Port PSP SDL_main to header-only + SDL_RunApp()

main
Daniel Gibson 2022-12-12 19:22:17 +01:00 committed by Sam Lantinga
parent b1b3bd654d
commit 989a8ca90e
4 changed files with 90 additions and 64 deletions

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@ -2572,6 +2572,9 @@ elseif(PSP)
file(GLOB PSP_MAIN_SOURCES ${SDL3_SOURCE_DIR}/src/main/psp/*.c)
list(APPEND SDLMAIN_SOURCES ${PSP_MAIN_SOURCES})
file(GLOB PSP_CORE_SOURCES ${SDL3_SOURCE_DIR}/src/core/psp/*.c)
list(APPEND SOURCE_FILES ${PSP_CORE_SOURCES})
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_PSP 1)
file(GLOB PSP_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/psp/*.c)

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@ -280,7 +280,7 @@ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
/* include header-only SDL_main implementations */
#if defined(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \
|| defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__)
|| defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__) || defined(__PSP__)
/* platforms whichs main (-equivalent) can be implemented in plain C */
#include <SDL3/SDL_main_impl.h>

83
src/core/psp/SDL_psp.c Normal file
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@ -0,0 +1,83 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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.
*/
#include "SDL_internal.h"
#ifdef __PSP__
/* SDL_RunApp() for PSP based on SDL_psp_main.c, placed in the public domain by Sam Lantinga 3/13/14 */
#include <pspkernel.h>
#include <pspthreadman.h>
/* If application's main() is redefined as SDL_main, and libSDL_main is
linked, then this file will create the standard exit callback,
define the PSP_MODULE_INFO macro, and exit back to the browser when
the program is finished.
You can still override other parameters in your own code if you
desire, such as PSP_HEAP_SIZE_KB, PSP_MAIN_THREAD_ATTR,
PSP_MAIN_THREAD_STACK_SIZE, etc.
*/
PSP_MODULE_INFO("SDL App", 0, 1, 0);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU | THREAD_ATTR_USER);
int sdl_psp_exit_callback(int arg1, int arg2, void *common)
{
sceKernelExitGame();
return 0;
}
int sdl_psp_callback_thread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback",
sdl_psp_exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int sdl_psp_setup_callbacks(void)
{
int thid;
thid = sceKernelCreateThread("update_thread",
sdl_psp_callback_thread, 0x11, 0xFA0, 0, 0);
if (thid >= 0) {
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
DECLSPEC int
SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved)
{
(void)reserved;
sdl_psp_setup_callbacks();
SDL_SetMainReady();
(void)SDL_main(argc, argv);
return 0;
}
#endif /* __PSP__ */

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@ -1,68 +1,8 @@
/*
SDL_psp_main.c, placed in the public domain by Sam Lantinga 3/13/14
empty, moved to SDL_RunApp() in src/core/psp/SDL_psp.c
TODO: remove
*/
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h> /* until this SDL_main impl is converted to header-only.. */
#ifdef __PSP__
#include <pspkernel.h>
#include <pspthreadman.h>
#ifdef main
#undef main
#endif
/* If application's main() is redefined as SDL_main, and libSDL_main is
linked, then this file will create the standard exit callback,
define the PSP_MODULE_INFO macro, and exit back to the browser when
the program is finished.
You can still override other parameters in your own code if you
desire, such as PSP_HEAP_SIZE_KB, PSP_MAIN_THREAD_ATTR,
PSP_MAIN_THREAD_STACK_SIZE, etc.
*/
PSP_MODULE_INFO("SDL App", 0, 1, 0);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU | THREAD_ATTR_USER);
int sdl_psp_exit_callback(int arg1, int arg2, void *common)
{
sceKernelExitGame();
return 0;
}
int sdl_psp_callback_thread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback",
sdl_psp_exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int sdl_psp_setup_callbacks(void)
{
int thid;
thid = sceKernelCreateThread("update_thread",
sdl_psp_callback_thread, 0x11, 0xFA0, 0, 0);
if (thid >= 0) {
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
int main(int argc, char *argv[])
{
sdl_psp_setup_callbacks();
SDL_SetMainReady();
(void)SDL_main(argc, argv);
return 0;
}
#endif /* __PSP__ */
/* vi: set ts=4 sw=4 expandtab: */