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realtime

Index


CreatePlayerA() DeletePlayer() ExternalSync() FindConductor()
GetPlayerAttrsA() LockRealTime() NextConductor() SetConductorState()
SetPlayerAttrsA() UnlockRealTime()    

CreatePlayerA()

Synopsis

struct Player * CreatePlayerA(
         struct TagItem * tagList );

struct Player * CreatePlayer(
         TAG tag, ... );

Function

Create a player.

Inputs

tagList  --  pointer to an array of tags describing the player's
             attributes or NULL.

Tags

PLAYER_Name (STRPTR)         --  The name of the player; default is no
                                 name.

PLAYER_Hook (struct Hook *)  --  Function to call every time the time
                                 changes; default is none. The hook is
                                 called with

                                 a0 -- address of Hook structure
                                 a1 -- message (see <libraries/realtime.h>)
                                 a2 -- address of Player structure

                                 Be aware of that the function is not
                                 necessarily called TICK_FREQ times per
                                 second: this is the upper limit of times
                                 it may be called.

PLAYER_Priority (BYTE)       --  The priority of the player; default is 0.

PLAYER_Conductor (STRPTR)    --  The name of the conductor to link the
                                 player to. If the conductor doesn't exist,
                                 it's created automatically. Passing ~0
                                 creates a private conductor.

PLAYER_Ready (BOOL)          --  Set / clear the ready flag; default is
                                 TRUE.

PLAYER_AlarmTime (LONG)      --  Set player's alarm time; implies setting
                                 the PLAYERF_ALARMSET flag.

PLAYER_Alarm (BOOL)          --  Set / clear the PLAYERF_ALARMSET flag;
                                 default is FALSE.

PLAYER_AlarmSigTask (struct Task *)
                             --  The task to signal when the alarm goes
                                 off; default is no task. If no task is
                                 specified PLAYERF_ALARMSET is turned
                                 off.

PLAYER_AlarmSigBit (BYTE)    --  Signal bit to use for the alarm or -1
                                 to disable signalling; default is -1.

PLAYER_Quiet (BOOL)          --  Specify whether this player should be
                                 ignored or not; default is FALSE.
                                 Generally only used by external sync
                                 applications.

PLAYER_UserData (VOID *)     --  Set pointer to user specific data;
                                 default is NULL.

PLAYER_ID (UWORD)            --  Set the player's ID; default is 0.

PLAYER_Conducted (BOOL)      --  Set / clear the PLAYERF_CONDUCTED flag;
                                 default is FALSE.

PLAYER_ExtSync (BOOL)        --  If TRUE, this player attempts to become
                                 the external sync source.

PLAYER_ErrorCode (LONG *)    --  Optional pointer to a LONG that will
                                 contain an error code if the function
                                 fails. Possible error values are:

                                 RTE_NOMEMORY  --  memory allocation failed
                                 RTE_NOTIMER   --  timer allocation failed

Result

A pointer to a player structure or NULL if failure. In case of a failure
additional information may be retreived from the LONG variable pointed
to by PLAYER_ErrorCode if you have specified that tag.

DeletePlayer()

Synopsis

VOID DeletePlayer(
         struct Player * player );

Function

Delete a player. If this was the last player of a specific conductor,
this conductor is deleted too.

Inputs

player  --  Player to delete; may be NULL in which case this function
            does nothing.

ExternalSync()

Synopsis

BOOL ExternalSync(
         struct Player * player,
         LONG minTime,
         LONG maxTime );

Function

Constrain conductor time between 'minTime' and 'maxTime' (however, time
can never run backwards). If the specified player isn't the current
external synchronizing source, this function does nothing.

Inputs

player   --  The player in question
minTime  --  Lower time bound
maxTime  --  Upper time bound

Result

A BOOL specifying if the success of this function; FALSE means that the
player was not the external source or that no conductor was found for
the player.

FindConductor()

Synopsis

struct Conductor * FindConductor(
         STRPTR name );

Function

Get the conductor with name 'name' or NULL if no conductor exists
with that name.

Inputs

name   --  The name of the conductor to find.

Result

A pointer to the conductor you wanted or NULL if it didn't exist.

Notes

You have to lock the conductors with LockRealTime(RT_CONDUCTORS)
before calling this function.

GetPlayerAttrsA()

Synopsis

BOOL GetPlayerAttrsA(
         struct Player  * player,
         struct TagItem * tagList );

BOOL GetPlayerAttrs(
         struct Player  * player,
         TAG tag, ... );

Function

Query the attributes of a player. For each tagitem ti_Tag specifies the
attribute and ti_Data a pointer to the IPTR variable in which you want
the value to be stored.

Inputs

player   --  The player the attributes of which to set; may be NULL,
             in which case the result is 0.
tagList  --  Pointer to an array of tags describing the player's
             attributes or NULL.

Tags

See CreatePlayerA().

Result

The number of items successfully filled in.

LockRealTime()

Synopsis

APTR LockRealTime(
         ULONG lockType );

Function

Lock a RealTime.library internal semaphore.

Inputs

lockType  --  The type of lock to aquire, see <libraries/realtime.h> for
              further information.

Result

A handle to pass to UnlockRealTime() to unlock the semaphore. If 'lockType'
is invalid, NULL is returned.

NextConductor()

Synopsis

struct Conductor * NextConductor(
         struct Conductor * previousConductor );

Function

Return the next conductor on the conductor list. If 'previousConductor'
is NULL, return the first conductor in the list; if not, return the
conductor following 'previousConductor'. If 'previousConductor' is the
last conductor, this function returns NULL.

Inputs

previousConductor  --  The previous conductor or NULL to get the first
                       conductor.

Result

A pointer to the next conductor or NULL if there are no more conductors.

Notes

You have to lock the conductors with LockRealTime(RT_CONDUCTORS)
before calling this function.

SetConductorState()

Synopsis

LONG SetConductorState(
         struct Player * player,
         ULONG state,
         LONG time );

Function

Changes the state of the conductor connected to a specified player.
The possible states are

CONDSTATE_STOPPED
CONDSTATE_PAUSED
CONDSTATE_LOCATE
CONDSTATE_RUNNING

other possible "states" are

CONDSTATE_METRIC   --  Ask the highest priority conducted node to do a
                       CONDSTATE_LOCATE
CONDSTATE_SHUTTLE  --  Inform the players that the clock value is
                       changing without the clock running

Inputs

player   --  The player in question
state    --  The new state of the conductor
time     --  Start time offset in realtime.library units

Result

0 if OK, otherwise an error code. For now, these are RTE_PLAYING and
RTE_NOCONDUCTOR.

Notes

Going from CONDSTATE_PAUSED to CONDSTATE_RUNNING does not reset the
cdt_ClockTime of the conductor.

SetPlayerAttrsA()

Synopsis

BOOL SetPlayerAttrsA(
         struct Player  * player,
         struct TagItem * tagList );

BOOL SetPlayerAttrs(
         struct Player  * player,
         TAG tag, ... );

Function

Sets the attributes of a player. An attribute not specified in the array
of tags is unchanged after this procedure.

Inputs

player   --  The player the attributes of which to set.
tagList  --  Pointer to an array of tags describing the player's
             attributes or NULL.

Tags

The same tags as for CreatePlayerA().

Result

Success/failure indicator. If failure, then, in case the PLAYER_ErrorCode
is provided, more information can be obtained via that pointer.

UnlockRealTime()

Synopsis

VOID UnlockRealTime(
         APTR lockHandle );

Function

Unlock a RealTime.library internal semaphore.

Inputs

lockHandle  --  Handle returned by LockRealTime(); may be NULL.

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