Refactor audio handling in Controller; replace LoadAudioDevice with backend audio initialization and shutdown methods
This commit is contained in:
@@ -22,7 +22,12 @@ absl::Status Controller::OnEntry(std::string filename) {
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RETURN_IF_ERROR(CreateWindow())
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RETURN_IF_ERROR(CreateRenderer())
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RETURN_IF_ERROR(CreateGuiContext())
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RETURN_IF_ERROR(LoadAudioDevice())
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backend_.init_audio();
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// cast to Sdl2backend to access audio buffer and device
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auto &sdl2_backend = static_cast<Sdl2Backend &>(backend_);
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editor_manager_.emulator().set_audio_buffer(
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sdl2_backend.audio_buffer().get());
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editor_manager_.emulator().set_audio_device_id(sdl2_backend.audio_device());
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Initialize(filename);
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return absl::OkStatus();
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}
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@@ -108,10 +113,6 @@ absl::Status Controller::OnLoad() {
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return absl::OkStatus();
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}
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void Controller::DoRender() const {
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ImGui::Render();
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SDL_RenderClear(Renderer::GetInstance().renderer());
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@@ -121,8 +122,7 @@ void Controller::DoRender() const {
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}
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void Controller::OnExit() {
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SDL_PauseAudioDevice(audio_device_, 1);
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SDL_CloseAudioDevice(audio_device_);
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backend_.shutdown_audio();
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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@@ -180,32 +180,11 @@ absl::Status Controller::CreateGuiContext() {
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gui::ColorsYaze();
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// Build a new ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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backend_.new_frame();
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return absl::OkStatus();
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}
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absl::Status Controller::LoadAudioDevice() {
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SDL_AudioSpec want, have;
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SDL_memset(&want, 0, sizeof(want));
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want.freq = audio_frequency_;
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
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audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (audio_device_ == 0) {
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return absl::InternalError(
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absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
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}
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audio_buffer_ = std::make_shared<int16_t>(audio_frequency_ / 50 * 4);
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SDL_PauseAudioDevice(audio_device_, 0);
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editor_manager_.emulator().set_audio_buffer(audio_buffer_.get());
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editor_manager_.emulator().set_audio_device_id(audio_device_);
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return absl::OkStatus();
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}
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absl::Status Controller::LoadConfigFiles() {
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// Create and load a dotfile for the application
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// This will store the user's preferences and settings
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@@ -6,9 +6,9 @@
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#include <memory>
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#include "absl/status/status.h"
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#include "app/core/platform/backend.h"
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#include "app/core/platform/file_dialog.h"
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#include "app/core/platform/renderer.h"
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#include "app/editor/editor.h"
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#include "app/editor/editor_manager.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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@@ -39,7 +39,6 @@ class Controller {
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absl::Status CreateWindow();
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absl::Status CreateRenderer();
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absl::Status CreateGuiContext();
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absl::Status LoadAudioDevice();
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absl::Status LoadConfigFiles();
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auto window() -> SDL_Window * { return window_.get(); }
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@@ -51,11 +50,8 @@ class Controller {
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bool active_ = false;
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editor::EditorManager editor_manager_;
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int audio_frequency_ = 48000;
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SDL_AudioDeviceID audio_device_;
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std::shared_ptr<int16_t> audio_buffer_;
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std::shared_ptr<SDL_Window> window_;
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core::PlatformBackend<Sdl2Backend> backend_;
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};
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} // namespace core
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125
src/app/core/platform/backend.h
Normal file
125
src/app/core/platform/backend.h
Normal file
@@ -0,0 +1,125 @@
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#ifndef YAZE_APP_CORE_PLATFORM_BACKEND_H
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#define YAZE_APP_CORE_PLATFORM_BACKEND_H
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#include <SDL.h>
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#include <memory>
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#include <stdexcept>
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#include "app/core/platform/renderer.h"
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#include "app/core/platform/sdl_deleter.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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namespace yaze {
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namespace core {
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template <typename Derived>
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class PlatformBackend {
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public:
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PlatformBackend() = default;
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~PlatformBackend() = default;
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void init() { static_cast<Derived *>(this)->init(); }
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void init_audio() { static_cast<Derived *>(this)->init_audio(); }
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void shutdown_audio() { static_cast<Derived *>(this)->shutdown_audio(); }
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void shutdown() { static_cast<Derived *>(this)->shutdown(); }
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void new_frame() { static_cast<Derived *>(this)->new_frame(); }
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void render() { static_cast<Derived *>(this)->render(); }
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};
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class Sdl2Backend : public PlatformBackend<Sdl2Backend> {
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public:
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Sdl2Backend() = default;
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~Sdl2Backend() = default;
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void init() {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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throw std::runtime_error("Failed to initialize SDL2");
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}
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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int screen_width = display_mode.w * 0.8;
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int screen_height = display_mode.h * 0.8;
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window = std::unique_ptr<SDL_Window, core::SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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screen_width, // width, in pixels
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screen_height, // height, in pixels
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SDL_WINDOW_RESIZABLE),
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core::SDL_Deleter());
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if (!window) {
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throw std::runtime_error("Failed to create window");
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}
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if (!Renderer::GetInstance().CreateRenderer(window.get()).ok()) {
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throw std::runtime_error("Failed to create renderer");
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}
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ImGui_ImplSDL2_InitForSDLRenderer(window.get(),
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Renderer::GetInstance().renderer());
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ImGui_ImplSDLRenderer2_Init(Renderer::GetInstance().renderer());
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}
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void init_audio() {
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const int audio_frequency = 48000;
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SDL_AudioSpec want, have;
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SDL_memset(&want, 0, sizeof(want));
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want.freq = audio_frequency;
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
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audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (audio_device_ == 0) {
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throw std::runtime_error(
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absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
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}
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audio_buffer_ = std::make_shared<int16_t>(audio_frequency / 50 * 4);
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SDL_PauseAudioDevice(audio_device_, 0);
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}
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void shutdown_audio() {
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SDL_PauseAudioDevice(audio_device_, 1);
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SDL_CloseAudioDevice(audio_device_);
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}
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void shutdown() {
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ImGui_ImplSDL2_Shutdown();
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ImGui_ImplSDLRenderer2_Shutdown();
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SDL_DestroyRenderer(Renderer::GetInstance().renderer());
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SDL_DestroyWindow(window.get());
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SDL_Quit();
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}
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void new_frame() {
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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}
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void render() {
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ImGui::Render();
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SDL_RenderClear(Renderer::GetInstance().renderer());
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(),
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Renderer::GetInstance().renderer());
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SDL_RenderPresent(Renderer::GetInstance().renderer());
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}
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auto window_ptr() -> SDL_Window * { return window.get(); }
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auto audio_device() -> SDL_AudioDeviceID { return audio_device_; }
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auto audio_buffer() -> std::shared_ptr<int16_t> { return audio_buffer_; }
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private:
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SDL_AudioDeviceID audio_device_;
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std::shared_ptr<int16_t> audio_buffer_;
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std::unique_ptr<SDL_Window, SDL_Deleter> window;
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};
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} // namespace core
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} // namespace yaze
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#endif // YAZE_APP_CORE_PLATFORM_BACKEND_H
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