Hash :
3b191580
Author :
Date :
2022-06-27T17:19:39
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/*
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"
#include "SDL_system.h"
#include "../windows/SDL_windows.h"
#include "SDL_messagebox.h"
#include "SDL_main.h"
#include <XGameRuntime.h>
#include <xsapi-c/services_c.h>
#include <shellapi.h> /* CommandLineToArgvW() */
static XTaskQueueHandle GDK_GlobalTaskQueue;
extern "C" DECLSPEC int
SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue)
{
/* If this is the first call, first create the global task queue. */
if (!GDK_GlobalTaskQueue) {
HRESULT hr;
hr = XTaskQueueCreate(XTaskQueueDispatchMode::ThreadPool,
XTaskQueueDispatchMode::Manual,
&GDK_GlobalTaskQueue
);
if (FAILED(hr)) {
SDL_SetError("[GDK] Could not create global task queue");
return -1;
}
/* The initial call gets the non-duplicated handle so they can clean it up */
*outTaskQueue = GDK_GlobalTaskQueue;
} else {
/* Duplicate the global task queue handle into outTaskQueue */
if (FAILED(XTaskQueueDuplicateHandle(GDK_GlobalTaskQueue, outTaskQueue))) {
SDL_SetError("[GDK] Unable to acquire global task queue");
return -1;
}
}
return 0;
}
extern "C" void
GDK_DispatchTaskQueue(void)
{
/* If there is no global task queue, don't do anything.
* This gives the option to opt-out for those who want to handle everything themselves.
*/
if (GDK_GlobalTaskQueue) {
/* Dispatch any callbacks which are ready. */
while (XTaskQueueDispatch(GDK_GlobalTaskQueue, XTaskQueuePort::Completion, 0))
;
}
}
/* Pop up an out of memory message, returns to Windows */
extern "C" static BOOL
OutOfMemory(void)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
return FALSE;
}
/* Gets the arguments with GetCommandLine, converts them to argc and argv
and calls SDL_main */
extern "C" DECLSPEC int
SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved)
{
LPWSTR *argvw;
char **argv;
int i, argc, result;
HRESULT hr;
XTaskQueueHandle taskQueue;
argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
if (argvw == NULL) {
return OutOfMemory();
}
/* Note that we need to be careful about how we allocate/free memory here.
* If the application calls SDL_SetMemoryFunctions(), we can't rely on
* SDL_free() to use the same allocator after SDL_main() returns.
*/
/* Parse it into argv and argc */
argv = (char **) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
if (!argv) {
return OutOfMemory();
}
for (i = 0; i < argc; ++i) {
DWORD len;
char *arg = WIN_StringToUTF8W(argvw[i]);
if (!arg) {
return OutOfMemory();
}
len = (DWORD) SDL_strlen(arg);
argv[i] = (char *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, len + 1);
if (!argv[i]) {
return OutOfMemory();
}
SDL_memcpy(argv[i], arg, len);
SDL_free(arg);
}
argv[i] = NULL;
LocalFree(argvw);
hr = XGameRuntimeInitialize();
if (SUCCEEDED(hr) && SDL_GDKGetTaskQueue(&taskQueue) == 0) {
Uint32 titleid = 0;
char scidBuffer[64];
XblInitArgs xblArgs;
XTaskQueueSetCurrentProcessTaskQueue(taskQueue);
/* Try to get the title ID and initialize Xbox Live */
hr = XGameGetXboxTitleId(&titleid);
if (SUCCEEDED(hr)) {
SDL_zero(xblArgs);
xblArgs.queue = taskQueue;
SDL_snprintf(scidBuffer, 64, "00000000-0000-0000-0000-0000%08X", titleid);
xblArgs.scid = scidBuffer;
hr = XblInitialize(&xblArgs);
} else {
SDL_SetError("[GDK] Unable to get titleid. Will not call XblInitialize. Check MicrosoftGame.config!");
}
SDL_SetMainReady();
/* Run the application main() code */
result = mainFunction(argc, argv);
/* !!! FIXME: This follows the docs exactly, but for some reason still leaks handles on exit? */
/* Terminate the task queue and dispatch any pending tasks */
XTaskQueueTerminate(taskQueue, false, nullptr, nullptr);
while (XTaskQueueDispatch(taskQueue, XTaskQueuePort::Completion, 0))
;
XTaskQueueCloseHandle(taskQueue);
XGameRuntimeUninitialize();
} else {
#ifdef __WINGDK__
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "[GDK] Could not initialize - aborting", NULL);
#else
SDL_assert_always(0 && "[GDK] Could not initialize - aborting");
#endif
result = -1;
}
/* Free argv, to avoid memory leak */
for (i = 0; i < argc; ++i) {
HeapFree(GetProcessHeap(), 0, argv[i]);
}
HeapFree(GetProcessHeap(), 0, argv);
return result;
}