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Dynamically load SDL2.dll

This commit is contained in:
Brian Fiete 2022-11-17 07:29:50 -08:00
parent 82e06c4582
commit 7293fed046
4 changed files with 98 additions and 24 deletions

View file

@ -632,7 +632,7 @@ namespace Beefy
{
mStopping = true;
while (mWindows.Count > 0)
mWindows[0].Close();
mWindows[0].Close(true);
BFApp_Shutdown();
}

View file

@ -11,7 +11,7 @@ USING_NS_BF;
#define NOT_IMPL throw "Not implemented"
#endif
#pragma comment(lib, "SDL2.lib")
//#pragma comment(lib, "SDL2.lib")
#ifdef _WIN32
#ifdef BF_PLATFORM_OPENGL_ES2
@ -38,6 +38,10 @@ USING_NS_BF;
#define APIENTRYP BF_CALLTYPE *
#endif
extern void* (SDLCALL* bf_SDL_GL_GetProcAddress)(const char* proc);
extern void (SDLCALL* bf_SDL_GetWindowSize)(SDL_Window* window, int* w, int* h);
extern void (SDLCALL* bf_SDL_GL_SwapWindow)(SDL_Window* window);
typedef void (APIENTRYP GL_DEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
static void (APIENTRYP bf_glDebugMessageCallback)(GL_DEBUGPROC callback, const void* userParam);
@ -328,7 +332,7 @@ void GLRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
template <typename T>
static void BFGetGLProc(T& proc, const char* name)
{
proc = (T)SDL_GL_GetProcAddress(name);
proc = (T)bf_SDL_GL_GetProcAddress(name);
}
#define BF_GET_GLPROC(name) BFGetGLProc(bf_##name, #name)
@ -445,7 +449,7 @@ void GLRenderWindow::Resized()
mRenderDevice->mResizeCount++;
mResizeNum = mRenderDevice->mResizeCount;
SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
bf_SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
//NOT_IMPL;
/*if (mGLSwapChain != NULL)
@ -461,7 +465,7 @@ void GLRenderWindow::Resized()
void GLRenderWindow::Present()
{
SDL_GL_SwapWindow(mSDLWindow);
bf_SDL_GL_SwapWindow(mSDLWindow);
//GLCHECK(mGLSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0));
}

View file

@ -10,6 +10,51 @@ USING_NS_BF;
#pragma comment(lib, "imm32.lib")
#pragma comment(lib, "version.lib")
SDL_Window* (SDLCALL* bf_SDL_CreateWindow)(const char* title, int x, int y, int w, int h, Uint32 flags);
int (SDLCALL* bf_SDL_GL_SetAttribute)(SDL_GLattr attr, int value);
Uint32 (SDLCALL* bf_SDL_GetWindowID)(SDL_Window* window);
void (SDLCALL* bf_SDL_DestroyWindow)(SDL_Window* window);
int (SDLCALL* bf_SDL_Init)(Uint32 flags);
void (SDLCALL* bf_SDL_GetWindowPosition)(SDL_Window* window,int* x, int* y);
char* (SDLCALL* bf_SDL_GetClipboardText)(void);
int (SDLCALL* bf_SDL_SetClipboardText)(const char* text);
void* (SDLCALL* bf_SDL_GL_GetProcAddress)(const char* proc);
void (SDLCALL* bf_SDL_GetWindowSize)(SDL_Window* window, int* w, int* h);
void (SDLCALL* bf_SDL_GL_SwapWindow)(SDL_Window* window);
void (SDLCALL* bf_SDL_free)(void* mem);
void (SDLCALL* bf_SDL_SetWindowPosition)(SDL_Window* window, int x, int y);
int (SDLCALL* bf_SDL_PollEvent)(SDL_Event* event);
const char* (SDLCALL* bf_SDL_GetError)(void);
SDL_GLContext (SDLCALL* bf_SDL_GL_CreateContext)(SDL_Window* window);
void (SDLCALL* bf_SDL_Quit)(void);
static HMODULE gSDLModule;
static HMODULE GetSDLModule(const StringImpl& installDir)
{
if (gSDLModule == NULL)
{
String loadPath = installDir + "SDL2.dll";
gSDLModule = ::LoadLibraryA(loadPath.c_str());
if (gSDLModule == NULL)
{
#ifdef BF_PLATFORM_WINDOWS
::MessageBoxA(NULL, "Failed to load SDL2.dll", "FATAL ERROR", MB_OK | MB_ICONERROR);
::ExitProcess(1);
#endif
BF_FATAL("Failed to load SDL2.dll");
}
}
return gSDLModule;
}
template <typename T>
static void BFGetSDLProc(T& proc, const char* name, const StringImpl& installDir)
{
proc = (T)::GetProcAddress(GetSDLModule(installDir), name);
}
#define BF_GET_SDLPROC(name) BFGetSDLProc(bf_##name, #name, mInstallDir)
SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y, int width, int height, int windowFlags)
{
@ -23,15 +68,15 @@ SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y
sdlWindowFlags |= SDL_WINDOW_FULLSCREEN;
#endif
mSDLWindow = SDL_CreateWindow(title.c_str(), x, y, width, height, sdlWindowFlags);
mSDLWindow = bf_SDL_CreateWindow(title.c_str(), x, y, width, height, sdlWindowFlags);
#ifndef BF_PLATFORM_OPENGL_ES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
bf_SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
if (!SDL_GL_CreateContext(mSDLWindow))
if (!bf_SDL_GL_CreateContext(mSDLWindow))
{
String str = StrFormat(
#ifdef BF_PLATFORM_OPENGL_ES2
@ -39,10 +84,11 @@ SdlBFWindow::SdlBFWindow(BFWindow* parent, const StringImpl& title, int x, int y
#else
"Unable to create SDL OpenGL context: %s"
#endif
, SDL_GetError());
, bf_SDL_GetError());
BF_FATAL(str.c_str());
SDL_Quit();
bf_SDL_Quit();
exit(2);
}
@ -76,9 +122,9 @@ SdlBFWindow::~SdlBFWindow()
bool SdlBFWindow::TryClose()
{
SdlBFApp* app = (SdlBFApp*)gBFApp;
app->mSdlWindowMap.Remove(SDL_GetWindowID(mSDLWindow));
app->mSdlWindowMap.Remove(bf_SDL_GetWindowID(mSDLWindow));
SDL_DestroyWindow(mSDLWindow);
bf_SDL_DestroyWindow(mSDLWindow);
mSDLWindow = NULL;
return true;
}
@ -192,10 +238,31 @@ SdlBFApp::SdlBFApp()
mInstallDir += "/";
if (bf_SDL_CreateWindow == NULL)
{
BF_GET_SDLPROC(SDL_CreateWindow);
BF_GET_SDLPROC(SDL_GL_SetAttribute);
BF_GET_SDLPROC(SDL_GetWindowID);
BF_GET_SDLPROC(SDL_DestroyWindow);
BF_GET_SDLPROC(SDL_Init);
BF_GET_SDLPROC(SDL_GetWindowPosition);
BF_GET_SDLPROC(SDL_GetClipboardText);
BF_GET_SDLPROC(SDL_SetClipboardText);
BF_GET_SDLPROC(SDL_GL_GetProcAddress);
BF_GET_SDLPROC(SDL_GetWindowSize);
BF_GET_SDLPROC(SDL_GL_SwapWindow);
BF_GET_SDLPROC(SDL_free);
BF_GET_SDLPROC(SDL_SetWindowPosition);
BF_GET_SDLPROC(SDL_PollEvent);
BF_GET_SDLPROC(SDL_GetError);
BF_GET_SDLPROC(SDL_GL_CreateContext);
BF_GET_SDLPROC(SDL_Quit);
}
mDataDir = mInstallDir;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0)
BF_FATAL(StrFormat("Unable to initialize SDL: %s", SDL_GetError()).c_str());
if (bf_SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0)
BF_FATAL(StrFormat("Unable to initialize SDL: %s", bf_SDL_GetError()).c_str());
}
SdlBFApp::~SdlBFApp()
@ -227,7 +294,7 @@ void SdlBFApp::Run()
{
{
//Beefy::DebugTimeGuard suspendTimeGuard(30, "BFApp::Run1");
if (!SDL_PollEvent(&sdlEvent))
if (!bf_SDL_PollEvent(&sdlEvent))
break;
}
@ -320,15 +387,15 @@ void SdlBFApp::Draw()
BFWindow* SdlBFApp::CreateNewWindow(BFWindow* parent, const StringImpl& title, int x, int y, int width, int height, int windowFlags)
{
SdlBFWindow* aWindow = new SdlBFWindow(parent, title, x, y, width, height, windowFlags);
mSdlWindowMap[SDL_GetWindowID(aWindow->mSDLWindow)] = aWindow;
mSdlWindowMap[bf_SDL_GetWindowID(aWindow->mSDLWindow)] = aWindow;
mWindowList.push_back(aWindow);
return aWindow;
}
void SdlBFWindow::GetPosition(int* x, int* y, int* width, int* height, int* clientX, int* clientY, int* clientWidth, int* clientHeight)
{
SDL_GetWindowPosition(mSDLWindow, x, y);
SDL_GetWindowSize(mSDLWindow, width, height);
bf_SDL_GetWindowPosition(mSDLWindow, x, y);
bf_SDL_GetWindowSize(mSDLWindow, width, height);
*clientWidth = *width;
*clientHeight = *height;
}
@ -340,7 +407,7 @@ void SdlBFApp::PhysSetCursor()
void SdlBFWindow::SetClientPosition(int x, int y)
{
SDL_SetWindowPosition(mSDLWindow, x, y);
bf_SDL_SetWindowPosition(mSDLWindow, x, y);
if (mMovedFunc != NULL)
mMovedFunc(this);
@ -358,17 +425,17 @@ uint32 SdlBFApp::GetClipboardFormat(const StringImpl& format)
void* SdlBFApp::GetClipboardData(const StringImpl& format, int* size)
{
return SDL_GetClipboardText();
return bf_SDL_GetClipboardText();
}
void SdlBFApp::ReleaseClipboardData(void* ptr)
{
SDL_free(ptr);
bf_SDL_free(ptr);
}
void SdlBFApp::SetClipboardData(const StringImpl& format, const void* ptr, int size, bool resetClipboard)
{
SDL_SetClipboardText((const char*)ptr);
bf_SDL_SetClipboardText((const char*)ptr);
}
BFMenu* SdlBFWindow::AddMenuItem(BFMenu* parent, int insertIdx, const char* text, const char* hotKey, BFSysBitmap* bitmap, bool enabled, int checkState, bool radioCheck)

View file

@ -1630,6 +1630,9 @@ void WinBFWindow::GetPlacement(int* normX, int* normY, int* normWidth, int* norm
*normHeight = wndPlacement.rcNormalPosition.bottom - wndPlacement.rcNormalPosition.top;
switch (wndPlacement.showCmd)
{
case SW_SHOWNORMAL:
*showKind = ShowKind_ShowNormal;
break;
case SW_SHOWMINIMIZED:
*showKind = ShowKind_ShowMinimized;
break;