coin.png +0 -0
  146. data/assets/test_media/colors.png +0 -0
  147. data/assets/test_media/controller.png +0 -0
  148. data/assets/test_media/dial.wav +0 -0
  149. data/assets/test_media/hero.png +0 -0
  150. data/assets/test_media/image.bmp +0 -0
  151. data/assets/test_media/image.jpg +0 -0
  152. data/assets/test_media/image.png +0 -0
  153. data/assets/test_media/music.flac +0 -0
  154. data/assets/test_media/music.mp3 +0 -0
  155. data/assets/test_media/music.ogg +0 -0
  156. data/assets/test_media/music.wav +0 -0
  157. data/assets/test_media/originals/boom.pxm +0 -0
  158. data/assets/test_media/originals/coin.pxm +0 -0
  159. data/assets/test_media/originals/controller.sketch +0 -0
  160. data/assets/test_media/originals/hero.pxm +0 -0
  161. data/assets/test_media/originals/image.pxm +0 -0
  162. data/assets/test_media/originals/music.caf +0 -0
  163. data/assets/test_media/originals/texture_atlas.pxm +0 -0
  164. data/assets/test_media/rondo_alla_turka.ogg +0 -0
  165. data/assets/test_media/sound.flac +0 -0
  166. data/assets/test_media/sound.mp3 +0 -0
  167. data/assets/test_media/sound.ogg +0 -0
  168. data/assets/test_media/sound.wav +0 -0
  169. data/assets/test_media/sprite_sheet.png +0 -0
  170. data/assets/test_media/texture_atlas.png +0 -0
  171. data/assets/wasm/build_config.rb +13 -0
  172. data/assets/wasm/libmruby.a +0 -0
  173. data/assets/wasm/template.html +17 -0
  174. data/assets/windows/glew/README.md +10 -0
  175. data/assets/windows/glew/glew.h +23686 -0
  176. data/assets/{mingw/lib → windows/glew}/libglew32.a +0 -0
  177. data/assets/windows/mingw-w64-x86_64/bin/mrbc.exe +0 -0
  178. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  179. data/assets/windows/mingw-w64-x86_64/lib/libLerc.a +0 -0
  180. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  181. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_image.a +0 -0
  182. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  183. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_ttf.a +0 -0
  184. data/assets/windows/mingw-w64-x86_64/lib/libbrotlicommon.a +0 -0
  185. data/assets/windows/mingw-w64-x86_64/lib/libbrotlidec.a +0 -0
  186. data/assets/windows/mingw-w64-x86_64/lib/libbz2.a +0 -0
  187. data/assets/windows/mingw-w64-x86_64/lib/libdeflate.a +0 -0
  188. data/assets/windows/mingw-w64-x86_64/lib/libfreetype.a +0 -0
  189. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  190. data/assets/windows/mingw-w64-x86_64/lib/libgraphite2.a +0 -0
  191. data/assets/windows/mingw-w64-x86_64/lib/libharfbuzz.a +0 -0
  192. data/assets/windows/mingw-w64-x86_64/lib/libjbig.a +0 -0
  193. data/assets/windows/mingw-w64-x86_64/lib/libjpeg.a +0 -0
  194. data/assets/windows/mingw-w64-x86_64/lib/liblzma.a +0 -0
  195. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  196. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  197. data/assets/windows/mingw-w64-x86_64/lib/libmruby.a +0 -0
  198. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  199. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  200. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  201. data/assets/windows/mingw-w64-x86_64/lib/libpng16.a +0 -0
  202. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  203. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +0 -0
  204. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  205. data/assets/windows/mingw-w64-x86_64/lib/libtiff.a +0 -0
  206. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  207. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  208. data/assets/windows/mingw-w64-x86_64/lib/libwebp.a +0 -0
  209. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  210. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  211. data/assets/{ios → xcode/ios}/Assets.xcassets/AppIcon.appiconset/Contents.json +0 -0
  212. data/assets/{ios → xcode/ios}/Assets.xcassets/Contents.json +0 -0
  213. data/assets/{ios → xcode/ios}/Base.lproj/LaunchScreen.storyboard +0 -0
  214. data/assets/{ios → xcode/ios}/Info.plist +0 -0
  215. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mrbconf.h +0 -0
  216. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/array.h +0 -0
  217. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  218. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  219. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  220. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/class.h +0 -0
  221. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/common.h +0 -0
  222. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/compile.h +0 -0
  223. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/data.h +0 -0
  224. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/debug.h +0 -0
  225. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/dump.h +0 -0
  226. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/error.h +0 -0
  227. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/gc.h +0 -0
  228. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/hash.h +0 -0
  229. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/irep.h +0 -0
  230. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/istruct.h +0 -0
  231. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/khash.h +0 -0
  232. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/numeric.h +0 -0
  233. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/object.h +0 -0
  234. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/opcode.h +0 -0
  235. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/ops.h +0 -0
  236. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/proc.h +0 -0
  237. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/range.h +0 -0
  238. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/re.h +0 -0
  239. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/string.h +0 -0
  240. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/throw.h +0 -0
  241. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/value.h +0 -0
  242. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/variable.h +0 -0
  243. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/version.h +0 -0
  244. data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby.h +0 -0
  245. data/assets/{ios → xcode/ios}/MRuby.framework/Info.plist +0 -0
  246. data/assets/{ios → xcode/ios}/MRuby.framework/MRuby +0 -0
  247. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.pbxproj +0 -0
  248. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  249. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  250. data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  251. data/assets/{ios → xcode/ios}/main.c +0 -0
  252. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  253. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +0 -0
  254. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +0 -0
  255. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  256. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +0 -0
  257. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  258. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  259. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
  260. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +0 -0
  261. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +0 -0
  262. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
  263. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +0 -0
  264. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
  265. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +0 -0
  266. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +0 -0
  267. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +0 -0
  268. data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +0 -0
  269. data/assets/{tvos → xcode/tvos}/Assets.xcassets/Contents.json +0 -0
  270. data/assets/{tvos → xcode/tvos}/Assets.xcassets/LaunchImage.launchimage/Contents.json +0 -0
  271. data/assets/{tvos → xcode/tvos}/Info.plist +0 -0
  272. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mrbconf.h +0 -0
  273. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/array.h +0 -0
  274. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
  275. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
  276. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
  277. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/class.h +0 -0
  278. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/common.h +0 -0
  279. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/compile.h +0 -0
  280. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/data.h +0 -0
  281. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/debug.h +0 -0
  282. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/dump.h +0 -0
  283. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/error.h +0 -0
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  296. data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/string.h +0 -0
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  303. data/assets/{tvos → xcode/tvos}/MRuby.framework/MRuby +0 -0
  304. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.pbxproj +0 -0
  305. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
  306. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
  307. data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
  308. data/assets/{tvos → xcode/tvos}/main.c +0 -0
  309. data/bin/ruby2d +3 -4
  310. data/ext/ruby2d/extconf.rb +39 -25
  311. data/ext/ruby2d/gl.c +1 -1
  312. data/ext/ruby2d/gl3.c +0 -1
  313. data/ext/ruby2d/gles.c +137 -84
  314. data/ext/ruby2d/ruby2d.c +126 -32
  315. data/ext/ruby2d/ruby2d.h +53 -6
  316. data/ext/ruby2d/text.c +14 -1
  317. data/ext/ruby2d/window.c +253 -215
  318. data/lib/ruby2d/cli/build.rb +237 -59
  319. data/lib/ruby2d/cli/colorize.rb +5 -4
  320. data/lib/ruby2d/cli/platform.rb +17 -0
  321. data/lib/ruby2d/font.rb +7 -1
  322. data/lib/ruby2d/sprite.rb +7 -2
  323. data/lib/ruby2d/text.rb +1 -3
  324. data/lib/ruby2d/texture.rb +21 -21
  325. data/lib/ruby2d/tileset.rb +34 -33
  326. data/lib/ruby2d/version.rb +1 -1
  327. data/lib/ruby2d/vertices.rb +11 -6
  328. data/lib/ruby2d.rb +14 -20
  329. metadata +246 -152
  330. data/assets/README.md +0 -22
  331. data/assets/Rakefile +0 -85
  332. data/assets/macos/lib/libFLAC.a +0 -0
  333. data/assets/macos/lib/libSDL2.a +0 -0
  334. data/assets/macos/lib/libSDL2_image.a +0 -0
  335. data/assets/macos/lib/libSDL2_ttf.a +0 -0
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  340. data/assets/macos/lib/libvorbis.a +0 -0
  341. data/assets/macos/lib/libvorbisfile.a +0 -0
  342. data/assets/macos/lib/libwebp.a +0 -0
  343. data/assets/mingw/bin/SDL2.dll +0 -0
  344. data/assets/mingw/bin/SDL2_image.dll +0 -0
  345. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  346. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
  347. data/assets/mingw/bin/glew32.dll +0 -0
  348. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  349. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  350. data/assets/mingw/bin/libjpeg-9.dll +0 -0
  351. data/assets/mingw/bin/libmodplug-1.dll +0 -0
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  354. data/assets/mingw/bin/libopus-0.dll +0 -0
  355. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  356. data/assets/mingw/bin/libpng16-16.dll +0 -0
  357. data/assets/mingw/bin/libtiff-5.dll +0 -0
  358. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  359. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  360. data/assets/mingw/bin/libwebp-7.dll +0 -0
  361. data/assets/mingw/bin/zlib1.dll +0 -0
  362. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  363. data/assets/mingw/lib/libSDL2_image.a +0 -0
  364. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  365. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  366. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  367. data/assets/mingw/lib/libSDL2_test.a +0 -0
  368. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  369. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  370. data/assets/mingw/lib/libSDL2main.a +0 -0
  371. data/assets/mingw/lib/libglew32.dll.a +0 -0
@@ -1,6 +1,6 @@
1
1
  /*
2
2
  Simple DirectMedia Layer
3
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
4
 
5
5
  This software is provided 'as-is', without any express or implied
6
6
  warranty. In no event will the authors be held liable for any damages
@@ -19,6 +19,8 @@
19
19
  3. This notice may not be removed or altered from any source distribution.
20
20
  */
21
21
 
22
+ /* !!! FIXME: several functions in here need Doxygen comments. */
23
+
22
24
  /**
23
25
  * \file SDL_audio.h
24
26
  *
@@ -212,9 +214,12 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
212
214
  * set both its (buf) field to a pointer that is aligned to 16 bytes, and its
213
215
  * (len) field to something that's a multiple of 16, if possible.
214
216
  */
215
- #ifdef __GNUC__
217
+ #if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
216
218
  /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
217
219
  pad it out to 88 bytes to guarantee ABI compatibility between compilers.
220
+ This is not a concern on CHERI architectures, where pointers must be stored
221
+ at aligned locations otherwise they will become invalid, and thus structs
222
+ containing pointers cannot be packed without giving a warning or error.
218
223
  vvv
219
224
  The next time we rev the ABI, make sure to size the ints and add padding.
220
225
  */
@@ -248,7 +253,48 @@ typedef struct SDL_AudioCVT
248
253
  * order that they are normally initialized by default.
249
254
  */
250
255
  /* @{ */
256
+
257
+ /**
258
+ * Use this function to get the number of built-in audio drivers.
259
+ *
260
+ * This function returns a hardcoded number. This never returns a negative
261
+ * value; if there are no drivers compiled into this build of SDL, this
262
+ * function returns zero. The presence of a driver in this list does not mean
263
+ * it will function, it just means SDL is capable of interacting with that
264
+ * interface. For example, a build of SDL might have esound support, but if
265
+ * there's no esound server available, SDL's esound driver would fail if used.
266
+ *
267
+ * By default, SDL tries all drivers, in its preferred order, until one is
268
+ * found to be usable.
269
+ *
270
+ * \returns the number of built-in audio drivers.
271
+ *
272
+ * \since This function is available since SDL 2.0.0.
273
+ *
274
+ * \sa SDL_GetAudioDriver
275
+ */
251
276
  extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
277
+
278
+ /**
279
+ * Use this function to get the name of a built in audio driver.
280
+ *
281
+ * The list of audio drivers is given in the order that they are normally
282
+ * initialized by default; the drivers that seem more reasonable to choose
283
+ * first (as far as the SDL developers believe) are earlier in the list.
284
+ *
285
+ * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
286
+ * "coreaudio" or "xaudio2". These never have Unicode characters, and are not
287
+ * meant to be proper names.
288
+ *
289
+ * \param index the index of the audio driver; the value ranges from 0 to
290
+ * SDL_GetNumAudioDrivers() - 1
291
+ * \returns the name of the audio driver at the requested index, or NULL if an
292
+ * invalid index was specified.
293
+ *
294
+ * \since This function is available since SDL 2.0.0.
295
+ *
296
+ * \sa SDL_GetNumAudioDrivers
297
+ */
252
298
  extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
253
299
  /* @} */
254
300
 
@@ -260,60 +306,103 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
260
306
  * use. You should normally use SDL_Init() or SDL_InitSubSystem().
261
307
  */
262
308
  /* @{ */
309
+
310
+ /**
311
+ * Use this function to initialize a particular audio driver.
312
+ *
313
+ * This function is used internally, and should not be used unless you have a
314
+ * specific need to designate the audio driver you want to use. You should
315
+ * normally use SDL_Init() or SDL_InitSubSystem().
316
+ *
317
+ * \param driver_name the name of the desired audio driver
318
+ * \returns 0 on success or a negative error code on failure; call
319
+ * SDL_GetError() for more information.
320
+ *
321
+ * \since This function is available since SDL 2.0.0.
322
+ *
323
+ * \sa SDL_AudioQuit
324
+ */
263
325
  extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
326
+
327
+ /**
328
+ * Use this function to shut down audio if you initialized it with
329
+ * SDL_AudioInit().
330
+ *
331
+ * This function is used internally, and should not be used unless you have a
332
+ * specific need to specify the audio driver you want to use. You should
333
+ * normally use SDL_Quit() or SDL_QuitSubSystem().
334
+ *
335
+ * \since This function is available since SDL 2.0.0.
336
+ *
337
+ * \sa SDL_AudioInit
338
+ */
264
339
  extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
265
340
  /* @} */
266
341
 
267
342
  /**
268
- * This function returns the name of the current audio driver, or NULL
269
- * if no driver has been initialized.
343
+ * Get the name of the current audio driver.
344
+ *
345
+ * The returned string points to internal static memory and thus never becomes
346
+ * invalid, even if you quit the audio subsystem and initialize a new driver
347
+ * (although such a case would return a different static string from another
348
+ * call to this function, of course). As such, you should not modify or free
349
+ * the returned string.
350
+ *
351
+ * \returns the name of the current audio driver or NULL if no driver has been
352
+ * initialized.
353
+ *
354
+ * \since This function is available since SDL 2.0.0.
355
+ *
356
+ * \sa SDL_AudioInit
270
357
  */
271
358
  extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
272
359
 
273
360
  /**
274
- * This function opens the audio device with the desired parameters, and
275
- * returns 0 if successful, placing the actual hardware parameters in the
276
- * structure pointed to by \c obtained. If \c obtained is NULL, the audio
277
- * data passed to the callback function will be guaranteed to be in the
278
- * requested format, and will be automatically converted to the hardware
279
- * audio format if necessary. This function returns -1 if it failed
280
- * to open the audio device, or couldn't set up the audio thread.
281
- *
282
- * When filling in the desired audio spec structure,
283
- * - \c desired->freq should be the desired audio frequency in samples-per-
284
- * second.
285
- * - \c desired->format should be the desired audio format.
286
- * - \c desired->samples is the desired size of the audio buffer, in
287
- * samples. This number should be a power of two, and may be adjusted by
288
- * the audio driver to a value more suitable for the hardware. Good values
289
- * seem to range between 512 and 8096 inclusive, depending on the
290
- * application and CPU speed. Smaller values yield faster response time,
291
- * but can lead to underflow if the application is doing heavy processing
292
- * and cannot fill the audio buffer in time. A stereo sample consists of
293
- * both right and left channels in LR ordering.
294
- * Note that the number of samples is directly related to time by the
295
- * following formula: \code ms = (samples*1000)/freq \endcode
296
- * - \c desired->size is the size in bytes of the audio buffer, and is
297
- * calculated by SDL_OpenAudio().
298
- * - \c desired->silence is the value used to set the buffer to silence,
299
- * and is calculated by SDL_OpenAudio().
300
- * - \c desired->callback should be set to a function that will be called
301
- * when the audio device is ready for more data. It is passed a pointer
302
- * to the audio buffer, and the length in bytes of the audio buffer.
303
- * This function usually runs in a separate thread, and so you should
304
- * protect data structures that it accesses by calling SDL_LockAudio()
305
- * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
306
- * pointer here, and call SDL_QueueAudio() with some frequency, to queue
307
- * more audio samples to be played (or for capture devices, call
308
- * SDL_DequeueAudio() with some frequency, to obtain audio samples).
309
- * - \c desired->userdata is passed as the first parameter to your callback
310
- * function. If you passed a NULL callback, this value is ignored.
311
- *
312
- * The audio device starts out playing silence when it's opened, and should
313
- * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
314
- * for your audio callback function to be called. Since the audio driver
315
- * may modify the requested size of the audio buffer, you should allocate
316
- * any local mixing buffers after you open the audio device.
361
+ * This function is a legacy means of opening the audio device.
362
+ *
363
+ * This function remains for compatibility with SDL 1.2, but also because it's
364
+ * slightly easier to use than the new functions in SDL 2.0. The new, more
365
+ * powerful, and preferred way to do this is SDL_OpenAudioDevice().
366
+ *
367
+ * This function is roughly equivalent to:
368
+ *
369
+ * ```c
370
+ * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
371
+ * ```
372
+ *
373
+ * With two notable exceptions:
374
+ *
375
+ * - If `obtained` is NULL, we use `desired` (and allow no changes), which
376
+ * means desired will be modified to have the correct values for silence,
377
+ * etc, and SDL will convert any differences between your app's specific
378
+ * request and the hardware behind the scenes.
379
+ * - The return value is always success or failure, and not a device ID, which
380
+ * means you can only have one device open at a time with this function.
381
+ *
382
+ * \param desired an SDL_AudioSpec structure representing the desired output
383
+ * format. Please refer to the SDL_OpenAudioDevice
384
+ * documentation for details on how to prepare this structure.
385
+ * \param obtained an SDL_AudioSpec structure filled in with the actual
386
+ * parameters, or NULL.
387
+ * \returns 0 if successful, placing the actual hardware parameters in the
388
+ * structure pointed to by `obtained`.
389
+ *
390
+ * If `obtained` is NULL, the audio data passed to the callback
391
+ * function will be guaranteed to be in the requested format, and
392
+ * will be automatically converted to the actual hardware audio
393
+ * format if necessary. If `obtained` is NULL, `desired` will have
394
+ * fields modified.
395
+ *
396
+ * This function returns a negative error code on failure to open the
397
+ * audio device or failure to set up the audio thread; call
398
+ * SDL_GetError() for more information.
399
+ *
400
+ * \since This function is available since SDL 2.0.0.
401
+ *
402
+ * \sa SDL_CloseAudio
403
+ * \sa SDL_LockAudio
404
+ * \sa SDL_PauseAudio
405
+ * \sa SDL_UnlockAudio
317
406
  */
318
407
  extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
319
408
  SDL_AudioSpec * obtained);
@@ -330,59 +419,223 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
330
419
  typedef Uint32 SDL_AudioDeviceID;
331
420
 
332
421
  /**
333
- * Get the number of available devices exposed by the current driver.
334
- * Only valid after a successfully initializing the audio subsystem.
335
- * Returns -1 if an explicit list of devices can't be determined; this is
336
- * not an error. For example, if SDL is set up to talk to a remote audio
337
- * server, it can't list every one available on the Internet, but it will
338
- * still allow a specific host to be specified to SDL_OpenAudioDevice().
422
+ * Get the number of built-in audio devices.
423
+ *
424
+ * This function is only valid after successfully initializing the audio
425
+ * subsystem.
426
+ *
427
+ * Note that audio capture support is not implemented as of SDL 2.0.4, so the
428
+ * `iscapture` parameter is for future expansion and should always be zero for
429
+ * now.
430
+ *
431
+ * This function will return -1 if an explicit list of devices can't be
432
+ * determined. Returning -1 is not an error. For example, if SDL is set up to
433
+ * talk to a remote audio server, it can't list every one available on the
434
+ * Internet, but it will still allow a specific host to be specified in
435
+ * SDL_OpenAudioDevice().
436
+ *
437
+ * In many common cases, when this function returns a value <= 0, it can still
438
+ * successfully open the default device (NULL for first argument of
439
+ * SDL_OpenAudioDevice()).
440
+ *
441
+ * This function may trigger a complete redetect of available hardware. It
442
+ * should not be called for each iteration of a loop, but rather once at the
443
+ * start of a loop:
444
+ *
445
+ * ```c
446
+ * // Don't do this:
447
+ * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
448
+ *
449
+ * // do this instead:
450
+ * const int count = SDL_GetNumAudioDevices(0);
451
+ * for (int i = 0; i < count; ++i) { do_something_here(); }
452
+ * ```
453
+ *
454
+ * \param iscapture zero to request playback devices, non-zero to request
455
+ * recording devices
456
+ * \returns the number of available devices exposed by the current driver or
457
+ * -1 if an explicit list of devices can't be determined. A return
458
+ * value of -1 does not necessarily mean an error condition.
459
+ *
460
+ * \since This function is available since SDL 2.0.0.
339
461
  *
340
- * In many common cases, when this function returns a value <= 0, it can still
341
- * successfully open the default device (NULL for first argument of
342
- * SDL_OpenAudioDevice()).
462
+ * \sa SDL_GetAudioDeviceName
463
+ * \sa SDL_OpenAudioDevice
343
464
  */
344
465
  extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
345
466
 
346
467
  /**
347
- * Get the human-readable name of a specific audio device.
348
- * Must be a value between 0 and (number of audio devices-1).
349
- * Only valid after a successfully initializing the audio subsystem.
350
- * The values returned by this function reflect the latest call to
351
- * SDL_GetNumAudioDevices(); recall that function to redetect available
352
- * hardware.
468
+ * Get the human-readable name of a specific audio device.
353
469
  *
354
- * The string returned by this function is UTF-8 encoded, read-only, and
355
- * managed internally. You are not to free it. If you need to keep the
356
- * string for any length of time, you should make your own copy of it, as it
357
- * will be invalid next time any of several other SDL functions is called.
470
+ * This function is only valid after successfully initializing the audio
471
+ * subsystem. The values returned by this function reflect the latest call to
472
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
473
+ * hardware.
474
+ *
475
+ * The string returned by this function is UTF-8 encoded, read-only, and
476
+ * managed internally. You are not to free it. If you need to keep the string
477
+ * for any length of time, you should make your own copy of it, as it will be
478
+ * invalid next time any of several other SDL functions are called.
479
+ *
480
+ * \param index the index of the audio device; valid values range from 0 to
481
+ * SDL_GetNumAudioDevices() - 1
482
+ * \param iscapture non-zero to query the list of recording devices, zero to
483
+ * query the list of output devices.
484
+ * \returns the name of the audio device at the requested index, or NULL on
485
+ * error.
486
+ *
487
+ * \since This function is available since SDL 2.0.0.
488
+ *
489
+ * \sa SDL_GetNumAudioDevices
358
490
  */
359
491
  extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
360
492
  int iscapture);
361
493
 
362
-
363
494
  /**
364
- * Open a specific audio device. Passing in a device name of NULL requests
365
- * the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
495
+ * Get the preferred audio format of a specific audio device.
496
+ *
497
+ * This function is only valid after a successfully initializing the audio
498
+ * subsystem. The values returned by this function reflect the latest call to
499
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
500
+ * hardware.
366
501
  *
367
- * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
368
- * some drivers allow arbitrary and driver-specific strings, such as a
369
- * hostname/IP address for a remote audio server, or a filename in the
370
- * diskaudio driver.
502
+ * `spec` will be filled with the sample rate, sample format, and channel
503
+ * count. All other values in the structure are filled with 0. When the
504
+ * supported struct members are 0, SDL was unable to get the property from the
505
+ * backend.
371
506
  *
372
- * \return 0 on error, a valid device ID that is >= 2 on success.
507
+ * \param index the index of the audio device; valid values range from 0 to
508
+ * SDL_GetNumAudioDevices() - 1
509
+ * \param iscapture non-zero to query the list of recording devices, zero to
510
+ * query the list of output devices.
511
+ * \param spec The SDL_AudioSpec to be initialized by this function.
512
+ * \returns 0 on success, nonzero on error
373
513
  *
374
- * SDL_OpenAudio(), unlike this function, always acts on device ID 1.
514
+ * \since This function is available since SDL 2.0.16.
515
+ *
516
+ * \sa SDL_GetNumAudioDevices
517
+ */
518
+ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
519
+ int iscapture,
520
+ SDL_AudioSpec *spec);
521
+
522
+
523
+ /**
524
+ * Open a specific audio device.
525
+ *
526
+ * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
527
+ * this function will never return a 1 so as not to conflict with the legacy
528
+ * function.
529
+ *
530
+ * Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
531
+ * this function would fail if `iscapture` was not zero. Starting with SDL
532
+ * 2.0.5, recording is implemented and this value can be non-zero.
533
+ *
534
+ * Passing in a `device` name of NULL requests the most reasonable default
535
+ * (and is equivalent to what SDL_OpenAudio() does to choose a device). The
536
+ * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
537
+ * some drivers allow arbitrary and driver-specific strings, such as a
538
+ * hostname/IP address for a remote audio server, or a filename in the
539
+ * diskaudio driver.
540
+ *
541
+ * An opened audio device starts out paused, and should be enabled for playing
542
+ * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
543
+ * callback function to be called. Since the audio driver may modify the
544
+ * requested size of the audio buffer, you should allocate any local mixing
545
+ * buffers after you open the audio device.
546
+ *
547
+ * The audio callback runs in a separate thread in most cases; you can prevent
548
+ * race conditions between your callback and other threads without fully
549
+ * pausing playback with SDL_LockAudioDevice(). For more information about the
550
+ * callback, see SDL_AudioSpec.
551
+ *
552
+ * Managing the audio spec via 'desired' and 'obtained':
553
+ *
554
+ * When filling in the desired audio spec structure:
555
+ *
556
+ * - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
557
+ * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
558
+ * - `desired->samples` is the desired size of the audio buffer, in _sample
559
+ * frames_ (with stereo output, two samples--left and right--would make a
560
+ * single sample frame). This number should be a power of two, and may be
561
+ * adjusted by the audio driver to a value more suitable for the hardware.
562
+ * Good values seem to range between 512 and 8096 inclusive, depending on
563
+ * the application and CPU speed. Smaller values reduce latency, but can
564
+ * lead to underflow if the application is doing heavy processing and cannot
565
+ * fill the audio buffer in time. Note that the number of sample frames is
566
+ * directly related to time by the following formula: `ms =
567
+ * (sampleframes*1000)/freq`
568
+ * - `desired->size` is the size in _bytes_ of the audio buffer, and is
569
+ * calculated by SDL_OpenAudioDevice(). You don't initialize this.
570
+ * - `desired->silence` is the value used to set the buffer to silence, and is
571
+ * calculated by SDL_OpenAudioDevice(). You don't initialize this.
572
+ * - `desired->callback` should be set to a function that will be called when
573
+ * the audio device is ready for more data. It is passed a pointer to the
574
+ * audio buffer, and the length in bytes of the audio buffer. This function
575
+ * usually runs in a separate thread, and so you should protect data
576
+ * structures that it accesses by calling SDL_LockAudioDevice() and
577
+ * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
578
+ * pointer here, and call SDL_QueueAudio() with some frequency, to queue
579
+ * more audio samples to be played (or for capture devices, call
580
+ * SDL_DequeueAudio() with some frequency, to obtain audio samples).
581
+ * - `desired->userdata` is passed as the first parameter to your callback
582
+ * function. If you passed a NULL callback, this value is ignored.
583
+ *
584
+ * `allowed_changes` can have the following flags OR'd together:
585
+ *
586
+ * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
587
+ * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
588
+ * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
589
+ * - `SDL_AUDIO_ALLOW_ANY_CHANGE`
590
+ *
591
+ * These flags specify how SDL should behave when a device cannot offer a
592
+ * specific feature. If the application requests a feature that the hardware
593
+ * doesn't offer, SDL will always try to get the closest equivalent.
594
+ *
595
+ * For example, if you ask for float32 audio format, but the sound card only
596
+ * supports int16, SDL will set the hardware to int16. If you had set
597
+ * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
598
+ * structure. If that flag was *not* set, SDL will prepare to convert your
599
+ * callback's float32 audio to int16 before feeding it to the hardware and
600
+ * will keep the originally requested format in the `obtained` structure.
601
+ *
602
+ * The resulting audio specs, varying depending on hardware and on what
603
+ * changes were allowed, will then be written back to `obtained`.
604
+ *
605
+ * If your application can only handle one specific data format, pass a zero
606
+ * for `allowed_changes` and let SDL transparently handle any differences.
607
+ *
608
+ * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
609
+ * driver-specific name as appropriate. NULL requests the most
610
+ * reasonable default device.
611
+ * \param iscapture non-zero to specify a device should be opened for
612
+ * recording, not playback
613
+ * \param desired an SDL_AudioSpec structure representing the desired output
614
+ * format; see SDL_OpenAudio() for more information
615
+ * \param obtained an SDL_AudioSpec structure filled in with the actual output
616
+ * format; see SDL_OpenAudio() for more information
617
+ * \param allowed_changes 0, or one or more flags OR'd together
618
+ * \returns a valid device ID that is > 0 on success or 0 on failure; call
619
+ * SDL_GetError() for more information.
620
+ *
621
+ * For compatibility with SDL 1.2, this will never return 1, since
622
+ * SDL reserves that ID for the legacy SDL_OpenAudio() function.
623
+ *
624
+ * \since This function is available since SDL 2.0.0.
625
+ *
626
+ * \sa SDL_CloseAudioDevice
627
+ * \sa SDL_GetAudioDeviceName
628
+ * \sa SDL_LockAudioDevice
629
+ * \sa SDL_OpenAudio
630
+ * \sa SDL_PauseAudioDevice
631
+ * \sa SDL_UnlockAudioDevice
375
632
  */
376
- extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
377
- *device,
378
- int iscapture,
379
- const
380
- SDL_AudioSpec *
381
- desired,
382
- SDL_AudioSpec *
383
- obtained,
384
- int
385
- allowed_changes);
633
+ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
634
+ const char *device,
635
+ int iscapture,
636
+ const SDL_AudioSpec *desired,
637
+ SDL_AudioSpec *obtained,
638
+ int allowed_changes);
386
639
 
387
640
 
388
641
 
@@ -398,10 +651,39 @@ typedef enum
398
651
  SDL_AUDIO_PLAYING,
399
652
  SDL_AUDIO_PAUSED
400
653
  } SDL_AudioStatus;
654
+
655
+ /**
656
+ * This function is a legacy means of querying the audio device.
657
+ *
658
+ * New programs might want to use SDL_GetAudioDeviceStatus() instead. This
659
+ * function is equivalent to calling...
660
+ *
661
+ * ```c
662
+ * SDL_GetAudioDeviceStatus(1);
663
+ * ```
664
+ *
665
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
666
+ *
667
+ * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio().
668
+ *
669
+ * \since This function is available since SDL 2.0.0.
670
+ *
671
+ * \sa SDL_GetAudioDeviceStatus
672
+ */
401
673
  extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
402
674
 
403
- extern DECLSPEC SDL_AudioStatus SDLCALL
404
- SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
675
+ /**
676
+ * Use this function to get the current audio state of an audio device.
677
+ *
678
+ * \param dev the ID of an audio device previously opened with
679
+ * SDL_OpenAudioDevice()
680
+ * \returns the SDL_AudioStatus of the specified audio device.
681
+ *
682
+ * \since This function is available since SDL 2.0.0.
683
+ *
684
+ * \sa SDL_PauseAudioDevice
685
+ */
686
+ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
405
687
  /* @} *//* Audio State */
406
688
 
407
689
  /**
@@ -414,62 +696,140 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
414
696
  * Silence will be written to the audio device during the pause.
415
697
  */
416
698
  /* @{ */
417
- extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
418
- extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
419
- int pause_on);
420
- /* @} *//* Pause audio functions */
421
699
 
422
700
  /**
423
- * \brief Load the audio data of a WAVE file into memory
701
+ * This function is a legacy means of pausing the audio device.
424
702
  *
425
- * Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len
426
- * to be valid pointers. The entire data portion of the file is then loaded
427
- * into memory and decoded if necessary.
703
+ * New programs might want to use SDL_PauseAudioDevice() instead. This
704
+ * function is equivalent to calling...
428
705
  *
429
- * If \c freesrc is non-zero, the data source gets automatically closed and
430
- * freed before the function returns.
706
+ * ```c
707
+ * SDL_PauseAudioDevice(1, pause_on);
708
+ * ```
431
709
  *
432
- * Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits),
433
- * IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
434
- * µ-law (8 bits). Other formats are currently unsupported and cause an error.
710
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
435
711
  *
436
- * If this function succeeds, the pointer returned by it is equal to \c spec
437
- * and the pointer to the audio data allocated by the function is written to
438
- * \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
439
- * members \c freq, \c channels, and \c format are set to the values of the
440
- * audio data in the buffer. The \c samples member is set to a sane default and
441
- * all others are set to zero.
712
+ * \param pause_on non-zero to pause, 0 to unpause
442
713
  *
443
- * It's necessary to use SDL_FreeWAV() to free the audio data returned in
444
- * \c audio_buf when it is no longer used.
714
+ * \since This function is available since SDL 2.0.0.
445
715
  *
446
- * Because of the underspecification of the Waveform format, there are many
447
- * problematic files in the wild that cause issues with strict decoders. To
448
- * provide compatibility with these files, this decoder is lenient in regards
449
- * to the truncation of the file, the fact chunk, and the size of the RIFF
450
- * chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION,
451
- * and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the
452
- * loading process.
716
+ * \sa SDL_GetAudioStatus
717
+ * \sa SDL_PauseAudioDevice
718
+ */
719
+ extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
720
+
721
+ /**
722
+ * Use this function to pause and unpause audio playback on a specified
723
+ * device.
724
+ *
725
+ * This function pauses and unpauses the audio callback processing for a given
726
+ * device. Newly-opened audio devices start in the paused state, so you must
727
+ * call this function with **pause_on**=0 after opening the specified audio
728
+ * device to start playing sound. This allows you to safely initialize data
729
+ * for your callback function after opening the audio device. Silence will be
730
+ * written to the audio device while paused, and the audio callback is
731
+ * guaranteed to not be called. Pausing one device does not prevent other
732
+ * unpaused devices from running their callbacks.
733
+ *
734
+ * Pausing state does not stack; even if you pause a device several times, a
735
+ * single unpause will start the device playing again, and vice versa. This is
736
+ * different from how SDL_LockAudioDevice() works.
453
737
  *
454
- * Any file that is invalid (due to truncation, corruption, or wrong values in
455
- * the headers), too big, or unsupported causes an error. Additionally, any
456
- * critical I/O error from the data source will terminate the loading process
457
- * with an error. The function returns NULL on error and in all cases (with the
458
- * exception of \c src being NULL), an appropriate error message will be set.
738
+ * If you just need to protect a few variables from race conditions vs your
739
+ * callback, you shouldn't pause the audio device, as it will lead to dropouts
740
+ * in the audio playback. Instead, you should use SDL_LockAudioDevice().
459
741
  *
460
- * It is required that the data source supports seeking.
742
+ * \param dev a device opened by SDL_OpenAudioDevice()
743
+ * \param pause_on non-zero to pause, 0 to unpause
461
744
  *
462
- * Example:
463
- * \code
464
- * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
465
- * \endcode
745
+ * \since This function is available since SDL 2.0.0.
466
746
  *
467
- * \param src The data source with the WAVE data
468
- * \param freesrc A integer value that makes the function close the data source if non-zero
469
- * \param spec A pointer filled with the audio format of the audio data
470
- * \param audio_buf A pointer filled with the audio data allocated by the function
471
- * \param audio_len A pointer filled with the length of the audio data buffer in bytes
472
- * \return NULL on error, or non-NULL on success.
747
+ * \sa SDL_LockAudioDevice
748
+ */
749
+ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
750
+ int pause_on);
751
+ /* @} *//* Pause audio functions */
752
+
753
+ /**
754
+ * Load the audio data of a WAVE file into memory.
755
+ *
756
+ * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
757
+ * be valid pointers. The entire data portion of the file is then loaded into
758
+ * memory and decoded if necessary.
759
+ *
760
+ * If `freesrc` is non-zero, the data source gets automatically closed and
761
+ * freed before the function returns.
762
+ *
763
+ * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
764
+ * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
765
+ * A-law and mu-law (8 bits). Other formats are currently unsupported and
766
+ * cause an error.
767
+ *
768
+ * If this function succeeds, the pointer returned by it is equal to `spec`
769
+ * and the pointer to the audio data allocated by the function is written to
770
+ * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
771
+ * members `freq`, `channels`, and `format` are set to the values of the audio
772
+ * data in the buffer. The `samples` member is set to a sane default and all
773
+ * others are set to zero.
774
+ *
775
+ * It's necessary to use SDL_FreeWAV() to free the audio data returned in
776
+ * `audio_buf` when it is no longer used.
777
+ *
778
+ * Because of the underspecification of the .WAV format, there are many
779
+ * problematic files in the wild that cause issues with strict decoders. To
780
+ * provide compatibility with these files, this decoder is lenient in regards
781
+ * to the truncation of the file, the fact chunk, and the size of the RIFF
782
+ * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
783
+ * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
784
+ * tune the behavior of the loading process.
785
+ *
786
+ * Any file that is invalid (due to truncation, corruption, or wrong values in
787
+ * the headers), too big, or unsupported causes an error. Additionally, any
788
+ * critical I/O error from the data source will terminate the loading process
789
+ * with an error. The function returns NULL on error and in all cases (with
790
+ * the exception of `src` being NULL), an appropriate error message will be
791
+ * set.
792
+ *
793
+ * It is required that the data source supports seeking.
794
+ *
795
+ * Example:
796
+ *
797
+ * ```c
798
+ * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
799
+ * ```
800
+ *
801
+ * Note that the SDL_LoadWAV macro does this same thing for you, but in a less
802
+ * messy way:
803
+ *
804
+ * ```c
805
+ * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
806
+ * ```
807
+ *
808
+ * \param src The data source for the WAVE data
809
+ * \param freesrc If non-zero, SDL will _always_ free the data source
810
+ * \param spec An SDL_AudioSpec that will be filled in with the wave file's
811
+ * format details
812
+ * \param audio_buf A pointer filled with the audio data, allocated by the
813
+ * function.
814
+ * \param audio_len A pointer filled with the length of the audio data buffer
815
+ * in bytes
816
+ * \returns This function, if successfully called, returns `spec`, which will
817
+ * be filled with the audio data format of the wave source data.
818
+ * `audio_buf` will be filled with a pointer to an allocated buffer
819
+ * containing the audio data, and `audio_len` is filled with the
820
+ * length of that audio buffer in bytes.
821
+ *
822
+ * This function returns NULL if the .WAV file cannot be opened, uses
823
+ * an unknown data format, or is corrupt; call SDL_GetError() for
824
+ * more information.
825
+ *
826
+ * When the application is done with the data returned in
827
+ * `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
828
+ *
829
+ * \since This function is available since SDL 2.0.0.
830
+ *
831
+ * \sa SDL_FreeWAV
832
+ * \sa SDL_LoadWAV
473
833
  */
474
834
  extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
475
835
  int freesrc,
@@ -485,18 +845,53 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
485
845
  SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
486
846
 
487
847
  /**
488
- * This function frees data previously allocated with SDL_LoadWAV_RW()
848
+ * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
849
+ *
850
+ * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
851
+ * its data can eventually be freed with SDL_FreeWAV(). It is safe to call
852
+ * this function with a NULL pointer.
853
+ *
854
+ * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
855
+ * SDL_LoadWAV_RW()
856
+ *
857
+ * \since This function is available since SDL 2.0.0.
858
+ *
859
+ * \sa SDL_LoadWAV
860
+ * \sa SDL_LoadWAV_RW
489
861
  */
490
862
  extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
491
863
 
492
864
  /**
493
- * This function takes a source format and rate and a destination format
494
- * and rate, and initializes the \c cvt structure with information needed
495
- * by SDL_ConvertAudio() to convert a buffer of audio data from one format
496
- * to the other. An unsupported format causes an error and -1 will be returned.
497
- *
498
- * \return 0 if no conversion is needed, 1 if the audio filter is set up,
499
- * or -1 on error.
865
+ * Initialize an SDL_AudioCVT structure for conversion.
866
+ *
867
+ * Before an SDL_AudioCVT structure can be used to convert audio data it must
868
+ * be initialized with source and destination information.
869
+ *
870
+ * This function will zero out every field of the SDL_AudioCVT, so it must be
871
+ * called before the application fills in the final buffer information.
872
+ *
873
+ * Once this function has returned successfully, and reported that a
874
+ * conversion is necessary, the application fills in the rest of the fields in
875
+ * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
876
+ * and then can call SDL_ConvertAudio() to complete the conversion.
877
+ *
878
+ * \param cvt an SDL_AudioCVT structure filled in with audio conversion
879
+ * information
880
+ * \param src_format the source format of the audio data; for more info see
881
+ * SDL_AudioFormat
882
+ * \param src_channels the number of channels in the source
883
+ * \param src_rate the frequency (sample-frames-per-second) of the source
884
+ * \param dst_format the destination format of the audio data; for more info
885
+ * see SDL_AudioFormat
886
+ * \param dst_channels the number of channels in the destination
887
+ * \param dst_rate the frequency (sample-frames-per-second) of the destination
888
+ * \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
889
+ * or a negative error code on failure; call SDL_GetError() for more
890
+ * information.
891
+ *
892
+ * \since This function is available since SDL 2.0.0.
893
+ *
894
+ * \sa SDL_ConvertAudio
500
895
  */
501
896
  extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
502
897
  SDL_AudioFormat src_format,
@@ -507,16 +902,42 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
507
902
  int dst_rate);
508
903
 
509
904
  /**
510
- * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
511
- * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
512
- * audio data in the source format, this function will convert it in-place
513
- * to the desired format.
514
- *
515
- * The data conversion may expand the size of the audio data, so the buffer
516
- * \c cvt->buf should be allocated after the \c cvt structure is initialized by
517
- * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
518
- *
519
- * \return 0 on success or -1 if \c cvt->buf is NULL.
905
+ * Convert audio data to a desired audio format.
906
+ *
907
+ * This function does the actual audio data conversion, after the application
908
+ * has called SDL_BuildAudioCVT() to prepare the conversion information and
909
+ * then filled in the buffer details.
910
+ *
911
+ * Once the application has initialized the `cvt` structure using
912
+ * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
913
+ * data in the source format, this function will convert the buffer, in-place,
914
+ * to the desired format.
915
+ *
916
+ * The data conversion may go through several passes; any given pass may
917
+ * possibly temporarily increase the size of the data. For example, SDL might
918
+ * expand 16-bit data to 32 bits before resampling to a lower frequency,
919
+ * shrinking the data size after having grown it briefly. Since the supplied
920
+ * buffer will be both the source and destination, converting as necessary
921
+ * in-place, the application must allocate a buffer that will fully contain
922
+ * the data during its largest conversion pass. After SDL_BuildAudioCVT()
923
+ * returns, the application should set the `cvt->len` field to the size, in
924
+ * bytes, of the source data, and allocate a buffer that is `cvt->len *
925
+ * cvt->len_mult` bytes long for the `buf` field.
926
+ *
927
+ * The source data should be copied into this buffer before the call to
928
+ * SDL_ConvertAudio(). Upon successful return, this buffer will contain the
929
+ * converted audio, and `cvt->len_cvt` will be the size of the converted data,
930
+ * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
931
+ * this function returns.
932
+ *
933
+ * \param cvt an SDL_AudioCVT structure that was previously set up by
934
+ * SDL_BuildAudioCVT().
935
+ * \returns 0 if the conversion was completed successfully or a negative error
936
+ * code on failure; call SDL_GetError() for more information.
937
+ *
938
+ * \since This function is available since SDL 2.0.0.
939
+ *
940
+ * \sa SDL_BuildAudioCVT
520
941
  */
521
942
  extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
522
943
 
@@ -532,22 +953,24 @@ struct _SDL_AudioStream;
532
953
  typedef struct _SDL_AudioStream SDL_AudioStream;
533
954
 
534
955
  /**
535
- * Create a new audio stream
536
- *
537
- * \param src_format The format of the source audio
538
- * \param src_channels The number of channels of the source audio
539
- * \param src_rate The sampling rate of the source audio
540
- * \param dst_format The format of the desired audio output
541
- * \param dst_channels The number of channels of the desired audio output
542
- * \param dst_rate The sampling rate of the desired audio output
543
- * \return 0 on success, or -1 on error.
544
- *
545
- * \sa SDL_AudioStreamPut
546
- * \sa SDL_AudioStreamGet
547
- * \sa SDL_AudioStreamAvailable
548
- * \sa SDL_AudioStreamFlush
549
- * \sa SDL_AudioStreamClear
550
- * \sa SDL_FreeAudioStream
956
+ * Create a new audio stream.
957
+ *
958
+ * \param src_format The format of the source audio
959
+ * \param src_channels The number of channels of the source audio
960
+ * \param src_rate The sampling rate of the source audio
961
+ * \param dst_format The format of the desired audio output
962
+ * \param dst_channels The number of channels of the desired audio output
963
+ * \param dst_rate The sampling rate of the desired audio output
964
+ * \returns 0 on success, or -1 on error.
965
+ *
966
+ * \since This function is available since SDL 2.0.7.
967
+ *
968
+ * \sa SDL_AudioStreamPut
969
+ * \sa SDL_AudioStreamGet
970
+ * \sa SDL_AudioStreamAvailable
971
+ * \sa SDL_AudioStreamFlush
972
+ * \sa SDL_AudioStreamClear
973
+ * \sa SDL_FreeAudioStream
551
974
  */
552
975
  extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
553
976
  const Uint8 src_channels,
@@ -557,110 +980,164 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm
557
980
  const int dst_rate);
558
981
 
559
982
  /**
560
- * Add data to be converted/resampled to the stream
983
+ * Add data to be converted/resampled to the stream.
984
+ *
985
+ * \param stream The stream the audio data is being added to
986
+ * \param buf A pointer to the audio data to add
987
+ * \param len The number of bytes to write to the stream
988
+ * \returns 0 on success, or -1 on error.
561
989
  *
562
- * \param stream The stream the audio data is being added to
563
- * \param buf A pointer to the audio data to add
564
- * \param len The number of bytes to write to the stream
565
- * \return 0 on success, or -1 on error.
990
+ * \since This function is available since SDL 2.0.7.
566
991
  *
567
- * \sa SDL_NewAudioStream
568
- * \sa SDL_AudioStreamGet
569
- * \sa SDL_AudioStreamAvailable
570
- * \sa SDL_AudioStreamFlush
571
- * \sa SDL_AudioStreamClear
572
- * \sa SDL_FreeAudioStream
992
+ * \sa SDL_NewAudioStream
993
+ * \sa SDL_AudioStreamGet
994
+ * \sa SDL_AudioStreamAvailable
995
+ * \sa SDL_AudioStreamFlush
996
+ * \sa SDL_AudioStreamClear
997
+ * \sa SDL_FreeAudioStream
573
998
  */
574
999
  extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
575
1000
 
576
1001
  /**
577
- * Get converted/resampled data from the stream
1002
+ * Get converted/resampled data from the stream
578
1003
  *
579
- * \param stream The stream the audio is being requested from
580
- * \param buf A buffer to fill with audio data
581
- * \param len The maximum number of bytes to fill
582
- * \return The number of bytes read from the stream, or -1 on error
1004
+ * \param stream The stream the audio is being requested from
1005
+ * \param buf A buffer to fill with audio data
1006
+ * \param len The maximum number of bytes to fill
1007
+ * \returns the number of bytes read from the stream, or -1 on error
583
1008
  *
584
- * \sa SDL_NewAudioStream
585
- * \sa SDL_AudioStreamPut
586
- * \sa SDL_AudioStreamAvailable
587
- * \sa SDL_AudioStreamFlush
588
- * \sa SDL_AudioStreamClear
589
- * \sa SDL_FreeAudioStream
1009
+ * \since This function is available since SDL 2.0.7.
1010
+ *
1011
+ * \sa SDL_NewAudioStream
1012
+ * \sa SDL_AudioStreamPut
1013
+ * \sa SDL_AudioStreamAvailable
1014
+ * \sa SDL_AudioStreamFlush
1015
+ * \sa SDL_AudioStreamClear
1016
+ * \sa SDL_FreeAudioStream
590
1017
  */
591
1018
  extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
592
1019
 
593
1020
  /**
594
- * Get the number of converted/resampled bytes available. The stream may be
595
- * buffering data behind the scenes until it has enough to resample
596
- * correctly, so this number might be lower than what you expect, or even
597
- * be zero. Add more data or flush the stream if you need the data now.
1021
+ * Get the number of converted/resampled bytes available.
1022
+ *
1023
+ * The stream may be buffering data behind the scenes until it has enough to
1024
+ * resample correctly, so this number might be lower than what you expect, or
1025
+ * even be zero. Add more data or flush the stream if you need the data now.
598
1026
  *
599
- * \sa SDL_NewAudioStream
600
- * \sa SDL_AudioStreamPut
601
- * \sa SDL_AudioStreamGet
602
- * \sa SDL_AudioStreamFlush
603
- * \sa SDL_AudioStreamClear
604
- * \sa SDL_FreeAudioStream
1027
+ * \since This function is available since SDL 2.0.7.
1028
+ *
1029
+ * \sa SDL_NewAudioStream
1030
+ * \sa SDL_AudioStreamPut
1031
+ * \sa SDL_AudioStreamGet
1032
+ * \sa SDL_AudioStreamFlush
1033
+ * \sa SDL_AudioStreamClear
1034
+ * \sa SDL_FreeAudioStream
605
1035
  */
606
1036
  extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
607
1037
 
608
1038
  /**
609
1039
  * Tell the stream that you're done sending data, and anything being buffered
610
- * should be converted/resampled and made available immediately.
1040
+ * should be converted/resampled and made available immediately.
1041
+ *
1042
+ * It is legal to add more data to a stream after flushing, but there will be
1043
+ * audio gaps in the output. Generally this is intended to signal the end of
1044
+ * input, so the complete output becomes available.
611
1045
  *
612
- * It is legal to add more data to a stream after flushing, but there will
613
- * be audio gaps in the output. Generally this is intended to signal the
614
- * end of input, so the complete output becomes available.
1046
+ * \since This function is available since SDL 2.0.7.
615
1047
  *
616
- * \sa SDL_NewAudioStream
617
- * \sa SDL_AudioStreamPut
618
- * \sa SDL_AudioStreamGet
619
- * \sa SDL_AudioStreamAvailable
620
- * \sa SDL_AudioStreamClear
621
- * \sa SDL_FreeAudioStream
1048
+ * \sa SDL_NewAudioStream
1049
+ * \sa SDL_AudioStreamPut
1050
+ * \sa SDL_AudioStreamGet
1051
+ * \sa SDL_AudioStreamAvailable
1052
+ * \sa SDL_AudioStreamClear
1053
+ * \sa SDL_FreeAudioStream
622
1054
  */
623
1055
  extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
624
1056
 
625
1057
  /**
626
- * Clear any pending data in the stream without converting it
1058
+ * Clear any pending data in the stream without converting it
1059
+ *
1060
+ * \since This function is available since SDL 2.0.7.
627
1061
  *
628
- * \sa SDL_NewAudioStream
629
- * \sa SDL_AudioStreamPut
630
- * \sa SDL_AudioStreamGet
631
- * \sa SDL_AudioStreamAvailable
632
- * \sa SDL_AudioStreamFlush
633
- * \sa SDL_FreeAudioStream
1062
+ * \sa SDL_NewAudioStream
1063
+ * \sa SDL_AudioStreamPut
1064
+ * \sa SDL_AudioStreamGet
1065
+ * \sa SDL_AudioStreamAvailable
1066
+ * \sa SDL_AudioStreamFlush
1067
+ * \sa SDL_FreeAudioStream
634
1068
  */
635
1069
  extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
636
1070
 
637
1071
  /**
638
1072
  * Free an audio stream
639
1073
  *
640
- * \sa SDL_NewAudioStream
641
- * \sa SDL_AudioStreamPut
642
- * \sa SDL_AudioStreamGet
643
- * \sa SDL_AudioStreamAvailable
644
- * \sa SDL_AudioStreamFlush
645
- * \sa SDL_AudioStreamClear
1074
+ * \since This function is available since SDL 2.0.7.
1075
+ *
1076
+ * \sa SDL_NewAudioStream
1077
+ * \sa SDL_AudioStreamPut
1078
+ * \sa SDL_AudioStreamGet
1079
+ * \sa SDL_AudioStreamAvailable
1080
+ * \sa SDL_AudioStreamFlush
1081
+ * \sa SDL_AudioStreamClear
646
1082
  */
647
1083
  extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
648
1084
 
649
1085
  #define SDL_MIX_MAXVOLUME 128
1086
+
650
1087
  /**
651
- * This takes two audio buffers of the playing audio format and mixes
652
- * them, performing addition, volume adjustment, and overflow clipping.
653
- * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
654
- * for full audio volume. Note this does not change hardware volume.
655
- * This is provided for convenience -- you can mix your own audio data.
1088
+ * This function is a legacy means of mixing audio.
1089
+ *
1090
+ * This function is equivalent to calling...
1091
+ *
1092
+ * ```c
1093
+ * SDL_MixAudioFormat(dst, src, format, len, volume);
1094
+ * ```
1095
+ *
1096
+ * ...where `format` is the obtained format of the audio device from the
1097
+ * legacy SDL_OpenAudio() function.
1098
+ *
1099
+ * \param dst the destination for the mixed audio
1100
+ * \param src the source audio buffer to be mixed
1101
+ * \param len the length of the audio buffer in bytes
1102
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
1103
+ * for full audio volume
1104
+ *
1105
+ * \since This function is available since SDL 2.0.0.
1106
+ *
1107
+ * \sa SDL_MixAudioFormat
656
1108
  */
657
1109
  extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
658
1110
  Uint32 len, int volume);
659
1111
 
660
1112
  /**
661
- * This works like SDL_MixAudio(), but you specify the audio format instead of
662
- * using the format of audio device 1. Thus it can be used when no audio
663
- * device is open at all.
1113
+ * Mix audio data in a specified format.
1114
+ *
1115
+ * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
1116
+ * it into `dst`, performing addition, volume adjustment, and overflow
1117
+ * clipping. The buffer pointed to by `dst` must also be `len` bytes of
1118
+ * `format` data.
1119
+ *
1120
+ * This is provided for convenience -- you can mix your own audio data.
1121
+ *
1122
+ * Do not use this function for mixing together more than two streams of
1123
+ * sample data. The output from repeated application of this function may be
1124
+ * distorted by clipping, because there is no accumulator with greater range
1125
+ * than the input (not to mention this being an inefficient way of doing it).
1126
+ *
1127
+ * It is a common misconception that this function is required to write audio
1128
+ * data to an output stream in an audio callback. While you can do that,
1129
+ * SDL_MixAudioFormat() is really only needed when you're mixing a single
1130
+ * audio stream with a volume adjustment.
1131
+ *
1132
+ * \param dst the destination for the mixed audio
1133
+ * \param src the source audio buffer to be mixed
1134
+ * \param format the SDL_AudioFormat structure representing the desired audio
1135
+ * format
1136
+ * \param len the length of the audio buffer in bytes
1137
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
1138
+ * for full audio volume
1139
+ *
1140
+ * \since This function is available since SDL 2.0.0.
664
1141
  */
665
1142
  extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
666
1143
  const Uint8 * src,
@@ -668,184 +1145,312 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
668
1145
  Uint32 len, int volume);
669
1146
 
670
1147
  /**
671
- * Queue more audio on non-callback devices.
1148
+ * Queue more audio on non-callback devices.
1149
+ *
1150
+ * If you are looking to retrieve queued audio from a non-callback capture
1151
+ * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
1152
+ * -1 to signify an error if you use it with capture devices.
1153
+ *
1154
+ * SDL offers two ways to feed audio to the device: you can either supply a
1155
+ * callback that SDL triggers with some frequency to obtain more audio (pull
1156
+ * method), or you can supply no callback, and then SDL will expect you to
1157
+ * supply data at regular intervals (push method) with this function.
1158
+ *
1159
+ * There are no limits on the amount of data you can queue, short of
1160
+ * exhaustion of address space. Queued data will drain to the device as
1161
+ * necessary without further intervention from you. If the device needs audio
1162
+ * but there is not enough queued, it will play silence to make up the
1163
+ * difference. This means you will have skips in your audio playback if you
1164
+ * aren't routinely queueing sufficient data.
1165
+ *
1166
+ * This function copies the supplied data, so you are safe to free it when the
1167
+ * function returns. This function is thread-safe, but queueing to the same
1168
+ * device from two threads at once does not promise which buffer will be
1169
+ * queued first.
1170
+ *
1171
+ * You may not queue audio on a device that is using an application-supplied
1172
+ * callback; doing so returns an error. You have to use the audio callback or
1173
+ * queue audio with this function, but not both.
1174
+ *
1175
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
1176
+ * handles locking internally for this function.
1177
+ *
1178
+ * Note that SDL2 does not support planar audio. You will need to resample
1179
+ * from planar audio formats into a non-planar one (see SDL_AudioFormat)
1180
+ * before queuing audio.
1181
+ *
1182
+ * \param dev the device ID to which we will queue audio
1183
+ * \param data the data to queue to the device for later playback
1184
+ * \param len the number of bytes (not samples!) to which `data` points
1185
+ * \returns 0 on success or a negative error code on failure; call
1186
+ * SDL_GetError() for more information.
1187
+ *
1188
+ * \since This function is available since SDL 2.0.4.
1189
+ *
1190
+ * \sa SDL_ClearQueuedAudio
1191
+ * \sa SDL_GetQueuedAudioSize
1192
+ */
1193
+ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
1194
+
1195
+ /**
1196
+ * Dequeue more audio on non-callback devices.
1197
+ *
1198
+ * If you are looking to queue audio for output on a non-callback playback
1199
+ * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
1200
+ * return 0 if you use it with playback devices.
1201
+ *
1202
+ * SDL offers two ways to retrieve audio from a capture device: you can either
1203
+ * supply a callback that SDL triggers with some frequency as the device
1204
+ * records more audio data, (push method), or you can supply no callback, and
1205
+ * then SDL will expect you to retrieve data at regular intervals (pull
1206
+ * method) with this function.
1207
+ *
1208
+ * There are no limits on the amount of data you can queue, short of
1209
+ * exhaustion of address space. Data from the device will keep queuing as
1210
+ * necessary without further intervention from you. This means you will
1211
+ * eventually run out of memory if you aren't routinely dequeueing data.
1212
+ *
1213
+ * Capture devices will not queue data when paused; if you are expecting to
1214
+ * not need captured audio for some length of time, use SDL_PauseAudioDevice()
1215
+ * to stop the capture device from queueing more data. This can be useful
1216
+ * during, say, level loading times. When unpaused, capture devices will start
1217
+ * queueing data from that point, having flushed any capturable data available
1218
+ * while paused.
1219
+ *
1220
+ * This function is thread-safe, but dequeueing from the same device from two
1221
+ * threads at once does not promise which thread will dequeue data first.
1222
+ *
1223
+ * You may not dequeue audio from a device that is using an
1224
+ * application-supplied callback; doing so returns an error. You have to use
1225
+ * the audio callback, or dequeue audio with this function, but not both.
1226
+ *
1227
+ * You should not call SDL_LockAudio() on the device before dequeueing; SDL
1228
+ * handles locking internally for this function.
1229
+ *
1230
+ * \param dev the device ID from which we will dequeue audio
1231
+ * \param data a pointer into where audio data should be copied
1232
+ * \param len the number of bytes (not samples!) to which (data) points
1233
+ * \returns the number of bytes dequeued, which could be less than requested;
1234
+ * call SDL_GetError() for more information.
1235
+ *
1236
+ * \since This function is available since SDL 2.0.5.
1237
+ *
1238
+ * \sa SDL_ClearQueuedAudio
1239
+ * \sa SDL_GetQueuedAudioSize
1240
+ */
1241
+ extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
1242
+
1243
+ /**
1244
+ * Get the number of bytes of still-queued audio.
672
1245
  *
673
- * (If you are looking to retrieve queued audio from a non-callback capture
674
- * device, you want SDL_DequeueAudio() instead. This will return -1 to
675
- * signify an error if you use it with capture devices.)
1246
+ * For playback devices: this is the number of bytes that have been queued for
1247
+ * playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
676
1248
  *
677
- * SDL offers two ways to feed audio to the device: you can either supply a
678
- * callback that SDL triggers with some frequency to obtain more audio
679
- * (pull method), or you can supply no callback, and then SDL will expect
680
- * you to supply data at regular intervals (push method) with this function.
1249
+ * Once we've sent it to the hardware, this function can not decide the exact
1250
+ * byte boundary of what has been played. It's possible that we just gave the
1251
+ * hardware several kilobytes right before you called this function, but it
1252
+ * hasn't played any of it yet, or maybe half of it, etc.
681
1253
  *
682
- * There are no limits on the amount of data you can queue, short of
683
- * exhaustion of address space. Queued data will drain to the device as
684
- * necessary without further intervention from you. If the device needs
685
- * audio but there is not enough queued, it will play silence to make up
686
- * the difference. This means you will have skips in your audio playback
687
- * if you aren't routinely queueing sufficient data.
1254
+ * For capture devices, this is the number of bytes that have been captured by
1255
+ * the device and are waiting for you to dequeue. This number may grow at any
1256
+ * time, so this only informs of the lower-bound of available data.
688
1257
  *
689
- * This function copies the supplied data, so you are safe to free it when
690
- * the function returns. This function is thread-safe, but queueing to the
691
- * same device from two threads at once does not promise which buffer will
692
- * be queued first.
1258
+ * You may not queue or dequeue audio on a device that is using an
1259
+ * application-supplied callback; calling this function on such a device
1260
+ * always returns 0. You have to use the audio callback or queue audio, but
1261
+ * not both.
693
1262
  *
694
- * You may not queue audio on a device that is using an application-supplied
695
- * callback; doing so returns an error. You have to use the audio callback
696
- * or queue audio with this function, but not both.
1263
+ * You should not call SDL_LockAudio() on the device before querying; SDL
1264
+ * handles locking internally for this function.
697
1265
  *
698
- * You should not call SDL_LockAudio() on the device before queueing; SDL
699
- * handles locking internally for this function.
1266
+ * \param dev the device ID of which we will query queued audio size
1267
+ * \returns the number of bytes (not samples!) of queued audio.
700
1268
  *
701
- * \param dev The device ID to which we will queue audio.
702
- * \param data The data to queue to the device for later playback.
703
- * \param len The number of bytes (not samples!) to which (data) points.
704
- * \return 0 on success, or -1 on error.
1269
+ * \since This function is available since SDL 2.0.4.
705
1270
  *
706
- * \sa SDL_GetQueuedAudioSize
707
- * \sa SDL_ClearQueuedAudio
1271
+ * \sa SDL_ClearQueuedAudio
1272
+ * \sa SDL_QueueAudio
1273
+ * \sa SDL_DequeueAudio
708
1274
  */
709
- extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
1275
+ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
710
1276
 
711
1277
  /**
712
- * Dequeue more audio on non-callback devices.
1278
+ * Drop any queued audio data waiting to be sent to the hardware.
713
1279
  *
714
- * (If you are looking to queue audio for output on a non-callback playback
715
- * device, you want SDL_QueueAudio() instead. This will always return 0
716
- * if you use it with playback devices.)
1280
+ * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
1281
+ * output devices, the hardware will start playing silence if more audio isn't
1282
+ * queued. For capture devices, the hardware will start filling the empty
1283
+ * queue with new data if the capture device isn't paused.
717
1284
  *
718
- * SDL offers two ways to retrieve audio from a capture device: you can
719
- * either supply a callback that SDL triggers with some frequency as the
720
- * device records more audio data, (push method), or you can supply no
721
- * callback, and then SDL will expect you to retrieve data at regular
722
- * intervals (pull method) with this function.
1285
+ * This will not prevent playback of queued audio that's already been sent to
1286
+ * the hardware, as we can not undo that, so expect there to be some fraction
1287
+ * of a second of audio that might still be heard. This can be useful if you
1288
+ * want to, say, drop any pending music or any unprocessed microphone input
1289
+ * during a level change in your game.
723
1290
  *
724
- * There are no limits on the amount of data you can queue, short of
725
- * exhaustion of address space. Data from the device will keep queuing as
726
- * necessary without further intervention from you. This means you will
727
- * eventually run out of memory if you aren't routinely dequeueing data.
1291
+ * You may not queue or dequeue audio on a device that is using an
1292
+ * application-supplied callback; calling this function on such a device
1293
+ * always returns 0. You have to use the audio callback or queue audio, but
1294
+ * not both.
728
1295
  *
729
- * Capture devices will not queue data when paused; if you are expecting
730
- * to not need captured audio for some length of time, use
731
- * SDL_PauseAudioDevice() to stop the capture device from queueing more
732
- * data. This can be useful during, say, level loading times. When
733
- * unpaused, capture devices will start queueing data from that point,
734
- * having flushed any capturable data available while paused.
1296
+ * You should not call SDL_LockAudio() on the device before clearing the
1297
+ * queue; SDL handles locking internally for this function.
735
1298
  *
736
- * This function is thread-safe, but dequeueing from the same device from
737
- * two threads at once does not promise which thread will dequeued data
738
- * first.
1299
+ * This function always succeeds and thus returns void.
739
1300
  *
740
- * You may not dequeue audio from a device that is using an
741
- * application-supplied callback; doing so returns an error. You have to use
742
- * the audio callback, or dequeue audio with this function, but not both.
1301
+ * \param dev the device ID of which to clear the audio queue
743
1302
  *
744
- * You should not call SDL_LockAudio() on the device before queueing; SDL
745
- * handles locking internally for this function.
1303
+ * \since This function is available since SDL 2.0.4.
746
1304
  *
747
- * \param dev The device ID from which we will dequeue audio.
748
- * \param data A pointer into where audio data should be copied.
749
- * \param len The number of bytes (not samples!) to which (data) points.
750
- * \return number of bytes dequeued, which could be less than requested.
1305
+ * \sa SDL_GetQueuedAudioSize
1306
+ * \sa SDL_QueueAudio
1307
+ * \sa SDL_DequeueAudio
1308
+ */
1309
+ extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
1310
+
1311
+
1312
+ /**
1313
+ * \name Audio lock functions
751
1314
  *
752
- * \sa SDL_GetQueuedAudioSize
753
- * \sa SDL_ClearQueuedAudio
1315
+ * The lock manipulated by these functions protects the callback function.
1316
+ * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
1317
+ * the callback function is not running. Do not call these from the callback
1318
+ * function or you will cause deadlock.
754
1319
  */
755
- extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
1320
+ /* @{ */
756
1321
 
757
1322
  /**
758
- * Get the number of bytes of still-queued audio.
1323
+ * This function is a legacy means of locking the audio device.
1324
+ *
1325
+ * New programs might want to use SDL_LockAudioDevice() instead. This function
1326
+ * is equivalent to calling...
759
1327
  *
760
- * For playback device:
1328
+ * ```c
1329
+ * SDL_LockAudioDevice(1);
1330
+ * ```
761
1331
  *
762
- * This is the number of bytes that have been queued for playback with
763
- * SDL_QueueAudio(), but have not yet been sent to the hardware. This
764
- * number may shrink at any time, so this only informs of pending data.
1332
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
765
1333
  *
766
- * Once we've sent it to the hardware, this function can not decide the
767
- * exact byte boundary of what has been played. It's possible that we just
768
- * gave the hardware several kilobytes right before you called this
769
- * function, but it hasn't played any of it yet, or maybe half of it, etc.
1334
+ * \since This function is available since SDL 2.0.0.
770
1335
  *
771
- * For capture devices:
1336
+ * \sa SDL_LockAudioDevice
1337
+ * \sa SDL_UnlockAudio
1338
+ * \sa SDL_UnlockAudioDevice
1339
+ */
1340
+ extern DECLSPEC void SDLCALL SDL_LockAudio(void);
1341
+
1342
+ /**
1343
+ * Use this function to lock out the audio callback function for a specified
1344
+ * device.
772
1345
  *
773
- * This is the number of bytes that have been captured by the device and
774
- * are waiting for you to dequeue. This number may grow at any time, so
775
- * this only informs of the lower-bound of available data.
1346
+ * The lock manipulated by these functions protects the audio callback
1347
+ * function specified in SDL_OpenAudioDevice(). During a
1348
+ * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed
1349
+ * that the callback function for that device is not running, even if the
1350
+ * device is not paused. While a device is locked, any other unpaused,
1351
+ * unlocked devices may still run their callbacks.
776
1352
  *
777
- * You may not queue audio on a device that is using an application-supplied
778
- * callback; calling this function on such a device always returns 0.
779
- * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
780
- * the audio callback, but not both.
1353
+ * Calling this function from inside your audio callback is unnecessary. SDL
1354
+ * obtains this lock before calling your function, and releases it when the
1355
+ * function returns.
781
1356
  *
782
- * You should not call SDL_LockAudio() on the device before querying; SDL
783
- * handles locking internally for this function.
1357
+ * You should not hold the lock longer than absolutely necessary. If you hold
1358
+ * it too long, you'll experience dropouts in your audio playback. Ideally,
1359
+ * your application locks the device, sets a few variables and unlocks again.
1360
+ * Do not do heavy work while holding the lock for a device.
784
1361
  *
785
- * \param dev The device ID of which we will query queued audio size.
786
- * \return Number of bytes (not samples!) of queued audio.
1362
+ * It is safe to lock the audio device multiple times, as long as you unlock
1363
+ * it an equivalent number of times. The callback will not run until the
1364
+ * device has been unlocked completely in this way. If your application fails
1365
+ * to unlock the device appropriately, your callback will never run, you might
1366
+ * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably
1367
+ * deadlock.
787
1368
  *
788
- * \sa SDL_QueueAudio
789
- * \sa SDL_ClearQueuedAudio
1369
+ * Internally, the audio device lock is a mutex; if you lock from two threads
1370
+ * at once, not only will you block the audio callback, you'll block the other
1371
+ * thread.
1372
+ *
1373
+ * \param dev the ID of the device to be locked
1374
+ *
1375
+ * \since This function is available since SDL 2.0.0.
1376
+ *
1377
+ * \sa SDL_UnlockAudioDevice
790
1378
  */
791
- extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
1379
+ extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
792
1380
 
793
1381
  /**
794
- * Drop any queued audio data. For playback devices, this is any queued data
795
- * still waiting to be submitted to the hardware. For capture devices, this
796
- * is any data that was queued by the device that hasn't yet been dequeued by
797
- * the application.
1382
+ * This function is a legacy means of unlocking the audio device.
798
1383
  *
799
- * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
800
- * playback devices, the hardware will start playing silence if more audio
801
- * isn't queued. Unpaused capture devices will start filling the queue again
802
- * as soon as they have more data available (which, depending on the state
803
- * of the hardware and the thread, could be before this function call
804
- * returns!).
1384
+ * New programs might want to use SDL_UnlockAudioDevice() instead. This
1385
+ * function is equivalent to calling...
805
1386
  *
806
- * This will not prevent playback of queued audio that's already been sent
807
- * to the hardware, as we can not undo that, so expect there to be some
808
- * fraction of a second of audio that might still be heard. This can be
809
- * useful if you want to, say, drop any pending music during a level change
810
- * in your game.
1387
+ * ```c
1388
+ * SDL_UnlockAudioDevice(1);
1389
+ * ```
811
1390
  *
812
- * You may not queue audio on a device that is using an application-supplied
813
- * callback; calling this function on such a device is always a no-op.
814
- * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
815
- * the audio callback, but not both.
1391
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
816
1392
  *
817
- * You should not call SDL_LockAudio() on the device before clearing the
818
- * queue; SDL handles locking internally for this function.
1393
+ * \since This function is available since SDL 2.0.0.
819
1394
  *
820
- * This function always succeeds and thus returns void.
821
- *
822
- * \param dev The device ID of which to clear the audio queue.
823
- *
824
- * \sa SDL_QueueAudio
825
- * \sa SDL_GetQueuedAudioSize
1395
+ * \sa SDL_LockAudio
1396
+ * \sa SDL_UnlockAudioDevice
826
1397
  */
827
- extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
828
-
1398
+ extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
829
1399
 
830
1400
  /**
831
- * \name Audio lock functions
1401
+ * Use this function to unlock the audio callback function for a specified
1402
+ * device.
832
1403
  *
833
- * The lock manipulated by these functions protects the callback function.
834
- * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
835
- * the callback function is not running. Do not call these from the callback
836
- * function or you will cause deadlock.
1404
+ * This function should be paired with a previous SDL_LockAudioDevice() call.
1405
+ *
1406
+ * \param dev the ID of the device to be unlocked
1407
+ *
1408
+ * \since This function is available since SDL 2.0.0.
1409
+ *
1410
+ * \sa SDL_LockAudioDevice
837
1411
  */
838
- /* @{ */
839
- extern DECLSPEC void SDLCALL SDL_LockAudio(void);
840
- extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
841
- extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
842
1412
  extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
843
1413
  /* @} *//* Audio lock functions */
844
1414
 
845
1415
  /**
846
- * This function shuts down audio processing and closes the audio device.
1416
+ * This function is a legacy means of closing the audio device.
1417
+ *
1418
+ * This function is equivalent to calling...
1419
+ *
1420
+ * ```c
1421
+ * SDL_CloseAudioDevice(1);
1422
+ * ```
1423
+ *
1424
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
1425
+ *
1426
+ * \since This function is available since SDL 2.0.0.
1427
+ *
1428
+ * \sa SDL_OpenAudio
847
1429
  */
848
1430
  extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
1431
+
1432
+ /**
1433
+ * Use this function to shut down audio processing and close the audio device.
1434
+ *
1435
+ * The application should close open audio devices once they are no longer
1436
+ * needed. Calling this function will wait until the device's audio callback
1437
+ * is not running, release the audio hardware and then clean up internal
1438
+ * state. No further audio will play from this device once this function
1439
+ * returns.
1440
+ *
1441
+ * This function may block briefly while pending audio data is played by the
1442
+ * hardware, so that applications don't drop the last buffer of data they
1443
+ * supplied.
1444
+ *
1445
+ * The device ID is invalid as soon as the device is closed, and is eligible
1446
+ * for reuse in a new SDL_OpenAudioDevice() call immediately.
1447
+ *
1448
+ * \param dev an audio device previously opened with SDL_OpenAudioDevice()
1449
+ *
1450
+ * \since This function is available since SDL 2.0.0.
1451
+ *
1452
+ * \sa SDL_OpenAudioDevice
1453
+ */
849
1454
  extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
850
1455
 
851
1456
  /* Ends C function definitions when using C++ */