- Broaden wake events beyond EV_KEY so d-pad (EV_ABS) wakes the screen - Use EVIOCGRAB for exclusive input while screen is off, preventing the wake button press from also acting in sdlamp2 - Auto-shutdown after 10 minutes of no input and no audio playback, detected by monitoring the audio file's read position via /proc fdinfo Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
14 KiB
14 KiB
SDLamp2 - Functional Specification Document
Document Information
| Field | Value |
|---|---|
| Version | 1.0 |
| Status | Draft |
| Created | 2026-02-10 |
| Updated | 2026-02-13 |
1. Purpose
This document specifies the functional requirements for an SDL2 based media player application written in C, aimed at being used by a pre-teen child. The name is a reference to the Winamp media player, popular in the 90's and inspiration can be drawn from that.
2. Goals
- Play large m4a audio files, approximately 3 hours each, created from original cassette tapes that contain collections of fairy tales for children
- Present a super simple interface, easy to use by a child less than 10 years old, reminiscent of a cassette player: rewind, stop, play / pause, fast forward, load another tape
- The playback of the audio files must emulate that of cassette tapes, meaning the position of each file should be stored and remembered and playback should resume from that position even if other files have been played in the mean time
- The interface should show the embedded album cover if present in the file
3. Software architecture
- The program should be written in modern C using GCC or Clang
- It should use the SDL2 library for screen rendering, audio playback and input handling
- It should use the libav (ffmpeg) suite of libraries to decode m4a files and potentially other formats (e.g. mp3)
- It should not call out to an ffmpeg binary, but instead use the libav C API library functions
4. Design principles
- Version control (git) must be used
- Compilation should be performed by a simple Makefile supporting both native and cross-compilation
- C source code files should be formatted using "Google" style with an additional change of
ColumnLimitset to 100 - Less is more, minimize dependencies, avoid pulling in extra libraries, always talk through with owner first
- Keep it simple, apply Casey Muratori's
semantic compressionprinciples, don't refactor too soon or write code that's too clever for its own good - Keep a changelog in this functional specification document
5. Target Platforms
- Deployment: Linux ARM64 (aarch64) on a retro handheld gaming device
- Development/testing: macOS Apple Silicon
6. Changelog
2026-02-13 — Screen wake fixes and idle auto-shutdown
- D-pad wakes screen: The screen monitor now wakes on any input event type (EV_ABS, EV_KEY, etc.), not just EV_KEY. This fixes d-pad presses (which generate EV_ABS hat events) not waking the screen.
- Wake button doesn't act in app: Uses EVIOCGRAB to take exclusive access to input devices while the screen is off. SDL in sdlamp2 receives no events while grabbed, so the button press that wakes the screen doesn't also trigger play/stop or switch cassettes. Grabs are released when the screen turns back on.
- Idle auto-shutdown: After 10 minutes of no input AND no audio playback, the device auto-shuts down to save battery. Playback detection works by monitoring the audio file's read position via
/proc/<pid>/fdinfo/— if the file offset is advancing, audio is being decoded. The timer resets on any input event or any detected playback activity.
2026-02-13 — Remember last cassette and pause on switch
- Remember last cassette: The current cassette filename is saved to
last_cassette.txtin the audio directory on every file switch. On startup, the player resumes the last-loaded cassette instead of always starting with the first file. Falls back to the first file if the saved file is missing or not found. - Pause on cassette switch: Switching cassettes (prev/next) now always lands in a paused state, even if the player was playing. This avoids the jarring effect of immediately resuming from a saved position in a different cassette.
2026-02-13 — Fix power button shutdown regression
- Consolidated input handling: Power button long-press shutdown is now handled by
rg35xx-screen-monitor.pyinstead of a separateevtest-based monitor in the wrapper. Both monitors were reading/dev/input/event0simultaneously, causing theevtestparser to miss power button events on the device's Linux 4.9 kernel. - Timer-based long press: The screen monitor uses a dynamic
select()timeout to detect the 3-second hold threshold while the button is still held, rather than waiting for release. On long press, it touches/tmp/.sdlamp2_shutdownand sends SIGTERM to sdlamp2. - Removed evtest dependency: The
monitor_power_button()function andevtestpipe are removed fromrg35xx-wrapper.sh. The screen monitor accepts the sdlamp2 PID as a command-line argument and launches after sdlamp2.
2026-02-13 — Screen idle timeout and power button toggle
- Screen idle timeout: New Python screen monitor (
rg35xx-screen-monitor.py) turns off the display after 15 seconds of no input on any device. Audio continues playing. Any button press wakes the screen. - Power button screen toggle: A short press (<2s) of the power button toggles the screen on/off. Long press (3s+) still triggers shutdown via the existing wrapper logic.
- Allwinner /dev/disp backlight: Uses
SET_BRIGHTNESS/GET_BRIGHTNESSioctls on/dev/dispsince the device has no sysfs backlight interface. Brightness is restored on SIGTERM so the shutdown screen remains visible. - Wrapper integration:
rg35xx-wrapper.shlaunches the screen monitor alongside sdlamp2 and kills it during cleanup.
2026-02-13 — Hold-to-shutdown with stock shutdown screen
- Hold-to-shutdown: The power button monitor in
rg35xx-wrapper.shrequires a 3-second hold before triggering shutdown. A quick tap does nothing — a background timer subshell starts on press and is cancelled on release. If held past 3 seconds, sends SIGTERM to sdlamp2 then triggers shutdown. - Stock shutdown screen: The wrapper displays the stock firmware's
goodbye.png(/mnt/vendor/res1/shutdown/goodbye.png) by decoding it with Python3+PIL and writing raw BGRA pixels to/dev/fb0. This reuses the same shutdown image thatdmenu.binshows, keeping the experience consistent. The shutdown display is handled entirely in the wrapper — sdlamp2 just exits cleanly on SIGTERM. - Restart loop blocked: The wrapper uses a
/tmp/.sdlamp2_shutdownflag file to distinguish shutdown from normal exit. On shutdown, the wrapper callspoweroffand blocks (sleep 30), preventingloadapp.sh's restart loop from relaunchingdmenu_lnand overwriting the shutdown screen.
2026-02-13 — Clean shutdown on SIGTERM/SIGINT
- Signal handling: sdlamp2 now catches SIGTERM and SIGINT via a
sig_atomic_tflag checked in the main loop. On signal, the existing cleanup path runs (save position, save volume, close decoder, SDL_Quit) instead of being killed instantly. This ensures position is saved when the system shuts down or the process is terminated by a wrapper script.
2026-02-13 — Combine Play/Stop, add Previous Cassette button
- Play/Stop combined: The separate Stop and Play buttons are merged into a single toggle button that shows the play icon (▶) when paused and the stop icon (■) when playing.
- Previous Cassette: A new "Previous Cassette" button is added at the left of the transport controls, mirroring "Next Cassette". Wraps from the first tape to the last.
- New layout:
[Volume] [Prev] [Rewind] [Play/Stop] [FF] [Next]— same 6 focusable elements, same positions.
2026-02-13 — Start paused, fix next-tape autoplay, quiet joystick log
- Start paused: The player no longer autoplays on startup; it opens the last file at the saved position but waits for the user to press Play.
- Next tape respects pause state:
switch_file()no longer forces playback. Pressing "next tape" while paused switches the file and stays paused; pressing it while playing switches and continues playing. - Joystick log behind --debug: The "Joystick: ..." message is now only printed when
--debugis passed.
2026-02-13 — arm64 Docker build container
- New build container: Replaced the broken Buildroot cross-compilation toolchain (
docker/) with an arm64 Ubuntu 22.04 Docker container (docker-arm64/). Runs via QEMU user-mode emulation on x86 hosts and matches the target device exactly (same distro, same glibc, same library versions). The project's nativemakeworks as-is inside the container — no cross-compilation flags needed.
2026-02-13 — Replace build scripts with Makefile
- Makefile: Replaced
build.sh(macOS) andbuild_aarch64.sh(Linux ARM) with a singleMakefile. Native builds usepkg-configto resolve SDL2 and FFmpeg flags; cross-compilation usesCROSS_COMPILEandPREFIXenvironment variables set by the Docker/Buildroot toolchain.
2026-02-13 — Raw joystick fallback for non-standard controllers
- Joystick fallback: When no SDL GameController mapping exists for a connected device, the joystick is now opened directly via
SDL_JoystickOpen()as a fallback. This fixes d-pad and face button input on devices like the Anbernic retro handheld whose GUID is not in SDL's GameController database. - Hat/button handling:
SDL_JOYHATMOTIONevents drive d-pad navigation (left/right to move focus, up/down for volume), andSDL_JOYBUTTONDOWNbutton 0 (BTN_SOUTH / A) activates the focused button. - Hot-unplug: Raw joystick is properly closed on
SDL_JOYDEVICEREMOVED.
2026-02-13 — Embed controls spritesheet into binary
- Embedded asset:
controls.pngis now compiled into the binary as a C byte array (src/controls_png.h), eliminating the requirement to run from thebuild/directory. - External override: If a
controls.pngfile exists in the current working directory, it is loaded in preference to the embedded data, preserving the ability to use custom skins.
2026-02-11 — Debug flag for input diagnostics
--debugflag: New command-line option (./sdlamp2 --debug [audio_dir]) that enables verbose logging of all SDL input events to stdout. Designed to diagnose controller issues on retro handheld devices where non-standard controllers may not be recognized by SDL's GameController API.- Startup enumeration: When debug is on, logs the number of detected joysticks, each joystick's name, whether SDL recognizes it as a GameController, and its GUID.
- Event logging: Logs
KEYDOWN/UP,CONTROLLERBUTTONDOWN/UP,JOYBUTTONDOWN/UP,JOYHATMOTION,JOYAXISMOTION(with deadzone filter), and device add/remove events with identifying details.
2026-02-11 — Lossless M4A concatenation tool
- New tool:
tools/concat_cassette.sh— losslessly concatenates multiple m4a files into a single file using the ffmpeg concat demuxer (-c copy, no re-encoding). Designed to recombine individual story files back into per-cassette files. - Chapter markers: Generates ffmpeg metadata with one chapter per input file, titled from the input filename (sans extension). Chapters enable navigation within the combined file.
- Album art preserved: Attached pictures from the first input file carry through automatically via stream copy.
- Fast-start output: Uses
-movflags +faststartto place the moov atom at the front for better seeking.
2026-02-10 — Volume control and d-pad/keyboard navigation
- Cursor-based navigation: Replaced mouse input with a focus-highlight model. Arrow keys (Left/Right) and d-pad move a visible blue highlight between UI elements; Enter/A button activates the focused button. Designed for use on a handheld gaming device with no mouse.
- App-level volume control: Float samples are scaled by a volume factor (0–100%) before being queued to the audio device. Volume slider rendered as a vertical bar to the left of the transport buttons, using the same gray palette as the progress bar.
- Volume persistence: Volume level saved to
volume.txtin the audio directory. Defaults to 50% on first run. Loaded on startup, saved on quit and on every adjustment. - SDL_GameController support: Uses
SDL_INIT_GAMECONTROLLERand theSDL_GameControllerAPI to normalize d-pad input across hardware. Hot-plug support viaSDL_CONTROLLERDEVICEADDED/REMOVED. Keyboard (arrow keys + Enter) works identically for desktop testing. - Removed mouse input:
SDL_MOUSEBUTTONDOWNhandler removed entirely; all interaction is now via keyboard or gamepad.
2026-02-10 — Full implementation of audio player features
- Streaming decoder: Replaced fire-and-forget
decode_audio()with a persistentDecoderstruct that streams audio on demand viadecoder_pump(). Useslibswresample(swr_alloc_set_opts2) to convert from the decoder's native format (e.g. planar float) to interleaved float stereo 48kHz. Fixes the sped-up/distorted audio bug and eliminates the multi-GB memory spike for long files. - Seeking: Rewind (10s back) and fast-forward (10s ahead) via
av_seek_frame()with codec buffer flush and audio pipeline clear. Clamped to file bounds. - Play/Stop separation: Removed play/pause toggle. Play always resumes, stop always pauses in place and saves position. No icon toggling.
- Position persistence: Saves/loads playback position per file in
positions.txt(tab-separated) in the audio directory. Position saved on stop, quit, and file switch. Restored on file open. - File selection: Scans audio directory for
.m4a,.mp3,.wav,.oggfiles. Sorted alphabetically. 5th button ("next tape") cycles through files. Window title shows current filename. - Album art: Extracts embedded cover art (
AV_DISPOSITION_ATTACHED_PIC) and displays it scaled with preserved aspect ratio in the upper portion of the window. - Progress bar: Gray bar between album art and controls showing playback position relative to duration.
- Command-line argument: First argument sets audio directory (defaults to current working directory).
- Error handling: Non-fatal errors (stream ops, corrupt files) use
fprintf(stderr)and continue. Corrupt files are skipped when switching. Fatal errors (SDL init, window, audio device) still abort. Proper cleanup order on exit. - EOF handling: When a file plays to the end, playback auto-pauses and resets to the start.
- Removed dead code:
load_audio_file(),wavbuf/wavlen/wavspecglobals.