Mercurial > sdl-ios-xcode
view src/events/SDL_events.c @ 1348:40d0975c1769
Date: Mon, 6 Feb 2006 11:41:04 -0500
From: "mystml@adinet.com.uy"
Subject: [SDL] ALT-F4 using DirectX
My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX
driver; it does get SDL_QUIT when I press the red X in the window.
I tracked this down to DX5_HandleMessage() in SDL_dx5events.c;
WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post
a WM_CLOSE, hence no SDL_QUIT is being generated.
The relevant code is this :
/* The keyboard is handled via DirectInput */
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_KEYDOWN: {
/* Ignore windows keyboard messages */;
}
return(0);
If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and
ALT-F4 starts working again.
I'm not sure about the best way to fix this. One option is handling ALT-F4
as a particular case somehow, but doesn't sound good. Another option would
be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0,
so processing falls through and goes to DefWindowProc which does The Right
Thing (TM). This seems to be the minimal change that makes ALT-F4 work and
normal keyboard input continues to work.
Does this sound reasonable? Am I overlooking anything? Do I submit a patch?
--Gabriel
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 08 Feb 2006 17:19:43 +0000 |
parents | 3692456e7b0f |
children | c71e05b4dc2e |
line wrap: on
line source
/* 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 */ /* General event handling code for SDL */ #include "SDL.h" #include "SDL_thread.h" #include "SDL_mutex.h" #include "SDL_events.h" #include "SDL_string.h" #include "SDL_events_c.h" #include "SDL_timer_c.h" #ifndef DISABLE_JOYSTICK #include "SDL_joystick_c.h" #endif #ifndef ENABLE_X11 #define DISABLE_X11 #endif #include "SDL_syswm.h" #include "SDL_sysevents.h" /* Public data -- the event filter */ SDL_EventFilter SDL_EventOK = NULL; Uint8 SDL_ProcessEvents[SDL_NUMEVENTS]; static Uint32 SDL_eventstate = 0; /* Private data -- event queue */ #define MAXEVENTS 128 static struct { SDL_mutex *lock; int active; int head; int tail; SDL_Event event[MAXEVENTS]; int wmmsg_next; struct SDL_SysWMmsg wmmsg[MAXEVENTS]; } SDL_EventQ; /* Private data -- event locking structure */ static struct { SDL_mutex *lock; int safe; } SDL_EventLock; /* Thread functions */ static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */ static Uint32 event_thread; /* The event thread id */ void SDL_Lock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { /* Grab lock and spin until we're sure event thread stopped */ SDL_mutexP(SDL_EventLock.lock); while ( ! SDL_EventLock.safe ) { SDL_Delay(1); } } } void SDL_Unlock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { SDL_mutexV(SDL_EventLock.lock); } } #ifdef __OS2__ /* * We'll increase the priority of GobbleEvents thread, so it will process * events in time for sure! For this, we need the DosSetPriority() API * from the os2.h include file. */ #define INCL_DOSPROCESS #include <os2.h> #include <time.h> #endif static int SDL_GobbleEvents(void *unused) { event_thread = SDL_ThreadID(); #ifdef __OS2__ #ifdef USE_DOSSETPRIORITY /* Increase thread priority, so it will process events in time for sure! */ DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0); #endif #endif while ( SDL_EventQ.active ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #ifndef DISABLE_JOYSTICK /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif /* Give up the CPU for the rest of our timeslice */ SDL_EventLock.safe = 1; if ( SDL_timer_running ) { SDL_ThreadedTimerCheck(); } SDL_Delay(1); /* Check for event locking. On the P of the lock mutex, if the lock is held, this thread will wait until the lock is released before continuing. The safe flag will be set, meaning that the other thread can go about it's business. The safe flag is reset before the V, so as soon as the mutex is free, other threads can see that it's not safe to interfere with the event thread. */ SDL_mutexP(SDL_EventLock.lock); SDL_EventLock.safe = 0; SDL_mutexV(SDL_EventLock.lock); } SDL_SetTimerThreaded(0); event_thread = 0; return(0); } static int SDL_StartEventThread(Uint32 flags) { /* Reset everything to zero */ SDL_EventThread = NULL; SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock)); /* Create the lock and set ourselves active */ #ifndef DISABLE_THREADS SDL_EventQ.lock = SDL_CreateMutex(); if ( SDL_EventQ.lock == NULL ) { #ifdef macintosh /* On MacOS 7/8, you can't multithread, so no lock needed */ ; #else return(-1); #endif } #endif /* !DISABLE_THREADS */ SDL_EventQ.active = 1; if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) { SDL_EventLock.lock = SDL_CreateMutex(); if ( SDL_EventLock.lock == NULL ) { return(-1); } SDL_EventLock.safe = 0; /* The event thread will handle timers too */ SDL_SetTimerThreaded(2); #if (defined(_WIN32) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) #undef SDL_CreateThread SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL); #else SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL); #endif if ( SDL_EventThread == NULL ) { return(-1); } } else { event_thread = 0; } return(0); } static void SDL_StopEventThread(void) { SDL_EventQ.active = 0; if ( SDL_EventThread ) { SDL_WaitThread(SDL_EventThread, NULL); SDL_EventThread = NULL; SDL_DestroyMutex(SDL_EventLock.lock); } #ifndef IPOD SDL_DestroyMutex(SDL_EventQ.lock); #endif } Uint32 SDL_EventThreadID(void) { return(event_thread); } /* Public functions */ void SDL_StopEventLoop(void) { /* Halt the event thread, if running */ SDL_StopEventThread(); /* Shutdown event handlers */ SDL_AppActiveQuit(); SDL_KeyboardQuit(); SDL_MouseQuit(); SDL_QuitQuit(); /* Clean out EventQ */ SDL_EventQ.head = 0; SDL_EventQ.tail = 0; SDL_EventQ.wmmsg_next = 0; } /* This function (and associated calls) may be called more than once */ int SDL_StartEventLoop(Uint32 flags) { int retcode; /* Clean out the event queue */ SDL_EventThread = NULL; SDL_EventQ.lock = NULL; SDL_StopEventLoop(); /* No filter to start with, process most event types */ SDL_EventOK = NULL; SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents)); SDL_eventstate = ~0; /* It's not save to call SDL_EventState() yet */ SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT); SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE; /* Initialize event handlers */ retcode = 0; retcode += SDL_AppActiveInit(); retcode += SDL_KeyboardInit(); retcode += SDL_MouseInit(); retcode += SDL_QuitInit(); if ( retcode < 0 ) { /* We don't expect them to fail, but... */ return(-1); } /* Create the lock and event thread */ if ( SDL_StartEventThread(flags) < 0 ) { SDL_StopEventLoop(); return(-1); } return(0); } /* Add an event to the event queue -- called with the queue locked */ static int SDL_AddEvent(SDL_Event *event) { int tail, added; tail = (SDL_EventQ.tail+1)%MAXEVENTS; if ( tail == SDL_EventQ.head ) { /* Overflow, drop event */ added = 0; } else { SDL_EventQ.event[SDL_EventQ.tail] = *event; if (event->type == SDL_SYSWMEVENT) { /* Note that it's possible to lose an event */ int next = SDL_EventQ.wmmsg_next; SDL_EventQ.wmmsg[next] = *event->syswm.msg; SDL_EventQ.event[SDL_EventQ.tail].syswm.msg = &SDL_EventQ.wmmsg[next]; SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS; } SDL_EventQ.tail = tail; added = 1; } return(added); } /* Cut an event, and return the next valid spot, or the tail */ /* -- called with the queue locked */ static int SDL_CutEvent(int spot) { if ( spot == SDL_EventQ.head ) { SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS; return(SDL_EventQ.head); } else if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) { SDL_EventQ.tail = spot; return(SDL_EventQ.tail); } else /* We cut the middle -- shift everything over */ { int here, next; /* This can probably be optimized with SDL_memcpy() -- careful! */ if ( --SDL_EventQ.tail < 0 ) { SDL_EventQ.tail = MAXEVENTS-1; } for ( here=spot; here != SDL_EventQ.tail; here = next ) { next = (here+1)%MAXEVENTS; SDL_EventQ.event[here] = SDL_EventQ.event[next]; } return(spot); } /* NOTREACHED */ } /* Lock the event queue, take a peep at it, and unlock it */ int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 mask) { int i, used; /* Don't look after we've quit */ if ( ! SDL_EventQ.active ) { return(-1); } /* Lock the event queue */ used = 0; if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) { if ( action == SDL_ADDEVENT ) { for ( i=0; i<numevents; ++i ) { used += SDL_AddEvent(&events[i]); } } else { SDL_Event tmpevent; int spot; /* If 'events' is NULL, just see if they exist */ if ( events == NULL ) { action = SDL_PEEKEVENT; numevents = 1; events = &tmpevent; } spot = SDL_EventQ.head; while ((used < numevents)&&(spot != SDL_EventQ.tail)) { if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) { events[used++] = SDL_EventQ.event[spot]; if ( action == SDL_GETEVENT ) { spot = SDL_CutEvent(spot); } else { spot = (spot+1)%MAXEVENTS; } } else { spot = (spot+1)%MAXEVENTS; } } } SDL_mutexV(SDL_EventQ.lock); } else { SDL_SetError("Couldn't lock event queue"); used = -1; } return(used); } /* Run the system dependent event loops */ void SDL_PumpEvents(void) { if ( !SDL_EventThread ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #ifndef DISABLE_JOYSTICK /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif } } /* Public functions */ int SDL_PollEvent (SDL_Event *event) { SDL_PumpEvents(); /* We can't return -1, just return 0 (no event) on error */ if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 ) return 0; return 1; } int SDL_WaitEvent (SDL_Event *event) { while ( 1 ) { SDL_PumpEvents(); switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) { case -1: return 0; case 1: return 1; case 0: SDL_Delay(10); } } } int SDL_PushEvent(SDL_Event *event) { if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 ) return -1; return 0; } void SDL_SetEventFilter (SDL_EventFilter filter) { SDL_Event bitbucket; /* Set filter and discard pending events */ SDL_EventOK = filter; while ( SDL_PollEvent(&bitbucket) > 0 ) ; } SDL_EventFilter SDL_GetEventFilter(void) { return(SDL_EventOK); } Uint8 SDL_EventState (Uint8 type, int state) { SDL_Event bitbucket; Uint8 current_state; /* If SDL_ALLEVENTS was specified... */ if ( type == 0xFF ) { current_state = SDL_IGNORE; for ( type=0; type<SDL_NUMEVENTS; ++type ) { if ( SDL_ProcessEvents[type] != SDL_IGNORE ) { current_state = SDL_ENABLE; } SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } } while ( SDL_PollEvent(&bitbucket) > 0 ) ; return(current_state); } /* Just set the state for one event type */ current_state = SDL_ProcessEvents[type]; switch (state) { case SDL_IGNORE: case SDL_ENABLE: /* Set state and discard pending events */ SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } while ( SDL_PollEvent(&bitbucket) > 0 ) ; break; default: /* Querying state? */ break; } return(current_state); } /* This is a generic event handler. */ int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message) { int posted; posted = 0; if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) { SDL_Event event; SDL_memset(&event, 0, sizeof(event)); event.type = SDL_SYSWMEVENT; event.syswm.msg = message; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } /* Update internal event state */ return(posted); }