Mercurial > sdl-ios-xcode
annotate src/timer/amigaos/SDL_systimer.c @ 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 | b8d311d90021 |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga |
0 | 4 |
5 This library is free software; you can redistribute it and/or | |
6 modify it under the terms of the GNU Library General Public | |
7 License as published by the Free Software Foundation; either | |
8 version 2 of the License, or (at your option) any later version. | |
9 | |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
13 Library General Public License for more details. | |
14 | |
15 You should have received a copy of the GNU Library General Public | |
16 License along with this library; if not, write to the Free | |
17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
18 | |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
22 | |
23 #ifdef SAVE_RCSID | |
24 static char rcsid = | |
25 "@(#) $Id$"; | |
26 #endif | |
27 | |
28 #include <stdio.h> | |
21
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29 #include <time.h> |
0 | 30 #include <signal.h> |
31 #include <unistd.h> | |
32 #include <string.h> | |
33 #include <errno.h> | |
21
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34 #include <exec/types.h> |
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35 #ifdef __SASC |
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36 #include <proto/dos.h> |
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37 #include <clib/graphics_protos.h> |
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38 #include <pragmas/graphics.h> |
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39 #include <clib/exec_protos.h> |
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40 #include <pragmas/exec.h> |
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41 #elif defined(STORMC4_WOS) |
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42 #include <proto/dos.h> |
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43 #include <proto/exec.h> |
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44 #include <proto/graphics.h> |
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45 #else |
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46 #include <inline/dos.h> |
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47 #include <inline/exec.h> |
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48 #include <inline/graphics.h> |
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49 #endif |
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50 #include "mydebug.h" |
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51 |
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52 extern struct DosLibrary *DOSBase; |
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53 extern struct ExecBase *SysBase; |
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54 static struct GfxBase *GfxBase; |
0 | 55 |
56 #include "SDL_error.h" | |
57 #include "SDL_timer.h" | |
58 #include "SDL_timer_c.h" | |
59 | |
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60 #if defined(DISABLE_THREADS) || defined(FORK_HACK) |
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61 #define USE_ITIMER |
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62 #endif |
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63 |
0 | 64 /* The first ticks value of the application */ |
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65 |
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66 #if !defined(__PPC__) || defined(STORMC4_WOS) || defined(MORPHOS) |
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67 static clock_t start; |
0 | 68 |
69 void SDL_StartTicks(void) | |
70 { | |
71 /* Set first ticks value */ | |
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72 start=clock(); |
0 | 73 } |
74 | |
75 Uint32 SDL_GetTicks (void) | |
76 { | |
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77 clock_t ticks; |
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78 |
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79 ticks=clock()-start; |
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80 |
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81 #ifdef __SASC |
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82 // CLOCKS_PER_SEC == 1000 ! |
0 | 83 |
84 return(ticks); | |
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85 #else |
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86 // CLOCKS_PER_SEC != 1000 ! |
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87 |
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88 return ticks*(1000/CLOCKS_PER_SEC); |
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89 #endif |
0 | 90 } |
91 | |
92 void SDL_Delay (Uint32 ms) | |
93 { | |
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94 // Do a busy wait if time is less than 50ms |
0 | 95 |
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96 if(ms<50) |
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97 { |
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98 clock_t to_wait=clock(); |
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99 |
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100 #ifndef __SASC |
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101 ms*=(CLOCKS_PER_SEC/1000); |
0 | 102 #endif |
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103 to_wait+=ms; |
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104 |
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105 while(clock()<to_wait); |
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106 } |
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107 else |
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108 { |
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109 Delay(ms/20); |
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110 } |
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111 } |
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112 |
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113 #else |
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114 |
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115 ULONG MY_CLOCKS_PER_SEC; |
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116 |
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117 void PPC_TimerInit(void); |
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118 APTR MyTimer; |
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119 |
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120 ULONG start[2]; |
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121 |
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122 void SDL_StartTicks(void) |
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123 { |
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124 /* Set first ticks value */ |
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125 if(!MyTimer) |
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126 PPC_TimerInit(); |
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127 |
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128 PPCGetTimerObject(MyTimer,PPCTIMERTAG_CURRENTTICKS,start); |
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129 start[1]>>=10; |
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130 start[1]|=((result[0]&0x3ff)<<22); |
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131 start[0]>>=10; |
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132 } |
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133 |
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134 Uint32 SDL_GetTicks (void) |
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135 { |
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136 ULONG result[2]; |
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137 PPCGetTimerObject(MyTimer,PPCTIMERTAG_CURRENTTICKS,result); |
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138 |
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139 // PPCAsr64p(result,10); |
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140 // Non va, la emulo: |
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141 |
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142 result[1]>>=10; |
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143 result[1]|=((result[0]&0x3ff)<<22); |
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144 |
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145 // Non mi interessa piu' result[0] |
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146 |
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147 return result[1]*1000/MY_CLOCKS_PER_SEC; |
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148 } |
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149 |
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150 void SDL_Delay (Uint32 ms) |
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151 { |
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152 // Do a busy wait if time is less than 50ms |
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153 |
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154 if(ms<50) |
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155 { |
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156 ULONG to_wait[2],actual[2]; |
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157 PPCGetTimerObject(MyTimer,PPCTIMERTAG_CURRENTTICKS,result); |
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158 actual[1]=0; |
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159 to_wait[1]+=ms*1000/MY_CLOCKS_PER_SEC; |
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160 |
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161 while(actual[1]<to_wait[1]) |
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162 { |
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163 PPCGetTimerObject(MyTimer,PPCTIMERTAG_CURRENTTICKS,actual); |
0 | 164 } |
21
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165 } |
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166 else |
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167 { |
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168 Delay(ms/50); |
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169 } |
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170 } |
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171 |
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172 void PPC_TimerInit(void) |
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173 { |
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174 struct TagItem tags[]= |
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175 { |
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176 PPCTIMERTAG_CPU,TRUE, |
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177 TAG_DONE,0 |
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178 }; |
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179 |
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180 |
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181 if(MyTimer=PPCCreateTimerObject(tags)) |
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182 { |
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183 ULONG result[2]; |
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184 |
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185 PPCGetTimerObject(MyTimer,PPCTIMERTAG_TICKSPERSEC,result); |
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186 D(bug("Timer inizializzato, TPS: %lu - %lu\n",result[0],result[1])); |
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187 // PPCAsr64p(result,10); |
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188 result[1]>>=10; |
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189 result[1]|=((result[0]&0x3ff)<<22); |
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190 result[0]>>=10; |
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191 |
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192 D(bug("Shiftato TPS: %lu - %lu\n",result[0],result[1])); |
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193 MY_CLOCKS_PER_SEC=result[1]; |
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194 |
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195 PPCGetTimerObject(MyTimer,PPCTIMERTAG_CURRENTTICKS,result); |
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196 |
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197 D(bug("Current ticks: %lu - %lu\n",result[0],result[1])); |
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198 result[1]>>=10; |
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199 result[1]|=((result[0]&0x3ff)<<22); |
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200 result[0]>>=10; |
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201 // PPCAsr64p(result,10); |
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202 D(bug("Shiftato: %lu - %lu\n",result[0],result[1])); |
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203 } |
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204 else |
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205 { |
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206 D(bug("Errore nell'inizializzazione del timer!\n")); |
255
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207 } |
21
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208 } |
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209 |
0 | 210 #endif |
211 | |
212 #include "SDL_thread.h" | |
213 | |
214 /* Data to handle a single periodic alarm */ | |
215 static int timer_alive = 0; | |
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216 static SDL_Thread *timer_thread = NULL; |
0 | 217 |
218 static int RunTimer(void *unused) | |
219 { | |
21
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220 D(bug("SYSTimer: Entering RunTimer loop...")); |
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221 |
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222 if(GfxBase==NULL) |
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223 GfxBase=(struct GfxBase *)OpenLibrary("graphics.library",37); |
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224 |
0 | 225 while ( timer_alive ) { |
226 if ( SDL_timer_running ) { | |
227 SDL_ThreadedTimerCheck(); | |
228 } | |
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229 if(GfxBase) |
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230 WaitTOF(); // Check the timer every fifth of seconds. Was SDL_Delay(1)->BusyWait! |
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231 else |
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232 Delay(1); |
0 | 233 } |
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234 D(bug("SYSTimer: EXITING RunTimer loop...")); |
0 | 235 return(0); |
236 } | |
237 | |
238 /* This is only called if the event thread is not running */ | |
239 int SDL_SYS_TimerInit(void) | |
240 { | |
255
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241 D(bug("Creating thread for the timer (NOITIMER)...\n")); |
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242 |
0 | 243 timer_alive = 1; |
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244 timer_thread = SDL_CreateThread(RunTimer, NULL); |
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245 if ( timer_thread == NULL ) |
0 | 246 { |
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247 D(bug("Creazione del thread fallita...\n")); |
0 | 248 |
249 return(-1); | |
250 } | |
251 return(SDL_SetTimerThreaded(1)); | |
252 } | |
253 | |
254 void SDL_SYS_TimerQuit(void) | |
255 { | |
256 timer_alive = 0; | |
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257 if ( timer_thread ) { |
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258 SDL_WaitThread(timer_thread, NULL); |
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259 timer_thread = NULL; |
0 | 260 } |
261 } | |
262 | |
263 int SDL_SYS_StartTimer(void) | |
264 { | |
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265 SDL_SetError("Internal logic error: AmigaOS uses threaded timer"); |
0 | 266 return(-1); |
267 } | |
268 | |
269 void SDL_SYS_StopTimer(void) | |
270 { | |
271 return; | |
272 } |