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-rw-r--r--distrib/sdl-1.2.15/test/threadwin.c338
1 files changed, 338 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/test/threadwin.c b/distrib/sdl-1.2.15/test/threadwin.c
new file mode 100644
index 0000000..c704b30
--- /dev/null
+++ b/distrib/sdl-1.2.15/test/threadwin.c
@@ -0,0 +1,338 @@
+
+/* Test out the multi-threaded event handling functions */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "SDL.h"
+#include "SDL_thread.h"
+
+/* Are we done yet? */
+static int done = 0;
+
+/* Is the cursor visible? */
+static int visible = 1;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void quit(int rc)
+{
+ SDL_Quit();
+ exit(rc);
+}
+
+SDL_Surface *LoadIconSurface(char *file, Uint8 **maskp)
+{
+ SDL_Surface *icon;
+ Uint8 *pixels;
+ Uint8 *mask;
+ int mlen, i;
+
+ *maskp = NULL;
+
+ /* Load the icon surface */
+ icon = SDL_LoadBMP(file);
+ if ( icon == NULL ) {
+ fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
+ return(NULL);
+ }
+
+ /* Check width and height */
+ if ( (icon->w%8) != 0 ) {
+ fprintf(stderr, "Icon width must be a multiple of 8!\n");
+ SDL_FreeSurface(icon);
+ return(NULL);
+ }
+ if ( icon->format->palette == NULL ) {
+ fprintf(stderr, "Icon must have a palette!\n");
+ SDL_FreeSurface(icon);
+ return(NULL);
+ }
+
+ /* Set the colorkey */
+ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, *((Uint8 *)icon->pixels));
+
+ /* Create the mask */
+ pixels = (Uint8 *)icon->pixels;
+ printf("Transparent pixel: (%d,%d,%d)\n",
+ icon->format->palette->colors[*pixels].r,
+ icon->format->palette->colors[*pixels].g,
+ icon->format->palette->colors[*pixels].b);
+ mlen = icon->w*icon->h;
+ mask = (Uint8 *)malloc(mlen/8);
+ if ( mask == NULL ) {
+ fprintf(stderr, "Out of memory!\n");
+ SDL_FreeSurface(icon);
+ return(NULL);
+ }
+ memset(mask, 0, mlen/8);
+ for ( i=0; i<mlen; ) {
+ if ( pixels[i] != *pixels )
+ mask[i/8] |= 0x01;
+ ++i;
+ if ( (i%8) != 0 )
+ mask[i/8] <<= 1;
+ }
+ *maskp = mask;
+ return(icon);
+}
+
+int SDLCALL FilterEvents(const SDL_Event *event)
+{
+ static int reallyquit = 0;
+
+ switch (event->type) {
+
+ case SDL_ACTIVEEVENT:
+ /* See what happened */
+ printf("App %s ",
+ event->active.gain ? "gained" : "lost");
+ if ( event->active.state & SDL_APPACTIVE )
+ printf("active ");
+ if ( event->active.state & SDL_APPMOUSEFOCUS )
+ printf("mouse ");
+ if ( event->active.state & SDL_APPINPUTFOCUS )
+ printf("input ");
+ printf("focus\n");
+
+ /* See if we are iconified or restored */
+ if ( event->active.state & SDL_APPACTIVE ) {
+ printf("App has been %s\n",
+ event->active.gain ?
+ "restored" : "iconified");
+ }
+ return(0);
+
+ /* This is important! Queue it if we want to quit. */
+ case SDL_QUIT:
+ if ( ! reallyquit ) {
+ reallyquit = 1;
+ printf("Quit requested\n");
+ return(0);
+ }
+ printf("Quit demanded\n");
+ return(1);
+
+ /* Mouse and keyboard events go to threads */
+ case SDL_MOUSEMOTION:
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ return(1);
+
+ /* Drop all other events */
+ default:
+ return(0);
+ }
+}
+
+int SDLCALL HandleMouse(void *unused)
+{
+ SDL_Event events[10];
+ int i, found;
+ Uint32 mask;
+
+ /* Handle mouse events here */
+ mask = (SDL_MOUSEMOTIONMASK|SDL_MOUSEBUTTONDOWNMASK|SDL_MOUSEBUTTONUPMASK);
+ while ( ! done ) {
+ found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
+ for ( i=0; i<found; ++i ) {
+ switch(events[i].type) {
+ /* We want to toggle visibility on buttonpress */
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ if ( events[i].button.state == SDL_PRESSED ) {
+ visible = !visible;
+ SDL_ShowCursor(visible);
+ }
+ printf("Mouse button %d has been %s\n",
+ events[i].button.button,
+ (events[i].button.state == SDL_PRESSED) ?
+ "pressed" : "released");
+ break;
+ /* Show relative mouse motion */
+ case SDL_MOUSEMOTION:
+ printf("Mouse relative motion: {%d,%d}\n",
+ events[i].motion.xrel, events[i].motion.yrel);
+ break;
+ }
+ }
+ /* Give up some CPU to allow events to arrive */
+ SDL_Delay(20);
+ }
+ return(0);
+}
+
+int SDLCALL HandleKeyboard(void *unused)
+{
+ SDL_Event events[10];
+ int i, found;
+ Uint32 mask;
+
+ /* Handle mouse events here */
+ mask = (SDL_KEYDOWNMASK|SDL_KEYUPMASK);
+ while ( ! done ) {
+ found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
+ for ( i=0; i<found; ++i ) {
+ switch(events[i].type) {
+ /* We want to toggle visibility on buttonpress */
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ printf("Key '%c' (keysym==%d) has been %s\n",
+ events[i].key.keysym.unicode,
+ (int) events[i].key.keysym.sym,
+ (events[i].key.state == SDL_PRESSED) ?
+ "pressed" : "released");
+
+ /* Allow hitting <ESC> to quit the app */
+ if ( events[i].key.keysym.sym == SDLK_ESCAPE ) {
+ done = 1;
+ }
+
+ /* skip events now that aren't KEYUPs... */
+ if (events[i].key.state == SDL_PRESSED)
+ break;
+
+ if ( events[i].key.keysym.sym == SDLK_f ) {
+ int rc = 0;
+ printf("attempting to toggle fullscreen...\n");
+ rc = SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
+ printf("SDL_WM_ToggleFullScreen returned %d.\n", rc);
+ }
+
+ if ( events[i].key.keysym.sym == SDLK_g ) {
+ SDL_GrabMode m;
+ m = SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON ?
+ SDL_GRAB_OFF : SDL_GRAB_ON;
+ printf("attempting to toggle input grab to %s...\n",
+ m == SDL_GRAB_ON ? "ON" : "OFF");
+ SDL_WM_GrabInput(m);
+ printf("attempt finished.\n");
+ }
+
+ break;
+ }
+ }
+ /* Give up some CPU to allow events to arrive */
+ SDL_Delay(20);
+ }
+ return(0);
+}
+
+int main(int argc, char *argv[])
+{
+ SDL_Surface *screen;
+ SDL_Surface *icon;
+ Uint8 *icon_mask;
+ int i, parsed;
+ Uint8 *buffer;
+ SDL_Color palette[256];
+ Uint32 init_flags;
+ Uint8 video_bpp;
+ Uint32 video_flags;
+ SDL_Thread *mouse_thread;
+ SDL_Thread *keybd_thread;
+
+ /* Set the options, based on command line arguments */
+ init_flags = SDL_INIT_VIDEO;
+ video_bpp = 8;
+ video_flags = SDL_SWSURFACE;
+ parsed = 1;
+ while ( parsed ) {
+ /* If the threaded option is enabled, and the SDL library hasn't
+ been compiled with threaded events enabled, then the mouse and
+ keyboard won't respond.
+ */
+ if ( (argc >= 2) && (strcmp(argv[1], "-threaded") == 0) ) {
+ init_flags |= SDL_INIT_EVENTTHREAD;
+ argc -= 1;
+ argv += 1;
+ printf("Running with threaded events\n");
+ } else
+ if ( (argc >= 2) && (strcmp(argv[1], "-fullscreen") == 0) ) {
+ video_flags |= SDL_FULLSCREEN;
+ argc -= 1;
+ argv += 1;
+ } else
+ if ( (argc >= 3) && (strcmp(argv[1], "-bpp") == 0) ) {
+ video_bpp = atoi(argv[2]);
+ argc -= 2;
+ argv += 2;
+ } else {
+ parsed = 0;
+ }
+ }
+
+ /* Initialize SDL with the requested flags */
+ if ( SDL_Init(init_flags) < 0 ) {
+ fprintf(stderr,
+ "Couldn't initialize SDL: %s\n", SDL_GetError());
+ return(1);
+ }
+
+ /* Set the icon -- this must be done before the first mode set */
+ icon = LoadIconSurface("icon.bmp", &icon_mask);
+ if ( icon != NULL ) {
+ SDL_WM_SetIcon(icon, icon_mask);
+ }
+ if ( icon_mask != NULL )
+ free(icon_mask);
+
+ /* Initialize the display */
+ screen = SDL_SetVideoMode(640, 480, video_bpp, video_flags);
+ if ( screen == NULL ) {
+ fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
+ video_bpp, SDL_GetError());
+ quit(1);
+ }
+ printf("Running in %s mode\n", screen->flags & SDL_FULLSCREEN ?
+ "fullscreen" : "windowed");
+
+ /* Enable printable characters */
+ SDL_EnableUNICODE(1);
+
+ /* Set an event filter that discards everything but QUIT */
+ SDL_SetEventFilter(FilterEvents);
+
+ /* Create the event handling threads */
+ mouse_thread = SDL_CreateThread(HandleMouse, NULL);
+ keybd_thread = SDL_CreateThread(HandleKeyboard, NULL);
+
+ /* Set the surface pixels and refresh! */
+ for ( i=0; i<256; ++i ) {
+ palette[i].r = 255-i;
+ palette[i].g = 255-i;
+ palette[i].b = 255-i;
+ }
+ SDL_SetColors(screen, palette, 0, 256);
+ if ( SDL_LockSurface(screen) < 0 ) {
+ fprintf(stderr, "Couldn't lock display surface: %s\n",
+ SDL_GetError());
+ quit(2);
+ }
+ buffer = (Uint8 *)screen->pixels;
+ for ( i=0; i<screen->h; ++i ) {
+ memset(buffer,(i*255)/screen->h,
+ screen->w*screen->format->BytesPerPixel);
+ buffer += screen->pitch;
+ }
+ SDL_UnlockSurface(screen);
+ SDL_UpdateRect(screen, 0, 0, 0, 0);
+
+ /* Loop, waiting for QUIT */
+ while ( ! done ) {
+ if ( ! (init_flags & SDL_INIT_EVENTTHREAD) ) {
+ SDL_PumpEvents(); /* Needed when event thread is off */
+ }
+ if ( SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_QUITMASK) ) {
+ done = 1;
+ }
+ /* Give up some CPU so the events can accumulate */
+ SDL_Delay(20);
+ }
+ SDL_WaitThread(mouse_thread, NULL);
+ SDL_WaitThread(keybd_thread, NULL);
+ SDL_Quit();
+ return(0);
+}