ref: 3d42044917bb626be804f22a4dbd242856f448e8
dir: /external/SDL2/src/SDL.c/
/* Simple DirectMedia Layer Copyright (C) 1997-2018 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__) #include "core/windows/SDL_windows.h" #endif /* Initialization code for SDL */ #include "SDL.h" #include "SDL_bits.h" #include "SDL_revision.h" #include "SDL_assert_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 /* 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) { if (!SDL_MainIsReady) { SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?"); return -1; } /* Clear the error message */ SDL_ClearError(); if ((flags & SDL_INIT_GAMECONTROLLER)) { /* game controller implies joystick */ flags |= SDL_INIT_JOYSTICK; } if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK))) { /* video or joystick implies events */ flags |= SDL_INIT_EVENTS; } #if SDL_VIDEO_DRIVER_WINDOWS if ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) { if (SDL_HelperWindowCreate() < 0) { return -1; } } #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_StartEventLoop() < 0) { return (-1); } SDL_QuitInit(); } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS); #else return SDL_SetError("SDL not built with events support"); #endif } /* Initialize the timer subsystem */ if ((flags & SDL_INIT_TIMER)){ #if !SDL_TIMERS_DISABLED if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) { if (SDL_TimerInit() < 0) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER); #else return SDL_SetError("SDL not built with timer support"); #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) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO); #else return SDL_SetError("SDL not built with video support"); #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) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO); #else return SDL_SetError("SDL not built with audio support"); #endif } /* Initialize the joystick subsystem */ if ((flags & SDL_INIT_JOYSTICK)){ #if !SDL_JOYSTICK_DISABLED if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) { if (SDL_JoystickInit() < 0) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK); #else return SDL_SetError("SDL not built with joystick support"); #endif } if ((flags & SDL_INIT_GAMECONTROLLER)){ #if !SDL_JOYSTICK_DISABLED if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) { if (SDL_GameControllerInit() < 0) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER); #else return SDL_SetError("SDL not built with joystick support"); #endif } /* Initialize the haptic subsystem */ if ((flags & SDL_INIT_HAPTIC)){ #if !SDL_HAPTIC_DISABLED if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) { if (SDL_HapticInit() < 0) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC); #else return SDL_SetError("SDL not built with haptic (force feedback) support"); #endif } /* Initialize the sensor subsystem */ if ((flags & SDL_INIT_SENSOR)){ #if !SDL_SENSOR_DISABLED if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) { if (SDL_SensorInit() < 0) { return (-1); } } SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR); #else return SDL_SetError("SDL not built with sensor support"); #endif } return (0); } int SDL_Init(Uint32 flags) { return SDL_InitSubSystem(flags); } void SDL_QuitSubSystem(Uint32 flags) { /* 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 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_QuitQuit(); SDL_StopEventLoop(); } SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS); } #endif } Uint32 SDL_WasInit(Uint32 flags) { int i; int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount); Uint32 initialized = 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(); SDL_LogResetPriorities(); /* 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_bInMainQuit = SDL_FALSE; } /* Get the library version number */ void SDL_GetVersion(SDL_version * ver) { SDL_VERSION(ver); } /* Get the library source revision */ const char * SDL_GetRevision(void) { return SDL_REVISION; } /* Get the library source revision number */ int SDL_GetRevisionNumber(void) { return SDL_REVISION_NUMBER; } /* Get the name of the platform */ const char * SDL_GetPlatform() { #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 __TVOS__ return "tvOS"; #elif __IPHONEOS__ return "iOS"; #elif __PSP__ return "PlayStation Portable"; #else return "Unknown (see SDL_platform.h)"; #endif } SDL_bool SDL_IsTablet() { #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 /* __WIN32__ */ /* vi: set sts=4 ts=4 sw=4 expandtab: */