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#![warn(missing_docs)] #![deny(missing_debug_implementations)] #![deny(unreachable_patterns)] // fuck off clippy the types aren't the same on all systems #![allow(clippy::cast_lossless)] // The unsafe code relies on the idea that `usize` is at least `u32` #![cfg(any(target_pointer_width = "32", target_pointer_width = "64"))] //! An opinionated set of "high level" wrappers for the //! [fermium](https://github.com/Lokathor/fermium) SDL2 bindings. //! //! ## Initialization And Usage //! //! Very little of SDL2 can be called before you initialize the library. This //! must be done from the main thread and it must be done only once. `beryllium` //! will safely block any double initialization, but I can't enforce that you're //! on the main thread. //! //! ```no_run //! let sdl = unsafe { //! beryllium::init().expect("Couldn't initialize SDL2!") //! }; //! ``` //! //! Initialization gives you an [SDLToken](SDLToken) (no, I will not change the //! name to `SdlToken`, that's stupid). This token is the "proof" that you've //! got SDL2 initialized. Basically every other part of the library is a method //! off of this token value (polling for events, opening a window, etc), or it's //! a method of a struct that you create off of this token value (the window you //! opened, an audio queue, etc). //! //! There's a limited number of other functions that are fine to call even if //! SDL2 is _not_ initialized, and so they're stand alone top level functions: //! //! * [version](version) //! * [get_error](get_error) //! * [lone_message_box](lone_message_box) //! //! _Very little_ of SDL2 is thread-safe. Your code that interacts with SDL2 //! will mostly be locked into just the `main` thread. This isn't a huge deal in //! practice, but it's something that people might want to know up font. //! //! ## Safety and Lifetimes //! //! I'm aiming to make as much of the API safe as is possible, but unfortunately //! not 100% of the interface can be safe. Things are only as safe as they can //! get, I don't want to ever over promise. //! //! Much of the static safety is done with lifetime tracking, which can make it //! hard to merge different `beryllium` values into a single struct. //! Particularly, values can't easily be combined with their "parent" value. I //! honestly don't try to do this kind of thing in my own programs. I just have //! a few free floating values on the stack and then I try to interact with SDL2 //! as absolutely little as possible. It's an OS abstraction layer, it's not //! your friend. //! //! If you _really_ feel like you want to try and stick things together into a //! single struct and then pass that combination around all through the program //! and stuff, feel free to use [transmute](core::mem::transmute) to fake the //! lifetimes involved and [ManuallyDrop](core::mem::ManuallyDrop) to carefully //! clean it up at the end. Or you could go use the [sdl2](https://docs.rs/sdl2) //! crate, which handles everything by tracking which subsystems are active via //! an [Rc](https://doc.rust-lang.org/std/rc/struct.Rc.html) value in //! practically everything. //! //! Please note that safety assumptions are usually based on actually looking at //! the current version's C code, so if an end user uses the [Dynamic //! API](https://github.com/SDL-mirror/SDL/blob/master/docs/README-dynapi.md) to //! override the version of SDL2 used it's _possible_ they could break safety. //! It's honestly their fault at that point, not yours or mine. I'm not trying //! to be glib about it, but calling _arbitrary_ code can't be safety checked. //! That said, it's an important end user ability that should not be removed. //! //! ## Rewritten In Rust //! //! Select portions of the SDL2 API _have_ been re-written entirely in Rust //! (insert memes here). Instead of making a call to whichever SDL2 I simply //! ported the appropriate code to Rust. //! //! * **The Good:** //! * It's easier (for us Rust programmers) to understand Rust than C. //! * LLVM can inline Rust code (when appropriate and such). //! * **The Bad:** //! * This takes more dev time to make sure that the new Rust matches the //! semantics of the C it's replacing. //! * **The Ugly:** //! * If there's a bug user's can use the Dynamic API to apply a patch, so we //! don't want to do this for anything hardware or OS related (those are the //! things most like to need driver fixes). //! //! So it's not a lot, and it probably won't ever be a lot, but some _small_ //! parts have been rewritten in Rust. use core::{ convert::TryFrom, ffi::c_void, marker::PhantomData, ptr::{null, null_mut, NonNull}, slice::from_raw_parts, sync::atomic::{AtomicBool, Ordering}, }; use fermium::{ SDL_EventType::*, SDL_GLattr::*, SDL_GLcontextFlag::*, SDL_GLprofile::*, SDL_GameControllerAxis::*, SDL_GameControllerButton::*, SDL_Keymod::*, SDL_RendererFlags::*, SDL_Scancode::*, SDL_WindowEventID::*, SDL_WindowFlags::*, SDL_bool::*, _bindgen_ty_1::*, _bindgen_ty_2::*, _bindgen_ty_3::*, _bindgen_ty_4::*, _bindgen_ty_5::*, _bindgen_ty_6::*, _bindgen_ty_7::*, *, }; use libc::c_char; use phantom_fields::phantom_fields; mod surface; pub use surface::*; mod event; pub use event::*; mod controller; pub use controller::*; mod audio; pub use audio::*; mod opengl; pub use opengl::*; mod pixel_format; pub use pixel_format::*; mod palette; pub use palette::*; mod cdylib; pub use cdylib::*; mod window; pub use window::*; mod renderer; pub use renderer::*; mod texture; pub use texture::*; mod rect; pub use rect::*; /// In case of emergency, you can break the glass. pub use fermium as unsafe_raw_ffi; /// Grabs up the data from a null terminated string pointer. unsafe fn gather_string(ptr: *const c_char) -> String { let len = SDL_strlen(ptr); let useful_bytes = from_raw_parts(ptr as *const u8, len); String::from_utf8_lossy(useful_bytes).into_owned() } /// A version number. #[derive(Debug, Default, Clone, Copy)] #[allow(missing_docs)] pub struct Version { pub major: u8, pub minor: u8, pub patch: u8, } impl From<SDL_version> for Version { fn from(input: SDL_version) -> Self { Self { major: input.major, minor: input.minor, patch: input.patch, } } } /// Gets the version of SDL2 being used at runtime. /// /// This might be later than the one you compiled with, but it will be fully /// SemVer compatible. /// /// ```rust /// let v = beryllium::version(); /// assert_eq!(v.major, 2); /// assert!(v.minor >= 0); /// assert!(v.patch >= 9); /// ``` pub fn version() -> Version { let mut sdl_version = SDL_version::default(); unsafe { SDL_GetVersion(&mut sdl_version) }; Version::from(sdl_version) } /// Obtains the current SDL2 error string. /// /// You should never need to call this yourself, but I guess you can if you /// really want. pub fn get_error() -> String { unsafe { gather_string(SDL_GetError()) } } /// The kind of message box you wish to show. #[derive(Debug, Clone, Copy)] #[cfg_attr(windows, repr(i32))] #[cfg_attr(not(windows), repr(u32))] #[allow(missing_docs)] pub enum MessageBox { Error = fermium::SDL_MessageBoxFlags::SDL_MESSAGEBOX_ERROR, Warning = fermium::SDL_MessageBoxFlags::SDL_MESSAGEBOX_WARNING, Information = fermium::SDL_MessageBoxFlags::SDL_MESSAGEBOX_INFORMATION, } /// Shows a basic, stand alone message box. /// /// This doesn't require SDL2 to be initialized. If initialization was attempted /// and then failed because of no possible video target then this call is very /// likely to also fail. /// /// # Safety /// /// As with all GUI things, you must only call this from the main thread. pub unsafe fn lone_message_box( box_type: MessageBox, title: &str, message: &str, ) -> Result<(), String> { let title_null: Vec<u8> = title.bytes().chain(Some(0)).collect(); let message_null: Vec<u8> = message.bytes().chain(Some(0)).collect(); let output = SDL_ShowSimpleMessageBox( box_type as u32, title_null.as_ptr() as *const c_char, message_null.as_ptr() as *const c_char, null_mut(), ); if output == 0 { Ok(()) } else { Err(get_error()) } } /// Initializes SDL2 and gives you a token as proof, or an error message. /// /// # Failure /// /// * You cannot double initialize SDL2, you'll get an error. /// * If SDL2 fails to initialize you'll get an error and it will revert itself /// to an uninitialized state, perhaps allowing you to try again. /// /// # Safety /// /// * This can only be called from the main thread (because of a /// [macOS](https://tinyurl.com/y5bv7g4v) limit built into Cocoa). pub unsafe fn init() -> Result<SDLToken, String> { if I_THINK_THAT_SDL2_IS_ACTIVE.swap(true, Ordering::SeqCst) { // Note(Lokathor): `swap` gives the old value back, so if we get back `true` // that means it was already active, so that's an error. Err("The library is currently initialized!".to_string()) } else if SDL_Init(SDL_INIT_EVERYTHING) == 0 { Ok(SDLToken { _marker: PhantomData, }) } else { let out = get_error(); I_THINK_THAT_SDL2_IS_ACTIVE.store(false, Ordering::SeqCst); Err(out) } } static I_THINK_THAT_SDL2_IS_ACTIVE: AtomicBool = AtomicBool::new(false); /// The `SDLToken` is proof that you have initialized SDL2. /// /// Most of SDL2 requires you to have performed initialization, and so most of /// its abilities are either methods off of this struct or off of things that /// you make from methods of this struct. #[derive(Debug)] pub struct SDLToken { _marker: PhantomData<*mut u8>, } impl Drop for SDLToken { fn drop(&mut self) { unsafe { SDL_Quit() } I_THINK_THAT_SDL2_IS_ACTIVE.store(false, Ordering::SeqCst); } } #[test] fn test_sdl_token_zero_size() { assert_eq!(core::mem::size_of::<SDLToken>(), 0) } impl SDLToken { /// Creates a new window, or gives an error message. /// /// Note that not all possible flags have an effect! See [the /// wiki](https://wiki.libsdl.org/SDL_CreateWindow) for guidance. pub fn create_window<'sdl>( &'sdl self, title: &str, x: i32, y: i32, w: i32, h: i32, flags: WindowFlags, ) -> Result<Window<'sdl>, String> { let title_null: Vec<u8> = title.bytes().chain(Some(0)).collect(); let ptr = unsafe { SDL_CreateWindow( title_null.as_ptr() as *const c_char, x, y, w, h, flags.0 as u32, ) }; if ptr.is_null() { Err(get_error()) } else { Ok(crate::window::Window { ptr, _marker: PhantomData, }) } } /// Creates a new [Surface](Surface) with the desired format, or error. /// /// See [the wiki page](https://wiki.libsdl.org/SDL_CreateRGBSurface) pub fn create_rgb_surface( &self, width: i32, height: i32, format: SurfaceFormat, ) -> Result<Surface<'_>, String> { let (depth, r_mask, g_mask, b_mask, a_mask) = match format { SurfaceFormat::Indexed4 => (4, 0, 0, 0, 0), SurfaceFormat::Indexed8 => (8, 0, 0, 0, 0), SurfaceFormat::Direct16 { r_mask, g_mask, b_mask, a_mask, } => (16, r_mask, g_mask, b_mask, a_mask), SurfaceFormat::Direct24 { r_mask, g_mask, b_mask, a_mask, } => (24, r_mask, g_mask, b_mask, a_mask), SurfaceFormat::Direct32 { r_mask, g_mask, b_mask, a_mask, } => (32, r_mask, g_mask, b_mask, a_mask), }; let ptr: *mut SDL_Surface = unsafe { SDL_CreateRGBSurface(0, width, height, depth, r_mask, g_mask, b_mask, a_mask) }; if ptr.is_null() { Err(get_error()) } else { Ok(Surface { ptr, _marker: PhantomData, }) } } /// Polls for an event, getting it out of the queue if one is there. pub fn poll_event(&self) -> Option<Event> { unsafe { let mut event = SDL_Event::default(); if SDL_PollEvent(&mut event) == 1 { Some(Event::from(event)) } else { None } } } /// Obtains the number of joysticks connected to the system. pub fn number_of_joysticks(&self) -> Result<u32, String> { let out = unsafe { SDL_NumJoysticks() }; if out < 0 { Err(get_error()) } else { // Note(Lokathor): since it's supposed to be an "index" we'll pretend that // the ID values are unsigned values, since that's more like the Rust // index convention. Ok(out as u32) } } /// Says if the joystick index supports the Controller API. pub fn joystick_is_game_controller(&self, index: u32) -> bool { SDL_TRUE == unsafe { SDL_IsGameController(index as i32) } } /// Given a joystick index, attempts to get the Controller name, if any. pub fn controller_name(&self, index: u32) -> Option<String> { let ptr = unsafe { SDL_GameControllerNameForIndex(index as i32) }; if ptr.is_null() { None } else { unsafe { Some(gather_string(ptr)) } } } /// Attempts to open the given index as a Controller. pub fn open_controller(&self, index: u32) -> Result<Controller<'_>, String> { let ptr = unsafe { SDL_GameControllerOpen(index as i32) }; if ptr.is_null() { Err(get_error()) } else { Ok(Controller { ptr, _marker: PhantomData, }) } } /// Attempts to load the named dynamic library into the program. pub fn load_cdylib<'sdl>(&'sdl self, name: &str) -> Result<CDyLib<'sdl>, String> { let name_null: Vec<u8> = name.bytes().chain(Some(0)).collect(); match NonNull::new(unsafe { SDL_LoadObject(name_null.as_ptr() as *const c_char) }) { Some(nn) => Ok(CDyLib { nn, _marker: PhantomData, }), None => Err(get_error()), } } /// Attempts to open a default audio device in "queue" mode. /// /// If successful, the device will initially be paused. pub fn open_default_audio_queue( &self, request: DefaultAudioQueueRequest, ) -> Result<AudioQueue<'_>, String> { // let mut desired_spec = SDL_AudioSpec::default(); desired_spec.freq = request.frequency; desired_spec.format = request.format.0; desired_spec.channels = request.channels; desired_spec.samples = request.samples; // let mut changes = 0; if request.allow_frequency_change { changes |= SDL_AUDIO_ALLOW_FREQUENCY_CHANGE as i32; } if request.allow_format_change { changes |= SDL_AUDIO_ALLOW_FORMAT_CHANGE as i32; } if request.allow_channels_change { changes |= SDL_AUDIO_ALLOW_CHANNELS_CHANGE as i32; } // let mut obtained_spec = SDL_AudioSpec::default(); // let audio_device_id = unsafe { SDL_OpenAudioDevice(null(), 0, &desired_spec, &mut obtained_spec, changes) }; if audio_device_id == 0 { Err(get_error()) } else { Ok(AudioQueue { dev: audio_device_id, frequency: obtained_spec.freq, format: AudioFormat(obtained_spec.format), channels: obtained_spec.channels, silence: obtained_spec.silence, sample_count: usize::from(obtained_spec.samples), buffer_size: obtained_spec.size as usize, _marker: PhantomData, }) } } /// Attempts to set a given attribute, returns `true` if successful. /// /// Depending on the attribute, this can often be viewed as a "minimum /// request". Once you create the context you should examine it to see what /// you actually got. pub fn gl_set_attribute(&self, attr: GLattr, value: i32) -> bool { 0 == unsafe { SDL_GL_SetAttribute(attr as fermium::SDL_GLattr::Type, value) } } /// Resets all previously set attributes to their default values. pub fn gl_reset_attributes(&self) { unsafe { SDL_GL_ResetAttributes() } } /// Gets a function pointer to the named OpenGL function pub unsafe fn gl_get_proc_address(&self, name: &str) -> *const c_void { let name_null: Vec<u8> = name.bytes().chain(Some(0)).collect(); SDL_GL_GetProcAddress(name_null.as_ptr() as *const c_char) as *const c_void } } /// Basic struct for 2D positions. /// /// Used with some parts of the [Renderer]. #[derive(Debug, Clone, Copy, Default, PartialEq, Eq)] #[repr(C)] pub struct Point { x: i32, y: i32, } impl From<SDL_Point> for Point { fn from(other: SDL_Point) -> Self { Self { x: other.x, y: other.y, } } } impl From<Point> for SDL_Point { fn from(other: Point) -> Self { Self { x: other.x, y: other.y, } } }