SDL/include/SDL3/SDL_test_common.h

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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_test_common.h
*
* Common functions of SDL test framework.
*
* This code is a part of the SDL test library, not the main SDL library.
*/
/* Ported from original test\common.h file. */
#ifndef SDL_test_common_h_
#define SDL_test_common_h_
#include <SDL3/SDL.h>
#ifdef __PSP__
#define DEFAULT_WINDOW_WIDTH 480
#define DEFAULT_WINDOW_HEIGHT 272
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#elif defined(__VITA__)
#define DEFAULT_WINDOW_WIDTH 960
#define DEFAULT_WINDOW_HEIGHT 544
#else
#define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480
#endif
#define VERBOSE_VIDEO 0x00000001
#define VERBOSE_MODES 0x00000002
#define VERBOSE_RENDER 0x00000004
#define VERBOSE_EVENT 0x00000008
#define VERBOSE_AUDIO 0x00000010
#define VERBOSE_MOTION 0x00000020
typedef struct
{
/* SDL init flags */
char **argv;
Uint32 flags;
Uint32 verbose;
/* Video info */
const char *videodriver;
int display_index;
SDL_DisplayID displayID;
const char *window_title;
const char *window_icon;
Uint32 window_flags;
SDL_bool flash_on_focus_loss;
int window_x;
int window_y;
int window_w;
int window_h;
int window_minW;
int window_minH;
int window_maxW;
int window_maxH;
int logical_w;
int logical_h;
SDL_bool auto_scale_content;
SDL_RendererLogicalPresentation logical_presentation;
SDL_ScaleMode logical_scale_mode;
float scale;
int depth;
float refresh_rate;
SDL_bool fullscreen_exclusive;
SDL_DisplayMode fullscreen_mode;
int num_windows;
SDL_Window **windows;
/* Renderer info */
const char *renderdriver;
Uint32 render_flags;
SDL_bool skip_renderer;
SDL_Renderer **renderers;
SDL_Texture **targets;
/* Audio info */
const char *audiodriver;
SDL_AudioFormat audio_format;
int audio_channels;
int audio_freq;
SDL_AudioDeviceID audio_id;
/* GL settings */
int gl_red_size;
int gl_green_size;
int gl_blue_size;
int gl_alpha_size;
int gl_buffer_size;
int gl_depth_size;
int gl_stencil_size;
int gl_double_buffer;
int gl_accum_red_size;
int gl_accum_green_size;
int gl_accum_blue_size;
int gl_accum_alpha_size;
int gl_stereo;
int gl_multisamplebuffers;
int gl_multisamplesamples;
int gl_retained_backing;
int gl_accelerated;
int gl_major_version;
int gl_minor_version;
int gl_debug;
int gl_profile_mask;
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/* Mouse info */
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SDL_Rect confine;
} SDLTest_CommonState;
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Parse command line parameters and create common state.
*
* \param argv Array of command line parameters
* \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO)
*
* \returns a newly allocated common state object.
*/
SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
/**
* Free the common state object.
*
* \param state The common state object to destroy
*/
void SDLTest_CommonDestroyState(SDLTest_CommonState *state);
/**
* Process one common argument.
*
* \param state The common state describing the test window to create.
* \param index The index of the argument to process in argv[].
*
* \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
*/
int SDLTest_CommonArg(SDLTest_CommonState *state, int index);
/**
* Logs command line usage info.
*
* This logs the appropriate command line options for the subsystems in use
* plus other common options, and then any application-specific options.
* This uses the SDL_Log() function and splits up output to be friendly to
* 80-character-wide terminals.
*
* \param state The common state describing the test window for the app.
* \param argv0 argv[0], as passed to main/SDL_main.
* \param options an array of strings for application specific options. The last element of the array should be NULL.
*/
void SDLTest_CommonLogUsage(SDLTest_CommonState *state, const char *argv0, const char **options);
/**
* Open test window.
*
* \param state The common state describing the test window to create.
*
* \returns SDL_TRUE if initialization succeeded, false otherwise
*/
SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state);
/**
* Easy argument handling when test app doesn't need any custom args.
*
* \param state The common state describing the test window to create.
* \param argc argc, as supplied to SDL_main
* \param argv argv, as supplied to SDL_main
*
* \returns SDL_FALSE if app should quit, true otherwise.
*/
SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState *state, const int argc, char **argv);
/**
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
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* Common event handler for test windows if you use a standard SDL_main.
*
* This will free data from the event, like the string in a drop event!
*
* \param state The common state used to create test window.
* \param event The event to handle.
* \param done Flag indicating we are done.
*/
void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* Common event handler for test windows if you use SDL_AppEvent.
*
* This does _not_ free anything in `event`.
*
* \param state The common state used to create test window.
* \param event The event to handle.
* \returns Value suitable for returning from SDL_AppEvent().
*/
int SDLTest_CommonEventMainCallbacks(SDLTest_CommonState *state, const SDL_Event *event);
/**
* Close test window.
*
* \param state The common state used to create test window.
*
*/
void SDLTest_CommonQuit(SDLTest_CommonState *state);
/**
* Draws various window information (position, size, etc.) to the renderer.
*
* \param renderer The renderer to draw to.
* \param window The window whose information should be displayed.
* \param usedHeight Returns the height used, so the caller can draw more below.
*
*/
void SDLTest_CommonDrawWindowInfo(SDL_Renderer *renderer, SDL_Window *window, float *usedHeight);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_test_common_h_ */