mirror of
https://github.com/hajimehoshi/ebiten.git
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1799ed0b28
This enables to create a C archive with Ebiten without an actual driver implementation. This enables Ebiten work on a platform Go doesn't support. See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi. The backend C API is not stable and might change later. Then, the build tag 'ebitencbackend' is not documented on purpose. Closes #1900
330 lines
5.8 KiB
Go
330 lines
5.8 KiB
Go
// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ebitencbackend
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// +build ebitencbackend
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package cbackend
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import (
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"io"
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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)
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type Context struct {
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sampleRate int
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channelNum int
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bitDepthInBytes int
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}
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func NewContext(sampleRate, channelNum, bitDepthInBytes int) (*Context, chan struct{}, error) {
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cbackend.OpenAudio(sampleRate, channelNum, bitDepthInBytes)
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c := &Context{
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sampleRate: sampleRate,
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channelNum: channelNum,
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bitDepthInBytes: bitDepthInBytes,
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}
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ready := make(chan struct{})
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close(ready)
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return c, ready, nil
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}
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func (c *Context) NewPlayer(r io.Reader) *Player {
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cond := sync.NewCond(&sync.Mutex{})
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p := &Player{
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context: c,
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src: r,
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volume: 1,
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cond: cond,
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onWritten: cond.Signal,
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}
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runtime.SetFinalizer(p, (*Player).Close)
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return p
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}
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func (c *Context) Suspend() error {
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// Do nothing so far.
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return nil
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}
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func (c *Context) Resume() error {
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// Do nothing so far.
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return nil
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}
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func (c *Context) Err() error {
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return nil
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}
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func (c *Context) oneBufferSize() int {
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// TODO: This must be audio.oneBufferSize(p.context.sampleRate). Avoid the duplication.
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return c.sampleRate * c.channelNum * c.bitDepthInBytes / 4
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}
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func (c *Context) MaxBufferSize() int {
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// TODO: This must be audio.maxBufferSize(p.context.sampleRate). Avoid the duplication.
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return c.oneBufferSize() * 2
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}
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type playerState int
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const (
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playerStatePaused playerState = iota
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playerStatePlaying
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playerStateClosed
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)
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type Player struct {
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context *Context
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src io.Reader
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v *cbackend.AudioPlayer
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state playerState
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volume float64
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cond *sync.Cond
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err error
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buf []byte
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onWritten func()
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}
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func (p *Player) Pause() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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if p.v == nil {
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return
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}
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p.v.Pause()
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p.state = playerStatePaused
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p.cond.Signal()
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}
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func (p *Player) Play() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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var runloop bool
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if p.v == nil {
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p.v = cbackend.CreateAudioPlayer(p.onWritten)
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runloop = true
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}
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p.v.SetVolume(p.volume)
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p.v.Play()
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// Prepare the first data as soon as possible, or the audio can get stuck.
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// TODO: Get the appropriate buffer size from the C++ side.
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if p.buf == nil {
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n := p.context.oneBufferSize()
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if max := p.context.MaxBufferSize() - p.UnplayedBufferSize(); n > max {
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n = max
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}
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p.buf = make([]byte, n)
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}
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n, err := p.src.Read(p.buf)
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if err != nil && err != io.EOF {
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p.setErrorImpl(err)
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return
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}
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if n > 0 {
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p.writeImpl(p.buf[:n])
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}
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if runloop {
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go p.loop()
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}
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p.state = playerStatePlaying
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p.cond.Signal()
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}
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func (p *Player) IsPlaying() bool {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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return p.state == playerStatePlaying
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}
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func (p *Player) Reset() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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p.state = playerStatePaused
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if p.v == nil {
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return
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}
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p.v.Close(true)
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p.v = nil
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p.cond.Signal()
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}
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func (p *Player) Volume() float64 {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.v == nil {
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return p.volume
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}
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return p.v.Volume()
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}
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func (p *Player) SetVolume(volume float64) {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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p.volume = volume
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if p.v == nil {
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return
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}
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p.v.SetVolume(volume)
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}
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func (p *Player) UnplayedBufferSize() int {
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if p.v == nil {
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return 0
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}
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return p.v.UnplayedBufferSize()
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}
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func (p *Player) Err() error {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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return p.err
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}
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func (p *Player) Close() error {
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runtime.SetFinalizer(p, nil)
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return p.close(true)
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}
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func (p *Player) close(remove bool) error {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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return p.closeImpl(remove)
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}
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func (p *Player) closeImpl(remove bool) error {
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if p.state == playerStateClosed {
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return p.err
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}
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if p.v != nil {
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p.v.Close(false)
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p.v = nil
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}
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if remove {
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p.state = playerStateClosed
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p.onWritten = nil
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} else {
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p.state = playerStatePaused
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}
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p.cond.Signal()
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return p.err
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}
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func (p *Player) setError(err error) {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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p.setErrorImpl(err)
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}
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func (p *Player) setErrorImpl(err error) {
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if p.state != playerStateClosed && p.v != nil {
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p.v.Close(true)
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p.v = nil
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}
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p.err = err
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p.state = playerStateClosed
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p.cond.Signal()
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}
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func (p *Player) shouldWait() bool {
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if p.v == nil {
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return false
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}
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switch p.state {
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case playerStatePaused:
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return true
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case playerStatePlaying:
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return p.v.UnplayedBufferSize() >= p.context.MaxBufferSize()
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}
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return false
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}
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func (p *Player) waitUntilUnpaused() bool {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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for p.shouldWait() {
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p.cond.Wait()
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}
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return p.v != nil && p.state == playerStatePlaying
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}
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func (p *Player) writeImpl(buf []byte) {
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if p.state == playerStateClosed {
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return
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}
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if p.v == nil {
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return
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}
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p.v.Write(buf)
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}
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func (p *Player) loop() {
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const readChunkSize = 4096
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buf := make([]byte, readChunkSize)
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for {
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if !p.waitUntilUnpaused() {
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return
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}
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p.cond.L.Lock()
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n, err := p.src.Read(buf)
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if err != nil && err != io.EOF {
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p.setErrorImpl(err)
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p.cond.L.Unlock()
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return
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}
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if n > 0 {
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p.writeImpl(buf[:n])
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}
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if err == io.EOF {
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p.closeImpl(false)
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p.cond.L.Unlock()
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return
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}
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p.cond.L.Unlock()
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}
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}
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