mirror of
https://github.com/cjcliffe/CubicSDR.git
synced 2026-08-14 23:43:29 -04:00
Now working on gcc4.8, x86-64 on windows
Had to make my own portaudio and rtl-sdr binaries. The available packages weren't compatible somehow. Also wxWidgets wxPack doesn't include OpenGL support but it's easy enough to compile.
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@@ -94,7 +94,7 @@ wxThread::ExitCode AudioThread::Entry() {
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}
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int preferred_device = -1;
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/*
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#ifdef WIN32
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wchar_t dev_str[255];
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memset(dev_str, 0, sizeof(wchar_t) * 255);
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@@ -118,7 +118,7 @@ wxThread::ExitCode AudioThread::Entry() {
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}
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}
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#endif
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*/
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outputParameters.device = (preferred_device != -1) ? preferred_device : Pa_GetDefaultOutputDevice();
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if (outputParameters.device == paNoDevice) {
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std::cout << "Error: No default output device.\n";
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@@ -12,10 +12,7 @@
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#include "AudioThreadQueue.h"
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#include "portaudio.h"
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#ifdef WIN32
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#include "pa_stream.h"
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#include "pa_debugprint.h"
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#endif
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static int audioCallback(const void *inputBuffer, void *outputBuffer, unsigned long framesPerBuffer, const PaStreamCallbackTimeInfo* timeInfo,
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PaStreamCallbackFlags statusFlags, void *userData);
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@@ -76,10 +76,10 @@ void ScopeCanvas::OnKeyDown(wxKeyEvent& event) {
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}
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void ScopeCanvas::OnIdle(wxIdleEvent &event) {
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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// timer.update();
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// frameTimer += timer.lastUpdateSeconds();
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// if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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// frameTimer = 0;
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// }
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}
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@@ -153,10 +153,10 @@ void SpectrumCanvas::setData(std::vector<signed char> *data) {
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}
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void SpectrumCanvas::OnIdle(wxIdleEvent &event) {
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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// timer.update();
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// frameTimer += timer.lastUpdateSeconds();
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// if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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// frameTimer = 0;
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// }
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}
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@@ -151,10 +151,10 @@ void WaterfallCanvas::setData(std::vector<signed char> *data) {
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}
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void WaterfallCanvas::OnIdle(wxIdleEvent &event) {
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timer.update();
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frameTimer += timer.lastUpdateSeconds();
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if (frameTimer > 1.0/30.0) {
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// timer.update();
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// frameTimer += timer.lastUpdateSeconds();
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// if (frameTimer > 1.0/30.0) {
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Refresh(false);
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frameTimer = 0;
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}
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// frameTimer = 0;
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// }
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}
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