SDL.c 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584
  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "./SDL_internal.h"
  19. #if defined(__WIN32__)
  20. #include "core/windows/SDL_windows.h"
  21. #elif defined(__OS2__)
  22. #include <stdlib.h> /* For _exit() */
  23. #elif !defined(__WINRT__)
  24. #include <unistd.h> /* For _exit(), etc. */
  25. #endif
  26. #if defined(__OS2__)
  27. #include "core/os2/SDL_os2.h"
  28. #endif
  29. #if SDL_THREAD_OS2
  30. #include "thread/os2/SDL_systls_c.h"
  31. #endif
  32. /* this checks for HAVE_DBUS_DBUS_H internally. */
  33. #include "core/linux/SDL_dbus.h"
  34. #if defined(__EMSCRIPTEN__)
  35. #include <emscripten.h>
  36. #endif
  37. /* Initialization code for SDL */
  38. #include "SDL.h"
  39. #include "SDL_bits.h"
  40. #include "SDL_revision.h"
  41. #include "SDL_assert_c.h"
  42. #include "events/SDL_events_c.h"
  43. #include "haptic/SDL_haptic_c.h"
  44. #include "joystick/SDL_joystick_c.h"
  45. #include "sensor/SDL_sensor_c.h"
  46. /* Initialization/Cleanup routines */
  47. #if !SDL_TIMERS_DISABLED
  48. # include "timer/SDL_timer_c.h"
  49. #endif
  50. #if SDL_VIDEO_DRIVER_WINDOWS
  51. extern int SDL_HelperWindowCreate(void);
  52. extern int SDL_HelperWindowDestroy(void);
  53. #endif
  54. /* This is not declared in any header, although it is shared between some
  55. parts of SDL, because we don't want anything calling it without an
  56. extremely good reason. */
  57. extern SDL_NORETURN void SDL_ExitProcess(int exitcode);
  58. SDL_NORETURN void SDL_ExitProcess(int exitcode)
  59. {
  60. #ifdef __WIN32__
  61. /* "if you do not know the state of all threads in your process, it is
  62. better to call TerminateProcess than ExitProcess"
  63. https://msdn.microsoft.com/en-us/library/windows/desktop/ms682658(v=vs.85).aspx */
  64. TerminateProcess(GetCurrentProcess(), exitcode);
  65. /* MingW doesn't have TerminateProcess marked as noreturn, so add an
  66. ExitProcess here that will never be reached but make MingW happy. */
  67. ExitProcess(exitcode);
  68. #elif defined(__EMSCRIPTEN__)
  69. emscripten_cancel_main_loop(); /* this should "kill" the app. */
  70. emscripten_force_exit(exitcode); /* this should "kill" the app. */
  71. exit(exitcode);
  72. #elif defined(__HAIKU__) /* Haiku has _Exit, but it's not marked noreturn. */
  73. _exit(exitcode);
  74. #elif defined(HAVE__EXIT) /* Upper case _Exit() */
  75. _Exit(exitcode);
  76. #else
  77. _exit(exitcode);
  78. #endif
  79. }
  80. /* The initialized subsystems */
  81. #ifdef SDL_MAIN_NEEDED
  82. static SDL_bool SDL_MainIsReady = SDL_FALSE;
  83. #else
  84. static SDL_bool SDL_MainIsReady = SDL_TRUE;
  85. #endif
  86. static SDL_bool SDL_bInMainQuit = SDL_FALSE;
  87. static Uint8 SDL_SubsystemRefCount[ 32 ];
  88. /* Private helper to increment a subsystem's ref counter. */
  89. static void
  90. SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
  91. {
  92. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  93. SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
  94. ++SDL_SubsystemRefCount[subsystem_index];
  95. }
  96. /* Private helper to decrement a subsystem's ref counter. */
  97. static void
  98. SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
  99. {
  100. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  101. if (SDL_SubsystemRefCount[subsystem_index] > 0) {
  102. --SDL_SubsystemRefCount[subsystem_index];
  103. }
  104. }
  105. /* Private helper to check if a system needs init. */
  106. static SDL_bool
  107. SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
  108. {
  109. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  110. SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
  111. return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
  112. }
  113. /* Private helper to check if a system needs to be quit. */
  114. static SDL_bool
  115. SDL_PrivateShouldQuitSubsystem(Uint32 subsystem) {
  116. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  117. if (SDL_SubsystemRefCount[subsystem_index] == 0) {
  118. return SDL_FALSE;
  119. }
  120. /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
  121. * isn't zero.
  122. */
  123. return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
  124. }
  125. void
  126. SDL_SetMainReady(void)
  127. {
  128. SDL_MainIsReady = SDL_TRUE;
  129. }
  130. int
  131. SDL_InitSubSystem(Uint32 flags)
  132. {
  133. if (!SDL_MainIsReady) {
  134. SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
  135. return -1;
  136. }
  137. /* Clear the error message */
  138. SDL_ClearError();
  139. #if SDL_USE_LIBDBUS
  140. SDL_DBus_Init();
  141. #endif
  142. if ((flags & SDL_INIT_GAMECONTROLLER)) {
  143. /* game controller implies joystick */
  144. flags |= SDL_INIT_JOYSTICK;
  145. }
  146. if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK))) {
  147. /* video or joystick implies events */
  148. flags |= SDL_INIT_EVENTS;
  149. }
  150. #if SDL_THREAD_OS2
  151. SDL_OS2TLSAlloc(); /* thread/os2/SDL_systls.c */
  152. #endif
  153. #if SDL_VIDEO_DRIVER_WINDOWS
  154. if ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) {
  155. if (SDL_HelperWindowCreate() < 0) {
  156. return -1;
  157. }
  158. }
  159. #endif
  160. #if !SDL_TIMERS_DISABLED
  161. SDL_TicksInit();
  162. #endif
  163. /* Initialize the event subsystem */
  164. if ((flags & SDL_INIT_EVENTS)) {
  165. #if !SDL_EVENTS_DISABLED
  166. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
  167. if (SDL_EventsInit() < 0) {
  168. return (-1);
  169. }
  170. }
  171. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
  172. #else
  173. return SDL_SetError("SDL not built with events support");
  174. #endif
  175. }
  176. /* Initialize the timer subsystem */
  177. if ((flags & SDL_INIT_TIMER)){
  178. #if !SDL_TIMERS_DISABLED
  179. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
  180. if (SDL_TimerInit() < 0) {
  181. return (-1);
  182. }
  183. }
  184. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
  185. #else
  186. return SDL_SetError("SDL not built with timer support");
  187. #endif
  188. }
  189. /* Initialize the video subsystem */
  190. if ((flags & SDL_INIT_VIDEO)){
  191. #if !SDL_VIDEO_DISABLED
  192. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
  193. if (SDL_VideoInit(NULL) < 0) {
  194. return (-1);
  195. }
  196. }
  197. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
  198. #else
  199. return SDL_SetError("SDL not built with video support");
  200. #endif
  201. }
  202. /* Initialize the audio subsystem */
  203. if ((flags & SDL_INIT_AUDIO)){
  204. #if !SDL_AUDIO_DISABLED
  205. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
  206. if (SDL_AudioInit(NULL) < 0) {
  207. return (-1);
  208. }
  209. }
  210. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
  211. #else
  212. return SDL_SetError("SDL not built with audio support");
  213. #endif
  214. }
  215. /* Initialize the joystick subsystem */
  216. if ((flags & SDL_INIT_JOYSTICK)){
  217. #if !SDL_JOYSTICK_DISABLED
  218. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
  219. if (SDL_JoystickInit() < 0) {
  220. return (-1);
  221. }
  222. }
  223. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
  224. #else
  225. return SDL_SetError("SDL not built with joystick support");
  226. #endif
  227. }
  228. if ((flags & SDL_INIT_GAMECONTROLLER)){
  229. #if !SDL_JOYSTICK_DISABLED
  230. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  231. if (SDL_GameControllerInit() < 0) {
  232. return (-1);
  233. }
  234. }
  235. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
  236. #else
  237. return SDL_SetError("SDL not built with joystick support");
  238. #endif
  239. }
  240. /* Initialize the haptic subsystem */
  241. if ((flags & SDL_INIT_HAPTIC)){
  242. #if !SDL_HAPTIC_DISABLED
  243. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
  244. if (SDL_HapticInit() < 0) {
  245. return (-1);
  246. }
  247. }
  248. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
  249. #else
  250. return SDL_SetError("SDL not built with haptic (force feedback) support");
  251. #endif
  252. }
  253. /* Initialize the sensor subsystem */
  254. if ((flags & SDL_INIT_SENSOR)){
  255. #if !SDL_SENSOR_DISABLED
  256. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) {
  257. if (SDL_SensorInit() < 0) {
  258. return (-1);
  259. }
  260. }
  261. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR);
  262. #else
  263. return SDL_SetError("SDL not built with sensor support");
  264. #endif
  265. }
  266. return (0);
  267. }
  268. int
  269. SDL_Init(Uint32 flags)
  270. {
  271. return SDL_InitSubSystem(flags);
  272. }
  273. void
  274. SDL_QuitSubSystem(Uint32 flags)
  275. {
  276. #if SDL_THREAD_OS2
  277. SDL_OS2TLSFree(); /* thread/os2/SDL_systls.c */
  278. #endif
  279. #if defined(__OS2__)
  280. SDL_OS2Quit();
  281. #endif
  282. /* Shut down requested initialized subsystems */
  283. #if !SDL_SENSOR_DISABLED
  284. if ((flags & SDL_INIT_SENSOR)) {
  285. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_SENSOR)) {
  286. SDL_SensorQuit();
  287. }
  288. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_SENSOR);
  289. }
  290. #endif
  291. #if !SDL_JOYSTICK_DISABLED
  292. if ((flags & SDL_INIT_GAMECONTROLLER)) {
  293. /* game controller implies joystick */
  294. flags |= SDL_INIT_JOYSTICK;
  295. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  296. SDL_GameControllerQuit();
  297. }
  298. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
  299. }
  300. if ((flags & SDL_INIT_JOYSTICK)) {
  301. /* joystick implies events */
  302. flags |= SDL_INIT_EVENTS;
  303. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
  304. SDL_JoystickQuit();
  305. }
  306. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
  307. }
  308. #endif
  309. #if !SDL_HAPTIC_DISABLED
  310. if ((flags & SDL_INIT_HAPTIC)) {
  311. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
  312. SDL_HapticQuit();
  313. }
  314. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
  315. }
  316. #endif
  317. #if !SDL_AUDIO_DISABLED
  318. if ((flags & SDL_INIT_AUDIO)) {
  319. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
  320. SDL_AudioQuit();
  321. }
  322. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
  323. }
  324. #endif
  325. #if !SDL_VIDEO_DISABLED
  326. if ((flags & SDL_INIT_VIDEO)) {
  327. /* video implies events */
  328. flags |= SDL_INIT_EVENTS;
  329. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
  330. SDL_VideoQuit();
  331. }
  332. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
  333. }
  334. #endif
  335. #if !SDL_TIMERS_DISABLED
  336. if ((flags & SDL_INIT_TIMER)) {
  337. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
  338. SDL_TimerQuit();
  339. }
  340. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
  341. }
  342. #endif
  343. #if !SDL_EVENTS_DISABLED
  344. if ((flags & SDL_INIT_EVENTS)) {
  345. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
  346. SDL_EventsQuit();
  347. }
  348. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
  349. }
  350. #endif
  351. }
  352. Uint32
  353. SDL_WasInit(Uint32 flags)
  354. {
  355. int i;
  356. int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
  357. Uint32 initialized = 0;
  358. /* Fast path for checking one flag */
  359. if (SDL_HasExactlyOneBitSet32(flags)) {
  360. int subsystem_index = SDL_MostSignificantBitIndex32(flags);
  361. return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
  362. }
  363. if (!flags) {
  364. flags = SDL_INIT_EVERYTHING;
  365. }
  366. num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
  367. /* Iterate over each bit in flags, and check the matching subsystem. */
  368. for (i = 0; i < num_subsystems; ++i) {
  369. if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
  370. initialized |= (1 << i);
  371. }
  372. flags >>= 1;
  373. }
  374. return initialized;
  375. }
  376. void
  377. SDL_Quit(void)
  378. {
  379. SDL_bInMainQuit = SDL_TRUE;
  380. /* Quit all subsystems */
  381. #if SDL_VIDEO_DRIVER_WINDOWS
  382. SDL_HelperWindowDestroy();
  383. #endif
  384. SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
  385. #if !SDL_TIMERS_DISABLED
  386. SDL_TicksQuit();
  387. #endif
  388. SDL_ClearHints();
  389. SDL_AssertionsQuit();
  390. SDL_LogResetPriorities();
  391. #if SDL_USE_LIBDBUS
  392. SDL_DBus_Quit();
  393. #endif
  394. /* Now that every subsystem has been quit, we reset the subsystem refcount
  395. * and the list of initialized subsystems.
  396. */
  397. SDL_memset( SDL_SubsystemRefCount, 0x0, sizeof(SDL_SubsystemRefCount) );
  398. SDL_bInMainQuit = SDL_FALSE;
  399. }
  400. /* Get the library version number */
  401. void
  402. SDL_GetVersion(SDL_version * ver)
  403. {
  404. SDL_VERSION(ver);
  405. }
  406. /* Get the library source revision */
  407. const char *
  408. SDL_GetRevision(void)
  409. {
  410. return SDL_REVISION;
  411. }
  412. /* Get the library source revision number */
  413. int
  414. SDL_GetRevisionNumber(void)
  415. {
  416. return 0; /* doesn't make sense without Mercurial. */
  417. }
  418. /* Get the name of the platform */
  419. const char *
  420. SDL_GetPlatform()
  421. {
  422. #if __AIX__
  423. return "AIX";
  424. #elif __ANDROID__
  425. return "Android";
  426. #elif __BSDI__
  427. return "BSDI";
  428. #elif __DREAMCAST__
  429. return "Dreamcast";
  430. #elif __EMSCRIPTEN__
  431. return "Emscripten";
  432. #elif __FREEBSD__
  433. return "FreeBSD";
  434. #elif __HAIKU__
  435. return "Haiku";
  436. #elif __HPUX__
  437. return "HP-UX";
  438. #elif __IRIX__
  439. return "Irix";
  440. #elif __LINUX__
  441. return "Linux";
  442. #elif __MINT__
  443. return "Atari MiNT";
  444. #elif __MACOS__
  445. return "MacOS Classic";
  446. #elif __MACOSX__
  447. return "Mac OS X";
  448. #elif __NACL__
  449. return "NaCl";
  450. #elif __NETBSD__
  451. return "NetBSD";
  452. #elif __OPENBSD__
  453. return "OpenBSD";
  454. #elif __OS2__
  455. return "OS/2";
  456. #elif __OSF__
  457. return "OSF/1";
  458. #elif __QNXNTO__
  459. return "QNX Neutrino";
  460. #elif __RISCOS__
  461. return "RISC OS";
  462. #elif __SOLARIS__
  463. return "Solaris";
  464. #elif __WIN32__
  465. return "Windows";
  466. #elif __WINRT__
  467. return "WinRT";
  468. #elif __TVOS__
  469. return "tvOS";
  470. #elif __IPHONEOS__
  471. return "iOS";
  472. #elif __PSP__
  473. return "PlayStation Portable";
  474. #elif __VITA__
  475. return "PlayStation Vita";
  476. #else
  477. return "Unknown (see SDL_platform.h)";
  478. #endif
  479. }
  480. SDL_bool
  481. SDL_IsTablet()
  482. {
  483. #if __ANDROID__
  484. extern SDL_bool SDL_IsAndroidTablet(void);
  485. return SDL_IsAndroidTablet();
  486. #elif __IPHONEOS__
  487. extern SDL_bool SDL_IsIPad(void);
  488. return SDL_IsIPad();
  489. #else
  490. return SDL_FALSE;
  491. #endif
  492. }
  493. #if defined(__WIN32__)
  494. #if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB)
  495. /* Need to include DllMain() on Watcom C for some reason.. */
  496. BOOL APIENTRY
  497. _DllMainCRTStartup(HANDLE hModule,
  498. DWORD ul_reason_for_call, LPVOID lpReserved)
  499. {
  500. switch (ul_reason_for_call) {
  501. case DLL_PROCESS_ATTACH:
  502. case DLL_THREAD_ATTACH:
  503. case DLL_THREAD_DETACH:
  504. case DLL_PROCESS_DETACH:
  505. break;
  506. }
  507. return TRUE;
  508. }
  509. #endif /* Building DLL */
  510. #endif /* __WIN32__ */
  511. /* vi: set sts=4 ts=4 sw=4 expandtab: */