SDL_Init()代码阅读

首先调用的是:

int
SDL_Init(Uint32 flags)
{
    return SDL_InitSubSystem(flags);
}

所以就需要看看这个SDL_InitSubSystem(flasg)到底做了什么

#define SDL_InitSubSystem SDL_InitSubSystem_REAL

跳转到宏定义了,看来只能找SDL_InitSubSystem_REAL这个函数了

int
SDL_InitSubSystem(Uint32 flags){

if (!SDL_MainIsReady) {
        SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
        return -1;
    }
那么这个SDL_MainIsReady 到底是什么东西?看看这个宏定义

/* The initialized subsystems */
#ifdef SDL_MAIN_NEEDED
static SDL_bool SDL_MainIsReady = SDL_FALSE;
#else
static SDL_bool SDL_MainIsReady = SDL_TRUE;
#endif

这个注释很清楚了,没说的

    /* Clear the error message */
    SDL_ClearError();

#if SDL_VIDEO_DRIVER_WINDOWS
	if ((flags & (SDL_INIT_HAPTIC|SDL_INIT_JOYSTICK))) {
		if (SDL_HelperWindowCreate() < 0) {
			return -1;
		}
	}
#endif

看看这个函数干什么了?

/*
 * Creates a HelperWindow used for DirectInput events.
 */
int
SDL_HelperWindowCreate(void)
{
    HINSTANCE hInstance = GetModuleHandle(NULL);
    WNDCLASS wce;

    /* Make sure window isn't created twice. */
    if (SDL_HelperWindow != NULL) {
        return 0;
    }

    /* Create the class. */
    SDL_zero(wce);
    wce.lpfnWndProc = DefWindowProc;
    wce.lpszClassName = (LPCWSTR) SDL_HelperWindowClassName;
    wce.hInstance = hInstance;

    /* Register the class. */
    SDL_HelperWindowClass = RegisterClass(&wce);
    if (SDL_HelperWindowClass == 0 && GetLastError() != ERROR_CLASS_ALREADY_EXISTS) {
        return WIN_SetError("Unable to create Helper Window Class");
    }

    /* Create the window. */
    SDL_HelperWindow = CreateWindowEx(0, SDL_HelperWindowClassName,
                                      SDL_HelperWindowName,
                                      WS_OVERLAPPED, CW_USEDEFAULT,
                                      CW_USEDEFAULT, CW_USEDEFAULT,
                                      CW_USEDEFAULT, HWND_MESSAGE, NULL,
                                      hInstance, NULL);
    if (SDL_HelperWindow == NULL) {
        UnregisterClass(SDL_HelperWindowClassName, hInstance);
        return WIN_SetError("Unable to create Helper Window");
    }

    return 0;
}

上一幅图介绍下


就是创建了一个窗口

接着看下面的代码

#if !SDL_TIMERS_DISABLED
    SDL_TicksInit();
#endif

依然是看看这个函数到底做了什么

void
SDL_TicksInit(void)
{
    if (ticks_started) {
        return;
    }
    ticks_started = SDL_TRUE;

    /* Set first ticks value */
#ifdef USE_GETTICKCOUNT
    start = GetTickCount();
#else
    /* QueryPerformanceCounter has had problems in the past, but lots of games
       use it, so we'll rely on it here.
     */
    if (QueryPerformanceFrequency(&hires_ticks_per_second) == TRUE) {
        hires_timer_available = TRUE;
        QueryPerformanceCounter(&hires_start_ticks);
    } else {
        hires_timer_available = FALSE;
#ifdef __WINRT__
        start = 0;            /* the timer failed to start! */
#else
        timeSetPeriod(1);     /* use 1 ms timer precision */
        start = timeGetTime();

        SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
                            SDL_TimerResolutionChanged, NULL);
#endif /* __WINRT__ */
    }
#endif /* USE_GETTICKCOUNT */
}



继续下面的代码 , 根据给定的标志再加一定的标志

    if ((flags & SDL_INIT_GAMECONTROLLER)) {
        /* game controller implies joystick */
        flags |= SDL_INIT_JOYSTICK;
    }

    if ((flags & (SDL_INIT_VIDEO|SDL_INIT_JOYSTICK))) {
        /* video or joystick implies events */
        flags |= SDL_INIT_EVENTS;
    }


继续,看注释  初始化事件系统

    /* Initialize the event subsystem */
    if ((flags & SDL_INIT_EVENTS)) {
#if !SDL_EVENTS_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
            if (SDL_StartEventLoop() < 0) {
                return (-1);
            }
            SDL_QuitInit();
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
#else
        return SDL_SetError("SDL not built with events support");
#endif
    }

继续,
    /* Initialize the timer subsystem */
    if ((flags & SDL_INIT_TIMER)){
#if !SDL_TIMERS_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
            if (SDL_TimerInit() < 0) {
                return (-1);
            }
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
#else
        return SDL_SetError("SDL not built with timer support");
#endif
    }


下面是SDL_TimerInit()的代码逻辑


下面应该是重点啦

    /* Initialize the video subsystem */
    if ((flags & SDL_INIT_VIDEO)){
#if !SDL_VIDEO_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
            if (SDL_VideoInit(NULL) < 0) {
                return (-1);
            }
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
#else
        return SDL_SetError("SDL not built with video support");
#endif
    }


关键函数SDL_VideoInit(NULL)

/*
 * Initialize the video and event subsystems -- determine native pixel format
 */
int
SDL_VideoInit(const char *driver_name)
{
    SDL_VideoDevice *video;
    const char *hint;
    int index;
    int i;
    SDL_bool allow_screensaver;

    /* Check to make sure we don't overwrite '_this' */
    if (_this != NULL) {
        SDL_VideoQuit();
    }

#if !SDL_TIMERS_DISABLED
    SDL_TicksInit();
#endif

    /* Start the event loop */
    if (SDL_InitSubSystem(SDL_INIT_EVENTS) < 0 ||
        SDL_KeyboardInit() < 0 ||
        SDL_MouseInit() < 0 ||
        SDL_TouchInit() < 0) {
        return -1;
    }

    /* Select the proper video driver */
    index = 0;
    video = NULL;
    if (driver_name == NULL) {
        driver_name = SDL_getenv("SDL_VIDEODRIVER");
    }
    if (driver_name != NULL) {
        for (i = 0; bootstrap[i]; ++i) {
            if (SDL_strncasecmp(bootstrap[i]->name, driver_name, SDL_strlen(driver_name)) == 0) {
                if (bootstrap[i]->available()) {
                    video = bootstrap[i]->create(index);
                    break;
                }
            }
        }
    } else {
        for (i = 0; bootstrap[i]; ++i) {
            if (bootstrap[i]->available()) {
                video = bootstrap[i]->create(index);
                if (video != NULL) {
                    break;
                }
            }
        }
    }
    if (video == NULL) {
        if (driver_name) {
            return SDL_SetError("%s not available", driver_name);
        }
        return SDL_SetError("No available video device");
    }
    _this = video;
    _this->name = bootstrap[i]->name;
    _this->next_object_id = 1;


    /* Set some very sane GL defaults */
    _this->gl_config.driver_loaded = 0;
    _this->gl_config.dll_handle = NULL;
    SDL_GL_ResetAttributes();

    _this->current_glwin_tls = SDL_TLSCreate();
    _this->current_glctx_tls = SDL_TLSCreate();

    /* Initialize the video subsystem */
    if (_this->VideoInit(_this) < 0) {
        SDL_VideoQuit();
        return -1;
    }

    /* Make sure some displays were added */
    if (_this->num_displays == 0) {
        SDL_VideoQuit();
        return SDL_SetError("The video driver did not add any displays");
    }

    /* Add the renderer framebuffer emulation if desired */
    if (ShouldUseTextureFramebuffer()) {
        _this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
        _this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
        _this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
    }

    /* Disable the screen saver by default. This is a change from <= 2.0.1,
       but most things using SDL are games or media players; you wouldn't
       want a screensaver to trigger if you're playing exclusively with a
       joystick, or passively watching a movie. Things that use SDL but
       function more like a normal desktop app should explicitly reenable the
       screensaver. */
    hint = SDL_GetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER);
    if (hint) {
        allow_screensaver = SDL_atoi(hint) ? SDL_TRUE : SDL_FALSE;
    } else {
        allow_screensaver = SDL_FALSE;
    }
    if (!allow_screensaver) {
        SDL_DisableScreenSaver();
    }

    /* If we don't use a screen keyboard, turn on text input by default,
       otherwise programs that expect to get text events without enabling
       UNICODE input won't get any events.

       Actually, come to think of it, you needed to call SDL_EnableUNICODE(1)
       in SDL 1.2 before you got text input events.  Hmm...
     */
    if (!SDL_HasScreenKeyboardSupport()) {
        SDL_StartTextInput();
    }

    /* We're ready to go! */
    return 0;
}


    /* Initialize the joystick subsystem */
    if ((flags & SDL_INIT_JOYSTICK)){
#if !SDL_JOYSTICK_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
           if (SDL_JoystickInit() < 0) {
               return (-1);
           }
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
#else
        return SDL_SetError("SDL not built with joystick support");
#endif
    }

    if ((flags & SDL_INIT_GAMECONTROLLER)){
#if !SDL_JOYSTICK_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
            if (SDL_GameControllerInit() < 0) {
                return (-1);
            }
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
#else
        return SDL_SetError("SDL not built with joystick support");
#endif
    }

    /* Initialize the haptic subsystem */
    if ((flags & SDL_INIT_HAPTIC)){
#if !SDL_HAPTIC_DISABLED
        if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
            if (SDL_HapticInit() < 0) {
                return (-1);
            }
        }
        SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
#else
        return SDL_SetError("SDL not built with haptic (force feedback) support");
#endif
    }

    return (0);
}


主要就是各种初始化


附上一个写的比较全面的地址:http://blog.csdn.net/leixiaohua1020/article/details/40680907   非常详细

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值