libdsp - Liquid War 6
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### 5.16 libdsp

#### 5.16.1 Overview

View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/src/lib/dsp/index.html.

#### 5.16.2 API

— Function: lw6dsp_backend_t * lw6dsp_create_backend (int argc, const char * [] argv, const char * gfx_backend_name)

> argc: argc as passed to `main`

> argv: argv as passed to `main`

> gfx_backend_name: the id/name of the gfx backend to use

> Creates a dsp_backend object. The created object won't be displaying things until `lw6dsp_init` is called. No thread is created, but the graphics backend is loaded into memory. If video mode is not available, it will appear later, when trying to start displaying things, this function only allocates memory and checks code is available in case of a dynamically loaded gfx backend.

> Return value: a newly allocated object.

— Function: void lw6dsp_destroy_backend (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend object to free

> Frees all ressources used by a dsp_backend object. Note that you must call this on a inactive 'stopped' dsp_backend object.

> Return value: none.

— Function: char * lw6dsp_repr (const lw6dsp_backend_t * dsp_backend)

> dsp_backend: the object to represent

> Gives a short human-readable description of the object.

> Return value: a newly allocated string, must be freed.

— Function: int lw6dsp_init (lw6dsp_backend_t * dsp_backend, const lw6dsp_param_t * param, lw6gui_resize_callback_func_t resize_callback)

> dsp_backend: the dsp_backend to start

> param: parameters to pass to the display funcs

> resize_callback: a function which will be called when there's a resize event

> Starts a dsp_backend object, that is, fire a separate thread and start rendering. This will set up a video mode, so it's very likely to fail if for some reason the video context isn't right, for instance if you try to set up graphical stuff but only have console access.

> Return value: 1 if success, 0 if error.

— Function: void lw6dsp_quit (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend to stop

> Stops a dsp_backend, that is, cancel rendering and unset the video mode, hardware shouldn't be used any more after this call.

> Return value: none.

— Function: int lw6dsp_update (lw6dsp_backend_t * dsp_backend, const lw6dsp_param_t * param)

> dsp_backend: the dsp_backend to update

> param: parameters to pass to the dsp_backend funcs

> Passes a new set of parameters to the display function. This is in fact the only way to pass informations to the dsp_backend object once it's been started. This function will acquire a mutex, copy parameters, then give control back to the main thread while display keeps on going with new parameters in the background. It will get input informations. You really must call it often otherwise the screen won't get updated, or, at least, it will always display the same informations. It should be reasonnable to call this 10 or 20 times per second, the display itself can be faster, run at 60 or 100 fps to show smooth animation (eye candy).

> Return value: 1 if success, 0 if error.

— Function: int lw6dsp_get_nb_frames (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend to query

> Returns the number of frames displayed since the display was started.

> Return value: the number of frames displayed.

— Function: int lw6dsp_get_last_frame_rendering_time (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend to query

> Returns the rendering time of the last frame. Gives clues about performance.

> Return value: the number of milliseconds it took to draw screen

— Function: int lw6dsp_get_instant_fps (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend to query

> Returns the current frames per sec display rate. This is the instant value, it changes very often even if display seems smooth.

> Return value: the current instant display rate.

— Function: int lw6dsp_get_average_fps (lw6dsp_backend_t * dsp_backend)

> dsp_backend: the dsp_backend to query

> Returns the current frames per sec display rate. This is not absolutely accurate but fits for displaying info to the player, it's an average.

> Return value: the current averaged display rate.

— Function: int lw6dsp_get_video_mode (lw6dsp_backend_t * dsp_backend, lw6gui_video_mode_t * video_mode)

> dsp_backend: the dsp_backend to query

> video_mode: a structure which will contain the results

> Returns the current video mode, the one obtained by the driver. This function is also a way to know wether display is running correcly or not, by testing its return value.

> Return value: 1 if ok, 0 if failure (mode not set)

— Function: int lw6dsp_get_fullscreen_modes (lw6dsp_backend_t * dsp_backend, lw6gui_fullscreen_modes_t * fullscreen_modes)

> dsp_backend: the dsp_backend to query

> fullscreen_modes: a structure which will contain the results

> Returns the current available fullscreen modes. Note that this one will only work if display is started, unlike `lw6gfx_get_fullscreen_modes` which is used internally. The reason is that in this dsp module context, we need the thread to be launched, and the thread does start/stop display on its own.

> Return value: 1 if ok, 0 if failure (mode not set)

— Function: void lw6dsp_param_zero (lw6dsp_param_t * param)

> param: the structure to initialize

> Fills a display param struct with zeros, this is mandatory before any use. Think of it as a raw memset.

> Return value: none.

— Function: int lw6dsp_test_register (int mode)

> mode: test mode (bitmask)

> Registers all tests for the libdsp module.

> Return value: 1 if test is successfull, 0 on error.

— Function: int lw6dsp_test_run (int mode)

> mode: test mode (bitmask)

> Runs the `dsp` module test suite, testing most (if not all...) functions.

> Return value: 1 if test is successfull, 0 on error.

— Struct: lw6dsp_backend_s

> The dsp backend is the first argument passed to any dsp function, it contains reference to all the functions which can be used as well as a pointer on associated data. In OO, this would just be an object, with members and methods, using polymorphism through opaque pointers.

— Member of lw6dsp_backend_s: id

> Type: `u_int32_t`

> Definition: `u_int32_t lw6dsp_backend_s::id`

> The id of the object, this is non-zero and unique within one run session, incremented at each object creation.

— Member of lw6dsp_backend_s: thread

> Type: `lw6sys_thread_handler_t *`

> Definition: `lw6sys_thread_handler_t* lw6dsp_backend_s::thread`

> Thread running the display code. In fact running in a separate thread is the whole point of this display object.

— Member of lw6dsp_backend_s: data

> Type: `void *`

> Definition: `void* lw6dsp_backend_s::data`

> Data used by the display code. This is an opaque pointer, the internal structure will store details such as mutexes, parameters, information about the graphics backend, and so on.

— Member of lw6dsp_backend_s: input

> Type: `lw6gui_input_t *`

> Definition: `lw6gui_input_t* lw6dsp_backend_s::input`

> Input structure, will be updated by the display thread, so that it contains up-to-date information. This is actually the only way to get input from the user.

— Struct: lw6dsp_misc_s

> Miscellaneous parameters for display. One of the idea with this structure is that one must be able to compare two of them with a simple memcmp. Even the progress pointer can be compared this way, the rest is just plain data.

— Member of lw6dsp_misc_s: mask

> Type: `int`

> Definition: `int lw6dsp_misc_s::mask`

> Display mask, define what must be displayed.

— Member of lw6dsp_misc_s: target_fps

> Type: `int`

> Definition: `int lw6dsp_misc_s::target_fps`

> How many frames per second the engine needs to display.

— Member of lw6dsp_misc_s: gfx_cpu_usage

> Type: `float`

> Definition: `float lw6dsp_misc_s::gfx_cpu_usage`

> How much CPU need be used, the maximum is 1.0f, the idea behind this parameter is that if you set it to a low value, the display thread will yield timeslices letting other threads speed up. On a single-core CPU this can be usefull if the main calculation thread, the one that updates the game state, is falling behind.

— Member of lw6dsp_misc_s: dirty_read

> Type: `int`

> Definition: `int lw6dsp_misc_s::dirty_read`

> Dirty read mode.

— Member of lw6dsp_misc_s: capture

> Type: `int`

> Definition: `int lw6dsp_misc_s::capture`

> Wether we want to capture screen and dump it on disk.

— Member of lw6dsp_misc_s: gfx_debug

> Type: `int`

> Definition: `int lw6dsp_misc_s::gfx_debug`

> Wether to enable GFX debug mode.

— Member of lw6dsp_misc_s: debug_team_id

> Type: `int`

> Definition: `int lw6dsp_misc_s::debug_team_id`

> Parameter for debug mode, team ID to show info about.

— Member of lw6dsp_misc_s: debug_layer_id

> Type: `int`

> Definition: `int lw6dsp_misc_s::debug_layer_id`

> Parameter for debug mode, layer ID to show info about.

— Member of lw6dsp_misc_s: repeat_settings

> Type: `lw6gui_repeat_settings_t`

> Definition: `lw6gui_repeat_settings_t lw6dsp_misc_s::repeat_settings`

> Repeat settings, used by the input module.

— Member of lw6dsp_misc_s: log_timeout

> Type: `int`

> Definition: `int lw6dsp_misc_s::log_timeout`

> Delay after which messages disappear, in milliseconds.

— Member of lw6dsp_misc_s: progress

> Type: `float *`

> Definition: `volatile float* lw6dsp_misc_s::progress`

> Pointer on progress float, provides feedback to user.

— Struct: lw6dsp_param_s

> Parameters used by the display thread. Be carefull, those need be modify with adequate functions, else a (serious) race condition could occur.

— Member of lw6dsp_param_s: misc

> Type: `lw6dsp_misc_t`

> Definition: `lw6dsp_misc_t lw6dsp_param_s::misc`

> Miscellaneous parameters, things that didn't fit elsewhere.

— Member of lw6dsp_param_s: video_mode

> Type: `lw6gui_video_mode_t`

> Definition: `lw6gui_video_mode_t lw6dsp_param_s::video_mode`

> Video mode. This is separated from the misc parameters for it requires special handling, indeed changing resolution might need calls to special functions to set up a new graphical context.

— Member of lw6dsp_param_s: look

> Type: `lw6gui_look_t *`

> Definition: `lw6gui_look_t* lw6dsp_param_s::look`

> Visual parameters.

— Member of lw6dsp_param_s: menu

> Type: `lw6gui_menu_t *`

> Definition: `lw6gui_menu_t* lw6dsp_param_s::menu`

> Menu object, the main interface to gather and transmit informations to the user, when not playing.

— Member of lw6dsp_param_s: level

> Type: `lw6map_level_t *`

> Definition: `lw6map_level_t* lw6dsp_param_s::level`

> The level, as loaded from disk.

— Member of lw6dsp_param_s: game_struct

> Type: `lw6ker_game_struct_t *`

> Definition: `lw6ker_game_struct_t* lw6dsp_param_s::game_struct`

> The game struct, that is the level post-processed to be usable by game algorithms.

— Member of lw6dsp_param_s: game_state

> Type: `lw6ker_game_state_t *`

> Definition: `lw6ker_game_state_t* lw6dsp_param_s::game_state`

> Changeable state of the game. Not that this pointer must really always be available, you can technically change its value but any value passed to it must be available and valid as long as the display is running, else you end up with a good old segfault.

— Member of lw6dsp_param_s: pilot

> Type: `lw6pil_pilot_t *`

> Definition: `lw6pil_pilot_t* lw6dsp_param_s::pilot`

> If in dirty-read mode, then game_state will be fetched from this object. It can be NULL if you don't want to use the pilot.