|
| 1 | +{ |
| 2 | + This file is part of: |
| 3 | +
|
| 4 | + SDL3 for Pascal |
| 5 | + (https://github.com/PascalGameDevelopment/SDL3-for-Pascal) |
| 6 | + SPDX-License-Identifier: Zlib |
| 7 | +} |
| 8 | + |
| 9 | +{* |
| 10 | + * # CategoryInit |
| 11 | + * |
| 12 | + * All SDL programs need to initialize the library before starting to work |
| 13 | + * with it. |
| 14 | + * |
| 15 | + * Almost everything can simply call SDL_Init() near startup, with a handful |
| 16 | + * of flags to specify subsystems to touch. These are here to make sure SDL |
| 17 | + * does not even attempt to touch low-level pieces of the operating system |
| 18 | + * that you don't intend to use. For example, you might be using SDL for video |
| 19 | + * and input but chose an |
| 20 | + external library for audio, and in this case you |
| 21 | + * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that |
| 22 | + * |
| 23 | + external library has complete control. |
| 24 | + * |
| 25 | + * Most apps, when terminating, should call SDL_Quit(). This will clean up |
| 26 | + * (nearly) everything that SDL might have allocated, and crucially, it'll |
| 27 | + * make sure that the display's resolution is back to what the user expects if |
| 28 | + * you had previously changed it for your game. |
| 29 | + * |
| 30 | + * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup |
| 31 | + * to fill in details about the program. This is completely optional, but it |
| 32 | + * helps in small ways (we can provide an About dialog box for the macOS menu, |
| 33 | + * we can name the app in the system's audio mixer, etc). Those that want to |
| 34 | + * provide a _lot_ of information should look at the more-detailed |
| 35 | + * SDL_SetAppMetadataProperty(). |
| 36 | + } |
| 37 | + |
| 38 | +{* |
| 39 | + * Initialization flags for SDL_Init and/or SDL_InitSubSystem |
| 40 | + * |
| 41 | + * These are the flags which may be passed to SDL_Init(). You should specify |
| 42 | + * the subsystems which you will be using in your application. |
| 43 | + * |
| 44 | + * \since This datatype is available since SDL 3.1.3. |
| 45 | + * |
| 46 | + * \sa SDL_Init |
| 47 | + * \sa SDL_Quit |
| 48 | + * \sa SDL_InitSubSystem |
| 49 | + * \sa SDL_QuitSubSystem |
| 50 | + * \sa SDL_WasInit |
| 51 | + } |
| 52 | +type |
| 53 | + PPSDL_InitFlags = ^PSDL_InitFlags; |
| 54 | + PSDL_InitFlags = ^TSDL_InitFlags; |
| 55 | + TSDL_InitFlags = cuint32; |
| 56 | + |
| 57 | +const |
| 58 | + SDL_INIT_AUDIO = TSDL_InitFlags($00000010); { `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` } |
| 59 | + SDL_INIT_VIDEO = TSDL_InitFlags($00000020); { `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` } |
| 60 | + SDL_INIT_JOYSTICK = TSDL_InitFlags($00000200); { `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD } |
| 61 | + SDL_INIT_HAPTIC = TSDL_InitFlags($00001000); |
| 62 | + SDL_INIT_GAMEPAD = TSDL_InitFlags($00002000); { `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` } |
| 63 | + SDL_INIT_EVENTS = TSDL_InitFlags($00004000); |
| 64 | + SDL_INIT_SENSOR = TSDL_InitFlags($00008000); { `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` } |
| 65 | + SDL_INIT_CAMERA = TSDL_InitFlags($00010000); { `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` } |
| 66 | + |
| 67 | +{* |
| 68 | + * Return values for optional main callbacks. |
| 69 | + * |
| 70 | + * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, |
| 71 | + * SDL_AppEvent, or SDL_AppIterate will terminate the program and report |
| 72 | + * success/failure to the operating system. What that means is |
| 73 | + * platform-dependent. On Unix, for example, on success, the process error |
| 74 | + * code will be zero, and on failure it will be 1. This interface doesn't |
| 75 | + * allow you to return specific exit codes, just whether there was an error |
| 76 | + * generally or not. |
| 77 | + * |
| 78 | + * Returning SDL_APP_CONTINUE from these functions will let the app continue |
| 79 | + * to run. |
| 80 | + * |
| 81 | + * See |
| 82 | + * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3) |
| 83 | + * for complete details. |
| 84 | + * |
| 85 | + * \since This enum is available since SDL 3.1.3. |
| 86 | + } |
| 87 | +type |
| 88 | + PPSDL_AppResult = ^PSDL_AppResult; |
| 89 | + PSDL_AppResult = ^TSDL_AppResult; |
| 90 | + TSDL_AppResult = Integer; |
| 91 | +const |
| 92 | + SDL_APP_CONTINUE = 0; {*< Value that requests that the app continue from the main callbacks. } |
| 93 | + SDL_APP_SUCCESS = 1; {*< Value that requests termination with success from the main callbacks. } |
| 94 | + SDL_APP_FAILURE = 2; {*< Value that requests termination with error from the main callbacks. } |
| 95 | + |
| 96 | +type |
| 97 | + TSDL_AppInit_func = function(appstate: PPointer; argc: cint; argv: PPAnsiChar): TSDL_AppResult; cdecl; |
| 98 | + TSDL_AppIterate_func = function(appstate: Pointer): TSDL_AppResult; cdecl; |
| 99 | + //TSDL_AppEvent_func = function(appstate: Pointer; event: PSDL_Event): TSDL_AppResult; cdecl; // uncomment after EVENT translation |
| 100 | + TSDL_AppQuit_func = procedure(appstate: Pointer; result: TSDL_AppResult); cdecl; |
| 101 | + |
| 102 | +{* |
| 103 | + * Initialize the SDL library. |
| 104 | + * |
| 105 | + * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the |
| 106 | + * two may be used interchangeably. Though for readability of your code |
| 107 | + * SDL_InitSubSystem() might be preferred. |
| 108 | + * |
| 109 | + * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) |
| 110 | + * subsystems are initialized by default. Message boxes |
| 111 | + * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the |
| 112 | + * video subsystem, in hopes of being useful in showing an error dialog when |
| 113 | + * SDL_Init fails. You must specifically initialize other subsystems if you |
| 114 | + * use them in your application. |
| 115 | + * |
| 116 | + * Logging (such as SDL_Log) works without initialization, too. |
| 117 | + * |
| 118 | + * `flags` may be any of the following OR'd together: |
| 119 | + * |
| 120 | + * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events |
| 121 | + * subsystem |
| 122 | + * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events |
| 123 | + * subsystem |
| 124 | + * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the |
| 125 | + * events subsystem |
| 126 | + * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem |
| 127 | + * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the |
| 128 | + * joystick subsystem |
| 129 | + * - `SDL_INIT_EVENTS`: events subsystem |
| 130 | + * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events |
| 131 | + * subsystem |
| 132 | + * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events |
| 133 | + * subsystem |
| 134 | + * |
| 135 | + * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() |
| 136 | + * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or |
| 137 | + * call SDL_Quit() to force shutdown). If a subsystem is already loaded then |
| 138 | + * this call will increase the ref-count and return. |
| 139 | + * |
| 140 | + * Consider reporting some basic metadata about your application before |
| 141 | + * calling SDL_Init, using either SDL_SetAppMetadata() or |
| 142 | + * SDL_SetAppMetadataProperty(). |
| 143 | + * |
| 144 | + * \param flags subsystem initialization flags. |
| 145 | + * \returns true on success or false on failure; call SDL_GetError() for more |
| 146 | + * information. |
| 147 | + * |
| 148 | + * \since This function is available since SDL 3.1.3. |
| 149 | + * |
| 150 | + * \sa SDL_SetAppMetadata |
| 151 | + * \sa SDL_SetAppMetadataProperty |
| 152 | + * \sa SDL_InitSubSystem |
| 153 | + * \sa SDL_Quit |
| 154 | + * \sa SDL_SetMainReady |
| 155 | + * \sa SDL_WasInit |
| 156 | + } |
| 157 | + |
| 158 | +function SDL_Init(flags: TSDL_InitFlags): cbool; cdecl; |
| 159 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_Init' {$ENDIF} {$ENDIF}; |
| 160 | + |
| 161 | +{* |
| 162 | + * Compatibility function to initialize the SDL library. |
| 163 | + * |
| 164 | + * This function and SDL_Init() are interchangeable. |
| 165 | + * |
| 166 | + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
| 167 | + * \returns true on success or false on failure; call SDL_GetError() for more |
| 168 | + * information. |
| 169 | + * |
| 170 | + * \since This function is available since SDL 3.1.3. |
| 171 | + * |
| 172 | + * \sa SDL_Init |
| 173 | + * \sa SDL_Quit |
| 174 | + * \sa SDL_QuitSubSystem |
| 175 | + } |
| 176 | +function SDL_InitSubSystem(flags: TSDL_InitFlags): cbool; cdecl; |
| 177 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_InitSubSystem' {$ENDIF} {$ENDIF}; |
| 178 | + |
| 179 | +{* |
| 180 | + * Shut down specific SDL subsystems. |
| 181 | + * |
| 182 | + * You still need to call SDL_Quit() even if you close all open subsystems |
| 183 | + * with SDL_QuitSubSystem(). |
| 184 | + * |
| 185 | + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
| 186 | + * |
| 187 | + * \since This function is available since SDL 3.1.3. |
| 188 | + * |
| 189 | + * \sa SDL_InitSubSystem |
| 190 | + * \sa SDL_Quit |
| 191 | + } |
| 192 | +procedure SDL_QuitSubSystem(flags: TSDL_InitFlags); cdecl; |
| 193 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_QuitSubSystem' {$ENDIF} {$ENDIF}; |
| 194 | + |
| 195 | +{* |
| 196 | + * Get a mask of the specified subsystems which are currently initialized. |
| 197 | + * |
| 198 | + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
| 199 | + * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it |
| 200 | + * returns the initialization status of the specified subsystems. |
| 201 | + * |
| 202 | + * \since This function is available since SDL 3.1.3. |
| 203 | + * |
| 204 | + * \sa SDL_Init |
| 205 | + * \sa SDL_InitSubSystem |
| 206 | + } |
| 207 | +function SDL_WasInit(flags: TSDL_InitFlags): TSDL_InitFlags; cdecl; |
| 208 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WasInit' {$ENDIF} {$ENDIF}; |
| 209 | + |
| 210 | +{* |
| 211 | + * Clean up all initialized subsystems. |
| 212 | + * |
| 213 | + * You should call this function even if you have already shutdown each |
| 214 | + * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this |
| 215 | + * function even in the case of errors in initialization. |
| 216 | + * |
| 217 | + * You can use this function with atexit() to ensure that it is run when your |
| 218 | + * application is shutdown, but it is not wise to do this from a library or |
| 219 | + * other dynamically loaded code. |
| 220 | + * |
| 221 | + * \since This function is available since SDL 3.1.3. |
| 222 | + * |
| 223 | + * \sa SDL_Init |
| 224 | + * \sa SDL_QuitSubSystem |
| 225 | + } |
| 226 | +procedure SDL_Quit; cdecl; |
| 227 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_Quit' {$ENDIF} {$ENDIF}; |
| 228 | + |
| 229 | +{* |
| 230 | + * Specify basic metadata about your app. |
| 231 | + * |
| 232 | + * You can optionally provide metadata about your app to SDL. This is not |
| 233 | + * required, but strongly encouraged. |
| 234 | + * |
| 235 | + * There are several locations where SDL can make use of metadata (an "About" |
| 236 | + * box in the macOS menu bar, the name of the app can be shown on some audio |
| 237 | + * mixers, etc). Any piece of metadata can be left as nil, if a specific |
| 238 | + * detail doesn't make sense for the app. |
| 239 | + * |
| 240 | + * This function should be called as early as possible, before SDL_Init. |
| 241 | + * Multiple calls to this function are allowed, but various state might not |
| 242 | + * change once it has been set up with a previous call to this function. |
| 243 | + * |
| 244 | + * Passing a nil removes any previous metadata. |
| 245 | + * |
| 246 | + * This is a simplified interface for the most important information. You can |
| 247 | + * supply significantly more detailed metadata with |
| 248 | + * SDL_SetAppMetadataProperty(). |
| 249 | + * |
| 250 | + * \param appname The name of the application ("My Game 2: Bad Guy's |
| 251 | + * Revenge!"). |
| 252 | + * \param appversion The version of the application ("1.0.0beta5" or a git |
| 253 | + * hash, or whatever makes sense). |
| 254 | + * \param appidentifier A unique string in reverse-domain format that |
| 255 | + * identifies this app ("com.example.mygame2"). |
| 256 | + * \returns true on success or false on failure; call SDL_GetError() for more |
| 257 | + * information. |
| 258 | + * |
| 259 | + * \threadsafety It is safe to call this function from any thread. |
| 260 | + * |
| 261 | + * \since This function is available since SDL 3.1.3. |
| 262 | + * |
| 263 | + * \sa SDL_SetAppMetadataProperty |
| 264 | + } |
| 265 | +function SDL_SetAppMetadata(appname: PAnsiChar; appversion: PAnsiChar; appidentifier: PAnsiChar): cbool; cdecl; |
| 266 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetAppMetadata' {$ENDIF} {$ENDIF}; |
| 267 | + |
| 268 | +{* |
| 269 | + * Specify metadata about your app through a set of properties. |
| 270 | + * |
| 271 | + * You can optionally provide metadata about your app to SDL. This is not |
| 272 | + * required, but strongly encouraged. |
| 273 | + * |
| 274 | + * There are several locations where SDL can make use of metadata (an "About" |
| 275 | + * box in the macOS menu bar, the name of the app can be shown on some audio |
| 276 | + * mixers, etc). Any piece of metadata can be left out, if a specific detail |
| 277 | + * doesn't make sense for the app. |
| 278 | + * |
| 279 | + * This function should be called as early as possible, before SDL_Init. |
| 280 | + * Multiple calls to this function are allowed, but various state might not |
| 281 | + * change once it has been set up with a previous call to this function. |
| 282 | + * |
| 283 | + * Once set, this metadata can be read using SDL_GetMetadataProperty(). |
| 284 | + * |
| 285 | + * These are the supported properties: |
| 286 | + * |
| 287 | + * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the |
| 288 | + * application, like "My Game 2: Bad Guy's Revenge!". This will show up |
| 289 | + * anywhere the OS shows the name of the application separately from window |
| 290 | + * titles, such as volume control applets, etc. This defaults to "SDL |
| 291 | + * Application". |
| 292 | + * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is |
| 293 | + * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, |
| 294 | + * 2024" and a git hash are all valid options. This has no default. |
| 295 | + * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that |
| 296 | + * identifies this app. This must be in reverse-domain format, like |
| 297 | + * "com.example.mygame2". This string is used by desktop compositors to |
| 298 | + * identify and group windows together, as well as match applications with |
| 299 | + * associated desktop settings and icons. If you plan to package your |
| 300 | + * application in a container such as Flatpak, the app ID should match the |
| 301 | + * name of your Flatpak container as well. This has no default. |
| 302 | + * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the |
| 303 | + * creator/developer/maker of this app, like "MojoWorkshop, LLC" |
| 304 | + * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright |
| 305 | + * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this |
| 306 | + * to one line, don't paste a copy of a whole software license in here. This |
| 307 | + * has no default. |
| 308 | + * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a |
| 309 | + * product page, or a storefront, or even a GitHub repository, for user's |
| 310 | + * further information This has no default. |
| 311 | + * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. |
| 312 | + * Currently this string can be "game" for a video game, "mediaplayer" for a |
| 313 | + * media player, or generically "application" if nothing else applies. |
| 314 | + * Future versions of SDL might add new types. This defaults to |
| 315 | + * "application". |
| 316 | + * |
| 317 | + * \param name the name of the metadata property to set. |
| 318 | + * \param value the value of the property, or nil to remove that property. |
| 319 | + * \returns true on success or false on failure; call SDL_GetError() for more |
| 320 | + * information. |
| 321 | + * |
| 322 | + * \threadsafety It is safe to call this function from any thread. |
| 323 | + * |
| 324 | + * \since This function is available since SDL 3.1.3. |
| 325 | + * |
| 326 | + * \sa SDL_GetAppMetadataProperty |
| 327 | + * \sa SDL_SetAppMetadata |
| 328 | + } |
| 329 | +function SDL_SetAppMetadataProperty(name: PAnsiChar; value: PAnsiChar): cbool; cdecl; |
| 330 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetAppMetadataProperty' {$ENDIF} {$ENDIF}; |
| 331 | + |
| 332 | +const |
| 333 | + SDL_PROP_APP_METADATA_NAME_STRING = 'SDL.app.metadata.name'; |
| 334 | + SDL_PROP_APP_METADATA_VERSION_STRING = 'SDL.app.metadata.version'; |
| 335 | + SDL_PROP_APP_METADATA_IDENTIFIER_STRING = 'SDL.app.metadata.identifier'; |
| 336 | + SDL_PROP_APP_METADATA_CREATOR_STRING = 'SDL.app.metadata.creator'; |
| 337 | + SDL_PROP_APP_METADATA_COPYRIGHT_STRING = 'SDL.app.metadata.copyright'; |
| 338 | + SDL_PROP_APP_METADATA_URL_STRING = 'SDL.app.metadata.url'; |
| 339 | + SDL_PROP_APP_METADATA_TYPE_STRING = 'SDL.app.metadata.type'; |
| 340 | + |
| 341 | +{* |
| 342 | + * Get metadata about your app. |
| 343 | + * |
| 344 | + * This returns metadata previously set using SDL_SetAppMetadata() or |
| 345 | + * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list |
| 346 | + * of available properties and their meanings. |
| 347 | + * |
| 348 | + * \param name the name of the metadata property to get. |
| 349 | + * \returns the current value of the metadata property, or the default if it |
| 350 | + * is not set, nil for properties with no default. |
| 351 | + * |
| 352 | + * \threadsafety It is safe to call this function from any thread, although |
| 353 | + * the string returned is not protected and could potentially be |
| 354 | + * freed if you call SDL_SetAppMetadataProperty() to set that |
| 355 | + * property from another thread. |
| 356 | + * |
| 357 | + * \since This function is available since SDL 3.1.3. |
| 358 | + * |
| 359 | + * \sa SDL_SetAppMetadata |
| 360 | + * \sa SDL_SetAppMetadataProperty |
| 361 | + } |
| 362 | +function SDL_GetAppMetadataProperty(name: PAnsiChar): PAnsiChar; cdecl; |
| 363 | + external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetAppMetadataProperty' {$ENDIF} {$ENDIF}; |
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