mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
478 lines
12 KiB
C
478 lines
12 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 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_internal.h"
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#if defined(__WIN32__)
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#include "core/windows/SDL_windows.h"
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#endif
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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_assert_c.h"
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#include "events/SDL_events_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 int SDL_TimerInit(void);
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extern void SDL_TimerQuit(void);
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extern void SDL_TicksInit(void);
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extern void SDL_TicksQuit(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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#ifdef SDL_MAIN_NEEDED
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static SDL_bool SDL_MainIsReady = SDL_FALSE;
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#else
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static SDL_bool SDL_MainIsReady = SDL_TRUE;
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#endif
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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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void
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SDL_SetMainReady(void)
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{
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SDL_MainIsReady = SDL_TRUE;
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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_MainIsReady) {
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SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
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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 ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) {
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if (SDL_HelperWindowCreate() < 0) {
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return -1;
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}
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}
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#endif
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#if !SDL_TIMERS_DISABLED
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SDL_TicksInit();
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#endif
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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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if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK))) {
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/* video or joystick implies events */
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flags |= SDL_INIT_EVENTS;
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}
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/* Initialize the event subsystem */
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if ((flags & SDL_INIT_EVENTS)) {
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#if !SDL_EVENTS_DISABLED
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if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
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if (SDL_StartEventLoop() < 0) {
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return (-1);
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}
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SDL_QuitInit();
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}
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SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
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#else
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return SDL_SetError("SDL not built with events support");
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#endif
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}
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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 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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/* 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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return SDL_InitSubSystem(flags);
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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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/* joystick implies events */
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flags |= SDL_INIT_EVENTS;
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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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/* video implies events */
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flags |= SDL_INIT_EVENTS;
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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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#if !SDL_EVENTS_DISABLED
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if ((flags & SDL_INIT_EVENTS)) {
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if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
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SDL_QuitQuit();
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SDL_StopEventLoop();
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}
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SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
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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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#if !SDL_TIMERS_DISABLED
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SDL_TicksQuit();
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#endif
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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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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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const char *
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SDL_GetRevision(void)
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{
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return SDL_REVISION;
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}
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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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return SDL_REVISION_NUMBER;
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}
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/* Get the name of the platform */
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const char *
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SDL_GetPlatform()
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{
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#if __AIX__
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return "AIX";
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#elif __ANDROID__
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return "Android";
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#elif __BSDI__
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return "BSDI";
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#elif __DREAMCAST__
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return "Dreamcast";
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#elif __EMSCRIPTEN__
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return "Emscripten";
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#elif __FREEBSD__
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return "FreeBSD";
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#elif __HAIKU__
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return "Haiku";
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#elif __HPUX__
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return "HP-UX";
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#elif __IRIX__
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return "Irix";
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#elif __LINUX__
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return "Linux";
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#elif __MINT__
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return "Atari MiNT";
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#elif __MACOS__
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return "MacOS Classic";
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#elif __MACOSX__
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return "Mac OS X";
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#elif __NACL__
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return "NaCl";
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#elif __NETBSD__
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return "NetBSD";
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#elif __OPENBSD__
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return "OpenBSD";
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#elif __OS2__
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return "OS/2";
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#elif __OSF__
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return "OSF/1";
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#elif __QNXNTO__
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return "QNX Neutrino";
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#elif __RISCOS__
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return "RISC OS";
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#elif __SOLARIS__
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return "Solaris";
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#elif __WIN32__
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return "Windows";
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#elif __WINRT__
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return "WinRT";
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#elif __IPHONEOS__
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return "iOS";
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#elif __PSP__
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return "PlayStation Portable";
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#else
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return "Unknown (see SDL_platform.h)";
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#endif
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}
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#if defined(__WIN32__)
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#if !defined(HAVE_LIBC) || (defined(__WATCOMC__) && defined(BUILD_DLL))
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/* Need to include DllMain() on Watcom C for some reason.. */
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BOOL APIENTRY
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_DllMainCRTStartup(HANDLE hModule,
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DWORD ul_reason_for_call, LPVOID lpReserved)
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{
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switch (ul_reason_for_call) {
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case DLL_PROCESS_ATTACH:
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case DLL_THREAD_ATTACH:
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case DLL_THREAD_DETACH:
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case DLL_PROCESS_DETACH:
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break;
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}
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return TRUE;
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}
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#endif /* building DLL with Watcom C */
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#endif /* __WIN32__ */
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/* vi: set sts=4 ts=4 sw=4 expandtab: */
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