146 lines
5.6 KiB
C
146 lines
5.6 KiB
C
/*
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* This example code loads a single sound, and displays metadata.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3_mixer/SDL_mixer.h>
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static MIX_Audio *audio = NULL;
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static char *path = NULL;
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("Example Metadata", "1.0", "com.example.metadata");
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. Optional! */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5");
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/* we don't need video, but we'll make a window for smooth operation. */
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/basic/metadata", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!MIX_Init()) {
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SDL_Log("Couldn't init SDL_mixer library: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_asprintf(&path, "%smusic.mp3", SDL_GetBasePath()); /* allocate a string of the full file path */
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audio = MIX_LoadAudio(NULL, path, false); /* MIX_Audios are shared between mixers, so you can pass a NULL mixer here; non-NULL just lets it optimize for a specific output. */
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/* if MIX_LoadAudio failed, it's okay, the user can drop a new file on the window. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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} else if (event->type == SDL_EVENT_DROP_FILE) {
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MIX_DestroyAudio(audio);
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SDL_free(path);
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path = SDL_strdup(event->drop.data);
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audio = MIX_LoadAudio(NULL, path, false);
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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static void SDLCALL RenderMetadata(void *userdata, SDL_PropertiesID props, const char *name)
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{
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float *y = (float *) userdata;
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switch (SDL_GetPropertyType(props, name)) {
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case SDL_PROPERTY_TYPE_INVALID:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [invalid type]", name);
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break;
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case SDL_PROPERTY_TYPE_POINTER:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [pointer=%p]", name, SDL_GetPointerProperty(props, name, NULL));
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break;
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case SDL_PROPERTY_TYPE_STRING:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [string=\"%s\"]", name, SDL_GetStringProperty(props, name, ""));
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break;
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case SDL_PROPERTY_TYPE_NUMBER:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [number=%" SDL_PRIs64 "]", name, SDL_GetNumberProperty(props, name, 0));
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break;
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case SDL_PROPERTY_TYPE_FLOAT:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [float=%f]", name, SDL_GetFloatProperty(props, name, 0.0f));
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break;
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case SDL_PROPERTY_TYPE_BOOLEAN:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [boolean=%s]", name, SDL_GetBooleanProperty(props, name, false) ? "true" : "false");
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break;
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default:
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SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [unknown type]", name);
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break;
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}
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*y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2;
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* audio file metadata is stored in an SDL Properties group; you can also hang any app-specific metadata on here, too! */
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SDL_PropertiesID props = MIX_GetAudioProperties(audio);
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SDL_AudioSpec audiospec;
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float y = 0.0f;
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black */
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white */
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MIX_GetAudioFormat(audio, &audiospec);
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SDL_RenderDebugText(renderer, 0.0f, y, "== Drop a file on this window to get its metadata. ==");
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y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2.0f;
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if (audio) {
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SDL_RenderDebugText(renderer, 0.0f, y, path);
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y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2.0f;
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SDL_RenderDebugTextFormat(renderer, 0.0f, y, "%s, %d channel%s, %d freq",
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SDL_GetAudioFormatName(audiospec.format),
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audiospec.channels,
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(audiospec.channels == 1) ? "" : "s",
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audiospec.freq);
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y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2.0f;
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/* now draw all the metadata. It happens in the RenderMetadata function, once per metadata item. */
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SDL_EnumerateProperties(props, RenderMetadata, &y);
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* SDL will clean up the window/renderer for us, MIX_Quit() destroys any mixer objects we made. */
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MIX_Quit();
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SDL_free(path);
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}
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