mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-23 10:53:27 +08:00
parent
6a7f8b74f1
commit
1787d6ca5c
@ -190,7 +190,7 @@ to SDL_EVENT_QUIT, etc.
|
||||
Finally:
|
||||
|
||||
```c
|
||||
void SDL_AppQuit(void *appstate);
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result);
|
||||
```
|
||||
|
||||
This is called once before terminating the app--assuming the app isn't being
|
||||
@ -201,3 +201,6 @@ from main(), so atexit handles will run, if your platform supports that.
|
||||
|
||||
If you set `*appstate` during SDL_AppInit, this is where you should free that
|
||||
data, as this pointer will not be provided to your app again.
|
||||
|
||||
The SDL_AppResult value that terminated the app is provided here, in case
|
||||
it's useful to know if this was a successful or failing run of the app.
|
||||
|
@ -92,7 +92,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -93,7 +93,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -103,7 +103,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_CloseCamera(camera);
|
||||
SDL_DestroyTexture(texture);
|
||||
|
@ -320,7 +320,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
if (appstate != NULL) {
|
||||
AppState *as = (AppState *)appstate;
|
||||
|
@ -96,7 +96,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(render_target);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -59,7 +59,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -84,7 +84,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -109,7 +109,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -103,7 +103,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -117,7 +117,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -99,7 +99,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -103,7 +103,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -100,7 +100,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -156,7 +156,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -124,7 +124,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -126,7 +126,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -127,7 +127,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
|
@ -167,7 +167,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(converted_texture);
|
||||
SDL_DestroyTexture(texture);
|
||||
|
@ -44,7 +44,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
@ -96,7 +96,7 @@ typedef enum SDL_AppResult
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
|
||||
typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
|
||||
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
|
||||
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
|
||||
|
||||
/**
|
||||
* Initialize the SDL library.
|
||||
|
@ -372,6 +372,7 @@ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_E
|
||||
* resources to it should be cleaned up here.
|
||||
*
|
||||
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
||||
* \param result the result code that terminated the app (success or failure).
|
||||
*
|
||||
* \threadsafety This function is not thread safe.
|
||||
*
|
||||
@ -379,7 +380,7 @@ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_E
|
||||
*
|
||||
* \sa SDL_AppInit
|
||||
*/
|
||||
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
|
||||
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
|
||||
|
||||
#endif /* SDL_MAIN_USE_CALLBACKS */
|
||||
|
||||
|
@ -130,10 +130,10 @@ SDL_AppResult SDL_IterateMainCallbacks(bool pump_events)
|
||||
return rc;
|
||||
}
|
||||
|
||||
void SDL_QuitMainCallbacks(void)
|
||||
void SDL_QuitMainCallbacks(SDL_AppResult result)
|
||||
{
|
||||
SDL_RemoveEventWatch(SDL_MainCallbackEventWatcher, NULL);
|
||||
SDL_main_quit_callback(SDL_main_appstate);
|
||||
SDL_main_quit_callback(SDL_main_appstate, result);
|
||||
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.
|
||||
|
@ -25,7 +25,7 @@
|
||||
bool SDL_HasMainCallbacks(void);
|
||||
SDL_AppResult SDL_InitMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func _appiter, SDL_AppEvent_func _appevent, SDL_AppQuit_func _appquit);
|
||||
SDL_AppResult SDL_IterateMainCallbacks(bool pump_events);
|
||||
void SDL_QuitMainCallbacks(void);
|
||||
void SDL_QuitMainCallbacks(SDL_AppResult result);
|
||||
|
||||
#endif // SDL_main_callbacks_h_
|
||||
|
||||
|
@ -28,7 +28,7 @@ static void EmscriptenInternalMainloop(void)
|
||||
{
|
||||
const SDL_AppResult rc = SDL_IterateMainCallbacks(true);
|
||||
if (rc != SDL_APP_CONTINUE) {
|
||||
SDL_QuitMainCallbacks();
|
||||
SDL_QuitMainCallbacks(rc);
|
||||
emscripten_cancel_main_loop(); // kill" the mainloop, so it stops calling back into it.
|
||||
exit((rc == SDL_APP_FAILURE) ? 1 : 0); // hopefully this takes down everything else, too.
|
||||
}
|
||||
@ -40,7 +40,7 @@ int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit,
|
||||
if (rc == SDL_APP_CONTINUE) {
|
||||
emscripten_set_main_loop(EmscriptenInternalMainloop, 0, 0); // run at refresh rate, don't throw an exception since we do an orderly return.
|
||||
} else {
|
||||
SDL_QuitMainCallbacks();
|
||||
SDL_QuitMainCallbacks(rc);
|
||||
}
|
||||
return (rc == SDL_APP_FAILURE) ? 1 : 0;
|
||||
}
|
||||
|
@ -75,7 +75,7 @@ int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit,
|
||||
|
||||
SDL_RemoveHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
|
||||
}
|
||||
SDL_QuitMainCallbacks();
|
||||
SDL_QuitMainCallbacks(rc);
|
||||
|
||||
return (rc == SDL_APP_FAILURE) ? 1 : 0;
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ static SDLIosMainCallbacksDisplayLink *globalDisplayLink;
|
||||
[self.displayLink invalidate];
|
||||
self.displayLink = nil;
|
||||
globalDisplayLink = nil;
|
||||
SDL_QuitMainCallbacks();
|
||||
SDL_QuitMainCallbacks(rc);
|
||||
SDL_UpdateLifecycleObserver();
|
||||
exit((rc == SDL_APP_FAILURE) ? 1 : 0);
|
||||
}
|
||||
@ -66,16 +66,18 @@ static SDLIosMainCallbacksDisplayLink *globalDisplayLink;
|
||||
// When we return from here, we're living in the RunLoop, and a CADisplayLink is firing regularly for us.
|
||||
int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
|
||||
{
|
||||
const SDL_AppResult rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
|
||||
SDL_AppResult rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
|
||||
if (rc == SDL_APP_CONTINUE) {
|
||||
globalDisplayLink = [[SDLIosMainCallbacksDisplayLink alloc] init:appiter quitfunc:appquit];
|
||||
if (globalDisplayLink != nil) {
|
||||
if (globalDisplayLink == nil) {
|
||||
rc = SDL_APP_FAILURE;
|
||||
} else {
|
||||
return 0; // this will fall all the way out of SDL_main, where UIApplicationMain will keep running the RunLoop.
|
||||
}
|
||||
}
|
||||
|
||||
// appinit requested quit, just bounce out now.
|
||||
SDL_QuitMainCallbacks();
|
||||
SDL_QuitMainCallbacks(rc);
|
||||
exit((rc == SDL_APP_FAILURE) ? 1 : 0);
|
||||
|
||||
return 1; // just in case.
|
||||
|
@ -127,7 +127,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return fillerup();
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyAudioStream(stream);
|
||||
SDL_free(wave.sound);
|
||||
|
@ -1256,7 +1256,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
while (things) {
|
||||
DestroyThing(things); /* make sure all the audio devices are closed, etc. */
|
||||
|
@ -196,7 +196,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_Log("Shutting down.\n");
|
||||
const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
|
||||
|
@ -353,7 +353,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_ReleaseCameraFrame(camera, frame_current);
|
||||
SDL_CloseCamera(camera);
|
||||
|
@ -114,7 +114,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
dropfile_dialog *dialog = appstate;
|
||||
if (dialog) {
|
||||
|
@ -110,7 +110,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
/* Print out some timing information */
|
||||
const Uint64 now = SDL_GetTicks();
|
||||
|
@ -273,7 +273,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
Pen *i, *next;
|
||||
for (i = pens.next; i != NULL; i = next) {
|
||||
|
@ -42,7 +42,7 @@ static bool suspend_when_occluded;
|
||||
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
|
||||
static int iterations = -1;
|
||||
|
||||
void SDL_AppQuit(void *appstate)
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_free(sprites);
|
||||
SDL_free(positions);
|
||||
|
Loading…
Reference in New Issue
Block a user