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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
203 lines
5.4 KiB
C
203 lines
5.4 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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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/* Barrier implementation because Android/Bionic don't have pthread_barrier.
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This implementation came from Brent Priddy and was posted on
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StackOverflow. It is used with his permission. */
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typedef struct _SDL_ThreadBarrier
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{
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SDL_Mutex *mutex;
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SDL_Condition *cond;
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Uint32 count;
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Uint32 trip_count;
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} SDL_ThreadBarrier;
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static int SDL_CreateThreadBarrier(SDL_ThreadBarrier *barrier, Uint32 count)
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{
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SDL_assert(barrier != NULL);
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SDL_assert(count != 0);
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barrier->mutex = SDL_CreateMutex();
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if (barrier->mutex == NULL) {
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return -1; /* Error set by CreateMutex */
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}
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barrier->cond = SDL_CreateCondition();
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if (barrier->cond == NULL) {
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return -1; /* Error set by CreateCond */
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}
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barrier->trip_count = count;
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barrier->count = 0;
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return 0;
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}
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static void SDL_DestroyThreadBarrier(SDL_ThreadBarrier *barrier)
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{
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SDL_DestroyCondition(barrier->cond);
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SDL_DestroyMutex(barrier->mutex);
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}
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static int SDL_WaitThreadBarrier(SDL_ThreadBarrier *barrier)
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{
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SDL_LockMutex(barrier->mutex);
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barrier->count += 1;
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if (barrier->count >= barrier->trip_count) {
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barrier->count = 0;
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SDL_BroadcastCondition(barrier->cond);
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SDL_UnlockMutex(barrier->mutex);
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return 1;
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}
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SDL_WaitCondition(barrier->cond, barrier->mutex);
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SDL_UnlockMutex(barrier->mutex);
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return 0;
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}
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#include "../../thread/SDL_systhread.h"
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#define HIDAPI_THREAD_TIMED_OUT 1
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typedef Uint64 hidapi_timespec;
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typedef struct
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{
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SDL_Thread *thread;
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SDL_Mutex *mutex; /* Protects input_reports */
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SDL_Condition *condition;
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SDL_ThreadBarrier barrier; /* Ensures correct startup sequence */
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} hidapi_thread_state;
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static void hidapi_thread_state_init(hidapi_thread_state *state)
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{
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state->mutex = SDL_CreateMutex();
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state->condition = SDL_CreateCondition();
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SDL_CreateThreadBarrier(&state->barrier, 2);
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}
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static void hidapi_thread_state_destroy(hidapi_thread_state *state)
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{
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SDL_DestroyThreadBarrier(&state->barrier);
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SDL_DestroyCondition(state->condition);
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SDL_DestroyMutex(state->mutex);
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}
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static void hidapi_thread_cleanup_push(void (*routine)(void *), void *arg)
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{
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/* There isn't an equivalent in SDL, and it's only useful for threads calling hid_read_timeout() */
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}
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static void hidapi_thread_cleanup_pop(int execute)
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{
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}
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static void hidapi_thread_mutex_lock(hidapi_thread_state *state)
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{
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SDL_LockMutex(state->mutex);
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}
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static void hidapi_thread_mutex_unlock(hidapi_thread_state *state)
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{
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SDL_UnlockMutex(state->mutex);
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}
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static void hidapi_thread_cond_wait(hidapi_thread_state *state)
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{
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SDL_WaitCondition(state->condition, state->mutex);
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}
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static int hidapi_thread_cond_timedwait(hidapi_thread_state *state, hidapi_timespec *ts)
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{
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Sint64 timeout_ns;
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Sint32 timeout_ms;
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timeout_ns = (Sint64)(*ts - SDL_GetTicksNS());
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if (timeout_ns <= 0) {
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timeout_ms = 0;
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} else {
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timeout_ms = (Sint32)SDL_NS_TO_MS(timeout_ns);
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}
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if (SDL_WaitConditionTimeout(state->condition, state->mutex, timeout_ms)) {
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return 0;
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} else {
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return HIDAPI_THREAD_TIMED_OUT;
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}
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}
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static void hidapi_thread_cond_signal(hidapi_thread_state *state)
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{
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SDL_SignalCondition(state->condition);
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}
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static void hidapi_thread_cond_broadcast(hidapi_thread_state *state)
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{
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SDL_BroadcastCondition(state->condition);
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}
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static void hidapi_thread_barrier_wait(hidapi_thread_state *state)
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{
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SDL_WaitThreadBarrier(&state->barrier);
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}
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typedef struct
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{
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void *(*func)(void*);
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void *func_arg;
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} RunInputThreadParam;
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static int RunInputThread(void *param)
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{
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RunInputThreadParam *data = (RunInputThreadParam *)param;
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void *(*func)(void*) = data->func;
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void *func_arg = data->func_arg;
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SDL_free(data);
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func(func_arg);
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return 0;
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}
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static void hidapi_thread_create(hidapi_thread_state *state, void *(*func)(void*), void *func_arg)
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{
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RunInputThreadParam *param = (RunInputThreadParam *)malloc(sizeof(*param));
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/* Note that the hidapi code didn't check for thread creation failure.
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* We'll crash if malloc() fails
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*/
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param->func = func;
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param->func_arg = func_arg;
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state->thread = SDL_CreateThread(RunInputThread, "libusb", param);
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}
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static void hidapi_thread_join(hidapi_thread_state *state)
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{
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SDL_WaitThread(state->thread, NULL);
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}
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static void hidapi_thread_gettime(hidapi_timespec *ts)
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{
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*ts = SDL_GetTicksNS();
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}
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static void hidapi_thread_addtime(hidapi_timespec *ts, int milliseconds)
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{
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*ts += SDL_MS_TO_NS(milliseconds);
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}
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