view src/thread/os2/SDL_systhread.c @ 1525:23a347cfbed8

Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Mar 2006 06:00:30 +0000
parents 9ebbbb4ae53b
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 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"

/* OS/2 thread management routines for SDL */

#include <process.h>
#define INCL_DOSERRORS
#define INCL_DOSPROCESS
#include <os2.h>

#include "SDL_thread.h"
#include "../SDL_systhread.h"
#include "../SDL_thread_c.h"

typedef struct ThreadStartParms
{
  void *args;
  pfnSDL_CurrentEndThread pfnCurrentEndThread;
} tThreadStartParms, *pThreadStartParms;

static void threadfunc(void *pparm)
{
  pThreadStartParms pThreadParms = pparm;
  pfnSDL_CurrentEndThread pfnCurrentEndThread = NULL;

  // Call the thread function!
  SDL_RunThread(pThreadParms->args);

  // Get the current endthread we have to use!
  if (pThreadParms)
  {
    pfnCurrentEndThread = pThreadParms->pfnCurrentEndThread;
    SDL_free(pThreadParms);
  }
  // Call endthread!
  if (pfnCurrentEndThread)
    (*pfnCurrentEndThread)();
}

int SDL_SYS_CreateThread(SDL_Thread *thread, void *args, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread)
{
  pThreadStartParms pThreadParms = SDL_malloc(sizeof(tThreadStartParms));
  if (!pThreadParms)
  {
    SDL_SetError("Not enough memory to create thread");
    return(-1);
  }

  // Save the function which we will have to call to clear the RTL of calling app!
  pThreadParms->pfnCurrentEndThread = pfnEndThread;
  // Also save the real parameters we have to pass to thread function
  pThreadParms->args = args;
  // Start the thread using the runtime library of calling app!
  thread->threadid = thread->handle = (*pfnBeginThread)(threadfunc, NULL, 512*1024, pThreadParms);
  if ((int)thread->threadid <= 0)
  {
    SDL_SetError("Not enough resources to create thread");
    return(-1);
  }
  return(0);
}

void SDL_SYS_SetupThread(void)
{
  return;
}

DECLSPEC Uint32 SDLCALL SDL_ThreadID(void)
{
  PTIB tib;
  DosGetInfoBlocks(&tib, NULL);
  return((Uint32) (tib->tib_ptib2->tib2_ultid));
}

void SDL_SYS_WaitThread(SDL_Thread *thread)
{
  TID tid = thread->handle;
  DosWaitThread(&tid, DCWW_WAIT);
}

/* WARNING: This function is really a last resort.
 * Threads should be signaled and then exit by themselves.
 * TerminateThread() doesn't perform stack and DLL cleanup.
 */
void SDL_SYS_KillThread(SDL_Thread *thread)
{
  DosKillThread(thread->handle);
}