Mercurial > sdl-ios-xcode
view src/video/windows/SDL_windowsvideo.c @ 5242:55b31686f82b
Fixed crash when shaders aren't available.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 09 Feb 2011 10:13:26 -0800 |
parents | 9b2e99ebd099 |
children | 3a8a452b49f0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_main.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "SDL_windowsvideo.h" #include "SDL_windowsframebuffer.h" #include "SDL_windowsshape.h" /* Initialization/Query functions */ static int WIN_VideoInit(_THIS); static void WIN_VideoQuit(_THIS); /* Windows driver bootstrap functions */ static int WIN_Available(void) { return (1); } static void WIN_DeleteDevice(SDL_VideoDevice * device) { SDL_VideoData *data = (SDL_VideoData *) device->driverdata; SDL_UnregisterApp(); #ifdef _WIN32_WCE if(data->hAygShell) { SDL_UnloadObject(data->hAygShell); } #endif if (data->userDLL) { SDL_UnloadObject(data->userDLL); } SDL_free(device->driverdata); SDL_free(device); } static SDL_VideoDevice * WIN_CreateDevice(int devindex) { SDL_VideoDevice *device; SDL_VideoData *data; SDL_RegisterApp(NULL, 0, NULL); /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (device) { data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData)); } else { data = NULL; } if (!data) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return NULL; } device->driverdata = data; #ifdef _WIN32_WCE data->hAygShell = SDL_LoadObject("\\windows\\aygshell.dll"); if(0 == data->hAygShell) data->hAygShell = SDL_LoadObject("aygshell.dll"); data->SHFullScreen = (0 != data->hAygShell ? (PFNSHFullScreen) SDL_LoadFunction(data->hAygShell, "SHFullScreen") : 0); data->CoordTransform = NULL; #endif data->userDLL = SDL_LoadObject("USER32.DLL"); if (data->userDLL) { data->CloseTouchInputHandle = (BOOL (WINAPI *)( HTOUCHINPUT )) SDL_LoadFunction(data->userDLL, "CloseTouchInputHandle"); data->GetTouchInputInfo = (BOOL (WINAPI *)( HTOUCHINPUT, UINT, PTOUCHINPUT, int )) SDL_LoadFunction(data->userDLL, "GetTouchInputInfo"); data->RegisterTouchWindow = (BOOL (WINAPI *)( HWND, ULONG )) SDL_LoadFunction(data->userDLL, "RegisterTouchWindow"); } /* Set the function pointers */ device->VideoInit = WIN_VideoInit; device->VideoQuit = WIN_VideoQuit; device->GetDisplayBounds = WIN_GetDisplayBounds; device->GetDisplayModes = WIN_GetDisplayModes; device->SetDisplayMode = WIN_SetDisplayMode; device->SetDisplayGammaRamp = WIN_SetDisplayGammaRamp; device->GetDisplayGammaRamp = WIN_GetDisplayGammaRamp; device->PumpEvents = WIN_PumpEvents; #undef CreateWindow device->CreateWindow = WIN_CreateWindow; device->CreateWindowFrom = WIN_CreateWindowFrom; device->SetWindowTitle = WIN_SetWindowTitle; device->SetWindowIcon = WIN_SetWindowIcon; device->SetWindowPosition = WIN_SetWindowPosition; device->SetWindowSize = WIN_SetWindowSize; device->ShowWindow = WIN_ShowWindow; device->HideWindow = WIN_HideWindow; device->RaiseWindow = WIN_RaiseWindow; device->MaximizeWindow = WIN_MaximizeWindow; device->MinimizeWindow = WIN_MinimizeWindow; device->RestoreWindow = WIN_RestoreWindow; device->SetWindowGrab = WIN_SetWindowGrab; device->DestroyWindow = WIN_DestroyWindow; device->GetWindowWMInfo = WIN_GetWindowWMInfo; device->CreateWindowFramebuffer = WIN_CreateWindowFramebuffer; device->UpdateWindowFramebuffer = WIN_UpdateWindowFramebuffer; device->DestroyWindowFramebuffer = WIN_DestroyWindowFramebuffer; device->shape_driver.CreateShaper = Win32_CreateShaper; device->shape_driver.SetWindowShape = Win32_SetWindowShape; device->shape_driver.ResizeWindowShape = Win32_ResizeWindowShape; #if SDL_VIDEO_OPENGL_WGL device->GL_LoadLibrary = WIN_GL_LoadLibrary; device->GL_GetProcAddress = WIN_GL_GetProcAddress; device->GL_UnloadLibrary = WIN_GL_UnloadLibrary; device->GL_CreateContext = WIN_GL_CreateContext; device->GL_MakeCurrent = WIN_GL_MakeCurrent; device->GL_SetSwapInterval = WIN_GL_SetSwapInterval; device->GL_GetSwapInterval = WIN_GL_GetSwapInterval; device->GL_SwapWindow = WIN_GL_SwapWindow; device->GL_DeleteContext = WIN_GL_DeleteContext; #endif device->StartTextInput = WIN_StartTextInput; device->StopTextInput = WIN_StopTextInput; device->SetTextInputRect = WIN_SetTextInputRect; device->SetClipboardText = WIN_SetClipboardText; device->GetClipboardText = WIN_GetClipboardText; device->HasClipboardText = WIN_HasClipboardText; device->free = WIN_DeleteDevice; return device; } VideoBootStrap WINDOWS_bootstrap = { "windows", "SDL Windows video driver", WIN_Available, WIN_CreateDevice }; int WIN_VideoInit(_THIS) { if (WIN_InitModes(_this) < 0) { return -1; } WIN_InitKeyboard(_this); WIN_InitMouse(_this); return 0; } void WIN_VideoQuit(_THIS) { WIN_QuitModes(_this); WIN_QuitKeyboard(_this); WIN_QuitMouse(_this); } /* vim: set ts=4 sw=4 expandtab: */