Mercurial > sdl-ios-xcode
annotate src/thread/epoc/SDL_systhread.cpp @ 563:04dcaf3da918
Massive Quartz input enhancements from Darrell Walisser. His email:
Enclosed is a patch that addresses the following:
--Various minor cleanups.
Removed dead/obsolete code, made some style cleanups
--Mouse Events
Now keep track of what button(s) were pressed so we know when to send
the mouse up event. This fixes the case where the mouse is dragged
outside of the game window and released (in which case we want to send
the mouse up event even though the mouse is outside the game window).
--Input Grabbing
Here is my take on the grabbing situation, which is the basis for the
new implementation.
There are 3 grab states, ungrabbed (UG), visible (VG), and invisible
(IG). Both VG and IG keep the mouse constrained to the window and
produce relative motion events. In VG the cursor is visible (duh), in
IG it is not. In VG, absolute motion events also work.
There are 6 actions that can affect grabbing:
1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do
nothing. However, a fullscreen visible grab can be treated just like a
windowed visible grab, which is what I have done to help simplify
things.
2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the
grab is an invisible grab. If the cursor is visible, the grab should
just constrain the mouse to the window.
3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to
the window as should the keyboard input. On Mac OS X, the keyboard
input is implicitly grabbed by confining the cursor, except for
command-tab which can switch away from the application. Should the
window come to the foreground if the application is deactivated and
grab input is called? This isn't necessary in this implementation
because the grab state will be asserted upon activation.
Using my notation, these are all the cases that need to be handled
(state + action = new state).
UG+U = UG
UG+G = VG or IG, if cursor is visible or not
UG+H = UG
UG+S = UG
VG+U = UG
VG+G = VG
VG+H = IG
VG+S = VG
IG+U = UG
IG+G = IG
IG+H = IG
IG+S = VG
The cases that result in the same state can be ignored in the code,
which cuts it down to just 5 cases.
Another issue is what happens when the app loses/gains input focus from
deactivate/activate or iconify/deiconify. I think that if input focus
is ever lost (outside of SDL's control), the grab state should be
suspended and the cursor should become visible and active again. When
regained, the cursor should reappear in its original location and/or
grab state. This way, when reactivating the cursor is still in the same
position as before so apps shouldn't get confused when the next motion
event comes in. This is what I've done in this patch.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Fri, 27 Dec 2002 20:52:41 +0000 |
parents | f6ffac90895c |
children | 604d73db6802 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Library General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Library General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Library General Public |
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16 License along with this library; if not, write to the Free |
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 /* |
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24 SDL_systhread.cpp |
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25 Epoc thread management routines for SDL |
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26 |
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27 Epoc version by Markus Mertama (w@iki.fi) |
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28 */ |
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29 |
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30 |
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31 //#include <stdlib.h> |
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32 //#include <stdio.h> |
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33 |
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34 |
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35 extern "C" { |
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36 #undef NULL |
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37 #include "SDL_error.h" |
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38 #include "SDL_thread.h" |
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39 #include "SDL_systhread.h" |
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40 }; |
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41 |
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42 #include <e32std.h> |
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43 |
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44 |
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45 static int object_count; |
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46 |
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47 int RunThread(TAny* data) |
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48 { |
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49 SDL_RunThread(data); |
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50 return(0); |
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51 } |
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52 |
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53 |
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54 TInt NewThread(const TDesC& aName, TAny* aPtr1, TAny* aPtr2) |
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55 { |
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56 return ((RThread*)(aPtr1))->Create(aName, |
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57 RunThread, |
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58 KDefaultStackSize, |
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59 NULL, |
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60 aPtr2); |
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61 } |
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62 |
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63 int CreateUnique(TInt (*aFunc)(const TDesC& aName, TAny*, TAny*), TAny* aPtr1, TAny* aPtr2) |
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64 { |
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65 TBuf<16> name; |
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66 TInt status = KErrNone; |
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67 do |
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68 { |
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69 object_count++; |
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70 name.Format(_L("SDL_%x"), object_count); |
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71 status = aFunc(name, aPtr1, aPtr2); |
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72 } |
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73 while(status == KErrAlreadyExists); |
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74 return status; |
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75 } |
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76 |
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77 |
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78 int SDL_SYS_CreateThread(SDL_Thread *thread, void *args) |
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79 { |
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80 RThread rthread; |
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81 |
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82 TInt status = CreateUnique(NewThread, &rthread, args); |
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83 if (status != KErrNone) |
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84 { |
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85 delete(((RThread*)(thread->handle))); |
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86 thread->handle = NULL; |
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87 SDL_SetError("Not enough resources to create thread"); |
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88 return(-1); |
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89 } |
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90 rthread.Resume(); |
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91 thread->handle = rthread.Handle(); |
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92 return(0); |
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93 } |
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94 |
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95 void SDL_SYS_SetupThread(void) |
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96 { |
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97 return; |
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98 } |
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99 |
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100 Uint32 SDL_ThreadID(void) |
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101 { |
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102 RThread current; |
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103 TThreadId id = current.Id(); |
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104 return id; |
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105 } |
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106 |
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107 void SDL_SYS_WaitThread(SDL_Thread *thread) |
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108 { |
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109 RUndertaker taker; |
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110 taker.Create(); |
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111 TRequestStatus status; |
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112 taker.Logon(status, thread->handle); |
83018110dce8
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113 User::WaitForRequest(status); |
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114 taker.Close(); |
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115 } |
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116 |
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117 /* WARNING: This function is really a last resort. |
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118 * Threads should be signaled and then exit by themselves. |
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119 * TerminateThread() doesn't perform stack and DLL cleanup. |
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120 */ |
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121 void SDL_SYS_KillThread(SDL_Thread *thread) |
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122 { |
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123 RThread rthread; |
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124 rthread.SetHandle(thread->handle); |
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125 rthread.Kill(0); |
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126 rthread.Close(); |
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127 } |