SDL/src/SDL.c

656 lines
17 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "./SDL_internal.h"
#if defined(__WIN32__) || defined(__GDK__)
#include "core/windows/SDL_windows.h"
#elif defined(__OS2__)
#include <stdlib.h> /* _exit() */
#elif !defined(__WINRT__)
#include <unistd.h> /* _exit(), etc. */
#endif
#if defined(__OS2__)
#include "core/os2/SDL_os2.h"
#if SDL_THREAD_OS2
#include "thread/os2/SDL_systls_c.h"
#endif
#endif
/* this checks for HAVE_DBUS_DBUS_H internally. */
#include "core/linux/SDL_dbus.h"
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
#endif
/* Initialization code for SDL */
#include "SDL.h"
#include "SDL_bits.h"
#include "SDL_revision.h"
#include "SDL_assert_c.h"
#include "SDL_log_c.h"
#include "events/SDL_events_c.h"
#include "haptic/SDL_haptic_c.h"
#include "joystick/SDL_joystick_c.h"
#include "sensor/SDL_sensor_c.h"
/* Initialization/Cleanup routines */
#if !SDL_TIMERS_DISABLED
# include "timer/SDL_timer_c.h"
#endif
#if SDL_VIDEO_DRIVER_WINDOWS
extern int SDL_HelperWindowCreate(void);
extern int SDL_HelperWindowDestroy(void);
#endif
#ifdef SDL_BUILD_MAJOR_VERSION
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MAJOR_VERSION,
SDL_MAJOR_VERSION == SDL_BUILD_MAJOR_VERSION);
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MINOR_VERSION,
SDL_MINOR_VERSION == SDL_BUILD_MINOR_VERSION);
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MICRO_VERSION,
SDL_PATCHLEVEL == SDL_BUILD_MICRO_VERSION);
#endif
SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_min, SDL_MAJOR_VERSION >= 0);
/* Limited only by the need to fit in SDL_version */
SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_max, SDL_MAJOR_VERSION <= 255);
SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_min, SDL_MINOR_VERSION >= 0);
/* Limited only by the need to fit in SDL_version */
SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_max, SDL_MINOR_VERSION <= 255);
SDL_COMPILE_TIME_ASSERT(SDL_PATCHLEVEL_min, SDL_PATCHLEVEL >= 0);
/* Limited by its encoding in SDL_VERSIONNUM and in the ABI versions */
SDL_COMPILE_TIME_ASSERT(SDL_PATCHLEVEL_max, SDL_PATCHLEVEL <= 99);
/* This is not declared in any header, although it is shared between some
parts of SDL, because we don't want anything calling it without an
extremely good reason. */
extern SDL_NORETURN void SDL_ExitProcess(int exitcode);
SDL_NORETURN void SDL_ExitProcess(int exitcode)
{
#if defined(__WIN32__) || defined(__GDK__)
/* "if you do not know the state of all threads in your process, it is
better to call TerminateProcess than ExitProcess"
https://msdn.microsoft.com/en-us/library/windows/desktop/ms682658(v=vs.85).aspx */
TerminateProcess(GetCurrentProcess(), exitcode);
/* MingW doesn't have TerminateProcess marked as noreturn, so add an
ExitProcess here that will never be reached but make MingW happy. */
ExitProcess(exitcode);
#elif defined(__EMSCRIPTEN__)
emscripten_cancel_main_loop(); /* this should "kill" the app. */
emscripten_force_exit(exitcode); /* this should "kill" the app. */
exit(exitcode);
#elif defined(__HAIKU__) /* Haiku has _Exit, but it's not marked noreturn. */
_exit(exitcode);
#elif defined(HAVE__EXIT) /* Upper case _Exit() */
_Exit(exitcode);
#else
_exit(exitcode);
#endif
}
/* The initialized subsystems */
#ifdef SDL_MAIN_NEEDED
static SDL_bool SDL_MainIsReady = SDL_FALSE;
#else
static SDL_bool SDL_MainIsReady = SDL_TRUE;
#endif
static SDL_bool SDL_bInMainQuit = SDL_FALSE;
static Uint8 SDL_SubsystemRefCount[ 32 ];
/* Private helper to increment a subsystem's ref counter. */
static void
SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
{
int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
++SDL_SubsystemRefCount[subsystem_index];
}
/* Private helper to decrement a subsystem's ref counter. */
static void
SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
{
int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
if (SDL_SubsystemRefCount[subsystem_index] > 0) {
--SDL_SubsystemRefCount[subsystem_index];
}
}
/* Private helper to check if a system needs init. */
static SDL_bool
SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
{
int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
}
/* Private helper to check if a system needs to be quit. */
static SDL_bool
SDL_PrivateShouldQuitSubsystem(Uint32 subsystem) {
int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
if (SDL_SubsystemRefCount[subsystem_index] == 0) {
return SDL_FALSE;
}
/* If we're in SDL_Quit, we shut down every subsystem, even if refcount
* isn't zero.
*/
return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
}
void
SDL_SetMainReady(void)
{
SDL_MainIsReady = SDL_TRUE;
}
int
SDL_InitSubSystem(Uint32 flags)
{
Uint32 flags_initialized = 0;
if (!SDL_MainIsReady) {
return SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
}
SDL_LogInit();
/* Clear the error message */
SDL_ClearError();
#if SDL_USE_LIBDBUS
SDL_DBus_Init();
#endif
if ((flags & SDL_INIT_GAMECONTROLLER)) {
/* game controller implies joystick */
flags |= SDL_INIT_JOYSTICK;
}
if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK|SDL_INIT_AUDIO))) {
/* video or joystick or audio implies events */
flags |= SDL_INIT_EVENTS;
}
#if SDL_THREAD_OS2
SDL_OS2TLSAlloc(); /* thread/os2/SDL_systls.c */
#endif
#if SDL_VIDEO_DRIVER_WINDOWS
if ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) {
if (SDL_HelperWindowCreate() < 0) {
goto quit_and_error;
}
}
#endif
#if !SDL_TIMERS_DISABLED
SDL_TicksInit();
#endif
/* Initialize the event subsystem */
if ((flags & SDL_INIT_EVENTS)) {
#if !SDL_EVENTS_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
if (SDL_EventsInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
flags_initialized |= SDL_INIT_EVENTS;
#else
SDL_SetError("SDL not built with events support");
goto quit_and_error;
#endif
}
/* Initialize the timer subsystem */
if ((flags & SDL_INIT_TIMER)){
#if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
if (SDL_TimerInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
flags_initialized |= SDL_INIT_TIMER;
#else
SDL_SetError("SDL not built with timer support");
goto quit_and_error;
#endif
}
/* Initialize the video subsystem */
if ((flags & SDL_INIT_VIDEO)){
#if !SDL_VIDEO_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
if (SDL_VideoInit(NULL) < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
flags_initialized |= SDL_INIT_VIDEO;
#else
SDL_SetError("SDL not built with video support");
goto quit_and_error;
#endif
}
/* Initialize the audio subsystem */
if ((flags & SDL_INIT_AUDIO)){
#if !SDL_AUDIO_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
if (SDL_AudioInit(NULL) < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
flags_initialized |= SDL_INIT_AUDIO;
#else
SDL_SetError("SDL not built with audio support");
goto quit_and_error;
#endif
}
/* Initialize the joystick subsystem */
if ((flags & SDL_INIT_JOYSTICK)){
#if !SDL_JOYSTICK_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
if (SDL_JoystickInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
flags_initialized |= SDL_INIT_JOYSTICK;
#else
SDL_SetError("SDL not built with joystick support");
goto quit_and_error;
#endif
}
if ((flags & SDL_INIT_GAMECONTROLLER)){
#if !SDL_JOYSTICK_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
if (SDL_GameControllerInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
flags_initialized |= SDL_INIT_GAMECONTROLLER;
#else
SDL_SetError("SDL not built with joystick support");
goto quit_and_error;
#endif
}
/* Initialize the haptic subsystem */
if ((flags & SDL_INIT_HAPTIC)){
#if !SDL_HAPTIC_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
if (SDL_HapticInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
flags_initialized |= SDL_INIT_HAPTIC;
#else
SDL_SetError("SDL not built with haptic (force feedback) support");
goto quit_and_error;
#endif
}
/* Initialize the sensor subsystem */
if ((flags & SDL_INIT_SENSOR)){
#if !SDL_SENSOR_DISABLED
if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) {
if (SDL_SensorInit() < 0) {
goto quit_and_error;
}
}
SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR);
flags_initialized |= SDL_INIT_SENSOR;
#else
SDL_SetError("SDL not built with sensor support");
goto quit_and_error;
#endif
}
(void) flags_initialized; /* make static analysis happy, since this only gets used in error cases. */
return (0);
quit_and_error:
SDL_QuitSubSystem(flags_initialized);
return (-1);
}
int
SDL_Init(Uint32 flags)
{
return SDL_InitSubSystem(flags);
}
void
SDL_QuitSubSystem(Uint32 flags)
{
#if defined(__OS2__)
#if SDL_THREAD_OS2
SDL_OS2TLSFree(); /* thread/os2/SDL_systls.c */
#endif
SDL_OS2Quit();
#endif
/* Shut down requested initialized subsystems */
#if !SDL_SENSOR_DISABLED
if ((flags & SDL_INIT_SENSOR)) {
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_SENSOR)) {
SDL_SensorQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_SENSOR);
}
#endif
#if !SDL_JOYSTICK_DISABLED
if ((flags & SDL_INIT_GAMECONTROLLER)) {
/* game controller implies joystick */
flags |= SDL_INIT_JOYSTICK;
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
SDL_GameControllerQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
}
if ((flags & SDL_INIT_JOYSTICK)) {
/* joystick implies events */
flags |= SDL_INIT_EVENTS;
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
SDL_JoystickQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
}
#endif
#if !SDL_HAPTIC_DISABLED
if ((flags & SDL_INIT_HAPTIC)) {
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
SDL_HapticQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
}
#endif
#if !SDL_AUDIO_DISABLED
if ((flags & SDL_INIT_AUDIO)) {
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
SDL_AudioQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
}
#endif
#if !SDL_VIDEO_DISABLED
if ((flags & SDL_INIT_VIDEO)) {
/* video implies events */
flags |= SDL_INIT_EVENTS;
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
SDL_VideoQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
}
#endif
#if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
if ((flags & SDL_INIT_TIMER)) {
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
SDL_TimerQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
}
#endif
#if !SDL_EVENTS_DISABLED
if ((flags & SDL_INIT_EVENTS)) {
if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
SDL_EventsQuit();
}
SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
}
#endif
}
Uint32
SDL_WasInit(Uint32 flags)
{
int i;
int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
Uint32 initialized = 0;
/* Fast path for checking one flag */
if (SDL_HasExactlyOneBitSet32(flags)) {
int subsystem_index = SDL_MostSignificantBitIndex32(flags);
return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
}
if (!flags) {
flags = SDL_INIT_EVERYTHING;
}
num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
/* Iterate over each bit in flags, and check the matching subsystem. */
for (i = 0; i < num_subsystems; ++i) {
if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
initialized |= (1 << i);
}
flags >>= 1;
}
return initialized;
}
void
SDL_Quit(void)
{
SDL_bInMainQuit = SDL_TRUE;
/* Quit all subsystems */
#if SDL_VIDEO_DRIVER_WINDOWS
SDL_HelperWindowDestroy();
#endif
SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
#if !SDL_TIMERS_DISABLED
SDL_TicksQuit();
#endif
SDL_ClearHints();
SDL_AssertionsQuit();
#if SDL_USE_LIBDBUS
SDL_DBus_Quit();
#endif
SDL_LogQuit();
/* Now that every subsystem has been quit, we reset the subsystem refcount
* and the list of initialized subsystems.
*/
SDL_memset( SDL_SubsystemRefCount, 0x0, sizeof(SDL_SubsystemRefCount) );
SDL_TLSCleanup();
SDL_bInMainQuit = SDL_FALSE;
}
/* Get the library version number */
void
SDL_GetVersion(SDL_version * ver)
{
if (!ver) {
return;
}
SDL_VERSION(ver);
if (SDL_GetHintBoolean("SDL_LEGACY_VERSION", SDL_FALSE)) {
/* Prior to SDL 2.24.0, the patch version was incremented with every release */
ver->patch = ver->minor;
ver->minor = 0;
}
}
/* Get the library source revision */
const char *
SDL_GetRevision(void)
{
return SDL_REVISION;
}
/* Get the library source revision number */
int
SDL_GetRevisionNumber(void)
{
return 0; /* doesn't make sense without Mercurial. */
}
/* Get the name of the platform */
const char *
SDL_GetPlatform(void)
{
#if __AIX__
return "AIX";
#elif __ANDROID__
return "Android";
#elif __BSDI__
return "BSDI";
#elif __DREAMCAST__
return "Dreamcast";
#elif __EMSCRIPTEN__
return "Emscripten";
#elif __FREEBSD__
return "FreeBSD";
#elif __HAIKU__
return "Haiku";
#elif __HPUX__
return "HP-UX";
#elif __IRIX__
return "Irix";
#elif __LINUX__
return "Linux";
#elif __MINT__
return "Atari MiNT";
#elif __MACOS__
return "MacOS Classic";
#elif __MACOSX__
return "Mac OS X";
#elif __NACL__
return "NaCl";
#elif __NETBSD__
return "NetBSD";
#elif __OPENBSD__
return "OpenBSD";
#elif __OS2__
return "OS/2";
#elif __OSF__
return "OSF/1";
#elif __QNXNTO__
return "QNX Neutrino";
#elif __RISCOS__
return "RISC OS";
#elif __SOLARIS__
return "Solaris";
#elif __WIN32__
return "Windows";
#elif __WINRT__
return "WinRT";
#elif __WINGDK__
return "WinGDK";
#elif __XBOXONE__
return "Xbox One";
#elif __XBOXSERIES__
return "Xbox Series X|S";
#elif __TVOS__
return "tvOS";
#elif __IPHONEOS__
return "iOS";
#elif __PS2__
return "PlayStation 2";
#elif __PSP__
return "PlayStation Portable";
#elif __VITA__
return "PlayStation Vita";
#elif __NGAGE__
return "Nokia N-Gage";
#elif __3DS__
return "Nintendo 3DS";
#else
return "Unknown (see SDL_platform.h)";
#endif
}
SDL_bool
SDL_IsTablet(void)
{
#if __ANDROID__
extern SDL_bool SDL_IsAndroidTablet(void);
return SDL_IsAndroidTablet();
#elif __IPHONEOS__
extern SDL_bool SDL_IsIPad(void);
return SDL_IsIPad();
#else
return SDL_FALSE;
#endif
}
#if defined(__WIN32__)
#if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB)
/* Need to include DllMain() on Watcom C for some reason.. */
BOOL APIENTRY
_DllMainCRTStartup(HANDLE hModule,
DWORD ul_reason_for_call, LPVOID lpReserved)
{
switch (ul_reason_for_call) {
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
#endif /* Building DLL */
#endif /* defined(__WIN32__) || defined(__GDK__) */
/* vi: set sts=4 ts=4 sw=4 expandtab: */