main: Add an optional `appstate` param to main callback entry points.

This allows apps to maintain state data without using global variables.

Fixes #9377.
This commit is contained in:
Ryan C. Gordon 2024-03-27 17:22:08 -04:00
parent a9dbdb1947
commit 38e3c6a4aa
No known key found for this signature in database
GPG Key ID: FA148B892AB48044
7 changed files with 57 additions and 32 deletions

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@ -158,10 +158,10 @@
extern "C" {
#endif
typedef int (SDLCALL *SDL_AppInit_func)(int argc, char *argv[]);
typedef int (SDLCALL *SDL_AppIterate_func)(void);
typedef int (SDLCALL *SDL_AppEvent_func)(const SDL_Event *event);
typedef void (SDLCALL *SDL_AppQuit_func)(void);
typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate);
typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
/**
* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
@ -203,6 +203,12 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
* This function should not go into an infinite mainloop; it should do any
* one-time setup it requires and then return.
*
* The app may optionally assign a pointer to `*appstate`. This pointer will
* be provided on every future call to the other entry points, to allow
* application state to be preserved between functions without the app
* needing to use a global variable. If this isn't set, the pointer will
* be NULL in future entry points.
*
* If this function returns 0, the app will proceed to normal operation,
* and will begin receiving repeated calls to SDL_AppIterate and SDL_AppEvent
* for the life of the program. If this function returns < 0, SDL will
@ -210,6 +216,7 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
* an error to the platform. If it returns > 0, the SDL calls SDL_AppQuit
* and terminates with an exit code that reports success to the platform.
*
* \param appstate a place where the app can optionally store a pointer for future use.
* \param argc The standard ANSI C main's argc; number of elements in `argv`
* \param argv The standard ANSI C main's argv; array of command line arguments.
* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
@ -222,7 +229,7 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
* \sa SDL_AppEvent
* \sa SDL_AppQuit
*/
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
/**
* App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
@ -248,6 +255,9 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
* This function should not go into an infinite mainloop; it should do one
* iteration of whatever the program does and return.
*
* The `appstate` parameter is an optional pointer provided by the app during
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
*
* If this function returns 0, the app will continue normal operation,
* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
* of the program. If this function returns < 0, SDL will call SDL_AppQuit
@ -255,6 +265,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
* an exit code that reports success to the platform.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
*
* \threadsafety This function is not thread safe.
@ -264,7 +275,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
* \sa SDL_AppInit
* \sa SDL_AppEvent
*/
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void *appstate);
/**
* App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
@ -293,6 +304,9 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
* This function should not go into an infinite mainloop; it should handle
* the provided event appropriately and return.
*
* The `appstate` parameter is an optional pointer provided by the app during
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
*
* If this function returns 0, the app will continue normal operation,
* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
* of the program. If this function returns < 0, SDL will call SDL_AppQuit
@ -300,6 +314,8 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
* an exit code that reports success to the platform.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
* \param event the new event for the app to examine.
* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
*
* \threadsafety This function is not thread safe.
@ -309,7 +325,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
* \sa SDL_AppInit
* \sa SDL_AppIterate
*/
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(const SDL_Event *event);
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event);
/**
* App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
@ -330,13 +346,20 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(const SDL_Event *event);
* it after this function returns and before the process terminates, but
* it is safe to do so.
*
* The `appstate` parameter is an optional pointer provided by the app during
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
* This function call is the last time this pointer will be provided, so
* any resources to it should be cleaned up here.
*
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
*
* \threadsafety This function is not thread safe.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AppInit
*/
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void);
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
#endif /* SDL_MAIN_USE_CALLBACKS */

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@ -26,6 +26,7 @@ static SDL_AppEvent_func SDL_main_event_callback;
static SDL_AppIterate_func SDL_main_iteration_callback;
static SDL_AppQuit_func SDL_main_quit_callback;
static SDL_AtomicInt apprc; // use an atomic, since events might land from any thread and we don't want to wrap this all in a mutex. A CAS makes sure we only move from zero once.
static void *SDL_main_appstate = NULL;
// Return true if this event needs to be processed before returning from the event watcher
static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
@ -46,7 +47,7 @@ static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
static void SDL_DispatchMainCallbackEvent(SDL_Event *event)
{
if (SDL_AtomicGet(&apprc) == 0) { // if already quitting, don't send the event to the app.
SDL_AtomicCompareAndSwap(&apprc, 0, SDL_main_event_callback(event));
SDL_AtomicCompareAndSwap(&apprc, 0, SDL_main_event_callback(SDL_main_appstate, event));
}
}
@ -95,7 +96,7 @@ int SDL_InitMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_
SDL_main_quit_callback = appquit;
SDL_AtomicSet(&apprc, 0);
const int rc = appinit(argc, argv);
const int rc = appinit(&SDL_main_appstate, argc, argv);
if (SDL_AtomicCompareAndSwap(&apprc, 0, rc) && (rc == 0)) { // bounce if SDL_AppInit already said abort, otherwise...
// make sure we definitely have events initialized, even if the app didn't do it.
if (SDL_InitSubSystem(SDL_INIT_EVENTS) == -1) {
@ -121,7 +122,7 @@ int SDL_IterateMainCallbacks(SDL_bool pump_events)
int rc = SDL_AtomicGet(&apprc);
if (rc == 0) {
rc = SDL_main_iteration_callback();
rc = SDL_main_iteration_callback(SDL_main_appstate);
if (!SDL_AtomicCompareAndSwap(&apprc, 0, rc)) {
rc = SDL_AtomicGet(&apprc); // something else already set a quit result, keep that.
}
@ -132,7 +133,8 @@ int SDL_IterateMainCallbacks(SDL_bool pump_events)
void SDL_QuitMainCallbacks(void)
{
SDL_DelEventWatch(SDL_MainCallbackEventWatcher, NULL);
SDL_main_quit_callback();
SDL_main_quit_callback(SDL_main_appstate);
SDL_main_appstate = NULL; // just in case.
// for symmetry, you should explicitly Quit what you Init, but we might come through here uninitialized and SDL_Quit() will clear everything anyhow.
//SDL_QuitSubSystem(SDL_INIT_EVENTS);

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@ -42,7 +42,7 @@ static int fillerup(void)
return 0;
}
int SDL_AppInit(int argc, char *argv[])
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
char *filename = NULL;
@ -119,17 +119,17 @@ int SDL_AppInit(int argc, char *argv[])
return 0;
}
int SDL_AppEvent(const SDL_Event *event)
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
return (event->type == SDL_EVENT_QUIT) ? 1 : 0;
}
int SDL_AppIterate(void)
int SDL_AppIterate(void *appstate)
{
return fillerup();
}
void SDL_AppQuit(void)
void SDL_AppQuit(void *appstate)
{
SDL_DestroyAudioStream(stream);
SDL_free(wave.sound);

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@ -1036,7 +1036,7 @@ static void WindowResized(const int newwinw, const int newwinh)
state->window_h = newwinh;
}
int SDL_AppInit(int argc, char *argv[])
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
@ -1094,7 +1094,7 @@ int SDL_AppInit(int argc, char *argv[])
static SDL_bool saw_event = SDL_FALSE;
int SDL_AppEvent(const SDL_Event *event)
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
Thing *thing = NULL;
@ -1214,7 +1214,7 @@ int SDL_AppEvent(const SDL_Event *event)
return SDLTest_CommonEventMainCallbacks(state, event);
}
int SDL_AppIterate(void)
int SDL_AppIterate(void *appstate)
{
if (app_ready_ticks == 0) {
app_ready_ticks = SDL_GetTicks();
@ -1232,7 +1232,7 @@ int SDL_AppIterate(void)
return 0; /* keep going. */
}
void SDL_AppQuit(void)
void SDL_AppQuit(void *appstate)
{
while (things) {
DestroyThing(things); /* make sure all the audio devices are closed, etc. */

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@ -21,7 +21,7 @@ static SDL_AudioStream *stream_in = NULL;
static SDL_AudioStream *stream_out = NULL;
static SDLTest_CommonState *state = NULL;
int SDL_AppInit(int argc, char **argv)
int SDL_AppInit(void **appstate, int argc, char **argv)
{
SDL_AudioDeviceID *devices;
SDL_AudioSpec outspec;
@ -145,7 +145,7 @@ int SDL_AppInit(int argc, char **argv)
return 0;
}
int SDL_AppEvent(const SDL_Event *event)
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return 1; /* terminate as success. */
@ -169,7 +169,7 @@ int SDL_AppEvent(const SDL_Event *event)
return 0; /* keep going. */
}
int SDL_AppIterate(void)
int SDL_AppIterate(void *appstate)
{
if (!SDL_AudioDevicePaused(SDL_GetAudioStreamDevice(stream_in))) {
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
@ -195,7 +195,7 @@ int SDL_AppIterate(void)
return 0; /* keep app going. */
}
void SDL_AppQuit(void)
void SDL_AppQuit(void *appstate)
{
SDL_Log("Shutting down.\n");
const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);

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@ -26,7 +26,7 @@ static SDL_Surface *frame_current = NULL;
static SDL_CameraDeviceID front_camera = 0;
static SDL_CameraDeviceID back_camera = 0;
int SDL_AppInit(int argc, char *argv[])
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
int devcount = 0;
int i;
@ -159,7 +159,7 @@ static int FlipCamera(void)
return 0;
}
int SDL_AppEvent(const SDL_Event *event)
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
switch (event->type) {
case SDL_EVENT_KEY_DOWN: {
@ -209,7 +209,7 @@ int SDL_AppEvent(const SDL_Event *event)
return SDLTest_CommonEventMainCallbacks(state, event);
}
int SDL_AppIterate(void)
int SDL_AppIterate(void *appstate)
{
SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
SDL_RenderClear(renderer);
@ -262,7 +262,7 @@ int SDL_AppIterate(void)
return 0; /* keep iterating. */
}
void SDL_AppQuit(void)
void SDL_AppQuit(void *appstate)
{
SDL_ReleaseCameraFrame(camera, frame_current);
SDL_CloseCamera(camera);

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@ -45,7 +45,7 @@ static SDL_bool suspend_when_occluded;
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
static int iterations = -1;
void SDL_AppQuit(void)
void SDL_AppQuit(void *appstate)
{
SDL_free(sprites);
SDL_free(positions);
@ -386,12 +386,12 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
SDL_RenderPresent(renderer);
}
int SDL_AppEvent(const SDL_Event *event)
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
return SDLTest_CommonEventMainCallbacks(state, event);
}
int SDL_AppIterate(void)
int SDL_AppIterate(void *appstate)
{
Uint64 now;
int i;
@ -425,7 +425,7 @@ int SDL_AppIterate(void)
return 0; /* keep going */
}
int SDL_AppInit(int argc, char *argv[])
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
Uint64 seed;