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kc3-lang/SDL/src/audio/xaudio2/SDL_xaudio2_winrthelpers.h

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  • Author : David Ludwig
    Date : 2014-12-03 10:55:23
    Hash : 70438be2
    Message : WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!

  • src/audio/xaudio2/SDL_xaudio2_winrthelpers.h
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely, subject to the following restrictions:
    
      1. The origin of this software must not be misrepresented; you must not
         claim that you wrote the original software. If you use this software
         in a product, an acknowledgment in the product documentation would be
         appreciated but is not required.
      2. Altered source versions must be plainly marked as such, and must not be
         misrepresented as being the original software.
      3. This notice may not be removed or altered from any source distribution.
    */
    
    //
    // Re-implementation of methods removed from XAudio2 (in WinRT):
    //
    
    typedef struct XAUDIO2_DEVICE_DETAILS
    {
        WCHAR DeviceID[256];
        WCHAR DisplayName[256];
        /* Other fields exist in the pre-Windows 8 version of this struct, however
           they weren't used by SDL, so they weren't added.
        */
    } XAUDIO2_DEVICE_DETAILS;
    
    
    #ifdef __cplusplus
    extern "C" {
    #endif
    
    HRESULT IXAudio2_GetDeviceCount(IXAudio2 * unused, UINT32 * devcount);
    HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details);
    
    #ifdef __cplusplus
    }
    #endif
    
    
    //
    // C-style macros to call XAudio2's methods in C++:
    //
    #ifdef __cplusplus
    /*
    #define IXAudio2_CreateMasteringVoice(A, B, C, D, E, F, G) (A)->CreateMasteringVoice((B), (C), (D), (E), (F), (G))
    #define IXAudio2_CreateSourceVoice(A, B, C, D, E, F, G, H) (A)->CreateSourceVoice((B), (C), (D), (E), (F), (G), (H))
    #define IXAudio2_QueryInterface(A, B, C) (A)->QueryInterface((B), (C))
    #define IXAudio2_Release(A) (A)->Release()
    #define IXAudio2_StartEngine(A) (A)->StartEngine()
    #define IXAudio2_StopEngine(A) (A)->StopEngine()
    
    #define IXAudio2MasteringVoice_DestroyVoice(A) (A)->DestroyVoice()
    
    #define IXAudio2SourceVoice_DestroyVoice(A) (A)->DestroyVoice()
    #define IXAudio2SourceVoice_Discontinuity(A) (A)->Discontinuity()
    #define IXAudio2SourceVoice_FlushSourceBuffers(A) (A)->FlushSourceBuffers()
    #define IXAudio2SourceVoice_GetState(A, B) (A)->GetState((B))
    #define IXAudio2SourceVoice_Start(A, B, C) (A)->Start((B), (C))
    #define IXAudio2SourceVoice_Stop(A, B, C) (A)->Stop((B), (C))
    #define IXAudio2SourceVoice_SubmitSourceBuffer(A, B, C) (A)->SubmitSourceBuffer((B), (C))
    */
    #endif // ifdef __cplusplus