SDL.c 17 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__) || defined(__GDK__)
  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 "SDL_log_c.h"
  43. #include "events/SDL_events_c.h"
  44. #include "haptic/SDL_haptic_c.h"
  45. #include "joystick/SDL_joystick_c.h"
  46. #include "sensor/SDL_sensor_c.h"
  47. /* Initialization/Cleanup routines */
  48. #if !SDL_TIMERS_DISABLED
  49. # include "timer/SDL_timer_c.h"
  50. #endif
  51. #if SDL_VIDEO_DRIVER_WINDOWS
  52. extern int SDL_HelperWindowCreate(void);
  53. extern int SDL_HelperWindowDestroy(void);
  54. #endif
  55. #ifdef SDL_BUILD_MAJOR_VERSION
  56. SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MAJOR_VERSION,
  57. SDL_MAJOR_VERSION == SDL_BUILD_MAJOR_VERSION);
  58. SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MINOR_VERSION,
  59. SDL_MINOR_VERSION == SDL_BUILD_MINOR_VERSION);
  60. SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MICRO_VERSION,
  61. SDL_PATCHLEVEL == SDL_BUILD_MICRO_VERSION);
  62. #endif
  63. SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_min, SDL_MAJOR_VERSION >= 0);
  64. /* Limited only by the need to fit in SDL_version */
  65. SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_max, SDL_MAJOR_VERSION <= 255);
  66. SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_min, SDL_MINOR_VERSION >= 0);
  67. /* Limited only by the need to fit in SDL_version */
  68. SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_max, SDL_MINOR_VERSION <= 255);
  69. SDL_COMPILE_TIME_ASSERT(SDL_PATCHLEVEL_min, SDL_PATCHLEVEL >= 0);
  70. /* Limited by its encoding in SDL_VERSIONNUM and in the ABI versions */
  71. SDL_COMPILE_TIME_ASSERT(SDL_PATCHLEVEL_max, SDL_PATCHLEVEL <= 99);
  72. /* This is not declared in any header, although it is shared between some
  73. parts of SDL, because we don't want anything calling it without an
  74. extremely good reason. */
  75. extern SDL_NORETURN void SDL_ExitProcess(int exitcode);
  76. SDL_NORETURN void SDL_ExitProcess(int exitcode)
  77. {
  78. #if defined(__WIN32__) || defined(__GDK__)
  79. /* "if you do not know the state of all threads in your process, it is
  80. better to call TerminateProcess than ExitProcess"
  81. https://msdn.microsoft.com/en-us/library/windows/desktop/ms682658(v=vs.85).aspx */
  82. TerminateProcess(GetCurrentProcess(), exitcode);
  83. /* MingW doesn't have TerminateProcess marked as noreturn, so add an
  84. ExitProcess here that will never be reached but make MingW happy. */
  85. ExitProcess(exitcode);
  86. #elif defined(__EMSCRIPTEN__)
  87. emscripten_cancel_main_loop(); /* this should "kill" the app. */
  88. emscripten_force_exit(exitcode); /* this should "kill" the app. */
  89. exit(exitcode);
  90. #elif defined(__HAIKU__) /* Haiku has _Exit, but it's not marked noreturn. */
  91. _exit(exitcode);
  92. #elif defined(HAVE__EXIT) /* Upper case _Exit() */
  93. _Exit(exitcode);
  94. #else
  95. _exit(exitcode);
  96. #endif
  97. }
  98. /* The initialized subsystems */
  99. #ifdef SDL_MAIN_NEEDED
  100. static SDL_bool SDL_MainIsReady = SDL_FALSE;
  101. #else
  102. static SDL_bool SDL_MainIsReady = SDL_TRUE;
  103. #endif
  104. static SDL_bool SDL_bInMainQuit = SDL_FALSE;
  105. static Uint8 SDL_SubsystemRefCount[ 32 ];
  106. /* Private helper to increment a subsystem's ref counter. */
  107. static void
  108. SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
  109. {
  110. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  111. SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
  112. ++SDL_SubsystemRefCount[subsystem_index];
  113. }
  114. /* Private helper to decrement a subsystem's ref counter. */
  115. static void
  116. SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
  117. {
  118. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  119. if (SDL_SubsystemRefCount[subsystem_index] > 0) {
  120. --SDL_SubsystemRefCount[subsystem_index];
  121. }
  122. }
  123. /* Private helper to check if a system needs init. */
  124. static SDL_bool
  125. SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
  126. {
  127. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  128. SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
  129. return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
  130. }
  131. /* Private helper to check if a system needs to be quit. */
  132. static SDL_bool
  133. SDL_PrivateShouldQuitSubsystem(Uint32 subsystem) {
  134. int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
  135. if (SDL_SubsystemRefCount[subsystem_index] == 0) {
  136. return SDL_FALSE;
  137. }
  138. /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
  139. * isn't zero.
  140. */
  141. return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
  142. }
  143. void
  144. SDL_SetMainReady(void)
  145. {
  146. SDL_MainIsReady = SDL_TRUE;
  147. }
  148. int
  149. SDL_InitSubSystem(Uint32 flags)
  150. {
  151. Uint32 flags_initialized = 0;
  152. if (!SDL_MainIsReady) {
  153. return SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
  154. }
  155. SDL_LogInit();
  156. /* Clear the error message */
  157. SDL_ClearError();
  158. #if SDL_USE_LIBDBUS
  159. SDL_DBus_Init();
  160. #endif
  161. if ((flags & SDL_INIT_GAMECONTROLLER)) {
  162. /* game controller implies joystick */
  163. flags |= SDL_INIT_JOYSTICK;
  164. }
  165. if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK|SDL_INIT_AUDIO))) {
  166. /* video or joystick or audio implies events */
  167. flags |= SDL_INIT_EVENTS;
  168. }
  169. #if SDL_THREAD_OS2
  170. SDL_OS2TLSAlloc(); /* thread/os2/SDL_systls.c */
  171. #endif
  172. #if SDL_VIDEO_DRIVER_WINDOWS
  173. if ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) {
  174. if (SDL_HelperWindowCreate() < 0) {
  175. goto quit_and_error;
  176. }
  177. }
  178. #endif
  179. #if !SDL_TIMERS_DISABLED
  180. SDL_TicksInit();
  181. #endif
  182. /* Initialize the event subsystem */
  183. if ((flags & SDL_INIT_EVENTS)) {
  184. #if !SDL_EVENTS_DISABLED
  185. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
  186. if (SDL_EventsInit() < 0) {
  187. goto quit_and_error;
  188. }
  189. }
  190. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
  191. flags_initialized |= SDL_INIT_EVENTS;
  192. #else
  193. SDL_SetError("SDL not built with events support");
  194. goto quit_and_error;
  195. #endif
  196. }
  197. /* Initialize the timer subsystem */
  198. if ((flags & SDL_INIT_TIMER)){
  199. #if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
  200. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
  201. if (SDL_TimerInit() < 0) {
  202. goto quit_and_error;
  203. }
  204. }
  205. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
  206. flags_initialized |= SDL_INIT_TIMER;
  207. #else
  208. SDL_SetError("SDL not built with timer support");
  209. goto quit_and_error;
  210. #endif
  211. }
  212. /* Initialize the video subsystem */
  213. if ((flags & SDL_INIT_VIDEO)){
  214. #if !SDL_VIDEO_DISABLED
  215. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
  216. if (SDL_VideoInit(NULL) < 0) {
  217. goto quit_and_error;
  218. }
  219. }
  220. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
  221. flags_initialized |= SDL_INIT_VIDEO;
  222. #else
  223. SDL_SetError("SDL not built with video support");
  224. goto quit_and_error;
  225. #endif
  226. }
  227. /* Initialize the audio subsystem */
  228. if ((flags & SDL_INIT_AUDIO)){
  229. #if !SDL_AUDIO_DISABLED
  230. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
  231. if (SDL_AudioInit(NULL) < 0) {
  232. goto quit_and_error;
  233. }
  234. }
  235. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
  236. flags_initialized |= SDL_INIT_AUDIO;
  237. #else
  238. SDL_SetError("SDL not built with audio support");
  239. goto quit_and_error;
  240. #endif
  241. }
  242. /* Initialize the joystick subsystem */
  243. if ((flags & SDL_INIT_JOYSTICK)){
  244. #if !SDL_JOYSTICK_DISABLED
  245. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
  246. if (SDL_JoystickInit() < 0) {
  247. goto quit_and_error;
  248. }
  249. }
  250. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
  251. flags_initialized |= SDL_INIT_JOYSTICK;
  252. #else
  253. SDL_SetError("SDL not built with joystick support");
  254. goto quit_and_error;
  255. #endif
  256. }
  257. if ((flags & SDL_INIT_GAMECONTROLLER)){
  258. #if !SDL_JOYSTICK_DISABLED
  259. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  260. if (SDL_GameControllerInit() < 0) {
  261. goto quit_and_error;
  262. }
  263. }
  264. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
  265. flags_initialized |= SDL_INIT_GAMECONTROLLER;
  266. #else
  267. SDL_SetError("SDL not built with joystick support");
  268. goto quit_and_error;
  269. #endif
  270. }
  271. /* Initialize the haptic subsystem */
  272. if ((flags & SDL_INIT_HAPTIC)){
  273. #if !SDL_HAPTIC_DISABLED
  274. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
  275. if (SDL_HapticInit() < 0) {
  276. goto quit_and_error;
  277. }
  278. }
  279. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
  280. flags_initialized |= SDL_INIT_HAPTIC;
  281. #else
  282. SDL_SetError("SDL not built with haptic (force feedback) support");
  283. goto quit_and_error;
  284. #endif
  285. }
  286. /* Initialize the sensor subsystem */
  287. if ((flags & SDL_INIT_SENSOR)){
  288. #if !SDL_SENSOR_DISABLED
  289. if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) {
  290. if (SDL_SensorInit() < 0) {
  291. goto quit_and_error;
  292. }
  293. }
  294. SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR);
  295. flags_initialized |= SDL_INIT_SENSOR;
  296. #else
  297. SDL_SetError("SDL not built with sensor support");
  298. goto quit_and_error;
  299. #endif
  300. }
  301. (void) flags_initialized; /* make static analysis happy, since this only gets used in error cases. */
  302. return (0);
  303. quit_and_error:
  304. SDL_QuitSubSystem(flags_initialized);
  305. return (-1);
  306. }
  307. int
  308. SDL_Init(Uint32 flags)
  309. {
  310. return SDL_InitSubSystem(flags);
  311. }
  312. void
  313. SDL_QuitSubSystem(Uint32 flags)
  314. {
  315. #if defined(__OS2__)
  316. #if SDL_THREAD_OS2
  317. SDL_OS2TLSFree(); /* thread/os2/SDL_systls.c */
  318. #endif
  319. SDL_OS2Quit();
  320. #endif
  321. /* Shut down requested initialized subsystems */
  322. #if !SDL_SENSOR_DISABLED
  323. if ((flags & SDL_INIT_SENSOR)) {
  324. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_SENSOR)) {
  325. SDL_SensorQuit();
  326. }
  327. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_SENSOR);
  328. }
  329. #endif
  330. #if !SDL_JOYSTICK_DISABLED
  331. if ((flags & SDL_INIT_GAMECONTROLLER)) {
  332. /* game controller implies joystick */
  333. flags |= SDL_INIT_JOYSTICK;
  334. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
  335. SDL_GameControllerQuit();
  336. }
  337. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
  338. }
  339. if ((flags & SDL_INIT_JOYSTICK)) {
  340. /* joystick implies events */
  341. flags |= SDL_INIT_EVENTS;
  342. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
  343. SDL_JoystickQuit();
  344. }
  345. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
  346. }
  347. #endif
  348. #if !SDL_HAPTIC_DISABLED
  349. if ((flags & SDL_INIT_HAPTIC)) {
  350. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
  351. SDL_HapticQuit();
  352. }
  353. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
  354. }
  355. #endif
  356. #if !SDL_AUDIO_DISABLED
  357. if ((flags & SDL_INIT_AUDIO)) {
  358. /* audio implies events */
  359. flags |= SDL_INIT_EVENTS;
  360. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
  361. SDL_AudioQuit();
  362. }
  363. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
  364. }
  365. #endif
  366. #if !SDL_VIDEO_DISABLED
  367. if ((flags & SDL_INIT_VIDEO)) {
  368. /* video implies events */
  369. flags |= SDL_INIT_EVENTS;
  370. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
  371. SDL_VideoQuit();
  372. }
  373. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
  374. }
  375. #endif
  376. #if !SDL_TIMERS_DISABLED && !SDL_TIMER_DUMMY
  377. if ((flags & SDL_INIT_TIMER)) {
  378. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
  379. SDL_TimerQuit();
  380. }
  381. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
  382. }
  383. #endif
  384. #if !SDL_EVENTS_DISABLED
  385. if ((flags & SDL_INIT_EVENTS)) {
  386. if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
  387. SDL_EventsQuit();
  388. }
  389. SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
  390. }
  391. #endif
  392. }
  393. Uint32
  394. SDL_WasInit(Uint32 flags)
  395. {
  396. int i;
  397. int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
  398. Uint32 initialized = 0;
  399. /* Fast path for checking one flag */
  400. if (SDL_HasExactlyOneBitSet32(flags)) {
  401. int subsystem_index = SDL_MostSignificantBitIndex32(flags);
  402. return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
  403. }
  404. if (!flags) {
  405. flags = SDL_INIT_EVERYTHING;
  406. }
  407. num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
  408. /* Iterate over each bit in flags, and check the matching subsystem. */
  409. for (i = 0; i < num_subsystems; ++i) {
  410. if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
  411. initialized |= (1 << i);
  412. }
  413. flags >>= 1;
  414. }
  415. return initialized;
  416. }
  417. void
  418. SDL_Quit(void)
  419. {
  420. SDL_bInMainQuit = SDL_TRUE;
  421. /* Quit all subsystems */
  422. #if SDL_VIDEO_DRIVER_WINDOWS
  423. SDL_HelperWindowDestroy();
  424. #endif
  425. SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
  426. #if !SDL_TIMERS_DISABLED
  427. SDL_TicksQuit();
  428. #endif
  429. SDL_ClearHints();
  430. SDL_AssertionsQuit();
  431. #if SDL_USE_LIBDBUS
  432. SDL_DBus_Quit();
  433. #endif
  434. SDL_LogQuit();
  435. /* Now that every subsystem has been quit, we reset the subsystem refcount
  436. * and the list of initialized subsystems.
  437. */
  438. SDL_memset( SDL_SubsystemRefCount, 0x0, sizeof(SDL_SubsystemRefCount) );
  439. SDL_TLSCleanup();
  440. SDL_bInMainQuit = SDL_FALSE;
  441. }
  442. /* Get the library version number */
  443. void
  444. SDL_GetVersion(SDL_version * ver)
  445. {
  446. if (!ver) {
  447. return;
  448. }
  449. SDL_VERSION(ver);
  450. if (SDL_GetHintBoolean("SDL_LEGACY_VERSION", SDL_FALSE)) {
  451. /* Prior to SDL 2.24.0, the patch version was incremented with every release */
  452. ver->patch = ver->minor;
  453. ver->minor = 0;
  454. }
  455. }
  456. /* Get the library source revision */
  457. const char *
  458. SDL_GetRevision(void)
  459. {
  460. return SDL_REVISION;
  461. }
  462. /* Get the library source revision number */
  463. int
  464. SDL_GetRevisionNumber(void)
  465. {
  466. return 0; /* doesn't make sense without Mercurial. */
  467. }
  468. /* Get the name of the platform */
  469. const char *
  470. SDL_GetPlatform(void)
  471. {
  472. #if __AIX__
  473. return "AIX";
  474. #elif __ANDROID__
  475. return "Android";
  476. #elif __BSDI__
  477. return "BSDI";
  478. #elif __DREAMCAST__
  479. return "Dreamcast";
  480. #elif __EMSCRIPTEN__
  481. return "Emscripten";
  482. #elif __FREEBSD__
  483. return "FreeBSD";
  484. #elif __HAIKU__
  485. return "Haiku";
  486. #elif __HPUX__
  487. return "HP-UX";
  488. #elif __IRIX__
  489. return "Irix";
  490. #elif __LINUX__
  491. return "Linux";
  492. #elif __MINT__
  493. return "Atari MiNT";
  494. #elif __MACOS__
  495. return "MacOS Classic";
  496. #elif __MACOSX__
  497. return "Mac OS X";
  498. #elif __NACL__
  499. return "NaCl";
  500. #elif __NETBSD__
  501. return "NetBSD";
  502. #elif __OPENBSD__
  503. return "OpenBSD";
  504. #elif __OS2__
  505. return "OS/2";
  506. #elif __OSF__
  507. return "OSF/1";
  508. #elif __QNXNTO__
  509. return "QNX Neutrino";
  510. #elif __RISCOS__
  511. return "RISC OS";
  512. #elif __SOLARIS__
  513. return "Solaris";
  514. #elif __WIN32__
  515. return "Windows";
  516. #elif __WINRT__
  517. return "WinRT";
  518. #elif __WINGDK__
  519. return "WinGDK";
  520. #elif __XBOXONE__
  521. return "Xbox One";
  522. #elif __XBOXSERIES__
  523. return "Xbox Series X|S";
  524. #elif __TVOS__
  525. return "tvOS";
  526. #elif __IPHONEOS__
  527. return "iOS";
  528. #elif __PS2__
  529. return "PlayStation 2";
  530. #elif __PSP__
  531. return "PlayStation Portable";
  532. #elif __VITA__
  533. return "PlayStation Vita";
  534. #elif __NGAGE__
  535. return "Nokia N-Gage";
  536. #elif __3DS__
  537. return "Nintendo 3DS";
  538. #else
  539. return "Unknown (see SDL_platform.h)";
  540. #endif
  541. }
  542. SDL_bool
  543. SDL_IsTablet(void)
  544. {
  545. #if __ANDROID__
  546. extern SDL_bool SDL_IsAndroidTablet(void);
  547. return SDL_IsAndroidTablet();
  548. #elif __IPHONEOS__
  549. extern SDL_bool SDL_IsIPad(void);
  550. return SDL_IsIPad();
  551. #else
  552. return SDL_FALSE;
  553. #endif
  554. }
  555. #if defined(__WIN32__)
  556. #if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB)
  557. /* Need to include DllMain() on Watcom C for some reason.. */
  558. BOOL APIENTRY
  559. _DllMainCRTStartup(HANDLE hModule,
  560. DWORD ul_reason_for_call, LPVOID lpReserved)
  561. {
  562. switch (ul_reason_for_call) {
  563. case DLL_PROCESS_ATTACH:
  564. case DLL_THREAD_ATTACH:
  565. case DLL_THREAD_DETACH:
  566. case DLL_PROCESS_DETACH:
  567. break;
  568. }
  569. return TRUE;
  570. }
  571. #endif /* Building DLL */
  572. #endif /* defined(__WIN32__) || defined(__GDK__) */
  573. /* vi: set sts=4 ts=4 sw=4 expandtab: */