Mercurial > sdl-ios-xcode
view src/thread/SDL_thread.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> |
---|---|
date | Fri, 27 Dec 2002 20:52:41 +0000 |
parents | 283d348cb624 |
children | b8d311d90021 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* System independent thread management routines for SDL */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL_error.h" #include "SDL_mutex.h" #include "SDL_thread.h" #include "SDL_thread_c.h" #include "SDL_systhread.h" #define ARRAY_CHUNKSIZE 32 /* The array of threads currently active in the application (except the main thread) The manipulation of an array here is safer than using a linked list. */ static int SDL_maxthreads = 0; static int SDL_numthreads = 0; static SDL_Thread **SDL_Threads = NULL; static SDL_mutex *thread_lock = NULL; int _creating_thread_lock = 0; int SDL_ThreadsInit(void) { int retval; retval = 0; /* Set the thread lock creation flag so that we can reuse an existing lock on the system - since this mutex never gets destroyed (see SDL_ThreadsQuit()), we want to reuse it. */ _creating_thread_lock = 1; thread_lock = SDL_CreateMutex(); _creating_thread_lock = 0; if ( thread_lock == NULL ) { retval = -1; } return(retval); } /* This should never be called... If this is called by SDL_Quit(), we don't know whether or not we should clean up threads here. If any threads are still running after this call, they will no longer have access to any per-thread data. */ void SDL_ThreadsQuit() { SDL_mutex *mutex; mutex = thread_lock; thread_lock = NULL; if ( mutex != NULL ) { SDL_DestroyMutex(mutex); } } /* Routines for manipulating the thread list */ static void SDL_AddThread(SDL_Thread *thread) { SDL_Thread **threads; /* WARNING: If the very first threads are created simultaneously, then there could be a race condition causing memory corruption. In practice, this isn't a problem because by definition there is only one thread running the first time this is called. */ if ( thread_lock == NULL ) { if ( SDL_ThreadsInit() < 0 ) { return; } } SDL_mutexP(thread_lock); /* Expand the list of threads, if necessary */ #ifdef DEBUG_THREADS printf("Adding thread (%d already - %d max)\n", SDL_numthreads, SDL_maxthreads); #endif if ( SDL_numthreads == SDL_maxthreads ) { threads=(SDL_Thread **)malloc((SDL_maxthreads+ARRAY_CHUNKSIZE)* (sizeof *threads)); if ( threads == NULL ) { SDL_OutOfMemory(); goto done; } memcpy(threads, SDL_Threads, SDL_numthreads*(sizeof *threads)); SDL_maxthreads += ARRAY_CHUNKSIZE; if ( SDL_Threads ) { free(SDL_Threads); } SDL_Threads = threads; } SDL_Threads[SDL_numthreads++] = thread; done: SDL_mutexV(thread_lock); } static void SDL_DelThread(SDL_Thread *thread) { int i; if ( thread_lock ) { SDL_mutexP(thread_lock); for ( i=0; i<SDL_numthreads; ++i ) { if ( thread == SDL_Threads[i] ) { break; } } if ( i < SDL_numthreads ) { if ( --SDL_numthreads > 0 ) { while ( i < SDL_numthreads ) { SDL_Threads[i] = SDL_Threads[i+1]; ++i; } } else { SDL_maxthreads = 0; free(SDL_Threads); SDL_Threads = NULL; } #ifdef DEBUG_THREADS printf("Deleting thread (%d left - %d max)\n", SDL_numthreads, SDL_maxthreads); #endif } SDL_mutexV(thread_lock); } } /* The default (non-thread-safe) global error variable */ static SDL_error SDL_global_error; /* Routine to get the thread-specific error variable */ SDL_error *SDL_GetErrBuf(void) { SDL_error *errbuf; errbuf = &SDL_global_error; if ( SDL_Threads ) { int i; Uint32 this_thread; this_thread = SDL_ThreadID(); SDL_mutexP(thread_lock); for ( i=0; i<SDL_numthreads; ++i ) { if ( this_thread == SDL_Threads[i]->threadid ) { errbuf = &SDL_Threads[i]->errbuf; break; } } SDL_mutexV(thread_lock); } return(errbuf); } /* Arguments and callback to setup and run the user thread function */ typedef struct { int (*func)(void *); void *data; SDL_Thread *info; SDL_sem *wait; } thread_args; void SDL_RunThread(void *data) { thread_args *args; int (*userfunc)(void *); void *userdata; int *statusloc; /* Perform any system-dependent setup - this function cannot fail, and cannot use SDL_SetError() */ SDL_SYS_SetupThread(); /* Get the thread id */ args = (thread_args *)data; args->info->threadid = SDL_ThreadID(); /* Figure out what function to run */ userfunc = args->func; userdata = args->data; statusloc = &args->info->status; /* Wake up the parent thread */ SDL_SemPost(args->wait); /* Run the function */ *statusloc = userfunc(userdata); } SDL_Thread *SDL_CreateThread(int (*fn)(void *), void *data) { SDL_Thread *thread; thread_args *args; int ret; /* Allocate memory for the thread info structure */ thread = (SDL_Thread *)malloc(sizeof(*thread)); if ( thread == NULL ) { SDL_OutOfMemory(); return(NULL); } memset(thread, 0, (sizeof *thread)); thread->status = -1; /* Set up the arguments for the thread */ args = (thread_args *)malloc(sizeof(*args)); if ( args == NULL ) { SDL_OutOfMemory(); free(thread); return(NULL); } args->func = fn; args->data = data; args->info = thread; args->wait = SDL_CreateSemaphore(0); if ( args->wait == NULL ) { free(thread); free(args); return(NULL); } /* Add the thread to the list of available threads */ SDL_AddThread(thread); /* Create the thread and go! */ ret = SDL_SYS_CreateThread(thread, args); if ( ret >= 0 ) { /* Wait for the thread function to use arguments */ SDL_SemWait(args->wait); } else { /* Oops, failed. Gotta free everything */ SDL_DelThread(thread); free(thread); thread = NULL; } SDL_DestroySemaphore(args->wait); free(args); /* Everything is running now */ return(thread); } void SDL_WaitThread(SDL_Thread *thread, int *status) { if ( thread ) { SDL_SYS_WaitThread(thread); if ( status ) { *status = thread->status; } SDL_DelThread(thread); free(thread); } } Uint32 SDL_GetThreadID(SDL_Thread *thread) { Uint32 id; if ( thread ) { id = thread->threadid; } else { id = SDL_ThreadID(); } return(id); } void SDL_KillThread(SDL_Thread *thread) { if ( thread ) { SDL_SYS_KillThread(thread); SDL_WaitThread(thread, NULL); } }