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

Ryan C. Gordon 8 months ago
parent
commit
195c26a50a

+ 18 - 1
build-scripts/build-web-examples.pl

@@ -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'";

+ 10 - 9
examples/CMakeLists.txt

@@ -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)

+ 1 - 0
examples/audio/03-load-wav/datafiles.txt

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

+ 104 - 0
examples/audio/03-load-wav/load-wav.c

@@ -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. */
+}
+