FrontendCommon: Use SDL_InitSubSystem() for lazy initialization

This commit is contained in:
Connor McLaughlin 2020-02-16 00:15:05 +09:00
parent 78a6666439
commit 06f4d72631
10 changed files with 60 additions and 20 deletions

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@ -783,7 +783,7 @@ void QtHostInterface::threadEntryPoint()
m_worker_thread_event_loop = new QEventLoop();
// set up controller interface and immediate poll to pick up the controller attached events
g_sdl_controller_interface.Initialize(this, true);
g_sdl_controller_interface.Initialize(this);
g_sdl_controller_interface.PumpSDLEvents();
doUpdateInputMap();

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@ -2,18 +2,12 @@
#include "common/log.h"
#include "core/system.h"
#include "sdl_host_interface.h"
#include "frontend-common/sdl_initializer.h"
#include <SDL.h>
#include <cstdio>
static int Run(int argc, char* argv[])
{
// init sdl
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
{
Panic("SDL initialization failed");
return -1;
}
// parameters
std::optional<s32> state_index;
const char* boot_filename = nullptr;
@ -82,6 +76,8 @@ int main(int argc, char* argv[])
// Log::SetFilterLevel(LOGLEVEL_DEV);
#endif
FrontendCommon::EnsureSDLInitialized();
// return NoGUITest();
return Run(argc, argv);
}

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@ -7,6 +7,8 @@ add_library(frontend-common
sdl_audio_stream.h
sdl_controller_interface.cpp
sdl_controller_interface.h
sdl_initializer.cpp
sdl_initializer.h
)
target_include_directories(frontend-common PRIVATE ${SDL2_INCLUDE_DIRS})

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@ -50,12 +50,14 @@
<ClCompile Include="imgui_styles.cpp" />
<ClCompile Include="sdl_audio_stream.cpp" />
<ClCompile Include="sdl_controller_interface.cpp" />
<ClCompile Include="sdl_initializer.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="icon.h" />
<ClInclude Include="imgui_styles.h" />
<ClInclude Include="sdl_audio_stream.h" />
<ClInclude Include="sdl_controller_interface.h" />
<ClInclude Include="sdl_initializer.h" />
</ItemGroup>
<ItemGroup>
<None Include="font_roboto_regular.inl" />

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@ -5,12 +5,14 @@
<ClCompile Include="imgui_styles.cpp" />
<ClCompile Include="sdl_audio_stream.cpp" />
<ClCompile Include="sdl_controller_interface.cpp" />
<ClCompile Include="sdl_initializer.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="icon.h" />
<ClInclude Include="imgui_styles.h" />
<ClInclude Include="sdl_audio_stream.h" />
<ClInclude Include="sdl_controller_interface.h" />
<ClInclude Include="sdl_initializer.h" />
</ItemGroup>
<ItemGroup>
<None Include="font_roboto_regular.inl" />

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@ -1,4 +1,5 @@
#include "sdl_audio_stream.h"
#include "sdl_initializer.h"
#include "common/assert.h"
#include "common/log.h"
#include <SDL.h>
@ -21,6 +22,14 @@ bool SDLAudioStream::OpenDevice()
{
DebugAssert(!m_is_open);
FrontendCommon::EnsureSDLInitialized();
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_AUDIO) failed");
return false;
}
SDL_AudioSpec spec = {};
spec.freq = m_output_sample_rate;
spec.channels = static_cast<Uint8>(m_channels);
@ -32,6 +41,7 @@ bool SDLAudioStream::OpenDevice()
if (SDL_OpenAudio(&spec, nullptr) < 0)
{
Log_ErrorPrintf("SDL_OpenAudio failed");
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return false;
}
@ -48,6 +58,7 @@ void SDLAudioStream::CloseDevice()
{
DebugAssert(m_is_open);
SDL_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
m_is_open = false;
}

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@ -4,6 +4,7 @@
#include "core/controller.h"
#include "core/host_interface.h"
#include "core/system.h"
#include "sdl_initializer.h"
#include <SDL.h>
Log_SetChannel(SDLControllerInterface);
@ -16,19 +17,19 @@ SDLControllerInterface::~SDLControllerInterface()
Assert(m_controllers.empty());
}
bool SDLControllerInterface::Initialize(HostInterface* host_interface, bool init_sdl)
bool SDLControllerInterface::Initialize(HostInterface* host_interface)
{
if (init_sdl)
FrontendCommon::EnsureSDLInitialized();
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
{
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
{
Log_ErrorPrintf("SDL_Init() failed");
return false;
}
Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed");
return false;
}
// we should open the controllers as the connected events come in, so no need to do any more here
m_host_interface = host_interface;
m_initialized = true;
return true;
}
@ -37,10 +38,10 @@ void SDLControllerInterface::Shutdown()
while (!m_controllers.empty())
CloseGameController(m_controllers.begin()->first);
if (m_sdl_initialized_by_us)
if (m_initialized)
{
SDL_Quit();
m_sdl_initialized_by_us = false;
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
m_initialized = false;
}
m_host_interface = nullptr;

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@ -26,7 +26,7 @@ public:
SDLControllerInterface();
~SDLControllerInterface();
bool Initialize(HostInterface* host_interface, bool init_sdl);
bool Initialize(HostInterface* host_interface);
void Shutdown();
// Removes all bindings. Call before setting new bindings.
@ -101,7 +101,7 @@ private:
std::mutex m_event_intercept_mutex;
Hook::Callback m_event_intercept_callback;
bool m_sdl_initialized_by_us = false;
bool m_initialized = false;
};
extern SDLControllerInterface g_sdl_controller_interface;

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@ -0,0 +1,21 @@
#include "sdl_initializer.h"
#include "common/assert.h"
#include <SDL.h>
namespace FrontendCommon {
static bool s_sdl_initialized = false;
void EnsureSDLInitialized()
{
if (s_sdl_initialized)
return;
if (SDL_Init(0) < 0)
{
Panic("SDL_Init(0) failed");
return;
}
s_sdl_initialized = true;
}
} // namespace FrontendCommon

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@ -0,0 +1,5 @@
#pragma once
namespace FrontendCommon {
void EnsureSDLInitialized();
}