mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-14 22:05:59 +00:00

committed by
Sam Lantinga

parent
607b1f225c
commit
4b5309cd98
@@ -26,7 +26,6 @@ extern "C" {
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}
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#include <XGameRuntime.h>
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#include <xsapi-c/services_c.h>
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#include <shellapi.h> /* CommandLineToArgvW() */
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#include <appnotify.h>
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static XTaskQueueHandle GDK_GlobalTaskQueue;
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@@ -74,162 +73,6 @@ void GDK_DispatchTaskQueue(void)
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}
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}
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/* Pop up an out of memory message, returns to Windows */
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static BOOL OutOfMemory(void)
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
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return FALSE;
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}
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/* Gets the arguments with GetCommandLine, converts them to argc and argv
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and calls SDL_main */
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extern "C"
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int SDL_RunApp(int, char**, SDL_main_func mainFunction, void *reserved)
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{
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LPWSTR *argvw;
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char **argv;
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int i, argc, result;
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HRESULT hr;
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XTaskQueueHandle taskQueue;
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argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
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if (argvw == NULL) {
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return OutOfMemory();
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}
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/* Note that we need to be careful about how we allocate/free memory here.
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* If the application calls SDL_SetMemoryFunctions(), we can't rely on
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* SDL_free() to use the same allocator after SDL_main() returns.
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*/
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/* Parse it into argv and argc */
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argv = (char **)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
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if (argv == NULL) {
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return OutOfMemory();
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}
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for (i = 0; i < argc; ++i) {
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const int utf8size = WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, NULL, 0, NULL, NULL);
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if (!utf8size) { // uhoh?
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
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return -1;
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}
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argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, utf8size); // this size includes the null-terminator character.
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if (!argv[i]) {
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return OutOfMemory();
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}
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if (WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, argv[i], utf8size, NULL, NULL) == 0) { // failed? uhoh!
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
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return -1;
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}
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}
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argv[i] = NULL;
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LocalFree(argvw);
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hr = XGameRuntimeInitialize();
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if (SUCCEEDED(hr) && SDL_GDKGetTaskQueue(&taskQueue) == 0) {
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Uint32 titleid = 0;
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char scidBuffer[64];
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XblInitArgs xblArgs;
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XTaskQueueSetCurrentProcessTaskQueue(taskQueue);
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/* Try to get the title ID and initialize Xbox Live */
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hr = XGameGetXboxTitleId(&titleid);
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if (SUCCEEDED(hr)) {
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SDL_zero(xblArgs);
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xblArgs.queue = taskQueue;
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SDL_snprintf(scidBuffer, 64, "00000000-0000-0000-0000-0000%08X", titleid);
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xblArgs.scid = scidBuffer;
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hr = XblInitialize(&xblArgs);
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} else {
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SDL_SetError("[GDK] Unable to get titleid. Will not call XblInitialize. Check MicrosoftGame.config!");
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}
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SDL_SetMainReady();
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/* Register suspend/resume handling */
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plmSuspendComplete = CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE);
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if (!plmSuspendComplete) {
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SDL_SetError("[GDK] Unable to create plmSuspendComplete event");
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return -1;
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}
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auto rascn = [](BOOLEAN quiesced, PVOID context) {
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler");
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if (quiesced) {
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ResetEvent(plmSuspendComplete);
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_BACKGROUND);
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// To defer suspension, we must wait to exit this callback.
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// IMPORTANT: The app must call SDL_GDKSuspendComplete() to release this lock.
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(void)WaitForSingleObject(plmSuspendComplete, INFINITE);
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler: plmSuspendComplete event signaled.");
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} else {
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
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}
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};
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if (RegisterAppStateChangeNotification(rascn, NULL, &hPLM)) {
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SDL_SetError("[GDK] Unable to call RegisterAppStateChangeNotification");
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return -1;
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}
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/* Register constrain/unconstrain handling */
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auto raccn = [](BOOLEAN constrained, PVOID context) {
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppConstrainedChangeNotification handler");
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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if (_this) {
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if (constrained) {
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SDL_SetKeyboardFocus(NULL);
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} else {
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SDL_SetKeyboardFocus(_this->windows);
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}
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}
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};
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if (RegisterAppConstrainedChangeNotification(raccn, NULL, &hCPLM)) {
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SDL_SetError("[GDK] Unable to call RegisterAppConstrainedChangeNotification");
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return -1;
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}
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/* Run the application main() code */
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result = mainFunction(argc, argv);
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/* Unregister suspend/resume handling */
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UnregisterAppStateChangeNotification(hPLM);
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CloseHandle(plmSuspendComplete);
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/* Unregister constrain/unconstrain handling */
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UnregisterAppConstrainedChangeNotification(hCPLM);
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/* !!! FIXME: This follows the docs exactly, but for some reason still leaks handles on exit? */
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/* Terminate the task queue and dispatch any pending tasks */
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XTaskQueueTerminate(taskQueue, false, nullptr, nullptr);
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while (XTaskQueueDispatch(taskQueue, XTaskQueuePort::Completion, 0))
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;
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XTaskQueueCloseHandle(taskQueue);
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XGameRuntimeUninitialize();
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} else {
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#ifdef SDL_PLATFORM_WINGDK
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "[GDK] Could not initialize - aborting", NULL);
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#else
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SDL_assert_always(0 && "[GDK] Could not initialize - aborting");
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#endif
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result = -1;
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}
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/* Free argv, to avoid memory leak */
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for (i = 0; i < argc; ++i) {
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HeapFree(GetProcessHeap(), 0, argv[i]);
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}
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HeapFree(GetProcessHeap(), 0, argv);
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return result;
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}
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extern "C"
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void SDL_GDKSuspendComplete()
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{
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