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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 )
289 lines
8.3 KiB
C
289 lines
8.3 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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#include "SDL_internal.h"
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#ifdef SDL_SENSOR_ANDROID
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// This is the system specific header for the SDL sensor API
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#include <android/sensor.h>
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#include "SDL_androidsensor.h"
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#include "../SDL_syssensor.h"
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#include "../SDL_sensor_c.h"
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#include "../../thread/SDL_systhread.h"
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#ifndef LOOPER_ID_USER
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#define LOOPER_ID_USER 3
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#endif
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typedef struct
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{
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ASensorRef asensor;
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SDL_SensorID instance_id;
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ASensorEventQueue *event_queue;
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SDL_Sensor *sensor;
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} SDL_AndroidSensor;
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typedef struct
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{
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SDL_AtomicInt running;
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SDL_Thread *thread;
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SDL_Semaphore *sem;
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} SDL_AndroidSensorThreadContext;
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static ASensorManager *SDL_sensor_manager;
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static ALooper *SDL_sensor_looper;
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static SDL_AndroidSensorThreadContext SDL_sensor_thread_context;
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static SDL_AndroidSensor *SDL_sensors SDL_GUARDED_BY(SDL_sensors_lock);
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static int SDL_sensors_count;
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static int SDLCALL SDL_ANDROID_SensorThread(void *data)
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{
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SDL_AndroidSensorThreadContext *ctx = (SDL_AndroidSensorThreadContext *)data;
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int i, events;
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ASensorEvent event;
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struct android_poll_source *source;
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_sensor_looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
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SDL_SignalSemaphore(ctx->sem);
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while (SDL_AtomicGet(&ctx->running)) {
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Uint64 timestamp = SDL_GetTicksNS();
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if (ALooper_pollOnce(-1, NULL, &events, (void **)&source) == LOOPER_ID_USER) {
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SDL_LockSensors();
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for (i = 0; i < SDL_sensors_count; ++i) {
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if (!SDL_sensors[i].event_queue) {
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continue;
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}
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SDL_zero(event);
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while (ASensorEventQueue_getEvents(SDL_sensors[i].event_queue, &event, 1) > 0) {
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SDL_SendSensorUpdate(timestamp, SDL_sensors[i].sensor, timestamp, event.data, SDL_arraysize(event.data));
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}
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}
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SDL_UnlockSensors();
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}
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}
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SDL_sensor_looper = NULL;
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return 0;
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}
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static void SDL_ANDROID_StopSensorThread(SDL_AndroidSensorThreadContext *ctx)
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{
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SDL_AtomicSet(&ctx->running, false);
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if (ctx->thread) {
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int result;
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if (SDL_sensor_looper) {
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ALooper_wake(SDL_sensor_looper);
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}
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SDL_WaitThread(ctx->thread, &result);
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ctx->thread = NULL;
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}
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if (ctx->sem) {
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SDL_DestroySemaphore(ctx->sem);
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ctx->sem = NULL;
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}
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}
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static bool SDL_ANDROID_StartSensorThread(SDL_AndroidSensorThreadContext *ctx)
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{
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ctx->sem = SDL_CreateSemaphore(0);
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if (!ctx->sem) {
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SDL_ANDROID_StopSensorThread(ctx);
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return false;
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}
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SDL_AtomicSet(&ctx->running, true);
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ctx->thread = SDL_CreateThread(SDL_ANDROID_SensorThread, "Sensors", ctx);
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if (!ctx->thread) {
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SDL_ANDROID_StopSensorThread(ctx);
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return false;
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}
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// Wait for the sensor thread to start
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SDL_WaitSemaphore(ctx->sem);
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return true;
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}
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static bool SDL_ANDROID_SensorInit(void)
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{
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int i, sensors_count;
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ASensorList sensors;
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SDL_sensor_manager = ASensorManager_getInstance();
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if (!SDL_sensor_manager) {
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return SDL_SetError("Couldn't create sensor manager");
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}
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// FIXME: Is the sensor list dynamic?
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sensors_count = ASensorManager_getSensorList(SDL_sensor_manager, &sensors);
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if (sensors_count > 0) {
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SDL_sensors = (SDL_AndroidSensor *)SDL_calloc(sensors_count, sizeof(*SDL_sensors));
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if (!SDL_sensors) {
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return false;
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}
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for (i = 0; i < sensors_count; ++i) {
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SDL_sensors[i].asensor = sensors[i];
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SDL_sensors[i].instance_id = SDL_GetNextObjectID();
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}
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SDL_sensors_count = sensors_count;
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}
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if (!SDL_ANDROID_StartSensorThread(&SDL_sensor_thread_context)) {
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return false;
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}
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return true;
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}
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static int SDL_ANDROID_SensorGetCount(void)
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{
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return SDL_sensors_count;
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}
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static void SDL_ANDROID_SensorDetect(void)
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{
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}
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static const char *SDL_ANDROID_SensorGetDeviceName(int device_index)
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{
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return ASensor_getName(SDL_sensors[device_index].asensor);
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}
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static SDL_SensorType SDL_ANDROID_SensorGetDeviceType(int device_index)
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{
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switch (ASensor_getType(SDL_sensors[device_index].asensor)) {
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case 0x00000001:
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return SDL_SENSOR_ACCEL;
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case 0x00000004:
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return SDL_SENSOR_GYRO;
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default:
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return SDL_SENSOR_UNKNOWN;
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}
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}
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static int SDL_ANDROID_SensorGetDeviceNonPortableType(int device_index)
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{
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return ASensor_getType(SDL_sensors[device_index].asensor);
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}
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static SDL_SensorID SDL_ANDROID_SensorGetDeviceInstanceID(int device_index)
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{
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return SDL_sensors[device_index].instance_id;
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}
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static bool SDL_ANDROID_SensorOpen(SDL_Sensor *sensor, int device_index)
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{
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int delay_us, min_delay_us;
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SDL_LockSensors();
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{
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SDL_sensors[device_index].sensor = sensor;
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SDL_sensors[device_index].event_queue = ASensorManager_createEventQueue(SDL_sensor_manager, SDL_sensor_looper, LOOPER_ID_USER, NULL, NULL);
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if (!SDL_sensors[device_index].event_queue) {
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SDL_UnlockSensors();
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return SDL_SetError("Couldn't create sensor event queue");
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}
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if (ASensorEventQueue_enableSensor(SDL_sensors[device_index].event_queue, SDL_sensors[device_index].asensor) < 0) {
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ASensorManager_destroyEventQueue(SDL_sensor_manager, SDL_sensors[device_index].event_queue);
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SDL_sensors[device_index].event_queue = NULL;
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SDL_UnlockSensors();
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return SDL_SetError("Couldn't enable sensor");
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}
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// Use 60 Hz update rate if possible
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// FIXME: Maybe add a hint for this?
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delay_us = 1000000 / 60;
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min_delay_us = ASensor_getMinDelay(SDL_sensors[device_index].asensor);
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if (delay_us < min_delay_us) {
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delay_us = min_delay_us;
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}
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ASensorEventQueue_setEventRate(SDL_sensors[device_index].event_queue, SDL_sensors[device_index].asensor, delay_us);
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}
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SDL_UnlockSensors();
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return true;
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}
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static void SDL_ANDROID_SensorUpdate(SDL_Sensor *sensor)
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{
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}
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static void SDL_ANDROID_SensorClose(SDL_Sensor *sensor)
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{
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int i;
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for (i = 0; i < SDL_sensors_count; ++i) {
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if (SDL_sensors[i].sensor == sensor) {
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SDL_LockSensors();
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{
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ASensorEventQueue_disableSensor(SDL_sensors[i].event_queue, SDL_sensors[i].asensor);
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ASensorManager_destroyEventQueue(SDL_sensor_manager, SDL_sensors[i].event_queue);
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SDL_sensors[i].event_queue = NULL;
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SDL_sensors[i].sensor = NULL;
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}
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SDL_UnlockSensors();
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break;
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}
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}
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}
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static void SDL_ANDROID_SensorQuit(void)
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{
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// All sensors are closed, but we need to unblock the sensor thread
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SDL_AssertSensorsLocked();
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SDL_UnlockSensors();
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SDL_ANDROID_StopSensorThread(&SDL_sensor_thread_context);
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SDL_LockSensors();
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if (SDL_sensors) {
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SDL_free(SDL_sensors);
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SDL_sensors = NULL;
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SDL_sensors_count = 0;
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}
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}
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SDL_SensorDriver SDL_ANDROID_SensorDriver = {
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SDL_ANDROID_SensorInit,
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SDL_ANDROID_SensorGetCount,
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SDL_ANDROID_SensorDetect,
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SDL_ANDROID_SensorGetDeviceName,
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SDL_ANDROID_SensorGetDeviceType,
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SDL_ANDROID_SensorGetDeviceNonPortableType,
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SDL_ANDROID_SensorGetDeviceInstanceID,
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SDL_ANDROID_SensorOpen,
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SDL_ANDROID_SensorUpdate,
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SDL_ANDROID_SensorClose,
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SDL_ANDROID_SensorQuit,
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};
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#endif // SDL_SENSOR_ANDROID
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