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https://github.com/libsdl-org/SDL.git
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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 )
622 lines
15 KiB
C
622 lines
15 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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// This is the sensor API for Simple DirectMedia Layer
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#include "SDL_syssensor.h"
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#include "../events/SDL_events_c.h"
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#include "../joystick/SDL_gamepad_c.h"
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static SDL_SensorDriver *SDL_sensor_drivers[] = {
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#ifdef SDL_SENSOR_ANDROID
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&SDL_ANDROID_SensorDriver,
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#endif
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#ifdef SDL_SENSOR_COREMOTION
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&SDL_COREMOTION_SensorDriver,
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#endif
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#ifdef SDL_SENSOR_WINDOWS
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&SDL_WINDOWS_SensorDriver,
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#endif
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#ifdef SDL_SENSOR_VITA
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&SDL_VITA_SensorDriver,
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#endif
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#ifdef SDL_SENSOR_N3DS
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&SDL_N3DS_SensorDriver,
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#endif
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#if defined(SDL_SENSOR_DUMMY) || defined(SDL_SENSOR_DISABLED)
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&SDL_DUMMY_SensorDriver
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#endif
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};
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#ifndef SDL_THREAD_SAFETY_ANALYSIS
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static
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#endif
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SDL_Mutex *SDL_sensor_lock = NULL; // This needs to support recursive locks
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static SDL_AtomicInt SDL_sensor_lock_pending;
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static int SDL_sensors_locked;
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static bool SDL_sensors_initialized;
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static SDL_Sensor *SDL_sensors SDL_GUARDED_BY(SDL_sensor_lock) = NULL;
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#define CHECK_SENSOR_MAGIC(sensor, result) \
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if (!SDL_ObjectValid(sensor, SDL_OBJECT_TYPE_SENSOR)) { \
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SDL_InvalidParamError("sensor"); \
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SDL_UnlockSensors(); \
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return result; \
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}
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bool SDL_SensorsInitialized(void)
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{
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return SDL_sensors_initialized;
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}
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void SDL_LockSensors(void)
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{
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(void)SDL_AtomicIncRef(&SDL_sensor_lock_pending);
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SDL_LockMutex(SDL_sensor_lock);
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(void)SDL_AtomicDecRef(&SDL_sensor_lock_pending);
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++SDL_sensors_locked;
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}
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void SDL_UnlockSensors(void)
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{
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bool last_unlock = false;
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--SDL_sensors_locked;
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if (!SDL_sensors_initialized) {
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// NOTE: There's a small window here where another thread could lock the mutex after we've checked for pending locks
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if (!SDL_sensors_locked && SDL_AtomicGet(&SDL_sensor_lock_pending) == 0) {
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last_unlock = true;
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}
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}
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/* The last unlock after sensors are uninitialized will cleanup the mutex,
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* allowing applications to lock sensors while reinitializing the system.
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*/
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if (last_unlock) {
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SDL_Mutex *sensor_lock = SDL_sensor_lock;
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SDL_LockMutex(sensor_lock);
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{
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SDL_UnlockMutex(SDL_sensor_lock);
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SDL_sensor_lock = NULL;
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}
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SDL_UnlockMutex(sensor_lock);
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SDL_DestroyMutex(sensor_lock);
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} else {
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SDL_UnlockMutex(SDL_sensor_lock);
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}
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}
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bool SDL_SensorsLocked(void)
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{
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return (SDL_sensors_locked > 0);
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}
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void SDL_AssertSensorsLocked(void)
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{
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SDL_assert(SDL_SensorsLocked());
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}
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bool SDL_InitSensors(void)
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{
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int i;
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bool status;
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// Create the sensor list lock
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if (SDL_sensor_lock == NULL) {
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SDL_sensor_lock = SDL_CreateMutex();
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}
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if (!SDL_InitSubSystem(SDL_INIT_EVENTS)) {
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return false;
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}
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SDL_LockSensors();
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SDL_sensors_initialized = true;
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status = false;
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for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
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if (SDL_sensor_drivers[i]->Init()) {
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status = true;
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}
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}
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SDL_UnlockSensors();
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if (!status) {
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SDL_QuitSensors();
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}
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return status;
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}
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bool SDL_SensorsOpened(void)
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{
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bool opened;
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SDL_LockSensors();
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{
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if (SDL_sensors != NULL) {
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opened = true;
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} else {
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opened = false;
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}
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}
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SDL_UnlockSensors();
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return opened;
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}
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SDL_SensorID *SDL_GetSensors(int *count)
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{
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int i, num_sensors, device_index;
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int sensor_index = 0, total_sensors = 0;
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SDL_SensorID *sensors;
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SDL_LockSensors();
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{
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for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
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total_sensors += SDL_sensor_drivers[i]->GetCount();
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}
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sensors = (SDL_SensorID *)SDL_malloc((total_sensors + 1) * sizeof(*sensors));
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if (sensors) {
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if (count) {
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*count = total_sensors;
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}
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for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
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num_sensors = SDL_sensor_drivers[i]->GetCount();
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for (device_index = 0; device_index < num_sensors; ++device_index) {
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SDL_assert(sensor_index < total_sensors);
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sensors[sensor_index] = SDL_sensor_drivers[i]->GetDeviceInstanceID(device_index);
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SDL_assert(sensors[sensor_index] > 0);
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++sensor_index;
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}
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}
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SDL_assert(sensor_index == total_sensors);
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sensors[sensor_index] = 0;
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} else {
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if (count) {
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*count = 0;
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}
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}
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}
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SDL_UnlockSensors();
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return sensors;
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}
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/*
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* Get the driver and device index for a sensor instance ID
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* This should be called while the sensor lock is held, to prevent another thread from updating the list
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*/
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static bool SDL_GetDriverAndSensorIndex(SDL_SensorID instance_id, SDL_SensorDriver **driver, int *driver_index)
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{
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int i, num_sensors, device_index;
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if (instance_id > 0) {
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for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
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num_sensors = SDL_sensor_drivers[i]->GetCount();
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for (device_index = 0; device_index < num_sensors; ++device_index) {
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SDL_SensorID sensor_id = SDL_sensor_drivers[i]->GetDeviceInstanceID(device_index);
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if (sensor_id == instance_id) {
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*driver = SDL_sensor_drivers[i];
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*driver_index = device_index;
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return true;
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}
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}
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}
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}
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SDL_SetError("Sensor %" SDL_PRIu32 " not found", instance_id);
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return false;
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}
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/*
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* Get the implementation dependent name of a sensor
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*/
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const char *SDL_GetSensorNameForID(SDL_SensorID instance_id)
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{
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SDL_SensorDriver *driver;
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int device_index;
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const char *name = NULL;
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SDL_LockSensors();
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if (SDL_GetDriverAndSensorIndex(instance_id, &driver, &device_index)) {
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name = SDL_GetPersistentString(driver->GetDeviceName(device_index));
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}
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SDL_UnlockSensors();
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return name;
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}
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SDL_SensorType SDL_GetSensorTypeForID(SDL_SensorID instance_id)
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{
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SDL_SensorDriver *driver;
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int device_index;
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SDL_SensorType type = SDL_SENSOR_INVALID;
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SDL_LockSensors();
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if (SDL_GetDriverAndSensorIndex(instance_id, &driver, &device_index)) {
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type = driver->GetDeviceType(device_index);
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}
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SDL_UnlockSensors();
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return type;
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}
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int SDL_GetSensorNonPortableTypeForID(SDL_SensorID instance_id)
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{
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SDL_SensorDriver *driver;
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int device_index;
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int type = -1;
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SDL_LockSensors();
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if (SDL_GetDriverAndSensorIndex(instance_id, &driver, &device_index)) {
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type = driver->GetDeviceNonPortableType(device_index);
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}
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SDL_UnlockSensors();
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return type;
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}
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/*
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* Open a sensor for use - the index passed as an argument refers to
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* the N'th sensor on the system. This index is the value which will
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* identify this sensor in future sensor events.
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*
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* This function returns a sensor identifier, or NULL if an error occurred.
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*/
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SDL_Sensor *SDL_OpenSensor(SDL_SensorID instance_id)
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{
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SDL_SensorDriver *driver;
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int device_index;
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SDL_Sensor *sensor;
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SDL_Sensor *sensorlist;
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const char *sensorname = NULL;
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SDL_LockSensors();
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if (!SDL_GetDriverAndSensorIndex(instance_id, &driver, &device_index)) {
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SDL_UnlockSensors();
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return NULL;
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}
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sensorlist = SDL_sensors;
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/* If the sensor is already open, return it
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* it is important that we have a single sensor * for each instance id
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*/
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while (sensorlist) {
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if (instance_id == sensorlist->instance_id) {
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sensor = sensorlist;
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++sensor->ref_count;
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SDL_UnlockSensors();
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return sensor;
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}
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sensorlist = sensorlist->next;
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}
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// Create and initialize the sensor
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sensor = (SDL_Sensor *)SDL_calloc(sizeof(*sensor), 1);
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if (!sensor) {
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SDL_UnlockSensors();
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return NULL;
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}
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SDL_SetObjectValid(sensor, SDL_OBJECT_TYPE_SENSOR, true);
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sensor->driver = driver;
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sensor->instance_id = instance_id;
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sensor->type = driver->GetDeviceType(device_index);
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sensor->non_portable_type = driver->GetDeviceNonPortableType(device_index);
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if (!driver->Open(sensor, device_index)) {
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SDL_SetObjectValid(sensor, SDL_OBJECT_TYPE_SENSOR, false);
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SDL_free(sensor);
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SDL_UnlockSensors();
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return NULL;
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}
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sensorname = driver->GetDeviceName(device_index);
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if (sensorname) {
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sensor->name = SDL_strdup(sensorname);
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} else {
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sensor->name = NULL;
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}
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// Add sensor to list
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++sensor->ref_count;
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// Link the sensor in the list
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sensor->next = SDL_sensors;
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SDL_sensors = sensor;
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driver->Update(sensor);
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SDL_UnlockSensors();
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return sensor;
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}
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/*
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* Find the SDL_Sensor that owns this instance id
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*/
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SDL_Sensor *SDL_GetSensorFromID(SDL_SensorID instance_id)
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{
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SDL_Sensor *sensor;
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SDL_LockSensors();
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for (sensor = SDL_sensors; sensor; sensor = sensor->next) {
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if (sensor->instance_id == instance_id) {
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break;
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}
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}
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SDL_UnlockSensors();
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return sensor;
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}
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/*
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* Get the properties associated with a sensor.
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*/
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SDL_PropertiesID SDL_GetSensorProperties(SDL_Sensor *sensor)
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{
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SDL_PropertiesID result;
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SDL_LockSensors();
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{
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CHECK_SENSOR_MAGIC(sensor, 0);
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if (sensor->props == 0) {
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sensor->props = SDL_CreateProperties();
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}
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result = sensor->props;
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}
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SDL_UnlockSensors();
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return result;
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}
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/*
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* Get the friendly name of this sensor
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*/
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const char *SDL_GetSensorName(SDL_Sensor *sensor)
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{
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const char *result;
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SDL_LockSensors();
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{
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CHECK_SENSOR_MAGIC(sensor, NULL);
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result = SDL_GetPersistentString(sensor->name);
|
|
}
|
|
SDL_UnlockSensors();
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
* Get the type of this sensor
|
|
*/
|
|
SDL_SensorType SDL_GetSensorType(SDL_Sensor *sensor)
|
|
{
|
|
SDL_SensorType result;
|
|
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor, SDL_SENSOR_INVALID);
|
|
|
|
result = sensor->type;
|
|
}
|
|
SDL_UnlockSensors();
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
* Get the platform dependent type of this sensor
|
|
*/
|
|
int SDL_GetSensorNonPortableType(SDL_Sensor *sensor)
|
|
{
|
|
int result;
|
|
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor, -1);
|
|
|
|
result = sensor->non_portable_type;
|
|
}
|
|
SDL_UnlockSensors();
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
* Get the instance id for this opened sensor
|
|
*/
|
|
SDL_SensorID SDL_GetSensorID(SDL_Sensor *sensor)
|
|
{
|
|
SDL_SensorID result;
|
|
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor, 0);
|
|
|
|
result = sensor->instance_id;
|
|
}
|
|
SDL_UnlockSensors();
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
* Get the current state of this sensor
|
|
*/
|
|
SDL_bool SDL_GetSensorData(SDL_Sensor *sensor, float *data, int num_values)
|
|
{
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor, false);
|
|
|
|
num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
|
|
SDL_memcpy(data, sensor->data, num_values * sizeof(*data));
|
|
}
|
|
SDL_UnlockSensors();
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* Close a sensor previously opened with SDL_OpenSensor()
|
|
*/
|
|
void SDL_CloseSensor(SDL_Sensor *sensor)
|
|
{
|
|
SDL_Sensor *sensorlist;
|
|
SDL_Sensor *sensorlistprev;
|
|
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor,);
|
|
|
|
// First decrement ref count
|
|
if (--sensor->ref_count > 0) {
|
|
SDL_UnlockSensors();
|
|
return;
|
|
}
|
|
|
|
SDL_DestroyProperties(sensor->props);
|
|
|
|
sensor->driver->Close(sensor);
|
|
sensor->hwdata = NULL;
|
|
SDL_SetObjectValid(sensor, SDL_OBJECT_TYPE_SENSOR, false);
|
|
|
|
sensorlist = SDL_sensors;
|
|
sensorlistprev = NULL;
|
|
while (sensorlist) {
|
|
if (sensor == sensorlist) {
|
|
if (sensorlistprev) {
|
|
// unlink this entry
|
|
sensorlistprev->next = sensorlist->next;
|
|
} else {
|
|
SDL_sensors = sensor->next;
|
|
}
|
|
break;
|
|
}
|
|
sensorlistprev = sensorlist;
|
|
sensorlist = sensorlist->next;
|
|
}
|
|
|
|
// Free the data associated with this sensor
|
|
SDL_free(sensor->name);
|
|
SDL_free(sensor);
|
|
}
|
|
SDL_UnlockSensors();
|
|
}
|
|
|
|
void SDL_QuitSensors(void)
|
|
{
|
|
int i;
|
|
|
|
SDL_LockSensors();
|
|
|
|
// Stop the event polling
|
|
while (SDL_sensors) {
|
|
SDL_sensors->ref_count = 1;
|
|
SDL_CloseSensor(SDL_sensors);
|
|
}
|
|
|
|
// Quit the sensor setup
|
|
for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
|
|
SDL_sensor_drivers[i]->Quit();
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_EVENTS);
|
|
|
|
SDL_sensors_initialized = false;
|
|
|
|
SDL_UnlockSensors();
|
|
}
|
|
|
|
// These are global for SDL_syssensor.c and SDL_events.c
|
|
|
|
void SDL_SendSensorUpdate(Uint64 timestamp, SDL_Sensor *sensor, Uint64 sensor_timestamp, float *data, int num_values)
|
|
{
|
|
SDL_AssertSensorsLocked();
|
|
|
|
// Allow duplicate events, for things like steps and heartbeats
|
|
|
|
// Update internal sensor state
|
|
num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
|
|
SDL_memcpy(sensor->data, data, num_values * sizeof(*data));
|
|
|
|
// Post the event, if desired
|
|
if (SDL_EventEnabled(SDL_EVENT_SENSOR_UPDATE)) {
|
|
SDL_Event event;
|
|
event.type = SDL_EVENT_SENSOR_UPDATE;
|
|
event.common.timestamp = timestamp;
|
|
event.sensor.which = sensor->instance_id;
|
|
num_values = SDL_min(num_values, SDL_arraysize(event.sensor.data));
|
|
SDL_memset(event.sensor.data, 0, sizeof(event.sensor.data));
|
|
SDL_memcpy(event.sensor.data, data, num_values * sizeof(*data));
|
|
event.sensor.sensor_timestamp = sensor_timestamp;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
SDL_GamepadSensorWatcher(timestamp, sensor->instance_id, sensor_timestamp, data, num_values);
|
|
}
|
|
|
|
void SDL_UpdateSensor(SDL_Sensor *sensor)
|
|
{
|
|
SDL_LockSensors();
|
|
{
|
|
CHECK_SENSOR_MAGIC(sensor,);
|
|
|
|
sensor->driver->Update(sensor);
|
|
}
|
|
SDL_UnlockSensors();
|
|
}
|
|
|
|
void SDL_UpdateSensors(void)
|
|
{
|
|
int i;
|
|
SDL_Sensor *sensor;
|
|
|
|
if (!SDL_WasInit(SDL_INIT_SENSOR)) {
|
|
return;
|
|
}
|
|
|
|
SDL_LockSensors();
|
|
|
|
for (sensor = SDL_sensors; sensor; sensor = sensor->next) {
|
|
sensor->driver->Update(sensor);
|
|
}
|
|
|
|
/* this needs to happen AFTER walking the sensor list above, so that any
|
|
dangling hardware data from removed devices can be free'd
|
|
*/
|
|
for (i = 0; i < SDL_arraysize(SDL_sensor_drivers); ++i) {
|
|
SDL_sensor_drivers[i]->Detect();
|
|
}
|
|
|
|
SDL_UnlockSensors();
|
|
}
|