SDL.c 16 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2022 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> /* _exit() */
  23. #elif !defined(__WINRT__)
  24. #include <unistd.h> /* _exit(), etc. */
  25. #endif
  26. #if defined(__OS2__)
  27. #include "core/os2/SDL_os2.h"
  28. #if SDL_THREAD_OS2
  29. #include "thread/os2/SDL_systls_c.h"
  30. #endif
  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. Uint32 flags_initialized = 0;
  134. if (!SDL_MainIsReady) {
  135. return SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
  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|SDL_INIT_AUDIO))) {
  147. /* video or joystick or audio 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. goto quit_and_error;
  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. goto quit_and_error;
  169. }
  170. }
  171. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
  172. flags_initialized |= SDL_INIT_EVENTS;
  173. #else
  174. SDL_SetError("SDL not built with events support");
  175. goto quit_and_error;
  176. #endif
  177. }
  178. /* Initialize the timer subsystem */
  179. if ((flags & SDL_INIT_TIMER)){
  180. #if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
  181. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
  182. if (SDL_TimerInit() < 0) {
  183. goto quit_and_error;
  184. }
  185. }
  186. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
  187. flags_initialized |= SDL_INIT_TIMER;
  188. #else
  189. SDL_SetError("SDL not built with timer support");
  190. goto quit_and_error;
  191. #endif
  192. }
  193. /* Initialize the video subsystem */
  194. if ((flags & SDL_INIT_VIDEO)){
  195. #if !SDL_VIDEO_DISABLED
  196. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
  197. if (SDL_VideoInit(NULL) < 0) {
  198. goto quit_and_error;
  199. }
  200. }
  201. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
  202. flags_initialized |= SDL_INIT_VIDEO;
  203. #else
  204. SDL_SetError("SDL not built with video support");
  205. goto quit_and_error;
  206. #endif
  207. }
  208. /* Initialize the audio subsystem */
  209. if ((flags & SDL_INIT_AUDIO)){
  210. #if !SDL_AUDIO_DISABLED
  211. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
  212. if (SDL_AudioInit(NULL) < 0) {
  213. goto quit_and_error;
  214. }
  215. }
  216. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
  217. flags_initialized |= SDL_INIT_AUDIO;
  218. #else
  219. SDL_SetError("SDL not built with audio support");
  220. goto quit_and_error;
  221. #endif
  222. }
  223. /* Initialize the joystick subsystem */
  224. if ((flags & SDL_INIT_JOYSTICK)){
  225. #if !SDL_JOYSTICK_DISABLED
  226. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
  227. if (SDL_JoystickInit() < 0) {
  228. goto quit_and_error;
  229. }
  230. }
  231. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
  232. flags_initialized |= SDL_INIT_JOYSTICK;
  233. #else
  234. SDL_SetError("SDL not built with joystick support");
  235. goto quit_and_error;
  236. #endif
  237. }
  238. if ((flags & SDL_INIT_GAMECONTROLLER)){
  239. #if !SDL_JOYSTICK_DISABLED
  240. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  241. if (SDL_GameControllerInit() < 0) {
  242. goto quit_and_error;
  243. }
  244. }
  245. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
  246. flags_initialized |= SDL_INIT_GAMECONTROLLER;
  247. #else
  248. SDL_SetError("SDL not built with joystick support");
  249. goto quit_and_error;
  250. #endif
  251. }
  252. /* Initialize the haptic subsystem */
  253. if ((flags & SDL_INIT_HAPTIC)){
  254. #if !SDL_HAPTIC_DISABLED
  255. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
  256. if (SDL_HapticInit() < 0) {
  257. goto quit_and_error;
  258. }
  259. }
  260. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
  261. flags_initialized |= SDL_INIT_HAPTIC;
  262. #else
  263. SDL_SetError("SDL not built with haptic (force feedback) support");
  264. goto quit_and_error;
  265. #endif
  266. }
  267. /* Initialize the sensor subsystem */
  268. if ((flags & SDL_INIT_SENSOR)){
  269. #if !SDL_SENSOR_DISABLED
  270. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) {
  271. if (SDL_SensorInit() < 0) {
  272. goto quit_and_error;
  273. }
  274. }
  275. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR);
  276. flags_initialized |= SDL_INIT_SENSOR;
  277. #else
  278. SDL_SetError("SDL not built with sensor support");
  279. goto quit_and_error;
  280. #endif
  281. }
  282. return (0);
  283. quit_and_error:
  284. SDL_QuitSubSystem(flags_initialized);
  285. return (-1);
  286. }
  287. int
  288. SDL_Init(Uint32 flags)
  289. {
  290. return SDL_InitSubSystem(flags);
  291. }
  292. void
  293. SDL_QuitSubSystem(Uint32 flags)
  294. {
  295. #if defined(__OS2__)
  296. #if SDL_THREAD_OS2
  297. SDL_OS2TLSFree(); /* thread/os2/SDL_systls.c */
  298. #endif
  299. SDL_OS2Quit();
  300. #endif
  301. /* Shut down requested initialized subsystems */
  302. #if !SDL_SENSOR_DISABLED
  303. if ((flags & SDL_INIT_SENSOR)) {
  304. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_SENSOR)) {
  305. SDL_SensorQuit();
  306. }
  307. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_SENSOR);
  308. }
  309. #endif
  310. #if !SDL_JOYSTICK_DISABLED
  311. if ((flags & SDL_INIT_GAMECONTROLLER)) {
  312. /* game controller implies joystick */
  313. flags |= SDL_INIT_JOYSTICK;
  314. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  315. SDL_GameControllerQuit();
  316. }
  317. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
  318. }
  319. if ((flags & SDL_INIT_JOYSTICK)) {
  320. /* joystick implies events */
  321. flags |= SDL_INIT_EVENTS;
  322. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
  323. SDL_JoystickQuit();
  324. }
  325. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
  326. }
  327. #endif
  328. #if !SDL_HAPTIC_DISABLED
  329. if ((flags & SDL_INIT_HAPTIC)) {
  330. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
  331. SDL_HapticQuit();
  332. }
  333. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
  334. }
  335. #endif
  336. #if !SDL_AUDIO_DISABLED
  337. if ((flags & SDL_INIT_AUDIO)) {
  338. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
  339. SDL_AudioQuit();
  340. }
  341. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
  342. }
  343. #endif
  344. #if !SDL_VIDEO_DISABLED
  345. if ((flags & SDL_INIT_VIDEO)) {
  346. /* video implies events */
  347. flags |= SDL_INIT_EVENTS;
  348. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
  349. SDL_VideoQuit();
  350. }
  351. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
  352. }
  353. #endif
  354. #if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
  355. if ((flags & SDL_INIT_TIMER)) {
  356. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
  357. SDL_TimerQuit();
  358. }
  359. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
  360. }
  361. #endif
  362. #if !SDL_EVENTS_DISABLED
  363. if ((flags & SDL_INIT_EVENTS)) {
  364. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
  365. SDL_EventsQuit();
  366. }
  367. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
  368. }
  369. #endif
  370. }
  371. Uint32
  372. SDL_WasInit(Uint32 flags)
  373. {
  374. int i;
  375. int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
  376. Uint32 initialized = 0;
  377. /* Fast path for checking one flag */
  378. if (SDL_HasExactlyOneBitSet32(flags)) {
  379. int subsystem_index = SDL_MostSignificantBitIndex32(flags);
  380. return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
  381. }
  382. if (!flags) {
  383. flags = SDL_INIT_EVERYTHING;
  384. }
  385. num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
  386. /* Iterate over each bit in flags, and check the matching subsystem. */
  387. for (i = 0; i < num_subsystems; ++i) {
  388. if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
  389. initialized |= (1 << i);
  390. }
  391. flags >>= 1;
  392. }
  393. return initialized;
  394. }
  395. void
  396. SDL_Quit(void)
  397. {
  398. SDL_bInMainQuit = SDL_TRUE;
  399. /* Quit all subsystems */
  400. #if SDL_VIDEO_DRIVER_WINDOWS
  401. SDL_HelperWindowDestroy();
  402. #endif
  403. SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
  404. #if !SDL_TIMERS_DISABLED
  405. SDL_TicksQuit();
  406. #endif
  407. SDL_ClearHints();
  408. SDL_AssertionsQuit();
  409. SDL_LogResetPriorities();
  410. #if SDL_USE_LIBDBUS
  411. SDL_DBus_Quit();
  412. #endif
  413. /* Now that every subsystem has been quit, we reset the subsystem refcount
  414. * and the list of initialized subsystems.
  415. */
  416. SDL_memset( SDL_SubsystemRefCount, 0x0, sizeof(SDL_SubsystemRefCount) );
  417. SDL_bInMainQuit = SDL_FALSE;
  418. }
  419. /* Get the library version number */
  420. void
  421. SDL_GetVersion(SDL_version * ver)
  422. {
  423. SDL_VERSION(ver);
  424. }
  425. /* Get the library source revision */
  426. const char *
  427. SDL_GetRevision(void)
  428. {
  429. return SDL_REVISION;
  430. }
  431. /* Get the library source revision number */
  432. int
  433. SDL_GetRevisionNumber(void)
  434. {
  435. return 0; /* doesn't make sense without Mercurial. */
  436. }
  437. /* Get the name of the platform */
  438. const char *
  439. SDL_GetPlatform(void)
  440. {
  441. #if __AIX__
  442. return "AIX";
  443. #elif __ANDROID__
  444. return "Android";
  445. #elif __BSDI__
  446. return "BSDI";
  447. #elif __DREAMCAST__
  448. return "Dreamcast";
  449. #elif __EMSCRIPTEN__
  450. return "Emscripten";
  451. #elif __FREEBSD__
  452. return "FreeBSD";
  453. #elif __HAIKU__
  454. return "Haiku";
  455. #elif __HPUX__
  456. return "HP-UX";
  457. #elif __IRIX__
  458. return "Irix";
  459. #elif __LINUX__
  460. return "Linux";
  461. #elif __MINT__
  462. return "Atari MiNT";
  463. #elif __MACOS__
  464. return "MacOS Classic";
  465. #elif __MACOSX__
  466. return "Mac OS X";
  467. #elif __NACL__
  468. return "NaCl";
  469. #elif __NETBSD__
  470. return "NetBSD";
  471. #elif __OPENBSD__
  472. return "OpenBSD";
  473. #elif __OS2__
  474. return "OS/2";
  475. #elif __OSF__
  476. return "OSF/1";
  477. #elif __QNXNTO__
  478. return "QNX Neutrino";
  479. #elif __RISCOS__
  480. return "RISC OS";
  481. #elif __SOLARIS__
  482. return "Solaris";
  483. #elif __WIN32__
  484. return "Windows";
  485. #elif __WINRT__
  486. return "WinRT";
  487. #elif __TVOS__
  488. return "tvOS";
  489. #elif __IPHONEOS__
  490. return "iOS";
  491. #elif __PSP__
  492. return "PlayStation Portable";
  493. #elif __VITA__
  494. return "PlayStation Vita";
  495. #else
  496. return "Unknown (see SDL_platform.h)";
  497. #endif
  498. }
  499. SDL_bool
  500. SDL_IsTablet(void)
  501. {
  502. #if __ANDROID__
  503. extern SDL_bool SDL_IsAndroidTablet(void);
  504. return SDL_IsAndroidTablet();
  505. #elif __IPHONEOS__
  506. extern SDL_bool SDL_IsIPad(void);
  507. return SDL_IsIPad();
  508. #else
  509. return SDL_FALSE;
  510. #endif
  511. }
  512. #if defined(__WIN32__)
  513. #if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB)
  514. /* Need to include DllMain() on Watcom C for some reason.. */
  515. BOOL APIENTRY
  516. _DllMainCRTStartup(HANDLE hModule,
  517. DWORD ul_reason_for_call, LPVOID lpReserved)
  518. {
  519. switch (ul_reason_for_call) {
  520. case DLL_PROCESS_ATTACH:
  521. case DLL_THREAD_ATTACH:
  522. case DLL_THREAD_DETACH:
  523. case DLL_PROCESS_DETACH:
  524. break;
  525. }
  526. return TRUE;
  527. }
  528. #endif /* Building DLL */
  529. #endif /* __WIN32__ */
  530. /* vi: set sts=4 ts=4 sw=4 expandtab: */