/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga 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" #include "SDL3/SDL_revision.h" #if defined(SDL_PLATFORM_WINDOWS) #include "core/windows/SDL_windows.h" #else #include // _exit(), etc. #endif // this checks for HAVE_DBUS_DBUS_H internally. #include "core/linux/SDL_dbus.h" #ifdef SDL_PLATFORM_EMSCRIPTEN #include #endif // Initialization code for SDL #include "SDL_assert_c.h" #include "SDL_hints_c.h" #include "SDL_log_c.h" #include "SDL_properties_c.h" #include "audio/SDL_sysaudio.h" #include "camera/SDL_camera_c.h" #include "cpuinfo/SDL_cpuinfo_c.h" #include "events/SDL_events_c.h" #include "haptic/SDL_haptic_c.h" #include "joystick/SDL_gamepad_c.h" #include "joystick/SDL_joystick_c.h" #include "render/SDL_sysrender.h" #include "sensor/SDL_sensor_c.h" #include "stdlib/SDL_getenv_c.h" #include "thread/SDL_thread_c.h" #include "video/SDL_pixels_c.h" #include "video/SDL_surface_c.h" #include "video/SDL_video_c.h" #include "filesystem/SDL_filesystem_c.h" #ifdef SDL_PLATFORM_ANDROID #include "core/android/SDL_android.h" #endif #define SDL_INIT_EVERYTHING ~0U // Initialization/Cleanup routines #include "timer/SDL_timer_c.h" #ifdef SDL_VIDEO_DRIVER_WINDOWS extern bool SDL_HelperWindowCreate(void); extern void 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_MICRO_VERSION == SDL_BUILD_MICRO_VERSION); #endif // Limited by its encoding in SDL_VERSIONNUM SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_min, SDL_MAJOR_VERSION >= 0); SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_max, SDL_MAJOR_VERSION <= 10); SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_min, SDL_MINOR_VERSION >= 0); SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_max, SDL_MINOR_VERSION <= 999); SDL_COMPILE_TIME_ASSERT(SDL_MICRO_VERSION_min, SDL_MICRO_VERSION >= 0); SDL_COMPILE_TIME_ASSERT(SDL_MICRO_VERSION_max, SDL_MICRO_VERSION <= 999); /* 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(SDL_PLATFORM_WINDOWS) /* "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(SDL_PLATFORM_EMSCRIPTEN) emscripten_cancel_main_loop(); // this should "kill" the app. emscripten_force_exit(exitcode); // this should "kill" the app. exit(exitcode); #elif defined(SDL_PLATFORM_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 } // App metadata bool SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier) { SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING, appname); SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING, appversion); SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, appidentifier); return true; } static bool SDL_ValidMetadataProperty(const char *name) { if (!name || !*name) { return false; } if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_VERSION_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_IDENTIFIER_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_CREATOR_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_COPYRIGHT_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_URL_STRING) == 0 || SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) { return true; } return false; } bool SDL_SetAppMetadataProperty(const char *name, const char *value) { if (!SDL_ValidMetadataProperty(name)) { return SDL_InvalidParamError("name"); } return SDL_SetStringProperty(SDL_GetGlobalProperties(), name, value); } const char *SDL_GetAppMetadataProperty(const char *name) { if (!SDL_ValidMetadataProperty(name)) { SDL_InvalidParamError("name"); return NULL; } const char *value = NULL; if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0) { value = SDL_GetHint(SDL_HINT_APP_NAME); } else if (SDL_strcmp(name, SDL_PROP_APP_METADATA_IDENTIFIER_STRING) == 0) { value = SDL_GetHint(SDL_HINT_APP_ID); } if (!value || !*value) { value = SDL_GetStringProperty(SDL_GetGlobalProperties(), name, NULL); } if (!value || !*value) { if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0) { value = "SDL Application"; } else if (SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) { value = "application"; } } return value; } // The initialized subsystems #ifdef SDL_MAIN_NEEDED static bool SDL_MainIsReady = false; #else static bool SDL_MainIsReady = true; #endif static bool SDL_bInMainQuit = false; static Uint8 SDL_SubsystemRefCount[32]; // Private helper to increment a subsystem's ref counter. static void SDL_IncrementSubsystemRefCount(Uint32 subsystem) { const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem); SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255)); if (subsystem_index >= 0) { ++SDL_SubsystemRefCount[subsystem_index]; } } // Private helper to decrement a subsystem's ref counter. static void SDL_DecrementSubsystemRefCount(Uint32 subsystem) { const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem); if ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] > 0)) { if (SDL_bInMainQuit) { SDL_SubsystemRefCount[subsystem_index] = 0; } else { --SDL_SubsystemRefCount[subsystem_index]; } } } // Private helper to check if a system needs init. static bool SDL_ShouldInitSubsystem(Uint32 subsystem) { const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem); SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255)); return ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 0)); } // Private helper to check if a system needs to be quit. static bool SDL_ShouldQuitSubsystem(Uint32 subsystem) { const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem); if ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 0)) { return false; } /* If we're in SDL_Quit, we shut down every subsystem, even if refcount * isn't zero. */ return (((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 1)) || SDL_bInMainQuit); } /* Private helper to either increment's existing ref counter, * or fully init a new subsystem. */ static bool SDL_InitOrIncrementSubsystem(Uint32 subsystem) { int subsystem_index = SDL_MostSignificantBitIndex32(subsystem); SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255)); if (subsystem_index < 0) { return false; } if (SDL_SubsystemRefCount[subsystem_index] > 0) { ++SDL_SubsystemRefCount[subsystem_index]; return true; } return SDL_InitSubSystem(subsystem); } void SDL_SetMainReady(void) { SDL_MainIsReady = true; } // Initialize all the subsystems that require initialization before threads start void SDL_InitMainThread(void) { static bool done_info = false; SDL_InitTLSData(); SDL_InitEnvironment(); SDL_InitTicks(); SDL_InitFilesystem(); if (!done_info) { const char *value; value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING); SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App name: %s", value ? value : ""); value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING); SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App version: %s", value ? value : ""); value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING); SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App ID: %s", value ? value : ""); SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "SDL revision: %s", SDL_REVISION); done_info = true; } } static void SDL_QuitMainThread(void) { SDL_QuitFilesystem(); SDL_QuitTicks(); SDL_QuitEnvironment(); SDL_QuitTLSData(); } bool SDL_InitSubSystem(SDL_InitFlags 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_InitMainThread(); #ifdef SDL_USE_LIBDBUS SDL_DBus_Init(); #endif #ifdef SDL_VIDEO_DRIVER_WINDOWS if (flags & (SDL_INIT_HAPTIC | SDL_INIT_JOYSTICK)) { if (!SDL_HelperWindowCreate()) { goto quit_and_error; } } #endif // Initialize the event subsystem if (flags & SDL_INIT_EVENTS) { if (SDL_ShouldInitSubsystem(SDL_INIT_EVENTS)) { SDL_IncrementSubsystemRefCount(SDL_INIT_EVENTS); if (!SDL_InitEvents()) { SDL_DecrementSubsystemRefCount(SDL_INIT_EVENTS); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(SDL_INIT_EVENTS); } flags_initialized |= SDL_INIT_EVENTS; } // Initialize the video subsystem if (flags & SDL_INIT_VIDEO) { #ifndef SDL_VIDEO_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_VIDEO)) { // video implies events if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) { goto quit_and_error; } SDL_IncrementSubsystemRefCount(SDL_INIT_VIDEO); if (!SDL_VideoInit(NULL)) { SDL_DecrementSubsystemRefCount(SDL_INIT_VIDEO); SDL_QuitSubSystem(SDL_INIT_EVENTS); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(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) { #ifndef SDL_AUDIO_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_AUDIO)) { // audio implies events if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) { goto quit_and_error; } SDL_IncrementSubsystemRefCount(SDL_INIT_AUDIO); if (!SDL_InitAudio(NULL)) { SDL_DecrementSubsystemRefCount(SDL_INIT_AUDIO); SDL_QuitSubSystem(SDL_INIT_EVENTS); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(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) { #ifndef SDL_JOYSTICK_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_JOYSTICK)) { // joystick implies events if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) { goto quit_and_error; } SDL_IncrementSubsystemRefCount(SDL_INIT_JOYSTICK); if (!SDL_InitJoysticks()) { SDL_DecrementSubsystemRefCount(SDL_INIT_JOYSTICK); SDL_QuitSubSystem(SDL_INIT_EVENTS); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(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_GAMEPAD) { #ifndef SDL_JOYSTICK_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_GAMEPAD)) { // game controller implies joystick if (!SDL_InitOrIncrementSubsystem(SDL_INIT_JOYSTICK)) { goto quit_and_error; } SDL_IncrementSubsystemRefCount(SDL_INIT_GAMEPAD); if (!SDL_InitGamepads()) { SDL_DecrementSubsystemRefCount(SDL_INIT_GAMEPAD); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(SDL_INIT_GAMEPAD); } flags_initialized |= SDL_INIT_GAMEPAD; #else SDL_SetError("SDL not built with joystick support"); goto quit_and_error; #endif } // Initialize the haptic subsystem if (flags & SDL_INIT_HAPTIC) { #ifndef SDL_HAPTIC_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_HAPTIC)) { SDL_IncrementSubsystemRefCount(SDL_INIT_HAPTIC); if (!SDL_InitHaptics()) { SDL_DecrementSubsystemRefCount(SDL_INIT_HAPTIC); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(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) { #ifndef SDL_SENSOR_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_SENSOR)) { SDL_IncrementSubsystemRefCount(SDL_INIT_SENSOR); if (!SDL_InitSensors()) { SDL_DecrementSubsystemRefCount(SDL_INIT_SENSOR); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(SDL_INIT_SENSOR); } flags_initialized |= SDL_INIT_SENSOR; #else SDL_SetError("SDL not built with sensor support"); goto quit_and_error; #endif } // Initialize the camera subsystem if (flags & SDL_INIT_CAMERA) { #ifndef SDL_CAMERA_DISABLED if (SDL_ShouldInitSubsystem(SDL_INIT_CAMERA)) { // camera implies events if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) { goto quit_and_error; } SDL_IncrementSubsystemRefCount(SDL_INIT_CAMERA); if (!SDL_CameraInit(NULL)) { SDL_DecrementSubsystemRefCount(SDL_INIT_CAMERA); SDL_QuitSubSystem(SDL_INIT_EVENTS); goto quit_and_error; } } else { SDL_IncrementSubsystemRefCount(SDL_INIT_CAMERA); } flags_initialized |= SDL_INIT_CAMERA; #else SDL_SetError("SDL not built with camera support"); goto quit_and_error; #endif } (void)flags_initialized; // make static analysis happy, since this only gets used in error cases. return SDL_ClearError(); quit_and_error: SDL_QuitSubSystem(flags_initialized); return false; } bool SDL_Init(SDL_InitFlags flags) { return SDL_InitSubSystem(flags); } void SDL_QuitSubSystem(SDL_InitFlags flags) { // Shut down requested initialized subsystems #ifndef SDL_CAMERA_DISABLED if (flags & SDL_INIT_CAMERA) { if (SDL_ShouldQuitSubsystem(SDL_INIT_CAMERA)) { SDL_QuitCamera(); // camera implies events SDL_QuitSubSystem(SDL_INIT_EVENTS); } SDL_DecrementSubsystemRefCount(SDL_INIT_CAMERA); } #endif #ifndef SDL_SENSOR_DISABLED if (flags & SDL_INIT_SENSOR) { if (SDL_ShouldQuitSubsystem(SDL_INIT_SENSOR)) { SDL_QuitSensors(); } SDL_DecrementSubsystemRefCount(SDL_INIT_SENSOR); } #endif #ifndef SDL_JOYSTICK_DISABLED if (flags & SDL_INIT_GAMEPAD) { if (SDL_ShouldQuitSubsystem(SDL_INIT_GAMEPAD)) { SDL_QuitGamepads(); // game controller implies joystick SDL_QuitSubSystem(SDL_INIT_JOYSTICK); } SDL_DecrementSubsystemRefCount(SDL_INIT_GAMEPAD); } if (flags & SDL_INIT_JOYSTICK) { if (SDL_ShouldQuitSubsystem(SDL_INIT_JOYSTICK)) { SDL_QuitJoysticks(); // joystick implies events SDL_QuitSubSystem(SDL_INIT_EVENTS); } SDL_DecrementSubsystemRefCount(SDL_INIT_JOYSTICK); } #endif #ifndef SDL_HAPTIC_DISABLED if (flags & SDL_INIT_HAPTIC) { if (SDL_ShouldQuitSubsystem(SDL_INIT_HAPTIC)) { SDL_QuitHaptics(); } SDL_DecrementSubsystemRefCount(SDL_INIT_HAPTIC); } #endif #ifndef SDL_AUDIO_DISABLED if (flags & SDL_INIT_AUDIO) { if (SDL_ShouldQuitSubsystem(SDL_INIT_AUDIO)) { SDL_QuitAudio(); // audio implies events SDL_QuitSubSystem(SDL_INIT_EVENTS); } SDL_DecrementSubsystemRefCount(SDL_INIT_AUDIO); } #endif #ifndef SDL_VIDEO_DISABLED if (flags & SDL_INIT_VIDEO) { if (SDL_ShouldQuitSubsystem(SDL_INIT_VIDEO)) { SDL_QuitRender(); SDL_VideoQuit(); // video implies events SDL_QuitSubSystem(SDL_INIT_EVENTS); } SDL_DecrementSubsystemRefCount(SDL_INIT_VIDEO); } #endif if (flags & SDL_INIT_EVENTS) { if (SDL_ShouldQuitSubsystem(SDL_INIT_EVENTS)) { SDL_QuitEvents(); } SDL_DecrementSubsystemRefCount(SDL_INIT_EVENTS); } } Uint32 SDL_WasInit(SDL_InitFlags 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 = true; // Quit all subsystems #ifdef SDL_VIDEO_DRIVER_WINDOWS SDL_HelperWindowDestroy(); #endif SDL_QuitSubSystem(SDL_INIT_EVERYTHING); #ifdef SDL_USE_LIBDBUS SDL_DBus_Quit(); #endif SDL_QuitTimers(); SDL_SetObjectsInvalid(); SDL_AssertionsQuit(); SDL_QuitPixelFormatDetails(); SDL_QuitCPUInfo(); /* 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_QuitLog(); SDL_QuitHints(); SDL_QuitProperties(); SDL_QuitMainThread(); SDL_bInMainQuit = false; } // Get the library version number int SDL_GetVersion(void) { return SDL_VERSION; } // Get the library source revision const char *SDL_GetRevision(void) { return SDL_REVISION; } // Get the name of the platform const char *SDL_GetPlatform(void) { #if defined(SDL_PLATFORM_AIX) return "AIX"; #elif defined(SDL_PLATFORM_ANDROID) return "Android"; #elif defined(SDL_PLATFORM_BSDI) return "BSDI"; #elif defined(SDL_PLATFORM_EMSCRIPTEN) return "Emscripten"; #elif defined(SDL_PLATFORM_FREEBSD) return "FreeBSD"; #elif defined(SDL_PLATFORM_HAIKU) return "Haiku"; #elif defined(SDL_PLATFORM_HPUX) return "HP-UX"; #elif defined(SDL_PLATFORM_IRIX) return "Irix"; #elif defined(SDL_PLATFORM_LINUX) return "Linux"; #elif defined(__MINT__) return "Atari MiNT"; #elif defined(SDL_PLATFORM_MACOS) return "macOS"; #elif defined(SDL_PLATFORM_NETBSD) return "NetBSD"; #elif defined(SDL_PLATFORM_OPENBSD) return "OpenBSD"; #elif defined(SDL_PLATFORM_OS2) return "OS/2"; #elif defined(SDL_PLATFORM_OSF) return "OSF/1"; #elif defined(SDL_PLATFORM_QNXNTO) return "QNX Neutrino"; #elif defined(SDL_PLATFORM_RISCOS) return "RISC OS"; #elif defined(SDL_PLATFORM_SOLARIS) return "Solaris"; #elif defined(SDL_PLATFORM_WIN32) return "Windows"; #elif defined(SDL_PLATFORM_WINGDK) return "WinGDK"; #elif defined(SDL_PLATFORM_XBOXONE) return "Xbox One"; #elif defined(SDL_PLATFORM_XBOXSERIES) return "Xbox Series X|S"; #elif defined(SDL_PLATFORM_IOS) return "iOS"; #elif defined(SDL_PLATFORM_TVOS) return "tvOS"; #elif defined(SDL_PLATFORM_PS2) return "PlayStation 2"; #elif defined(SDL_PLATFORM_PSP) return "PlayStation Portable"; #elif defined(SDL_PLATFORM_VITA) return "PlayStation Vita"; #elif defined(SDL_PLATFORM_NGAGE) return "Nokia N-Gage"; #elif defined(SDL_PLATFORM_3DS) return "Nintendo 3DS"; #elif defined(__managarm__) return "Managarm"; #else return "Unknown (see SDL_platform.h)"; #endif } bool SDL_IsTablet(void) { #ifdef SDL_PLATFORM_ANDROID return SDL_IsAndroidTablet(); #elif defined(SDL_PLATFORM_IOS) extern bool SDL_IsIPad(void); return SDL_IsIPad(); #else return false; #endif } bool SDL_IsTV(void) { #ifdef SDL_PLATFORM_ANDROID return SDL_IsAndroidTV(); #elif defined(SDL_PLATFORM_IOS) extern bool SDL_IsAppleTV(void); return SDL_IsAppleTV(); #else return false; #endif } #ifdef SDL_PLATFORM_WIN32 #if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB) // FIXME: Still need to include DllMain() on Watcom C ? BOOL APIENTRY MINGW32_FORCEALIGN _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(SDL_PLATFORM_WIN32)