main: SDL_AppQuit() now reports the result value.

Fixes #10994.
This commit is contained in:
Ryan C. Gordon 2024-09-29 22:17:11 -04:00
parent 6a7f8b74f1
commit 1787d6ca5c
37 changed files with 48 additions and 42 deletions

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@ -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.

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@ -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. */
}

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@ -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. */
}

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@ -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. */

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@ -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);

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@ -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;

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@ -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. */

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@ -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. */
}

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@ -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. */
}

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@ -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. */
}

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@ -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. */
}

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@ -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. */
}

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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. */

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@ -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);

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@ -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. */
}

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@ -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.

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@ -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 */

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@ -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.

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@ -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_

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@ -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;
}

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@ -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;
}

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@ -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.

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@ -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);

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@ -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. */

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@ -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);

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@ -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);

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@ -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) {

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@ -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();

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@ -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) {

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@ -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);