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authorJesse Hall <jessehall@google.com>2012-07-23 10:12:30 -0700
committerandroid code review <noreply-gerritcodereview@google.com>2012-07-23 10:12:30 -0700
commit2b3a42e7d0b441f71fc2e2b07269dd1f8151c977 (patch)
treeded6ee18c4e1f33df235e53615a6d65e2d64f4ef /distrib/sdl-1.2.15/src/events/SDL_events.c
parent3dcbebfd43e409c3bbff7fc79288e40666a947fd (diff)
parent9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f (diff)
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Merge changes I505c4aea,I2ae0529c
* changes: Import SDL release-1.2.15 Handle SDL windows with BGRA color
Diffstat (limited to 'distrib/sdl-1.2.15/src/events/SDL_events.c')
-rw-r--r--distrib/sdl-1.2.15/src/events/SDL_events.c502
1 files changed, 502 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/src/events/SDL_events.c b/distrib/sdl-1.2.15/src/events/SDL_events.c
new file mode 100644
index 0000000..8f23c01
--- /dev/null
+++ b/distrib/sdl-1.2.15/src/events/SDL_events.c
@@ -0,0 +1,502 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2012 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+/* General event handling code for SDL */
+
+#include "SDL.h"
+#include "SDL_syswm.h"
+#include "SDL_sysevents.h"
+#include "SDL_events_c.h"
+#include "../timer/SDL_timer_c.h"
+#if !SDL_JOYSTICK_DISABLED
+#include "../joystick/SDL_joystick_c.h"
+#endif
+
+/* Public data -- the event filter */
+SDL_EventFilter SDL_EventOK = NULL;
+Uint8 SDL_ProcessEvents[SDL_NUMEVENTS];
+static Uint32 SDL_eventstate = 0;
+
+/* Private data -- event queue */
+#define MAXEVENTS 128
+static struct {
+ SDL_mutex *lock;
+ int active;
+ int head;
+ int tail;
+ SDL_Event event[MAXEVENTS];
+ int wmmsg_next;
+ struct SDL_SysWMmsg wmmsg[MAXEVENTS];
+} SDL_EventQ;
+
+/* Private data -- event locking structure */
+static struct {
+ SDL_mutex *lock;
+ int safe;
+} SDL_EventLock;
+
+/* Thread functions */
+static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */
+static Uint32 event_thread; /* The event thread id */
+
+void SDL_Lock_EventThread(void)
+{
+ if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
+ /* Grab lock and spin until we're sure event thread stopped */
+ SDL_mutexP(SDL_EventLock.lock);
+ while ( ! SDL_EventLock.safe ) {
+ SDL_Delay(1);
+ }
+ }
+}
+void SDL_Unlock_EventThread(void)
+{
+ if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
+ SDL_mutexV(SDL_EventLock.lock);
+ }
+}
+
+#ifdef __OS2__
+/*
+ * We'll increase the priority of GobbleEvents thread, so it will process
+ * events in time for sure! For this, we need the DosSetPriority() API
+ * from the os2.h include file.
+ */
+#define INCL_DOSPROCESS
+#include <os2.h>
+#include <time.h>
+#endif
+
+static int SDLCALL SDL_GobbleEvents(void *unused)
+{
+ event_thread = SDL_ThreadID();
+
+#ifdef __OS2__
+#ifdef USE_DOSSETPRIORITY
+ /* Increase thread priority, so it will process events in time for sure! */
+ DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0);
+#endif
+#endif
+
+ while ( SDL_EventQ.active ) {
+ SDL_VideoDevice *video = current_video;
+ SDL_VideoDevice *this = current_video;
+
+ /* Get events from the video subsystem */
+ if ( video ) {
+ video->PumpEvents(this);
+ }
+
+ /* Queue pending key-repeat events */
+ SDL_CheckKeyRepeat();
+
+#if !SDL_JOYSTICK_DISABLED
+ /* Check for joystick state change */
+ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
+ SDL_JoystickUpdate();
+ }
+#endif
+
+ /* Give up the CPU for the rest of our timeslice */
+ SDL_EventLock.safe = 1;
+ if ( SDL_timer_running ) {
+ SDL_ThreadedTimerCheck();
+ }
+ SDL_Delay(1);
+
+ /* Check for event locking.
+ On the P of the lock mutex, if the lock is held, this thread
+ will wait until the lock is released before continuing. The
+ safe flag will be set, meaning that the other thread can go
+ about it's business. The safe flag is reset before the V,
+ so as soon as the mutex is free, other threads can see that
+ it's not safe to interfere with the event thread.
+ */
+ SDL_mutexP(SDL_EventLock.lock);
+ SDL_EventLock.safe = 0;
+ SDL_mutexV(SDL_EventLock.lock);
+ }
+ SDL_SetTimerThreaded(0);
+ event_thread = 0;
+ return(0);
+}
+
+static int SDL_StartEventThread(Uint32 flags)
+{
+ /* Reset everything to zero */
+ SDL_EventThread = NULL;
+ SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock));
+
+ /* Create the lock and set ourselves active */
+#if !SDL_THREADS_DISABLED
+ SDL_EventQ.lock = SDL_CreateMutex();
+ if ( SDL_EventQ.lock == NULL ) {
+#ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */
+ ;
+#else
+ return(-1);
+#endif
+ }
+#endif /* !SDL_THREADS_DISABLED */
+ SDL_EventQ.active = 1;
+
+ if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
+ SDL_EventLock.lock = SDL_CreateMutex();
+ if ( SDL_EventLock.lock == NULL ) {
+ return(-1);
+ }
+ SDL_EventLock.safe = 0;
+
+ /* The event thread will handle timers too */
+ SDL_SetTimerThreaded(2);
+#if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__)
+#undef SDL_CreateThread
+ SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL);
+#else
+ SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL);
+#endif
+ if ( SDL_EventThread == NULL ) {
+ return(-1);
+ }
+ } else {
+ event_thread = 0;
+ }
+ return(0);
+}
+
+static void SDL_StopEventThread(void)
+{
+ SDL_EventQ.active = 0;
+ if ( SDL_EventThread ) {
+ SDL_WaitThread(SDL_EventThread, NULL);
+ SDL_EventThread = NULL;
+ SDL_DestroyMutex(SDL_EventLock.lock);
+ SDL_EventLock.lock = NULL;
+ }
+#ifndef IPOD
+ SDL_DestroyMutex(SDL_EventQ.lock);
+ SDL_EventQ.lock = NULL;
+#endif
+}
+
+Uint32 SDL_EventThreadID(void)
+{
+ return(event_thread);
+}
+
+/* Public functions */
+
+void SDL_StopEventLoop(void)
+{
+ /* Halt the event thread, if running */
+ SDL_StopEventThread();
+
+ /* Shutdown event handlers */
+ SDL_AppActiveQuit();
+ SDL_KeyboardQuit();
+ SDL_MouseQuit();
+ SDL_QuitQuit();
+
+ /* Clean out EventQ */
+ SDL_EventQ.head = 0;
+ SDL_EventQ.tail = 0;
+ SDL_EventQ.wmmsg_next = 0;
+}
+
+/* This function (and associated calls) may be called more than once */
+int SDL_StartEventLoop(Uint32 flags)
+{
+ int retcode;
+
+ /* Clean out the event queue */
+ SDL_EventThread = NULL;
+ SDL_EventQ.lock = NULL;
+ SDL_StopEventLoop();
+
+ /* No filter to start with, process most event types */
+ SDL_EventOK = NULL;
+ SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
+ SDL_eventstate = ~0;
+ /* It's not save to call SDL_EventState() yet */
+ SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
+ SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
+
+ /* Initialize event handlers */
+ retcode = 0;
+ retcode += SDL_AppActiveInit();
+ retcode += SDL_KeyboardInit();
+ retcode += SDL_MouseInit();
+ retcode += SDL_QuitInit();
+ if ( retcode < 0 ) {
+ /* We don't expect them to fail, but... */
+ return(-1);
+ }
+
+ /* Create the lock and event thread */
+ if ( SDL_StartEventThread(flags) < 0 ) {
+ SDL_StopEventLoop();
+ return(-1);
+ }
+ return(0);
+}
+
+
+/* Add an event to the event queue -- called with the queue locked */
+static int SDL_AddEvent(SDL_Event *event)
+{
+ int tail, added;
+
+ tail = (SDL_EventQ.tail+1)%MAXEVENTS;
+ if ( tail == SDL_EventQ.head ) {
+ /* Overflow, drop event */
+ added = 0;
+ } else {
+ SDL_EventQ.event[SDL_EventQ.tail] = *event;
+ if (event->type == SDL_SYSWMEVENT) {
+ /* Note that it's possible to lose an event */
+ int next = SDL_EventQ.wmmsg_next;
+ SDL_EventQ.wmmsg[next] = *event->syswm.msg;
+ SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
+ &SDL_EventQ.wmmsg[next];
+ SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
+ }
+ SDL_EventQ.tail = tail;
+ added = 1;
+ }
+ return(added);
+}
+
+/* Cut an event, and return the next valid spot, or the tail */
+/* -- called with the queue locked */
+static int SDL_CutEvent(int spot)
+{
+ if ( spot == SDL_EventQ.head ) {
+ SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
+ return(SDL_EventQ.head);
+ } else
+ if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
+ SDL_EventQ.tail = spot;
+ return(SDL_EventQ.tail);
+ } else
+ /* We cut the middle -- shift everything over */
+ {
+ int here, next;
+
+ /* This can probably be optimized with SDL_memcpy() -- careful! */
+ if ( --SDL_EventQ.tail < 0 ) {
+ SDL_EventQ.tail = MAXEVENTS-1;
+ }
+ for ( here=spot; here != SDL_EventQ.tail; here = next ) {
+ next = (here+1)%MAXEVENTS;
+ SDL_EventQ.event[here] = SDL_EventQ.event[next];
+ }
+ return(spot);
+ }
+ /* NOTREACHED */
+}
+
+/* Lock the event queue, take a peep at it, and unlock it */
+int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
+ Uint32 mask)
+{
+ int i, used;
+
+ /* Don't look after we've quit */
+ if ( ! SDL_EventQ.active ) {
+ return(-1);
+ }
+ /* Lock the event queue */
+ used = 0;
+ if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
+ if ( action == SDL_ADDEVENT ) {
+ for ( i=0; i<numevents; ++i ) {
+ used += SDL_AddEvent(&events[i]);
+ }
+ } else {
+ SDL_Event tmpevent;
+ int spot;
+
+ /* If 'events' is NULL, just see if they exist */
+ if ( events == NULL ) {
+ action = SDL_PEEKEVENT;
+ numevents = 1;
+ events = &tmpevent;
+ }
+ spot = SDL_EventQ.head;
+ while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
+ if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
+ events[used++] = SDL_EventQ.event[spot];
+ if ( action == SDL_GETEVENT ) {
+ spot = SDL_CutEvent(spot);
+ } else {
+ spot = (spot+1)%MAXEVENTS;
+ }
+ } else {
+ spot = (spot+1)%MAXEVENTS;
+ }
+ }
+ }
+ SDL_mutexV(SDL_EventQ.lock);
+ } else {
+ SDL_SetError("Couldn't lock event queue");
+ used = -1;
+ }
+ return(used);
+}
+
+/* Run the system dependent event loops */
+void SDL_PumpEvents(void)
+{
+ if ( !SDL_EventThread ) {
+ SDL_VideoDevice *video = current_video;
+ SDL_VideoDevice *this = current_video;
+
+ /* Get events from the video subsystem */
+ if ( video ) {
+ video->PumpEvents(this);
+ }
+
+ /* Queue pending key-repeat events */
+ SDL_CheckKeyRepeat();
+
+#if !SDL_JOYSTICK_DISABLED
+ /* Check for joystick state change */
+ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
+ SDL_JoystickUpdate();
+ }
+#endif
+ }
+}
+
+/* Public functions */
+
+int SDL_PollEvent (SDL_Event *event)
+{
+ SDL_PumpEvents();
+
+ /* We can't return -1, just return 0 (no event) on error */
+ if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
+ return 0;
+ return 1;
+}
+
+int SDL_WaitEvent (SDL_Event *event)
+{
+ while ( 1 ) {
+ SDL_PumpEvents();
+ switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
+ case -1: return 0;
+ case 1: return 1;
+ case 0: SDL_Delay(10);
+ }
+ }
+}
+
+int SDL_PushEvent(SDL_Event *event)
+{
+ if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
+ return -1;
+ return 0;
+}
+
+void SDL_SetEventFilter (SDL_EventFilter filter)
+{
+ SDL_Event bitbucket;
+
+ /* Set filter and discard pending events */
+ SDL_EventOK = filter;
+ while ( SDL_PollEvent(&bitbucket) > 0 )
+ ;
+}
+
+SDL_EventFilter SDL_GetEventFilter(void)
+{
+ return(SDL_EventOK);
+}
+
+Uint8 SDL_EventState (Uint8 type, int state)
+{
+ SDL_Event bitbucket;
+ Uint8 current_state;
+
+ /* If SDL_ALLEVENTS was specified... */
+ if ( type == 0xFF ) {
+ current_state = SDL_IGNORE;
+ for ( type=0; type<SDL_NUMEVENTS; ++type ) {
+ if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
+ current_state = SDL_ENABLE;
+ }
+ SDL_ProcessEvents[type] = state;
+ if ( state == SDL_ENABLE ) {
+ SDL_eventstate |= (0x00000001 << (type));
+ } else {
+ SDL_eventstate &= ~(0x00000001 << (type));
+ }
+ }
+ while ( SDL_PollEvent(&bitbucket) > 0 )
+ ;
+ return(current_state);
+ }
+
+ /* Just set the state for one event type */
+ current_state = SDL_ProcessEvents[type];
+ switch (state) {
+ case SDL_IGNORE:
+ case SDL_ENABLE:
+ /* Set state and discard pending events */
+ SDL_ProcessEvents[type] = state;
+ if ( state == SDL_ENABLE ) {
+ SDL_eventstate |= (0x00000001 << (type));
+ } else {
+ SDL_eventstate &= ~(0x00000001 << (type));
+ }
+ while ( SDL_PollEvent(&bitbucket) > 0 )
+ ;
+ break;
+ default:
+ /* Querying state? */
+ break;
+ }
+ return(current_state);
+}
+
+/* This is a generic event handler.
+ */
+int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
+{
+ int posted;
+
+ posted = 0;
+ if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
+ SDL_Event event;
+ SDL_memset(&event, 0, sizeof(event));
+ event.type = SDL_SYSWMEVENT;
+ event.syswm.msg = message;
+ if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
+ posted = 1;
+ SDL_PushEvent(&event);
+ }
+ }
+ /* Update internal event state */
+ return(posted);
+}