turn audio.c and main.c into CPP files
fixes crash when trying to init audio on linux
This commit is contained in:
@@ -5,8 +5,10 @@
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#include <unistd.h>
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#include <sys/time.h>
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extern "C" {
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#include "../src/libsm64.h"
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#include "context.h"
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}
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static SDL_AudioDeviceID dev;
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@@ -24,7 +26,7 @@ void* audio_thread(void* keepAlive)
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// from https://github.com/ckosmic/libsm64/blob/audio/src/libsm64.c#L535-L555
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// except keepAlive is a null pointer here, so don't use it
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pthread_setcancelstate(PTHREAD_CANCEL_ENABLE,NULL);
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pthread_setcancelstate(PTHREAD_CANCEL_ENABLE,NULL);
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pthread_setcanceltype(PTHREAD_CANCEL_DEFERRED,NULL);
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long long currentTime = timeInMilliseconds();
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@@ -50,6 +52,11 @@ void* audio_thread(void* keepAlive)
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void audio_init()
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{
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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fprintf(stderr, "SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError());
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return;
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}
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SDL_AudioSpec want, have;
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SDL_zero(want);
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want.freq = 32000;
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@@ -65,6 +72,6 @@ void audio_init()
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SDL_PauseAudioDevice(dev, 0);
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// it's best to run audio in a separate thread
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pthread_create(&gSoundThread, NULL, audio_thread, NULL);
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pthread_create(&gSoundThread, NULL, audio_thread, NULL);
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}
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+13
-11
@@ -9,15 +9,17 @@
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#include <unistd.h>
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#include <pthread.h>
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extern "C" {
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#include "../src/libsm64.h"
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#define SDL_MAIN_HANDLED
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#include "audio.h"
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#include "level.h"
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#include "context.h"
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#include "renderer.h"
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#include "gl33core/gl33core_renderer.h"
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#include "gl20/gl20_renderer.h"
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}
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#include "audio.h"
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int WINDOW_WIDTH = 1280;
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int WINDOW_HEIGHT = 800;
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@@ -31,7 +33,7 @@ uint8_t *utils_read_file_alloc( const char *path, size_t *fileLength )
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fseek( f, 0, SEEK_END );
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size_t length = (size_t)ftell( f );
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rewind( f );
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uint8_t *buffer = malloc( length + 1 );
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uint8_t *buffer = (uint8_t*)malloc( length + 1 );
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fread( buffer, 1, length, f );
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buffer[length] = 0;
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fclose( f );
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@@ -68,7 +70,7 @@ int main( void )
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return 1;
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}
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uint8_t *texture = malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
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uint8_t *texture = (uint8_t*)malloc( 4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT );
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sm64_global_terminate();
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sm64_global_init( rom, texture );
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@@ -122,10 +124,10 @@ int main( void )
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float lastPos[3], currPos[3];
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float lastGeoPos[9 * SM64_GEO_MAX_TRIANGLES], currGeoPos[9 * SM64_GEO_MAX_TRIANGLES];
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marioGeometry.position = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.color = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.normal = malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.uv = malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.position = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.color = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.normal = (float*)malloc( sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.uv = (float*)malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
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marioGeometry.numTrianglesUsed = 0;
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float tick = 0, dt = 0;
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@@ -200,9 +202,9 @@ int main( void )
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y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
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x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
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marioInputs.buttonA = SDL_GameControllerGetButton( controller, 0 );
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marioInputs.buttonB = SDL_GameControllerGetButton( controller, 2 );
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marioInputs.buttonZ = SDL_GameControllerGetButton( controller, 9 );
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marioInputs.buttonA = SDL_GameControllerGetButton( controller, (SDL_GameControllerButton)0 );
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marioInputs.buttonB = SDL_GameControllerGetButton( controller, (SDL_GameControllerButton)2 );
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marioInputs.buttonZ = SDL_GameControllerGetButton( controller, (SDL_GameControllerButton)9 );
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}
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cameraRot += x0_axis * dt * 2;
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@@ -5,8 +5,16 @@
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#include <stdint.h>
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#include <stddef.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../src/libsm64.h"
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#ifdef __cplusplus
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}
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#endif
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#include "context.h"
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#include "cglm.h"
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