examples: Add a way to add datafiles to an example, and add audio/load-wav

This commit is contained in:
Ryan C. Gordon 2024-07-24 17:30:16 -04:00
parent f562a6d9f7
commit 195c26a50a
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GPG Key ID: FA148B892AB48044
4 changed files with 133 additions and 10 deletions

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@ -80,14 +80,31 @@ sub handle_example_dir {
}
closedir($dh);
my $datafilestxtpath = "$examples_dir/$category/$example/datafiles.txt";
my $datafiles_str = '';
if ( -f $datafilestxtpath ) {
open (my $datafilesh, '<', $datafilestxtpath) or die("Couldn't opendir '$datafilestxtpath': $!\n");
$spc = '';
while (<$datafilesh>) {
chomp;
my $path = "$examples_dir/$category/$example/$_";
my $fname = $_;
$fname =~ s/\A.*\///;
$datafiles_str .= "$spc--embed-file=$path\@/$fname";
$spc = ' ';
}
close($datafilesh);
}
my $dst = "$output_dir/$category/$example";
print("Building $category/$example ...\n");
do_mkdir($dst);
# !!! FIXME: hardcoded SDL3 references, need to fix this for satellite libraries and SDL2.
do_system("EMSDK_QUIET=1 source '$emsdk_dir/emsdk_env.sh' && emcc -s USE_SDL=0 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=1gb -s ASSERTIONS=0 -o '$dst/index.js' '-I$examples_dir/../include' $files_str '$compile_dir/libSDL3.a'") == 0
do_system("EMSDK_QUIET=1 source '$emsdk_dir/emsdk_env.sh' && emcc -s USE_SDL=0 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s MAXIMUM_MEMORY=1gb -s ASSERTIONS=0 -o '$dst/index.js' '-I$examples_dir/../include' $files_str '$compile_dir/libSDL3.a' $datafiles_str") == 0
or die("Failed to build $category/$example!\n");
my $highlight_cmd = "highlight '--outdir=$dst' --style-outfile=highlight.css --fragment --enclose-pre --stdout --syntax=c '--plug-in=$examples_dir/highlight-plugin.lua'";

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@ -70,7 +70,7 @@ if(WINDOWS_STORE)
endif()
macro(add_sdl_example_executable TARGET)
cmake_parse_arguments(AST "BUILD_DEPENDENT;NEEDS_RESOURCES;" "" "SOURCES" ${ARGN})
cmake_parse_arguments(AST "BUILD_DEPENDENT" "" "SOURCES;DATAFILES" ${ARGN})
if(AST_UNPARSED_ARGUMENTS)
message(FATAL_ERROR "Unknown argument(s): ${AST_UNPARSED_ARGUMENTS}")
endif()
@ -100,8 +100,8 @@ macro(add_sdl_example_executable TARGET)
"../test/uwp/splash-620x300.png"
)
endif()
if(AST_NEEDS_RESOURCES)
list(APPEND EXTRA_SOURCES ${RESOURCE_FILES})
if(AST_DATAFILES)
list(APPEND EXTRA_SOURCES ${DATAFILES})
endif()
if(ANDROID)
add_library(${TARGET} SHARED ${AST_SOURCES} ${EXTRA_SOURCES})
@ -113,11 +113,11 @@ macro(add_sdl_example_executable TARGET)
target_link_libraries(${TARGET} PRIVATE SDL3::${sdl_name_component})
list(APPEND SDL_EXAMPLE_EXECUTABLES ${TARGET})
if(AST_NEEDS_RESOURCES)
if(AST_DATAFILES)
if(PSP OR PS2)
add_custom_command(TARGET ${TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E make_directory $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET}
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILES} $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET})
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${AST_DATAFILES} $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET})
elseif(WINDOWS_STORE)
# MSVC does build the dependent targets (or POST_BUILD commands) when building an application
# after starting to debug. By copying the resources in a custom target, the files can be copied afterwards.
@ -125,7 +125,7 @@ macro(add_sdl_example_executable TARGET)
cmake_minimum_required(VERSION 3.19)
add_custom_target(zzz-resources-copy-${TARGET}
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:${TARGET}>/AppX"
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${RESOURCE_FILES} "$<TARGET_FILE_DIR:${TARGET}>/AppX"
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${AST_DATAFILES} "$<TARGET_FILE_DIR:${TARGET}>/AppX"
)
add_dependencies(${TARGET} zzz-resources-copy-${TARGET})
else()
@ -133,15 +133,15 @@ macro(add_sdl_example_executable TARGET)
endif()
if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
set_target_properties(${TARGET} PROPERTIES RESOURCE "${RESOURCE_FILES}")
set_target_properties(${TARGET} PROPERTIES RESOURCE "${AST_DATAFILES}")
endif()
if(EMSCRIPTEN)
foreach(res IN LISTS RESOURCE_FILES)
foreach(res IN LISTS AST_DATAFILES)
get_filename_component(res_name "${res}" NAME)
target_link_options(${TARGET} PRIVATE "SHELL:--embed-file ${res}@${res_name}")
endforeach()
endif()
set_property(TARGET ${TARGET} APPEND PROPERTY ADDITIONAL_CLEAN_FILES "$<TARGET_FILE_DIR:${TARGET}>/$<JOIN:${RESOURCE_FILE_NAMES},$<SEMICOLON>$<TARGET_FILE_DIR:${TARGET}>/>")
set_property(TARGET ${TARGET} APPEND PROPERTY ADDITIONAL_CLEAN_FILES "$<TARGET_FILE_DIR:${TARGET}>/$<JOIN:${AST_DATAFILES},$<SEMICOLON>$<TARGET_FILE_DIR:${TARGET}>/>")
endif()
if(WINDOWS)
@ -180,6 +180,7 @@ add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-cle
add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c)
add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ../test/sample.wav)
if(PSP)

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@ -0,0 +1 @@
../../../test/sample.wav

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@ -0,0 +1,104 @@
/*
* This example code creates an simple audio stream for playing sound, and
* loads a .wav file that is pushed through the stream in a loop.
*
* This code is public domain. Feel free to use it for any purpose!
*
* The .wav file is a sample from Will Provost's song, The Living Proof,
* used with permission.
*
* From the album The Living Proof
* Publisher: 5 Guys Named Will
* Copyright 1996 Will Provost
* https://itunes.apple.com/us/album/the-living-proof/id4153978
* http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDL_AudioStream *stream = NULL;
static Uint8 *wav_data = NULL;
static Uint32 wav_data_len = 0;
/* This function runs once at startup. */
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_AudioSpec spec;
char *wav_path = NULL;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
if (SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer) == -1) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
/* Load the .wav file from wherever the app is being run from. */
SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
if (SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len) == -1) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load .wav file!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
SDL_free(wav_path); /* done with this string. */
/* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
if (!stream) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create audio stream!", SDL_GetError(), window);
return SDL_APP_FAILURE;
}
/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
SDL_ResumeAudioStreamDevice(stream);
/* (this is a web browser requirement, not an SDL thing.) */
SDL_Log("If you're running this in a web browser, you need to click the window before you'll hear anything.");
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
int SDL_AppIterate(void *appstate)
{
/* see if we need to feed the audio stream more data yet.
We're being lazy here, but if there's less than the entire wav file left to play,
just shove a whole copy of it into the queue, so we always have _tons_ of
data queued for playback. */
if (SDL_GetAudioStreamAvailable(stream) < wav_data_len) {
/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
}
/* we're not doing anything with the renderer, so just blank it out. */
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate)
{
SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
/* SDL will clean up the window/renderer for us. */
}