src/SDL.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 25 Apr 2013 00:26:17 -0700
changeset 7110 2a98852fd58d
parent 7037 3fedf1f25b94
child 7139 dd722e7460c5
permissions -rw-r--r--
Fixed bug 1582 - Allow disabling SDL_VIDEO_DRIVER_WINDOWS Marcus von Appen Trying to build SDL 2.x (HG) on Win32 platforms with either VS.NET or MinGW requires one to have the video subsystem and SDL_VIDEO_DRIVER_WINDOWS flag enabled due to the helper window creation routines. The attached patch changes the helper window creation behaviour, so that one can build SDL2 without the video subsystem or Windows video drivers on Win32 platforms.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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/* Initialization code for SDL */
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#include "SDL.h"
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#include "SDL_bits.h"
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#include "SDL_revision.h"
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#include "SDL_fatal.h"
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#include "SDL_assert_c.h"
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#include "haptic/SDL_haptic_c.h"
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#include "joystick/SDL_joystick_c.h"
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/* Initialization/Cleanup routines */
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#if !SDL_TIMERS_DISABLED
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extern void SDL_StartTicks(void);
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extern int SDL_TimerInit(void);
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extern void SDL_TimerQuit(void);
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#endif
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#if SDL_VIDEO_DRIVER_WINDOWS
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extern int SDL_HelperWindowCreate(void);
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extern int SDL_HelperWindowDestroy(void);
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#endif
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/* The initialized subsystems */
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static Uint32 ticks_started = 0;
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static SDL_bool SDL_bInMainQuit = SDL_FALSE;
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static Uint8 SDL_SubsystemRefCount[ 32 ];
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/* Private helper to increment a subsystem's ref counter. */
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static void
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SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
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{
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    int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
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    SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
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    ++SDL_SubsystemRefCount[subsystem_index];
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}
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/* Private helper to decrement a subsystem's ref counter. */
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static void
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SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
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{
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    int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
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    if (SDL_SubsystemRefCount[subsystem_index] > 0) {
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        --SDL_SubsystemRefCount[subsystem_index];
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    }
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}
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/* Private helper to check if a system needs init. */
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static SDL_bool
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SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
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{
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    int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
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    SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
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    return (SDL_SubsystemRefCount[subsystem_index] == 0);
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}
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/* Private helper to check if a system needs to be quit. */
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static SDL_bool
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SDL_PrivateShouldQuitSubsystem(Uint32 subsystem) {
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    int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
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    if (SDL_SubsystemRefCount[subsystem_index] == 0) {
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      return SDL_FALSE;
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    }
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    /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
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     * isn't zero.
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     */
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    return SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit;
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}
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int
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SDL_InitSubSystem(Uint32 flags)
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{
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#if !SDL_TIMERS_DISABLED
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    if (!ticks_started) {
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        SDL_StartTicks();
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        ticks_started = 1;
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    }
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#endif
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    /* Initialize the timer subsystem */
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    if ((flags & SDL_INIT_TIMER) ){
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#if !SDL_TIMERS_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
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            if (SDL_TimerInit() < 0) {
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                return (-1);
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            }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
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#else
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        return SDL_SetError("SDL not built with timer support");
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#endif
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    }
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    /* Initialize the video/event subsystem */
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    if ((flags & SDL_INIT_VIDEO) ){
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#if !SDL_VIDEO_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
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            if (SDL_VideoInit(NULL) < 0) {
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                return (-1);
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            }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
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#else
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        return SDL_SetError("SDL not built with video support");
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#endif
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    }
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    /* Initialize the audio subsystem */
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    if ((flags & SDL_INIT_AUDIO) ){
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#if !SDL_AUDIO_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
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            if (SDL_AudioInit(NULL) < 0) {
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                return (-1);
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            }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
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#else
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        return SDL_SetError("SDL not built with audio support");
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#endif
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    }
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    if ((flags & SDL_INIT_GAMECONTROLLER)) {
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        // Game controller implies Joystick.
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        flags |= SDL_INIT_JOYSTICK;
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    }
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    /* Initialize the joystick subsystem */
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    if ((flags & SDL_INIT_JOYSTICK) ){
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#if !SDL_JOYSTICK_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
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           if (SDL_JoystickInit() < 0) {
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               return (-1);
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           }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
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#else
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        return SDL_SetError("SDL not built with joystick support");
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#endif
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    }
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    if ((flags & SDL_INIT_GAMECONTROLLER) ){
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#if !SDL_JOYSTICK_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
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            if (SDL_GameControllerInit() < 0) {
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                return (-1);
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            }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
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#else
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        return SDL_SetError("SDL not built with joystick support");
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#endif
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    }
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    /* Initialize the haptic subsystem */
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    if ((flags & SDL_INIT_HAPTIC) ){
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#if !SDL_HAPTIC_DISABLED
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        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
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            if (SDL_HapticInit() < 0) {
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                return (-1);
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            }
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        }
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        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
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#else
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        return SDL_SetError("SDL not built with haptic (force feedback) support");
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#endif
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    }
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    return (0);
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}
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int
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SDL_Init(Uint32 flags)
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{
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    if (SDL_AssertionsInit() < 0) {
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        return -1;
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    }
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    /* Clear the error message */
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    SDL_ClearError();
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#if SDL_VIDEO_DRIVER_WINDOWS
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    if (SDL_HelperWindowCreate() < 0) {
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        return -1;
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    }
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#endif
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    /* Initialize the desired subsystems */
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    if (SDL_InitSubSystem(flags) < 0) {
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        return (-1);
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    }
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    /* Everything is initialized */
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    if (!(flags & SDL_INIT_NOPARACHUTE)) {
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        SDL_InstallParachute();
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    }
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    return (0);
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}
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void
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SDL_QuitSubSystem(Uint32 flags)
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{
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    /* Shut down requested initialized subsystems */
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#if !SDL_JOYSTICK_DISABLED
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    if ((flags & SDL_INIT_GAMECONTROLLER)) {
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        // Game controller implies Joystick.
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        flags |= SDL_INIT_JOYSTICK;
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
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            SDL_GameControllerQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
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    }
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    if ((flags & SDL_INIT_JOYSTICK)) {
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
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			SDL_JoystickQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
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    }
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#endif
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#if !SDL_HAPTIC_DISABLED
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    if ((flags & SDL_INIT_HAPTIC)) {
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
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			SDL_HapticQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
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    }
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#endif
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#if !SDL_AUDIO_DISABLED
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    if ((flags & SDL_INIT_AUDIO)) {
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
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			SDL_AudioQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
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    }
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#endif
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#if !SDL_VIDEO_DISABLED
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    if ((flags & SDL_INIT_VIDEO)) {
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
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			SDL_VideoQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
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    }
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#endif
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#if !SDL_TIMERS_DISABLED
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    if ((flags & SDL_INIT_TIMER)) {
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        if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
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			SDL_TimerQuit();
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		}
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        SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
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    }
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#endif
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}
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Uint32
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SDL_WasInit(Uint32 flags)
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{
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    int i;
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    int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
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    Uint32 initialized = 0;
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    if (!flags) {
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        flags = SDL_INIT_EVERYTHING;
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    }
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    num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
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    /* Iterate over each bit in flags, and check the matching subsystem. */
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    for (i = 0; i < num_subsystems; ++i) {
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        if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
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            initialized |= (1 << i);
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        }
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        flags >>= 1;
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    }
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    return initialized;
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}
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void
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SDL_Quit(void)
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{
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    SDL_bInMainQuit = SDL_TRUE;
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    /* Quit all subsystems */
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#if SDL_VIDEO_DRIVER_WINDOWS
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    SDL_HelperWindowDestroy();
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#endif
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    SDL_QuitSubSystem(SDL_INIT_EVERYTHING);
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    /* Uninstall any parachute signal handlers */
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    SDL_UninstallParachute();
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283d348cb624 Pth threading bug fix
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   320
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    SDL_ClearHints();
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    SDL_AssertionsQuit();
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    SDL_LogResetPriorities();
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    /* Now that every subsystem has been quit, we reset the subsystem refcount
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     * and the list of initialized subsystems.
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     */
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    SDL_memset( SDL_SubsystemRefCount, 0x0, sizeof(SDL_SubsystemRefCount) );
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    SDL_bInMainQuit = SDL_FALSE;
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}
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/* Get the library version number */
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   334
void
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SDL_GetVersion(SDL_version * ver)
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{
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    SDL_VERSION(ver);
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}
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/* Get the library source revision */
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   341
const char *
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SDL_GetRevision(void)
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   343
{
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    return SDL_REVISION;
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   345
}
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5359
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/* Get the library source revision number */
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int
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SDL_GetRevisionNumber(void)
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{
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   351
    return SDL_REVISION_NUMBER;
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   352
}
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   353
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   354
/* Get the name of the platform */
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   355
const char *
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   356
SDL_GetPlatform()
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   357
{
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   358
#if __AIX__
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   359
    return "AIX";
6441
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   360
#elif __ANDROID__
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   361
    return "Android";
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   362
#elif __HAIKU__
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   363
/* Haiku must appear here before BeOS, since it also defines __BEOS__ */
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   364
    return "Haiku";
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   365
#elif __BEOS__
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   366
    return "BeOS";
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   367
#elif __BSDI__
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   368
    return "BSDI";
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   369
#elif __DREAMCAST__
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   370
    return "Dreamcast";
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   371
#elif __FREEBSD__
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   372
    return "FreeBSD";
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   373
#elif __HPUX__
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   374
    return "HP-UX";
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   375
#elif __IRIX__
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   376
    return "Irix";
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#elif __LINUX__
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    return "Linux";
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   379
#elif __MINT__
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   380
    return "Atari MiNT";
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   381
#elif __MACOS__
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   382
    return "MacOS Classic";
63d4517fc4ac Fixed bug #777
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diff changeset
   383
#elif __MACOSX__
63d4517fc4ac Fixed bug #777
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   384
    return "Mac OS X";
63d4517fc4ac Fixed bug #777
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   385
#elif __NETBSD__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   386
    return "NetBSD";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   387
#elif __OPENBSD__
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parents: 3269
diff changeset
   388
    return "OpenBSD";
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   389
#elif __OS2__
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diff changeset
   390
    return "OS/2";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   391
#elif __OSF__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   392
    return "OSF/1";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   393
#elif __QNXNTO__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   394
    return "QNX Neutrino";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   395
#elif __RISCOS__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   396
    return "RISC OS";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   397
#elif __SOLARIS__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   398
    return "Solaris";
5086
c2539ff054c8 Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
Sam Lantinga <slouken@libsdl.org>
parents: 5062
diff changeset
   399
#elif __WIN32__
3319
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   400
    return "Windows";
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   401
#elif __IPHONEOS__
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   402
    return "iPhone OS";
7009
161b7b6a5303 Add PSP support
Captain Lex <kimonline@126.com>
parents: 6927
diff changeset
   403
#elif __PSP__
161b7b6a5303 Add PSP support
Captain Lex <kimonline@126.com>
parents: 6927
diff changeset
   404
    return "PlayStation Portable";
3319
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   405
#else
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   406
    return "Unknown (see SDL_platform.h)";
63d4517fc4ac Fixed bug #777
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diff changeset
   407
#endif
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   408
}
63d4517fc4ac Fixed bug #777
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parents: 3269
diff changeset
   409
5086
c2539ff054c8 Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
Sam Lantinga <slouken@libsdl.org>
parents: 5062
diff changeset
   410
#if defined(__WIN32__)
1330
450721ad5436 It's now possible to build SDL without any C runtime at all on Windows,
Sam Lantinga <slouken@libsdl.org>
parents: 1312
diff changeset
   411
1465
8dfa9a6d69a5 Updated WinCE support by Dmitry (with some tweaks)
Sam Lantinga <slouken@libsdl.org>
parents: 1433
diff changeset
   412
#if !defined(HAVE_LIBC) || (defined(__WATCOMC__) && defined(BUILD_DLL))
8dfa9a6d69a5 Updated WinCE support by Dmitry (with some tweaks)
Sam Lantinga <slouken@libsdl.org>
parents: 1433
diff changeset
   413
/* Need to include DllMain() on Watcom C for some reason.. */
5090
327f181542f1 Include windows.h in a single point in the source, so we can be consistent about the definition of UNICODE and have core utility functions for Windows that all modules can share.
Sam Lantinga <slouken@libsdl.org>
parents: 5086
diff changeset
   414
#include "core/windows/SDL_windows.h"
1330
450721ad5436 It's now possible to build SDL without any C runtime at all on Windows,
Sam Lantinga <slouken@libsdl.org>
parents: 1312
diff changeset
   415
1895
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   416
BOOL APIENTRY
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   417
_DllMainCRTStartup(HANDLE hModule,
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   418
                   DWORD ul_reason_for_call, LPVOID lpReserved)
1330
450721ad5436 It's now possible to build SDL without any C runtime at all on Windows,
Sam Lantinga <slouken@libsdl.org>
parents: 1312
diff changeset
   419
{
1895
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   420
    switch (ul_reason_for_call) {
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   421
    case DLL_PROCESS_ATTACH:
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   422
    case DLL_THREAD_ATTACH:
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   423
    case DLL_THREAD_DETACH:
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   424
    case DLL_PROCESS_DETACH:
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   425
        break;
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   426
    }
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   427
    return TRUE;
1330
450721ad5436 It's now possible to build SDL without any C runtime at all on Windows,
Sam Lantinga <slouken@libsdl.org>
parents: 1312
diff changeset
   428
}
1465
8dfa9a6d69a5 Updated WinCE support by Dmitry (with some tweaks)
Sam Lantinga <slouken@libsdl.org>
parents: 1433
diff changeset
   429
#endif /* building DLL with Watcom C */
1330
450721ad5436 It's now possible to build SDL without any C runtime at all on Windows,
Sam Lantinga <slouken@libsdl.org>
parents: 1312
diff changeset
   430
5086
c2539ff054c8 Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
Sam Lantinga <slouken@libsdl.org>
parents: 5062
diff changeset
   431
#endif /* __WIN32__ */
1895
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents: 1487
diff changeset
   432
6927
982b03203b73 Cleanup of SDL_PrivateShouldInitSubsystem.
Jørgen P. Tjernø <jorgen@valvesoftware.com>
parents: 6924
diff changeset
   433
/* vi: set sts=4 ts=4 sw=4 expandtab: */