mirror of
https://github.com/libsdl-org/SDL.git
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263 lines
8.8 KiB
C++
263 lines
8.8 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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extern "C" {
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#include "SDL_system.h"
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#include "../windows/SDL_windows.h"
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#include "SDL_messagebox.h"
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#include "SDL_main.h"
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#include "SDL_events.h"
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#include "../../events/SDL_events_c.h"
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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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PAPPSTATE_REGISTRATION hPLM = {};
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PAPPCONSTRAIN_REGISTRATION hCPLM = {};
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HANDLE plmSuspendComplete = nullptr;
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extern "C" DECLSPEC int
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SDL_GDKGetTaskQueue(XTaskQueueHandle *outTaskQueue)
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{
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/* If this is the first call, first create the global task queue. */
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if (!GDK_GlobalTaskQueue) {
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HRESULT hr;
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hr = XTaskQueueCreate(XTaskQueueDispatchMode::ThreadPool,
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XTaskQueueDispatchMode::Manual,
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&GDK_GlobalTaskQueue);
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if (FAILED(hr)) {
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return SDL_SetError("[GDK] Could not create global task queue");
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}
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/* The initial call gets the non-duplicated handle so they can clean it up */
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*outTaskQueue = GDK_GlobalTaskQueue;
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} else {
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/* Duplicate the global task queue handle into outTaskQueue */
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if (FAILED(XTaskQueueDuplicateHandle(GDK_GlobalTaskQueue, outTaskQueue))) {
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return SDL_SetError("[GDK] Unable to acquire global task queue");
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}
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}
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return 0;
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}
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extern "C" void
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GDK_DispatchTaskQueue(void)
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{
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/* If there is no global task queue, don't do anything.
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* This gives the option to opt-out for those who want to handle everything themselves.
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*/
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if (GDK_GlobalTaskQueue) {
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/* Dispatch any callbacks which are ready. */
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while (XTaskQueueDispatch(GDK_GlobalTaskQueue, XTaskQueuePort::Completion, 0))
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;
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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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extern "C" static BOOL
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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" DECLSPEC int
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SDL_GDKRunApp(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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DWORD len;
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char *arg = WIN_StringToUTF8W(argvw[i]);
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if (arg == NULL) {
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return OutOfMemory();
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}
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len = (DWORD)SDL_strlen(arg);
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argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, len + 1);
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if (!argv[i]) {
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return OutOfMemory();
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}
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SDL_memcpy(argv[i], arg, len);
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SDL_free(arg);
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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_APP_DIDENTERBACKGROUND);
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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_APP_WILLENTERFOREGROUND);
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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 __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" DECLSPEC void
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SDL_GDKSuspendComplete()
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{
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if (plmSuspendComplete) {
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SetEvent(plmSuspendComplete);
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}
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}
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extern "C" DECLSPEC int
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SDL_GDKGetDefaultUser(XUserHandle *outUserHandle)
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{
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XAsyncBlock block = { 0 };
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HRESULT result;
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if (FAILED(result = XUserAddAsync(XUserAddOptions::AddDefaultUserAllowingUI, &block))) {
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return WIN_SetErrorFromHRESULT("XUserAddAsync", result);
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}
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do {
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result = XUserAddResult(&block, outUserHandle);
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} while (result == E_PENDING);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT("XUserAddResult", result);
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}
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return 0;
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}
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