mirror of https://github.com/encounter/SDL.git
Fix SDL2main on PSP (#5076)
- Fix SDL2main on PSP SDL2main was not working for PSP, because it wasn't being activated and it wasn't unsetting the main. Besides that a debug screen being started was causing issues with joystick input and the sceKernelExitGame calli is no longer needed with the current PSPDEV SDK. - Clean up imports in PSP main - Set PSP GPU and user modes in main - Fix exit callback in PSP main
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@ -83,6 +83,15 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__PSP__)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#endif
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#endif /* SDL_MAIN_HANDLED */
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@ -7,11 +7,12 @@
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#include "SDL_main.h"
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#include <pspkernel.h>
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#include <pspdebug.h>
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#include <pspsdk.h>
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#include <pspthreadman.h>
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#include <stdlib.h>
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#include <stdio.h>
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#ifdef main
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#undef main
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#endif
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/* If application's main() is redefined as SDL_main, and libSDLmain is
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linked, then this file will create the standard exit callback,
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@ -23,11 +24,12 @@
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PSP_MAIN_THREAD_STACK_SIZE, etc.
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*/
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PSP_MODULE_INFO("SDL App", 0, 1, 1);
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PSP_MODULE_INFO("SDL App", 0, 1, 0);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU | THREAD_ATTR_USER);
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int sdl_psp_exit_callback(int arg1, int arg2, void *common)
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{
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exit(0);
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sceKernelExitGame();
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return 0;
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}
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@ -53,12 +55,8 @@ int sdl_psp_setup_callbacks(void)
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int main(int argc, char *argv[])
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{
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pspDebugScreenInit();
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sdl_psp_setup_callbacks();
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/* Register sceKernelExitGame() to be called when we exit */
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atexit(sceKernelExitGame);
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SDL_SetMainReady();
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(void)SDL_main(argc, argv);
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