Merge commit '852f2a6343518919e5ca8d3c1bbcab9f493e3cd8'

This commit is contained in:
2024-01-17 17:02:59 +01:00
1244 changed files with 50102 additions and 28146 deletions

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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"
#include "SDL_main_callbacks.h"
static SDL_AppEvent_func SDL_main_event_callback;
static SDL_AppIterate_func SDL_main_iteration_callback;
static SDL_AppQuit_func SDL_main_quit_callback;
static SDL_AtomicInt apprc; // use an atomic, since events might land from any thread and we don't want to wrap this all in a mutex. A CAS makes sure we only move from zero once.
// Return true if this event needs to be processed before returning from the event watcher
static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
{
switch (event->type) {
case SDL_EVENT_TERMINATING:
case SDL_EVENT_LOW_MEMORY:
case SDL_EVENT_WILL_ENTER_BACKGROUND:
case SDL_EVENT_DID_ENTER_BACKGROUND:
case SDL_EVENT_WILL_ENTER_FOREGROUND:
case SDL_EVENT_DID_ENTER_FOREGROUND:
return SDL_TRUE;
default:
return SDL_FALSE;
}
}
static void SDL_DispatchMainCallbackEvent(SDL_Event *event)
{
if (SDL_AtomicGet(&apprc) == 0) { // if already quitting, don't send the event to the app.
SDL_AtomicCAS(&apprc, 0, SDL_main_event_callback(event));
}
}
static void SDL_DispatchMainCallbackEvents()
{
SDL_Event events[16];
for (;;) {
int count = SDL_PeepEvents(events, SDL_arraysize(events), SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST);
if (count <= 0) {
break;
}
for (int i = 0; i < count; ++i) {
SDL_Event *event = &events[i];
if (!ShouldDispatchImmediately(event)) {
SDL_DispatchMainCallbackEvent(event);
}
}
}
}
static int SDLCALL SDL_MainCallbackEventWatcher(void *userdata, SDL_Event *event)
{
if (ShouldDispatchImmediately(event)) {
// Make sure any currently queued events are processed then dispatch this before continuing
SDL_DispatchMainCallbackEvents();
SDL_DispatchMainCallbackEvent(event);
} else {
// We'll process this event later from the main event queue
}
return 0;
}
SDL_bool SDL_HasMainCallbacks()
{
if (SDL_main_iteration_callback) {
return SDL_TRUE;
}
return SDL_FALSE;
}
int SDL_InitMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
{
SDL_main_iteration_callback = appiter;
SDL_main_event_callback = appevent;
SDL_main_quit_callback = appquit;
SDL_AtomicSet(&apprc, 0);
const int rc = appinit(argc, argv);
if (SDL_AtomicCAS(&apprc, 0, rc) && (rc == 0)) { // bounce if SDL_AppInit already said abort, otherwise...
// make sure we definitely have events initialized, even if the app didn't do it.
if (SDL_InitSubSystem(SDL_INIT_EVENTS) == -1) {
SDL_AtomicSet(&apprc, -1);
return -1;
}
if (SDL_AddEventWatch(SDL_MainCallbackEventWatcher, NULL) < 0) {
SDL_AtomicSet(&apprc, -1);
return -1;
}
}
return SDL_AtomicGet(&apprc);
}
int SDL_IterateMainCallbacks(SDL_bool pump_events)
{
if (pump_events) {
SDL_PumpEvents();
}
SDL_DispatchMainCallbackEvents();
int rc = SDL_AtomicGet(&apprc);
if (rc == 0) {
rc = SDL_main_iteration_callback();
if (!SDL_AtomicCAS(&apprc, 0, rc)) {
rc = SDL_AtomicGet(&apprc); // something else already set a quit result, keep that.
}
}
return rc;
}
void SDL_QuitMainCallbacks(void)
{
SDL_DelEventWatch(SDL_MainCallbackEventWatcher, NULL);
SDL_main_quit_callback();
// for symmetry, you should explicitly Quit what you Init, but we might come through here uninitialized and SDL_Quit() will clear everything anyhow.
//SDL_QuitSubSystem(SDL_INIT_EVENTS);
SDL_Quit();
}

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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.
*/
#ifndef SDL_main_callbacks_h_
#define SDL_main_callbacks_h_
SDL_bool SDL_HasMainCallbacks();
int SDL_InitMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func _appiter, SDL_AppEvent_func _appevent, SDL_AppQuit_func _appquit);
int SDL_IterateMainCallbacks(SDL_bool pump_events);
void SDL_QuitMainCallbacks(void);
#endif // SDL_main_callbacks_h_

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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"
#include "../SDL_main_callbacks.h"
#include <emscripten.h>
static void EmscriptenInternalMainloop(void)
{
const int rc = SDL_IterateMainCallbacks(SDL_TRUE);
if (rc != 0) {
SDL_QuitMainCallbacks();
emscripten_cancel_main_loop(); // kill" the mainloop, so it stops calling back into it.
exit((rc < 0) ? 1 : 0); // hopefully this takes down everything else, too.
}
}
int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
{
const int rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
if (rc == 0) {
emscripten_set_main_loop(EmscriptenInternalMainloop, 0, 0); // run at refresh rate, don't throw an exception since we do an orderly return.
} else {
SDL_QuitMainCallbacks();
}
return (rc < 0) ? 1 : 0;
}

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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"
#include "../SDL_main_callbacks.h"
#include "../../video/SDL_sysvideo.h"
#ifndef __IOS__
static int callback_rate_increment = 0;
static void SDLCALL MainCallbackRateHintChanged(void *userdata, const char *name, const char *oldValue, const char *newValue)
{
const int callback_rate = newValue ? SDL_atoi(newValue) : 60;
if (callback_rate > 0) {
callback_rate_increment = ((Uint64) 1000000000) / ((Uint64) callback_rate);
} else {
callback_rate_increment = 0;
}
}
int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
{
int rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
if (rc == 0) {
SDL_AddHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
while ((rc = SDL_IterateMainCallbacks(SDL_TRUE)) == 0) {
// !!! FIXME: this can be made more complicated if we decide to
// !!! FIXME: optionally hand off callback responsibility to the
// !!! FIXME: video subsystem (for example, if Wayland has a
// !!! FIXME: protocol to drive an animation loop, maybe we hand
// !!! FIXME: off to them here if/when the video subsystem becomes
// !!! FIXME: initialized).
// !!! FIXME: maybe respect this hint even if there _is_ a window.
// if there's no window, try to run at about 60fps (or whatever rate
// the hint requested). This makes this not eat all the CPU in
// simple things like loopwave. If there's a window, we run as fast
// as possible, which means we'll clamp to vsync in common cases,
// and won't be restrained to vsync if the app is doing a benchmark
// or doesn't want to be, based on how they've set up that window.
if ((callback_rate_increment == 0) || SDL_HasWindows()) {
next_iteration = 0; // just clear the timer and run at the pace the video subsystem allows.
} else {
const Uint64 now = SDL_GetTicksNS();
if (next_iteration > now) { // Running faster than the limit, sleep a little.
SDL_DelayNS(next_iteration - now);
} else {
next_iteration = now; // running behind (or just lost the window)...reset the timer.
}
next_iteration += callback_rate_increment;
}
}
SDL_DelHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
}
SDL_QuitMainCallbacks();
return (rc < 0) ? 1 : 0;
}
#endif // !__IOS__

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 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"
#include "../SDL_main_callbacks.h"
#ifdef __IOS__
#import <UIKit/UIKit.h>
@interface SDLIosMainCallbacksDisplayLink : NSObject
@property(nonatomic, retain) CADisplayLink *displayLink;
- (void)appIteration:(CADisplayLink *)sender;
- (instancetype)init:(SDL_AppIterate_func)_appiter quitfunc:(SDL_AppQuit_func)_appquit;
@end
static SDLIosMainCallbacksDisplayLink *globalDisplayLink;
@implementation SDLIosMainCallbacksDisplayLink
- (instancetype)init:(SDL_AppIterate_func)_appiter quitfunc:(SDL_AppQuit_func)_appquit;
{
if ((self = [super init])) {
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(appIteration:)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
return self;
}
- (void)appIteration:(CADisplayLink *)sender
{
const int rc = SDL_IterateMainCallbacks(SDL_TRUE);
if (rc != 0) {
[self.displayLink invalidate];
self.displayLink = nil;
globalDisplayLink = nil;
SDL_QuitMainCallbacks();
exit((rc < 0) ? 1 : 0);
}
}
@end
// SDL_RunApp will land in UIApplicationMain, which calls SDL_main from postFinishLaunch, which calls this.
// When we return from here, we're living in the RunLoop, and a CADisplayLink is firing regularly for us.
int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
{
const int rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
if (rc == 0) {
globalDisplayLink = [[SDLIosMainCallbacksDisplayLink alloc] init:appiter quitfunc:appquit];
if (globalDisplayLink != nil) {
return 0; // this will fall all the way out of SDL_main, where UIApplicationMain will keep running the RunLoop.
}
}
// appinit requested quit, just bounce out now.
SDL_QuitMainCallbacks();
exit((rc < 0) ? 1 : 0);
return 1; // just in case.
}
#endif