Commit Graph

28 Commits

Author SHA1 Message Date
Ryan C. Gordon 38e3c6a4aa
main: Add an optional `appstate` param to main callback entry points.
This allows apps to maintain state data without using global variables.

Fixes #9377.
2024-03-27 17:22:08 -04:00
Sam Lantinga cacac6cc34 Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
2024-02-11 08:27:56 -08:00
Anonymous Maarten 31d133db40
Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Sylvain Becker 04b6b2979f
Re-add SDL_assert() with non boolean ptr syntax (#8530) 2023-11-11 12:28:24 +03:00
Sylvain d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Sam Lantinga 7e445da569 Added SDL_CleanupEvent()
This is used to free any dynamically allocated memory in events.
2023-11-04 06:47:24 -07:00
Sam Lantinga f3261fedcc Code cleanup now that SDL_bool is equivalent to a C boolean expression 2023-11-03 09:54:04 -07:00
Ryan C. Gordon 9c664b0062
main: Added _optional_ callback entry points.
This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions:

First:

    int SDL_AppInit(int argc, char **argv);

This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return.

Then:

     int SDL_AppIterate(void);

This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that).

Next:

    int SDL_AppEvent(const SDL_Event *event);

This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.

Finally:

    void SDL_AppQuit(void);

This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that.

The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing.

In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too.

On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example).

Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main.

The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform.

Fixes #6785.
Reference PR #8247.
2023-11-01 18:40:41 -04:00
Ryan C. Gordon dcc8805c21
testaudio: Fixed compiler warning on Visual Studio. 2023-10-30 13:09:56 -04:00
Ryan C. Gordon c6f08c2553
testaudio: Removed debugging code. 2023-10-16 15:25:34 -04:00
Ryan C. Gordon d5dac0ad27
testaudio: Deal with a texture being unexpectedly NULL when scaling.
This happens to work because our current textures are all 128x128, but in
theory one shouldn't hit this case anyhow...right?!

Reference Issue #8344.
2023-10-16 14:03:58 -04:00
Ryan C. Gordon b19e68c8ec
testaudio: Properly display playback progress, regardless of data source. 2023-10-16 13:56:43 -04:00
Ryan C. Gordon 354611a0c6
testaudio: Fixed some bugs Valgrind pointed out. 2023-10-16 10:04:02 -04:00
Ryan C. Gordon 1c6d996108
testaudio: if the SDL_Renderer is already gone, don't destroy SDL_Textures. 2023-10-14 23:17:59 -04:00
Ryan C. Gordon b17151eb16
testaudio: Don't crash if renderer is NULL (happens during shutdown). 2023-10-14 13:43:22 -04:00
Ryan C. Gordon bb2f767f5d
testaudio: Make program usable without a 3-button mouse. 2023-10-11 10:02:07 -04:00
Ryan C. Gordon e0b0f9a36e
testaudio: Fix mouseover testing.
Not sure how this line got lost.
2023-09-20 17:02:44 -04:00
Ryan C. Gordon 2f43f7bc53
audio: Allow querying of device buffer size. 2023-09-13 11:03:17 -04:00
Ryan C. Gordon 3a992af446 audio: Added a postmix callback to logical devices.
You can see it in action in testaudio by mousing over a logical device; it
will show a visualizer for the current PCM (whatever is currently being
recorded on a capture device, or whatever is being mixed for output on
playback devices).

Fixes #8122.
2023-09-09 16:26:37 -04:00
Ryan C. Gordon ad1313e751
testaudio: Patched to compile.
(this was a piece of PR #8213 that accidentally creeped into main.)
2023-09-07 16:03:49 -04:00
Ryan C. Gordon 5747ddc012
testaudio: Clean up some messy memory management. 2023-09-07 10:50:11 -04:00
Brick f2ca9a615b Added SDL_AUDIO_FRAMESIZE 2023-09-05 17:56:58 -07:00
Brick 53122593f8 Added SDL_AUDIO_BYTESIZE 2023-09-05 17:56:58 -07:00
Sam Lantinga 233789b0d1 Audio types have the same naming convention as other SDL endian types, e.g. [S|U][BITS][LE|BE]
Native endian types have no LE/BE suffix
2023-09-04 09:48:44 -07:00
Ryan C. Gordon 1022fd6e04
testaudio: the test framework opens an audio device at startup; close it.
Not opening a device at all would be more desirable, though.
2023-08-08 21:42:48 -04:00
Ryan C. Gordon 5ca3c50bf0
testaudio: Fix compiler warning. 2023-08-02 15:23:37 -04:00
Ryan C. Gordon 1b1f02c5aa
testaudio: Apparently compilers don't like this possibly being NULL now...? 2023-08-02 15:07:40 -04:00
Ryan C. Gordon 2de9253b6c
test: Added testaudio 2023-08-02 15:02:32 -04:00