mirror of
https://github.com/beefytech/Beef.git
synced 2025-06-09 03:52:19 +02:00
Dynamically load SDL2.dll
This commit is contained in:
parent
82e06c4582
commit
7293fed046
4 changed files with 98 additions and 24 deletions
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@ -632,7 +632,7 @@ namespace Beefy
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{
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mStopping = true;
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while (mWindows.Count > 0)
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mWindows[0].Close();
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mWindows[0].Close(true);
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BFApp_Shutdown();
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}
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@ -11,7 +11,7 @@ USING_NS_BF;
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#define NOT_IMPL throw "Not implemented"
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#endif
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#pragma comment(lib, "SDL2.lib")
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//#pragma comment(lib, "SDL2.lib")
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#ifdef _WIN32
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#ifdef BF_PLATFORM_OPENGL_ES2
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@ -38,6 +38,10 @@ USING_NS_BF;
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#define APIENTRYP BF_CALLTYPE *
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#endif
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extern void* (SDLCALL* bf_SDL_GL_GetProcAddress)(const char* proc);
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extern void (SDLCALL* bf_SDL_GetWindowSize)(SDL_Window* window, int* w, int* h);
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extern void (SDLCALL* bf_SDL_GL_SwapWindow)(SDL_Window* window);
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typedef void (APIENTRYP GL_DEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
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static void (APIENTRYP bf_glDebugMessageCallback)(GL_DEBUGPROC callback, const void* userParam);
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@ -328,7 +332,7 @@ void GLRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
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template <typename T>
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static void BFGetGLProc(T& proc, const char* name)
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{
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proc = (T)SDL_GL_GetProcAddress(name);
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proc = (T)bf_SDL_GL_GetProcAddress(name);
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}
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#define BF_GET_GLPROC(name) BFGetGLProc(bf_##name, #name)
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@ -445,7 +449,7 @@ void GLRenderWindow::Resized()
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mRenderDevice->mResizeCount++;
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mResizeNum = mRenderDevice->mResizeCount;
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SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
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bf_SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
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//NOT_IMPL;
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/*if (mGLSwapChain != NULL)
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@ -461,7 +465,7 @@ void GLRenderWindow::Resized()
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void GLRenderWindow::Present()
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{
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SDL_GL_SwapWindow(mSDLWindow);
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bf_SDL_GL_SwapWindow(mSDLWindow);
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//GLCHECK(mGLSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0));
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}
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@ -10,6 +10,51 @@ USING_NS_BF;
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#pragma comment(lib, "imm32.lib")
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#pragma comment(lib, "version.lib")
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SDL_Window* (SDLCALL* bf_SDL_CreateWindow)(const char* title, int x, int y, int w, int h, Uint32 flags);
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int (SDLCALL* bf_SDL_GL_SetAttribute)(SDL_GLattr attr, int value);
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Uint32 (SDLCALL* bf_SDL_GetWindowID)(SDL_Window* window);
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void (SDLCALL* bf_SDL_DestroyWindow)(SDL_Window* window);
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int (SDLCALL* bf_SDL_Init)(Uint32 flags);
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void (SDLCALL* bf_SDL_GetWindowPosition)(SDL_Window* window,int* x, int* y);
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char* (SDLCALL* bf_SDL_GetClipboardText)(void);
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int (SDLCALL* bf_SDL_SetClipboardText)(const char* text);
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void* (SDLCALL* bf_SDL_GL_GetProcAddress)(const char* proc);
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void (SDLCALL* bf_SDL_GetWindowSize)(SDL_Window* window, int* w, int* h);
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void (SDLCALL* bf_SDL_GL_SwapWindow)(SDL_Window* window);
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void (SDLCALL* bf_SDL_free)(void* mem);
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void (SDLCALL* bf_SDL_SetWindowPosition)(SDL_Window* window, int x, int y);
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int (SDLCALL* bf_SDL_PollEvent)(SDL_Event* event);
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const char* (SDLCALL* bf_SDL_GetError)(void);
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SDL_GLContext (SDLCALL* bf_SDL_GL_CreateContext)(SDL_Window* window);
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void (SDLCALL* bf_SDL_Quit)(void);
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static HMODULE gSDLModule;
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static HMODULE GetSDLModule(const StringImpl& installDir)
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{
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if (gSDLModule == NULL)
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{
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String loadPath = installDir + "SDL2.dll";
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gSDLModule = ::LoadLibraryA(loadPath.c_str());
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if (gSDLModule == NULL)
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{
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#ifdef BF_PLATFORM_WINDOWS
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::MessageBoxA(NULL, "Failed to load SDL2.dll", "FATAL ERROR", MB_OK | MB_ICONERROR);
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::ExitProcess(1);
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#endif
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BF_FATAL("Failed to load SDL2.dll");
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}
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}
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return gSDLModule;
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}
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template <typename T>
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static void BFGetSDLProc(T& proc, const char* name, const StringImpl& installDir)
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{
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proc = (T)::GetProcAddress(GetSDLModule(installDir), name);
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}
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#define BF_GET_SDLPROC(name) BFGetSDLProc(bf_##name, #name, mInstallDir)
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SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y, int width, int height, int windowFlags)
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{
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@ -23,15 +68,15 @@ SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y
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sdlWindowFlags |= SDL_WINDOW_FULLSCREEN;
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#endif
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mSDLWindow = SDL_CreateWindow(title.c_str(), x, y, width, height, sdlWindowFlags);
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mSDLWindow = bf_SDL_CreateWindow(title.c_str(), x, y, width, height, sdlWindowFlags);
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#ifndef BF_PLATFORM_OPENGL_ES2
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#endif
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if (!SDL_GL_CreateContext(mSDLWindow))
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if (!bf_SDL_GL_CreateContext(mSDLWindow))
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{
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String str = StrFormat(
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#ifdef BF_PLATFORM_OPENGL_ES2
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@ -39,10 +84,11 @@ SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y
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#else
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"Unable to create SDL OpenGL context: %s"
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#endif
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, SDL_GetError());
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, bf_SDL_GetError());
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BF_FATAL(str.c_str());
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SDL_Quit();
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bf_SDL_Quit();
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exit(2);
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}
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@ -76,9 +122,9 @@ SdlBFWindow::~SdlBFWindow()
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bool SdlBFWindow::TryClose()
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{
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SdlBFApp* app = (SdlBFApp*)gBFApp;
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app->mSdlWindowMap.Remove(SDL_GetWindowID(mSDLWindow));
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app->mSdlWindowMap.Remove(bf_SDL_GetWindowID(mSDLWindow));
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SDL_DestroyWindow(mSDLWindow);
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bf_SDL_DestroyWindow(mSDLWindow);
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mSDLWindow = NULL;
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return true;
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}
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@ -192,10 +238,31 @@ SdlBFApp::SdlBFApp()
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mInstallDir += "/";
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if (bf_SDL_CreateWindow == NULL)
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{
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BF_GET_SDLPROC(SDL_CreateWindow);
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BF_GET_SDLPROC(SDL_GL_SetAttribute);
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BF_GET_SDLPROC(SDL_GetWindowID);
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BF_GET_SDLPROC(SDL_DestroyWindow);
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BF_GET_SDLPROC(SDL_Init);
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BF_GET_SDLPROC(SDL_GetWindowPosition);
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BF_GET_SDLPROC(SDL_GetClipboardText);
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BF_GET_SDLPROC(SDL_SetClipboardText);
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BF_GET_SDLPROC(SDL_GL_GetProcAddress);
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BF_GET_SDLPROC(SDL_GetWindowSize);
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BF_GET_SDLPROC(SDL_GL_SwapWindow);
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BF_GET_SDLPROC(SDL_free);
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BF_GET_SDLPROC(SDL_SetWindowPosition);
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BF_GET_SDLPROC(SDL_PollEvent);
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BF_GET_SDLPROC(SDL_GetError);
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BF_GET_SDLPROC(SDL_GL_CreateContext);
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BF_GET_SDLPROC(SDL_Quit);
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}
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mDataDir = mInstallDir;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0)
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BF_FATAL(StrFormat("Unable to initialize SDL: %s", SDL_GetError()).c_str());
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if (bf_SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0)
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BF_FATAL(StrFormat("Unable to initialize SDL: %s", bf_SDL_GetError()).c_str());
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}
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SdlBFApp::~SdlBFApp()
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@ -227,7 +294,7 @@ void SdlBFApp::Run()
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{
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{
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//Beefy::DebugTimeGuard suspendTimeGuard(30, "BFApp::Run1");
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if (!SDL_PollEvent(&sdlEvent))
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if (!bf_SDL_PollEvent(&sdlEvent))
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break;
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}
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@ -320,15 +387,15 @@ void SdlBFApp::Draw()
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BFWindow* SdlBFApp::CreateNewWindow(BFWindow* parent, const StringImpl& title, int x, int y, int width, int height, int windowFlags)
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{
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SdlBFWindow* aWindow = new SdlBFWindow(parent, title, x, y, width, height, windowFlags);
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mSdlWindowMap[SDL_GetWindowID(aWindow->mSDLWindow)] = aWindow;
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mSdlWindowMap[bf_SDL_GetWindowID(aWindow->mSDLWindow)] = aWindow;
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mWindowList.push_back(aWindow);
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return aWindow;
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}
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void SdlBFWindow::GetPosition(int* x, int* y, int* width, int* height, int* clientX, int* clientY, int* clientWidth, int* clientHeight)
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{
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SDL_GetWindowPosition(mSDLWindow, x, y);
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SDL_GetWindowSize(mSDLWindow, width, height);
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bf_SDL_GetWindowPosition(mSDLWindow, x, y);
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bf_SDL_GetWindowSize(mSDLWindow, width, height);
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*clientWidth = *width;
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*clientHeight = *height;
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}
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@ -340,7 +407,7 @@ void SdlBFApp::PhysSetCursor()
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void SdlBFWindow::SetClientPosition(int x, int y)
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{
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SDL_SetWindowPosition(mSDLWindow, x, y);
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bf_SDL_SetWindowPosition(mSDLWindow, x, y);
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if (mMovedFunc != NULL)
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mMovedFunc(this);
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@ -358,17 +425,17 @@ uint32 SdlBFApp::GetClipboardFormat(const StringImpl& format)
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void* SdlBFApp::GetClipboardData(const StringImpl& format, int* size)
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{
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return SDL_GetClipboardText();
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return bf_SDL_GetClipboardText();
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}
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void SdlBFApp::ReleaseClipboardData(void* ptr)
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{
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SDL_free(ptr);
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bf_SDL_free(ptr);
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}
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void SdlBFApp::SetClipboardData(const StringImpl& format, const void* ptr, int size, bool resetClipboard)
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{
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SDL_SetClipboardText((const char*)ptr);
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bf_SDL_SetClipboardText((const char*)ptr);
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}
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BFMenu* SdlBFWindow::AddMenuItem(BFMenu* parent, int insertIdx, const char* text, const char* hotKey, BFSysBitmap* bitmap, bool enabled, int checkState, bool radioCheck)
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@ -1630,6 +1630,9 @@ void WinBFWindow::GetPlacement(int* normX, int* normY, int* normWidth, int* norm
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*normHeight = wndPlacement.rcNormalPosition.bottom - wndPlacement.rcNormalPosition.top;
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switch (wndPlacement.showCmd)
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{
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case SW_SHOWNORMAL:
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*showKind = ShowKind_ShowNormal;
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break;
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case SW_SHOWMINIMIZED:
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*showKind = ShowKind_ShowMinimized;
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break;
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