File style cleanup for the SDL 2.0 release

This commit is contained in:
Sam Lantinga 2013-05-18 14:17:52 -07:00
parent 2ac8624930
commit 0cb6385637
376 changed files with 17562 additions and 17773 deletions

View file

@ -21,7 +21,7 @@
/**
* \file SDL_audio.h
*
*
* Access to the raw audio mixing buffer for the SDL library.
*/
@ -38,17 +38,15 @@
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
* \brief Audio format flags.
*
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
*
*
* \verbatim
++-----------------------sample is signed if set
||
@ -60,7 +58,7 @@ extern "C" {
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
*
*
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
@ -82,42 +80,38 @@ typedef Uint16 SDL_AudioFormat;
#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
/**
/**
* \name Audio format flags
*
* Defaults to LSB byte order.
*/
/*@{*/
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
#define AUDIO_U16 AUDIO_U16LSB
#define AUDIO_S16 AUDIO_S16LSB
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
#define AUDIO_U16 AUDIO_U16LSB
#define AUDIO_S16 AUDIO_S16LSB
/*@}*/
/**
* \name int32 support
*
* New to SDL 1.3.
*/
/*@{*/
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
#define AUDIO_S32 AUDIO_S32LSB
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
#define AUDIO_S32 AUDIO_S32LSB
/*@}*/
/**
* \name float32 support
*
* New to SDL 1.3.
*/
/*@{*/
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
#define AUDIO_F32 AUDIO_F32LSB
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
#define AUDIO_F32 AUDIO_F32LSB
/*@}*/
/**
@ -125,21 +119,21 @@ typedef Uint16 SDL_AudioFormat;
*/
/*@{*/
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define AUDIO_U16SYS AUDIO_U16LSB
#define AUDIO_S16SYS AUDIO_S16LSB
#define AUDIO_S32SYS AUDIO_S32LSB
#define AUDIO_F32SYS AUDIO_F32LSB
#define AUDIO_U16SYS AUDIO_U16LSB
#define AUDIO_S16SYS AUDIO_S16LSB
#define AUDIO_S32SYS AUDIO_S32LSB
#define AUDIO_F32SYS AUDIO_F32LSB
#else
#define AUDIO_U16SYS AUDIO_U16MSB
#define AUDIO_S16SYS AUDIO_S16MSB
#define AUDIO_S32SYS AUDIO_S32MSB
#define AUDIO_F32SYS AUDIO_F32MSB
#define AUDIO_U16SYS AUDIO_U16MSB
#define AUDIO_S16SYS AUDIO_S16MSB
#define AUDIO_S32SYS AUDIO_S32MSB
#define AUDIO_F32SYS AUDIO_F32MSB
#endif
/*@}*/
/**
/**
* \name Allow change flags
*
*
* Which audio format changes are allowed when opening a device.
*/
/*@{*/
@ -209,7 +203,7 @@ typedef struct SDL_AudioCVT
/**
* \name Driver discovery functions
*
*
* These functions return the list of built in audio drivers, in the
* order that they are normally initialized by default.
*/
@ -220,9 +214,9 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
/**
* \name Initialization and cleanup
*
*
* \internal These functions are used internally, and should not be used unless
* you have a specific need to specify the audio driver you want to
* you have a specific need to specify the audio driver you want to
* use. You should normally use SDL_Init() or SDL_InitSubSystem().
*/
/*@{*/
@ -242,20 +236,20 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* structure pointed to by \c obtained. If \c obtained is NULL, the audio
* data passed to the callback function will be guaranteed to be in the
* requested format, and will be automatically converted to the hardware
* audio format if necessary. This function returns -1 if it failed
* audio format if necessary. This function returns -1 if it failed
* to open the audio device, or couldn't set up the audio thread.
*
*
* When filling in the desired audio spec structure,
* - \c desired->freq should be the desired audio frequency in samples-per-
* second.
* - \c desired->format should be the desired audio format.
* - \c desired->samples is the desired size of the audio buffer, in
* samples. This number should be a power of two, and may be adjusted by
* - \c desired->samples is the desired size of the audio buffer, in
* samples. This number should be a power of two, and may be adjusted by
* the audio driver to a value more suitable for the hardware. Good values
* seem to range between 512 and 8096 inclusive, depending on the
* application and CPU speed. Smaller values yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* seem to range between 512 and 8096 inclusive, depending on the
* application and CPU speed. Smaller values yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* both right and left channels in LR ordering.
* Note that the number of samples is directly related to time by the
* following formula: \code ms = (samples*1000)/freq \endcode
@ -271,7 +265,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* and SDL_UnlockAudio() in your code.
* - \c desired->userdata is passed as the first parameter to your callback
* function.
*
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
* for your audio callback function to be called. Since the audio driver
@ -283,7 +277,7 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
/**
* SDL Audio Device IDs.
*
*
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both
@ -299,7 +293,7 @@ typedef Uint32 SDL_AudioDeviceID;
* not an error. For example, if SDL is set up to talk to a remote audio
* server, it can't list every one available on the Internet, but it will
* still allow a specific host to be specified to SDL_OpenAudioDevice().
*
*
* In many common cases, when this function returns a value <= 0, it can still
* successfully open the default device (NULL for first argument of
* SDL_OpenAudioDevice()).
@ -313,7 +307,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
*
*
* The string returned by this function is UTF-8 encoded, read-only, and
* managed internally. You are not to free it. If you need to keep the
* string for any length of time, you should make your own copy of it, as it
@ -326,14 +320,14 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
/**
* Open a specific audio device. Passing in a device name of NULL requests
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
*
*
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
* some drivers allow arbitrary and driver-specific strings, such as a
* hostname/IP address for a remote audio server, or a filename in the
* diskaudio driver.
*
*
* \return 0 on error, a valid device ID that is >= 2 on success.
*
*
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
@ -351,7 +345,7 @@ extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
/**
* \name Audio state
*
*
* Get the current audio state.
*/
/*@{*/
@ -369,7 +363,7 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/**
* \name Pause audio functions
*
*
* These functions pause and unpause the audio callback processing.
* They should be called with a parameter of 0 after opening the audio
* device to start playing sound. This is so you can safely initialize
@ -387,18 +381,18 @@ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
* you could do:
* \code
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
* \endcode
*
* If this function succeeds, it returns the given SDL_AudioSpec,
* filled with the audio data format of the wave data, and sets
* \c *audio_buf to a malloc()'d buffer containing the audio data,
* and sets \c *audio_len to the length of that audio buffer, in bytes.
* You need to free the audio buffer with SDL_FreeWAV() when you are
* You need to free the audio buffer with SDL_FreeWAV() when you are
* done with it.
*
* This function returns NULL and sets the SDL error message if the
* wave file cannot be opened, uses an unknown data format, or is
* This function returns NULL and sets the SDL error message if the
* wave file cannot be opened, uses an unknown data format, or is
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
*/
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
@ -407,12 +401,12 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
Uint8 ** audio_buf,
Uint32 * audio_len);
/**
/**
* Loads a WAV from a file.
* Compatibility convenience function.
*/
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
/**
* This function frees data previously allocated with SDL_LoadWAV_RW()
@ -424,7 +418,7 @@ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
* and rate, and initializes the \c cvt structure with information needed
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
* to the other.
*
*
* \return -1 if the format conversion is not supported, 0 if there's
* no conversion needed, or 1 if the audio filter is set up.
*/
@ -441,7 +435,7 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
* audio data in the source format, this function will convert it in-place
* to the desired format.
*
*
* The data conversion may expand the size of the audio data, so the buffer
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
@ -471,9 +465,9 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
/**
* \name Audio lock functions
*
*
* The lock manipulated by these functions protects the callback function.
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
* the callback function is not running. Do not call these from the callback
* function or you will cause deadlock.
*/
@ -498,9 +492,7 @@ extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"