Mercurial > sdl-ios-xcode
view src/SDL.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | dc0dfdd58f27 |
children | 6f6a9340fb93 |
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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" /* Initialization code for SDL */ #include "SDL.h" #include "SDL_fatal.h" #include "SDL_assert_c.h" #include "haptic/SDL_haptic_c.h" #include "joystick/SDL_joystick_c.h" #if !SDL_VIDEO_DISABLED #include "video/SDL_leaks.h" #endif /* Initialization/Cleanup routines */ #if !SDL_TIMERS_DISABLED extern void SDL_StartTicks(void); extern int SDL_TimerInit(void); extern void SDL_TimerQuit(void); #endif #if defined(__WIN32__) extern int SDL_HelperWindowCreate(void); extern int SDL_HelperWindowDestroy(void); #endif /* The initialized subsystems */ static Uint32 SDL_initialized = 0; static Uint32 ticks_started = 0; #ifdef CHECK_LEAKS int surfaces_allocated = 0; #endif int SDL_InitSubSystem(Uint32 flags) { #if !SDL_VIDEO_DISABLED /* Initialize the video/event subsystem */ if ((flags & SDL_INIT_VIDEO) && !(SDL_initialized & SDL_INIT_VIDEO)) { if (SDL_VideoInit(NULL) < 0) { return (-1); } SDL_initialized |= SDL_INIT_VIDEO; } #else if (flags & SDL_INIT_VIDEO) { SDL_SetError("SDL not built with video support"); return (-1); } #endif #if !SDL_AUDIO_DISABLED /* Initialize the audio subsystem */ if ((flags & SDL_INIT_AUDIO) && !(SDL_initialized & SDL_INIT_AUDIO)) { if (SDL_AudioInit(NULL) < 0) { return (-1); } SDL_initialized |= SDL_INIT_AUDIO; } #else if (flags & SDL_INIT_AUDIO) { SDL_SetError("SDL not built with audio support"); return (-1); } #endif #if !SDL_TIMERS_DISABLED /* Initialize the timer subsystem */ if (!ticks_started) { SDL_StartTicks(); ticks_started = 1; } if ((flags & SDL_INIT_TIMER) && !(SDL_initialized & SDL_INIT_TIMER)) { if (SDL_TimerInit() < 0) { return (-1); } SDL_initialized |= SDL_INIT_TIMER; } #else if (flags & SDL_INIT_TIMER) { SDL_SetError("SDL not built with timer support"); return (-1); } #endif #if !SDL_JOYSTICK_DISABLED /* Initialize the joystick subsystem */ if ((flags & SDL_INIT_JOYSTICK) && !(SDL_initialized & SDL_INIT_JOYSTICK)) { if (SDL_JoystickInit() < 0) { return (-1); } SDL_initialized |= SDL_INIT_JOYSTICK; } #else if (flags & SDL_INIT_JOYSTICK) { SDL_SetError("SDL not built with joystick support"); return (-1); } #endif #if !SDL_HAPTIC_DISABLED /* Initialize the haptic subsystem */ if ((flags & SDL_INIT_HAPTIC) && !(SDL_initialized & SDL_INIT_HAPTIC)) { if (SDL_HapticInit() < 0) { return (-1); } SDL_initialized |= SDL_INIT_HAPTIC; } #else if (flags & SDL_INIT_HAPTIC) { SDL_SetError("SDL not built with haptic (force feedback) support"); return (-1); } #endif return (0); } int SDL_Init(Uint32 flags) { if (SDL_AssertionsInit() < 0) { return -1; } /* Clear the error message */ SDL_ClearError(); #if defined(__WIN32__) if (SDL_HelperWindowCreate() < 0) { return -1; } #endif /* Initialize the desired subsystems */ if (SDL_InitSubSystem(flags) < 0) { return (-1); } /* Everything is initialized */ if (!(flags & SDL_INIT_NOPARACHUTE)) { SDL_InstallParachute(); } return (0); } void SDL_QuitSubSystem(Uint32 flags) { /* Shut down requested initialized subsystems */ #if !SDL_JOYSTICK_DISABLED if ((flags & SDL_initialized & SDL_INIT_JOYSTICK)) { SDL_JoystickQuit(); SDL_initialized &= ~SDL_INIT_JOYSTICK; } #endif #if !SDL_HAPTIC_DISABLED if ((flags & SDL_initialized & SDL_INIT_HAPTIC)) { SDL_HapticQuit(); SDL_initialized &= ~SDL_INIT_HAPTIC; } #endif #if !SDL_TIMERS_DISABLED if ((flags & SDL_initialized & SDL_INIT_TIMER)) { SDL_TimerQuit(); SDL_initialized &= ~SDL_INIT_TIMER; } #endif #if !SDL_AUDIO_DISABLED if ((flags & SDL_initialized & SDL_INIT_AUDIO)) { SDL_AudioQuit(); SDL_initialized &= ~SDL_INIT_AUDIO; } #endif #if !SDL_VIDEO_DISABLED if ((flags & SDL_initialized & SDL_INIT_VIDEO)) { SDL_VideoQuit(); SDL_initialized &= ~SDL_INIT_VIDEO; } #endif } Uint32 SDL_WasInit(Uint32 flags) { if (!flags) { flags = SDL_INIT_EVERYTHING; } return (SDL_initialized & flags); } void SDL_Quit(void) { /* Quit all subsystems */ #ifdef DEBUG_BUILD printf("[SDL_Quit] : Enter! Calling QuitSubSystem()\n"); fflush(stdout); #endif #if defined(__WIN32__) SDL_HelperWindowDestroy(); #endif SDL_QuitSubSystem(SDL_INIT_EVERYTHING); #ifdef CHECK_LEAKS #ifdef DEBUG_BUILD printf("[SDL_Quit] : CHECK_LEAKS\n"); fflush(stdout); #endif /* !!! FIXME: make this an assertion. */ /* Print the number of surfaces not freed */ if (surfaces_allocated != 0) { fprintf(stderr, "SDL Warning: %d SDL surfaces extant\n", surfaces_allocated); } #endif #ifdef DEBUG_BUILD printf("[SDL_Quit] : SDL_UninstallParachute()\n"); fflush(stdout); #endif /* Uninstall any parachute signal handlers */ SDL_UninstallParachute(); SDL_AssertionsQuit(); #ifdef DEBUG_BUILD printf("[SDL_Quit] : Returning!\n"); fflush(stdout); #endif } /* 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 name of the platform */ const char * SDL_GetPlatform() { #if __AIX__ return "AIX"; #elif __HAIKU__ /* Haiku must appear here before BeOS, since it also defines __BEOS__ */ return "Haiku"; #elif __BEOS__ return "BeOS"; #elif __BSDI__ return "BSDI"; #elif __DREAMCAST__ return "Dreamcast"; #elif __FREEBSD__ return "FreeBSD"; #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 __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__ #ifdef _WIN32_WCE return "Windows CE"; #else return "Windows"; #endif #elif __IPHONEOS__ return "iPhone OS"; #else return "Unknown (see SDL_platform.h)"; #endif } #if defined(__WIN32__) #if !defined(HAVE_LIBC) || (defined(__WATCOMC__) && defined(BUILD_DLL)) /* Need to include DllMain() on Watcom C for some reason.. */ #include "core/windows/SDL_windows.h" 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 with Watcom C */ #endif /* __WIN32__ */ /* vi: set ts=4 sw=4 expandtab: */