Files
SDL/src/SDL.c
Anders Jenbo a8ecd677ed Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.

* dos: Turn off buffer on stdio SDL_IOStreams.

Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?

* dos: Audio implementation using the Sound Blaster 16.

* dos: remove audio Pump interface.

Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.

* dos: just dump and restore the stdio buffer when seeking.

This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.

I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.

* dos: Protect audio device "thread" iterations when streams are locked.

This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.

Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.

* dos: Implemented initial video subsystem.

This uses VESA interfaces to manage the display and works with the software
renderer.

Events aren't hooked up yet, so prepare to close DosBox on each run.  :)

* dos: Whoops, forgot to add these to revision control. Core and Main support.

* dos: Wired up basic filesystem support.

This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.

* dos: Fixed compiler warning.

* dos: Initial mouse support!

* dos: Move interrupt hooking code into core/dos.

* dos: Initial keyboard support!

* dos: Use a simple ring buffer for keyboard events.

Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.

* ci: add djgpp job

[sdl-ci-filter djgpp]
[sdl-ci-artifacts]

* dos: Fix build issues after rebase onto current main

- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
  generic
  SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
  sets
  SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
  is not compiled (CMake UNIX is false for DOS) so this was a link
  error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
  platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
  compiler name, since some DJGPP toolchain builds use the i386 prefix.

* Add 8-bit palette support to DOS VESA driver

* Add VBE page-flipping, state restore, and robust keyboard handling

- Implement double-buffered page-flipping for VBE modes with >1 image
  page
- Save and restore full VBE state on video init/quit for clean mode
  switching
- Improve DOS keyboard handling: support extended scancodes and Pause
  key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing

* Refactor Sound Blaster audio mixing to main loop

Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.

* Add DOS timer support and update build config

* Add support for pre-SB16 8-bit mono Sound Blaster audio

Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.

* Add SB Pro stereo support and simplify IRQ handler

* Add DOS joystick driver support

* Improve DOS hardware handling and clarify memory allocation

- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
  cost
- Always poll joystick buttons directly for responsiveness

* Query and use mouse sensitivity from INT 33h function 0x1B

* Add support for VESA banked framebuffer modes

Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.

* Add optional vsync to page flipping in DOS VESA driver

* Add cooperative threading support for DOS platform

* Move SoundBlaster audio mixing to SDL audio thread

* Fix DOS platform comments and workarounds for DJGPP support

* Fix SoundBlaster IRQ handling and DMA setup for DOS

- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h

* Add DOS platform options and preseed cache for DJGPP

Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.

* cmake: use a 8.3 naming scheme for tests on DOS

* Apply code style

* Update include/SDL3/SDL_platform_defines.h

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Code review clean up

- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays

* Fix DOS bugs and improve compatibility

- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests

* Add DOS platform documentation and fix a few issues

- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events

* Fix keyboard mapping of "*"

* Fix running, and existing, under PCem

* Apply suggestions from code review

Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>

* Pre-mix audio in ring buffer and copy to DMA via IRQ thread

* Video fixes and optimizations

* DOS: Fix Intel 740 and VGA compatability

* DOS: Update readme

* DOS: Fix thread ID, get GPU name

* DOS: Cap mouse range

* DOS: Map test resources to 8.3 names

* DOS: Skip unsupported WM color modes

* Fix "windowed" resolution selection

* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES

* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically

* Don't convert cursor if dest is not INDEX8

---------

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-23 19:54:49 -04:00

915 lines
27 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 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 "SDL3/SDL_revision.h"
#if defined(SDL_PLATFORM_WINDOWS)
#include "core/windows/SDL_windows.h"
#else
#include <unistd.h> // _exit(), etc.
#endif
// this checks for HAVE_DBUS_DBUS_H internally.
#include "core/linux/SDL_dbus.h"
#ifdef SDL_PLATFORM_EMSCRIPTEN
#include <emscripten.h>
#endif
// Initialization code for SDL
#include "SDL_assert_c.h"
#include "SDL_hints_c.h"
#include "SDL_log_c.h"
#include "SDL_properties_c.h"
#include "audio/SDL_sysaudio.h"
#include "camera/SDL_camera_c.h"
#include "cpuinfo/SDL_cpuinfo_c.h"
#include "events/SDL_events_c.h"
#include "haptic/SDL_haptic_c.h"
#include "joystick/SDL_gamepad_c.h"
#include "joystick/SDL_joystick_c.h"
#include "render/SDL_sysrender.h"
#include "sensor/SDL_sensor_c.h"
#include "stdlib/SDL_getenv_c.h"
#include "thread/SDL_thread_c.h"
#include "tray/SDL_tray_utils.h"
#include "video/SDL_pixels_c.h"
#include "video/SDL_surface_c.h"
#include "video/SDL_video_c.h"
#include "filesystem/SDL_filesystem_c.h"
#include "io/SDL_asyncio_c.h"
#ifdef SDL_PLATFORM_ANDROID
#include "core/android/SDL_android.h"
#endif
#define SDL_ALL_SUBSYSTEM_FLAGS ~0U
// Initialization/Cleanup routines
#include "timer/SDL_timer_c.h"
#ifdef SDL_PLATFORM_WINDOWS
extern bool SDL_HelperWindowCreate(void);
extern void SDL_HelperWindowDestroy(void);
#endif
#ifdef SDL_BUILD_MAJOR_VERSION
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MAJOR_VERSION,
SDL_MAJOR_VERSION == SDL_BUILD_MAJOR_VERSION);
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MINOR_VERSION,
SDL_MINOR_VERSION == SDL_BUILD_MINOR_VERSION);
SDL_COMPILE_TIME_ASSERT(SDL_BUILD_MICRO_VERSION,
SDL_MICRO_VERSION == SDL_BUILD_MICRO_VERSION);
#endif
// Limited by its encoding in SDL_VERSIONNUM
SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_min, SDL_MAJOR_VERSION >= 0);
SDL_COMPILE_TIME_ASSERT(SDL_MAJOR_VERSION_max, SDL_MAJOR_VERSION <= 10);
SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_min, SDL_MINOR_VERSION >= 0);
SDL_COMPILE_TIME_ASSERT(SDL_MINOR_VERSION_max, SDL_MINOR_VERSION <= 999);
SDL_COMPILE_TIME_ASSERT(SDL_MICRO_VERSION_min, SDL_MICRO_VERSION >= 0);
SDL_COMPILE_TIME_ASSERT(SDL_MICRO_VERSION_max, SDL_MICRO_VERSION <= 999);
/* This is not declared in any header, although it is shared between some
parts of SDL, because we don't want anything calling it without an
extremely good reason. */
extern SDL_NORETURN void SDL_ExitProcess(int exitcode);
SDL_NORETURN void SDL_ExitProcess(int exitcode)
{
#if defined(SDL_PLATFORM_WINDOWS)
/* "if you do not know the state of all threads in your process, it is
better to call TerminateProcess than ExitProcess"
https://msdn.microsoft.com/en-us/library/windows/desktop/ms682658(v=vs.85).aspx */
TerminateProcess(GetCurrentProcess(), exitcode);
/* MingW doesn't have TerminateProcess marked as noreturn, so add an
ExitProcess here that will never be reached but make MingW happy. */
ExitProcess(exitcode);
#elif defined(SDL_PLATFORM_EMSCRIPTEN)
emscripten_cancel_main_loop(); // this should "kill" the app.
emscripten_force_exit(exitcode); // this should "kill" the app.
exit(exitcode);
#elif defined(SDL_PLATFORM_HAIKU) // Haiku has _Exit, but it's not marked noreturn.
_exit(exitcode);
#elif defined(HAVE__EXIT) // Upper case _Exit()
_Exit(exitcode);
#else
_exit(exitcode);
#endif
}
// App metadata
bool SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier)
{
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING, appname);
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING, appversion);
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, appidentifier);
return true;
}
static bool SDL_ValidMetadataProperty(const char *name)
{
if (!name || !*name) {
return false;
}
if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_VERSION_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_IDENTIFIER_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_CREATOR_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_COPYRIGHT_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_URL_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) {
return true;
}
return false;
}
bool SDL_SetAppMetadataProperty(const char *name, const char *value)
{
CHECK_PARAM(!SDL_ValidMetadataProperty(name)) {
return SDL_InvalidParamError("name");
}
return SDL_SetStringProperty(SDL_GetGlobalProperties(), name, value);
}
const char *SDL_GetAppMetadataProperty(const char *name)
{
CHECK_PARAM(!SDL_ValidMetadataProperty(name)) {
SDL_InvalidParamError("name");
return NULL;
}
const char *value = NULL;
if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0) {
value = SDL_GetHint(SDL_HINT_APP_NAME);
} else if (SDL_strcmp(name, SDL_PROP_APP_METADATA_IDENTIFIER_STRING) == 0) {
value = SDL_GetHint(SDL_HINT_APP_ID);
}
if (!value || !*value) {
value = SDL_GetStringProperty(SDL_GetGlobalProperties(), name, NULL);
}
if (!value || !*value) {
if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0) {
value = "SDL Application";
} else if (SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) {
value = "application";
}
}
return value;
}
// The initialized subsystems
#ifdef SDL_MAIN_NEEDED
static bool SDL_MainIsReady = false;
#else
static bool SDL_MainIsReady = true;
#endif
static SDL_ThreadID SDL_MainThreadID = 0;
static SDL_ThreadID SDL_EventsThreadID = 0;
static SDL_ThreadID SDL_VideoThreadID = 0;
static bool SDL_bInMainQuit = false;
static Uint8 SDL_SubsystemRefCount[32];
// Private helper to increment a subsystem's ref counter.
static void SDL_IncrementSubsystemRefCount(Uint32 subsystem)
{
const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255));
if (subsystem_index >= 0) {
++SDL_SubsystemRefCount[subsystem_index];
}
}
// Private helper to decrement a subsystem's ref counter.
static void SDL_DecrementSubsystemRefCount(Uint32 subsystem)
{
const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
if ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] > 0)) {
if (SDL_bInMainQuit) {
SDL_SubsystemRefCount[subsystem_index] = 0;
} else {
--SDL_SubsystemRefCount[subsystem_index];
}
}
}
// Private helper to check if a system needs init.
static bool SDL_ShouldInitSubsystem(Uint32 subsystem)
{
const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255));
return ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 0));
}
// Private helper to check if a system needs to be quit.
static bool SDL_ShouldQuitSubsystem(Uint32 subsystem)
{
const int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
if ((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 0)) {
return false;
}
/* If we're in SDL_Quit, we shut down every subsystem, even if refcount
* isn't zero.
*/
return (((subsystem_index >= 0) && (SDL_SubsystemRefCount[subsystem_index] == 1)) || SDL_bInMainQuit);
}
#if !defined(SDL_VIDEO_DISABLED) || !defined(SDL_AUDIO_DISABLED) || !defined(SDL_JOYSTICK_DISABLED)
/* Private helper to either increment's existing ref counter,
* or fully init a new subsystem. */
static bool SDL_InitOrIncrementSubsystem(Uint32 subsystem)
{
int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
SDL_assert((subsystem_index < 0) || (SDL_SubsystemRefCount[subsystem_index] < 255));
if (subsystem_index < 0) {
return false;
}
if (SDL_SubsystemRefCount[subsystem_index] > 0) {
++SDL_SubsystemRefCount[subsystem_index];
return true;
}
return SDL_InitSubSystem(subsystem);
}
#endif // !SDL_VIDEO_DISABLED || !SDL_AUDIO_DISABLED || !SDL_JOYSTICK_DISABLED
void SDL_SetMainReady(void)
{
SDL_MainIsReady = true;
if (SDL_MainThreadID == 0) {
SDL_MainThreadID = SDL_GetCurrentThreadID();
}
}
bool SDL_IsMainThread(void)
{
if (SDL_VideoThreadID) {
return (SDL_GetCurrentThreadID() == SDL_VideoThreadID);
}
if (SDL_EventsThreadID) {
return (SDL_GetCurrentThreadID() == SDL_EventsThreadID);
}
if (SDL_MainThreadID) {
return (SDL_GetCurrentThreadID() == SDL_MainThreadID);
}
return true;
}
bool SDL_IsVideoThread(void)
{
return (SDL_GetCurrentThreadID() == SDL_VideoThreadID);
}
// Initialize all the subsystems that require initialization before threads start
void SDL_InitMainThread(void)
{
static bool done_info = false;
// If we haven't done it by now, mark this as the main thread
if (SDL_MainThreadID == 0) {
SDL_MainThreadID = SDL_GetCurrentThreadID();
}
SDL_InitTLSData();
SDL_InitEnvironment();
SDL_InitTicks();
SDL_InitFilesystem();
if (!done_info) {
const char *value;
value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App name: %s", value ? value : "<unspecified>");
value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING);
SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App version: %s", value ? value : "<unspecified>");
value = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING);
SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "App ID: %s", value ? value : "<unspecified>");
SDL_LogInfo(SDL_LOG_CATEGORY_SYSTEM, "SDL revision: %s", SDL_REVISION);
done_info = true;
}
}
static void SDL_QuitMainThread(void)
{
SDL_QuitFilesystem();
SDL_QuitTicks();
SDL_QuitEnvironment();
SDL_QuitTLSData();
}
bool SDL_InitSubSystem(SDL_InitFlags flags)
{
Uint32 flags_initialized = 0;
if (!SDL_MainIsReady) {
return SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
}
#ifdef SDL_PLATFORM_EMSCRIPTEN
MAIN_THREAD_EM_ASM({
// make sure this generic table to hang SDL-specific Javascript stuff is available at init time.
if (typeof(Module['SDL3']) === 'undefined') {
Module['SDL3'] = {};
}
var SDL3 = Module['SDL3'];
#if defined(__wasm32__)
if (typeof(SDL3.JSVarToCPtr) === 'undefined') { SDL3.JSVarToCPtr = function(v) { return v; }; }
if (typeof(SDL3.CPtrToHeap32Index) === 'undefined') { SDL3.CPtrToHeap32Index = function(ptr) { return ptr >>> 2; }; }
#elif defined(__wasm64__)
if (typeof(SDL3.JSVarToCPtr) === 'undefined') { SDL3.JSVarToCPtr = function(v) { return BigInt(v); }; }
if (typeof(SDL3.CPtrToHeap32Index) === 'undefined') { SDL3.CPtrToHeap32Index = function(ptr) { return Number(ptr / 4n); }; }
#else
#error Please define your platform.
#endif
});
#endif
SDL_InitMainThread();
#ifdef SDL_USE_LIBDBUS
SDL_DBus_Init();
#endif
#ifdef SDL_PLATFORM_WINDOWS
if (flags & (SDL_INIT_HAPTIC | SDL_INIT_JOYSTICK)) {
if (!SDL_HelperWindowCreate()) {
goto quit_and_error;
}
}
#endif
// Initialize the event subsystem
if (flags & SDL_INIT_EVENTS) {
if (SDL_ShouldInitSubsystem(SDL_INIT_EVENTS)) {
SDL_IncrementSubsystemRefCount(SDL_INIT_EVENTS);
// Note which thread initialized events
// This is the thread which should be pumping events
SDL_EventsThreadID = SDL_GetCurrentThreadID();
if (!SDL_InitEvents()) {
SDL_DecrementSubsystemRefCount(SDL_INIT_EVENTS);
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_EVENTS);
}
flags_initialized |= SDL_INIT_EVENTS;
}
// Initialize the video subsystem
if (flags & SDL_INIT_VIDEO) {
#ifndef SDL_VIDEO_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_VIDEO)) {
// video implies events
if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) {
goto quit_and_error;
}
SDL_IncrementSubsystemRefCount(SDL_INIT_VIDEO);
// We initialize video on the main thread
// On Apple platforms this is a requirement.
// On other platforms, this is the definition.
SDL_VideoThreadID = SDL_GetCurrentThreadID();
#ifdef SDL_PLATFORM_APPLE
SDL_assert(SDL_VideoThreadID == SDL_MainThreadID);
#endif
if (!SDL_VideoInit(NULL)) {
SDL_DecrementSubsystemRefCount(SDL_INIT_VIDEO);
SDL_PushError();
SDL_QuitSubSystem(SDL_INIT_EVENTS);
SDL_PopError();
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_VIDEO);
}
flags_initialized |= SDL_INIT_VIDEO;
#else
SDL_SetError("SDL not built with video support");
goto quit_and_error;
#endif
}
// Initialize the audio subsystem
if (flags & SDL_INIT_AUDIO) {
#ifndef SDL_AUDIO_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_AUDIO)) {
// audio implies events
if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) {
goto quit_and_error;
}
SDL_IncrementSubsystemRefCount(SDL_INIT_AUDIO);
if (!SDL_InitAudio(NULL)) {
SDL_DecrementSubsystemRefCount(SDL_INIT_AUDIO);
SDL_PushError();
SDL_QuitSubSystem(SDL_INIT_EVENTS);
SDL_PopError();
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_AUDIO);
}
flags_initialized |= SDL_INIT_AUDIO;
#else
SDL_SetError("SDL not built with audio support");
goto quit_and_error;
#endif
}
// Initialize the joystick subsystem
if (flags & SDL_INIT_JOYSTICK) {
#ifndef SDL_JOYSTICK_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
// joystick implies events
if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) {
goto quit_and_error;
}
SDL_IncrementSubsystemRefCount(SDL_INIT_JOYSTICK);
if (!SDL_InitJoysticks()) {
SDL_DecrementSubsystemRefCount(SDL_INIT_JOYSTICK);
SDL_PushError();
SDL_QuitSubSystem(SDL_INIT_EVENTS);
SDL_PopError();
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_JOYSTICK);
}
flags_initialized |= SDL_INIT_JOYSTICK;
#else
SDL_SetError("SDL not built with joystick support");
goto quit_and_error;
#endif
}
if (flags & SDL_INIT_GAMEPAD) {
#ifndef SDL_JOYSTICK_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_GAMEPAD)) {
// game controller implies joystick
if (!SDL_InitOrIncrementSubsystem(SDL_INIT_JOYSTICK)) {
goto quit_and_error;
}
SDL_IncrementSubsystemRefCount(SDL_INIT_GAMEPAD);
if (!SDL_InitGamepads()) {
SDL_DecrementSubsystemRefCount(SDL_INIT_GAMEPAD);
SDL_PushError();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
SDL_PopError();
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_GAMEPAD);
}
flags_initialized |= SDL_INIT_GAMEPAD;
#else
SDL_SetError("SDL not built with joystick support");
goto quit_and_error;
#endif
}
// Initialize the haptic subsystem
if (flags & SDL_INIT_HAPTIC) {
#ifndef SDL_HAPTIC_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_HAPTIC)) {
SDL_IncrementSubsystemRefCount(SDL_INIT_HAPTIC);
if (!SDL_InitHaptics()) {
SDL_DecrementSubsystemRefCount(SDL_INIT_HAPTIC);
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_HAPTIC);
}
flags_initialized |= SDL_INIT_HAPTIC;
#else
SDL_SetError("SDL not built with haptic (force feedback) support");
goto quit_and_error;
#endif
}
// Initialize the sensor subsystem
if (flags & SDL_INIT_SENSOR) {
#ifndef SDL_SENSOR_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_SENSOR)) {
SDL_IncrementSubsystemRefCount(SDL_INIT_SENSOR);
if (!SDL_InitSensors()) {
SDL_DecrementSubsystemRefCount(SDL_INIT_SENSOR);
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_SENSOR);
}
flags_initialized |= SDL_INIT_SENSOR;
#else
SDL_SetError("SDL not built with sensor support");
goto quit_and_error;
#endif
}
// Initialize the camera subsystem
if (flags & SDL_INIT_CAMERA) {
#ifndef SDL_CAMERA_DISABLED
if (SDL_ShouldInitSubsystem(SDL_INIT_CAMERA)) {
// camera implies events
if (!SDL_InitOrIncrementSubsystem(SDL_INIT_EVENTS)) {
goto quit_and_error;
}
SDL_IncrementSubsystemRefCount(SDL_INIT_CAMERA);
if (!SDL_CameraInit(NULL)) {
SDL_DecrementSubsystemRefCount(SDL_INIT_CAMERA);
SDL_PushError();
SDL_QuitSubSystem(SDL_INIT_EVENTS);
SDL_PopError();
goto quit_and_error;
}
} else {
SDL_IncrementSubsystemRefCount(SDL_INIT_CAMERA);
}
flags_initialized |= SDL_INIT_CAMERA;
#else
SDL_SetError("SDL not built with camera support");
goto quit_and_error;
#endif
}
(void)flags_initialized; // make static analysis happy, since this only gets used in error cases.
return SDL_ClearError();
quit_and_error:
{
SDL_PushError();
SDL_QuitSubSystem(flags_initialized);
SDL_PopError();
}
return false;
}
bool SDL_Init(SDL_InitFlags flags)
{
return SDL_InitSubSystem(flags);
}
void SDL_QuitSubSystem(SDL_InitFlags flags)
{
// Shut down requested initialized subsystems
#ifndef SDL_CAMERA_DISABLED
if (flags & SDL_INIT_CAMERA) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_CAMERA)) {
SDL_QuitCamera();
// camera implies events
SDL_QuitSubSystem(SDL_INIT_EVENTS);
}
SDL_DecrementSubsystemRefCount(SDL_INIT_CAMERA);
}
#endif
#ifndef SDL_SENSOR_DISABLED
if (flags & SDL_INIT_SENSOR) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_SENSOR)) {
SDL_QuitSensors();
}
SDL_DecrementSubsystemRefCount(SDL_INIT_SENSOR);
}
#endif
#ifndef SDL_JOYSTICK_DISABLED
if (flags & SDL_INIT_GAMEPAD) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_GAMEPAD)) {
SDL_QuitGamepads();
// game controller implies joystick
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
SDL_DecrementSubsystemRefCount(SDL_INIT_GAMEPAD);
}
if (flags & SDL_INIT_JOYSTICK) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
SDL_QuitJoysticks();
// joystick implies events
SDL_QuitSubSystem(SDL_INIT_EVENTS);
}
SDL_DecrementSubsystemRefCount(SDL_INIT_JOYSTICK);
}
#endif
#ifndef SDL_HAPTIC_DISABLED
if (flags & SDL_INIT_HAPTIC) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
SDL_QuitHaptics();
}
SDL_DecrementSubsystemRefCount(SDL_INIT_HAPTIC);
}
#endif
#ifndef SDL_AUDIO_DISABLED
if (flags & SDL_INIT_AUDIO) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_AUDIO)) {
SDL_QuitAudio();
// audio implies events
SDL_QuitSubSystem(SDL_INIT_EVENTS);
}
SDL_DecrementSubsystemRefCount(SDL_INIT_AUDIO);
}
#endif
#ifndef SDL_VIDEO_DISABLED
if (flags & SDL_INIT_VIDEO) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_VIDEO)) {
SDL_QuitRender();
SDL_VideoQuit();
SDL_VideoThreadID = 0;
// video implies events
SDL_QuitSubSystem(SDL_INIT_EVENTS);
}
SDL_DecrementSubsystemRefCount(SDL_INIT_VIDEO);
}
#endif
if (flags & SDL_INIT_EVENTS) {
if (SDL_ShouldQuitSubsystem(SDL_INIT_EVENTS)) {
SDL_QuitEvents();
SDL_EventsThreadID = 0;
}
SDL_DecrementSubsystemRefCount(SDL_INIT_EVENTS);
}
}
Uint32 SDL_WasInit(SDL_InitFlags flags)
{
int i;
int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
Uint32 initialized = 0;
// Fast path for checking one flag
if (SDL_HasExactlyOneBitSet32(flags)) {
int subsystem_index = SDL_MostSignificantBitIndex32(flags);
return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
}
if (!flags) {
flags = SDL_ALL_SUBSYSTEM_FLAGS;
}
num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
// Iterate over each bit in flags, and check the matching subsystem.
for (i = 0; i < num_subsystems; ++i) {
if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
initialized |= (1 << i);
}
flags >>= 1;
}
return initialized;
}
void SDL_Quit(void)
{
SDL_bInMainQuit = true;
// Quit all subsystems
#ifdef SDL_PLATFORM_WINDOWS
SDL_HelperWindowDestroy();
#endif
SDL_QuitSubSystem(SDL_ALL_SUBSYSTEM_FLAGS);
SDL_CleanupTrays();
#ifdef SDL_USE_LIBDBUS
SDL_DBus_Quit();
#endif
SDL_QuitTimers();
SDL_QuitAsyncIO();
SDL_SetObjectsInvalid();
SDL_AssertionsQuit();
SDL_QuitPixelFormatDetails();
SDL_QuitCPUInfo();
/* Now that every subsystem has been quit, we reset the subsystem refcount
* and the list of initialized subsystems.
*/
SDL_zeroa(SDL_SubsystemRefCount);
SDL_QuitLog();
SDL_QuitHints();
SDL_QuitProperties();
SDL_QuitMainThread();
SDL_bInMainQuit = false;
}
// Get the library version number
int SDL_GetVersion(void)
{
return SDL_VERSION;
}
// Get the library source revision
const char *SDL_GetRevision(void)
{
return SDL_REVISION;
}
// Get the name of the platform
const char *SDL_GetPlatform(void)
{
#if defined(SDL_PLATFORM_PRIVATE)
return SDL_PLATFORM_PRIVATE_NAME;
#elif defined(SDL_PLATFORM_AIX)
return "AIX";
#elif defined(SDL_PLATFORM_ANDROID)
return "Android";
#elif defined(SDL_PLATFORM_BSDI)
return "BSDI";
#elif defined(SDL_PLATFORM_EMSCRIPTEN)
return "Emscripten";
#elif defined(SDL_PLATFORM_FREEBSD)
return "FreeBSD";
#elif defined(SDL_PLATFORM_HAIKU)
return "Haiku";
#elif defined(SDL_PLATFORM_HPUX)
return "HP-UX";
#elif defined(SDL_PLATFORM_IRIX)
return "Irix";
#elif defined(SDL_PLATFORM_LINUX)
return "Linux";
#elif defined(__MINT__)
return "Atari MiNT";
#elif defined(SDL_PLATFORM_MSDOS)
return "MS-DOS";
#elif defined(SDL_PLATFORM_MACOS)
return "macOS";
#elif defined(SDL_PLATFORM_NETBSD)
return "NetBSD";
#elif defined(SDL_PLATFORM_NGAGE)
return "Nokia N-Gage";
#elif defined(SDL_PLATFORM_OPENBSD)
return "OpenBSD";
#elif defined(SDL_PLATFORM_OS2)
return "OS/2";
#elif defined(SDL_PLATFORM_OSF)
return "OSF/1";
#elif defined(SDL_PLATFORM_QNXNTO)
return "QNX Neutrino";
#elif defined(SDL_PLATFORM_RISCOS)
return "RISC OS";
#elif defined(SDL_PLATFORM_SOLARIS)
return "Solaris";
#elif defined(SDL_PLATFORM_WIN32)
return "Windows";
#elif defined(SDL_PLATFORM_WINGDK)
return "WinGDK";
#elif defined(SDL_PLATFORM_XBOXONE)
return "Xbox One";
#elif defined(SDL_PLATFORM_XBOXSERIES)
return "Xbox Series X|S";
#elif defined(SDL_PLATFORM_VISIONOS)
return "visionOS";
#elif defined(SDL_PLATFORM_IOS)
return "iOS";
#elif defined(SDL_PLATFORM_TVOS)
return "tvOS";
#elif defined(SDL_PLATFORM_PS2)
return "PlayStation 2";
#elif defined(SDL_PLATFORM_PSP)
return "PlayStation Portable";
#elif defined(SDL_PLATFORM_VITA)
return "PlayStation Vita";
#elif defined(SDL_PLATFORM_3DS)
return "Nintendo 3DS";
#elif defined(SDL_PLATFORM_HURD)
return "GNU/Hurd";
#elif defined(__managarm__)
return "Managarm";
#else
return "Unknown (see SDL_platform.h)";
#endif
}
bool SDL_IsPhone(void)
{
#if defined(SDL_PLATFORM_ANDROID) || \
(defined(SDL_PLATFORM_IOS) && !defined(SDL_PLATFORM_VISIONOS))
if (!SDL_IsTablet() && !SDL_IsTV()) {
return true;
}
#endif
return false;
}
bool SDL_IsTablet(void)
{
#ifdef SDL_PLATFORM_ANDROID
return SDL_IsAndroidTablet();
#elif defined(SDL_PLATFORM_IOS)
extern bool SDL_IsIPad(void);
return SDL_IsIPad();
#else
return false;
#endif
}
bool SDL_IsTV(void)
{
#ifdef SDL_PLATFORM_ANDROID
return SDL_IsAndroidTV();
#elif defined(SDL_PLATFORM_IOS)
extern bool SDL_IsAppleTV(void);
return SDL_IsAppleTV();
#else
return false;
#endif
}
static SDL_Sandbox SDL_DetectSandbox(void)
{
#if defined(SDL_PLATFORM_LINUX)
if (access("/.flatpak-info", F_OK) == 0) {
return SDL_SANDBOX_FLATPAK;
}
/* For Snap, we check multiple variables because they might be set for
* unrelated reasons. This is the same thing WebKitGTK does. */
if (SDL_getenv("SNAP") && SDL_getenv("SNAP_NAME") && SDL_getenv("SNAP_REVISION")) {
return SDL_SANDBOX_SNAP;
}
if (access("/run/host/container-manager", F_OK) == 0) {
return SDL_SANDBOX_UNKNOWN_CONTAINER;
}
#elif defined(SDL_PLATFORM_MACOS)
if (SDL_getenv("APP_SANDBOX_CONTAINER_ID")) {
return SDL_SANDBOX_MACOS;
}
#endif
return SDL_SANDBOX_NONE;
}
SDL_Sandbox SDL_GetSandbox(void)
{
static SDL_Sandbox sandbox;
static bool sandbox_initialized;
if (!sandbox_initialized) {
sandbox = SDL_DetectSandbox();
sandbox_initialized = true;
}
return sandbox;
}
#ifdef SDL_PLATFORM_WIN32
#if !defined(HAVE_LIBC) && !defined(SDL_STATIC_LIB)
BOOL APIENTRY MINGW32_FORCEALIGN _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
#endif // defined(SDL_PLATFORM_WIN32)