view src/power/SDL_power.c @ 3197:434ce3242e1c

Alexei Tereschenko Why not to use hardware vertex processing instead of software one if it is available in D3D render driver? With hardware processing testsprite2 runs three times faster on all videocards which I could test.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 16 Jun 2009 14:34:15 +0000
parents 51750b7a966f
children f77f50add24f
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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"
#include "SDL_power.h"

/*
 * Returns SDL_TRUE if we have a definitive answer.
 * SDL_FALSE to try next implementation.
 */
typedef SDL_bool
    (*SDL_GetPowerInfo_Impl) (SDL_PowerState * state, int *seconds,
                              int *percent);

SDL_bool SDL_GetPowerInfo_Linux_sys_power(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Linux_proc_acpi(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Linux_proc_apm(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Windows(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_MacOSX(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_OS2(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_BeOS(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_NintendoDS(SDL_PowerState *, int *, int *);

#ifndef SDL_POWER_DISABLED
#ifdef SDL_POWER_HARDWIRED
/* This is for things that _never_ have a battery, like the Dreamcast, etc. */
static SDL_bool
SDL_GetPowerInfo_Hardwired(SDL_PowerState * state, int *seconds, int *percent)
{
    *seconds = -1;
    *percent = -1;
    *state = SDL_POWERSTATE_NO_BATTERY;
    return SDL_TRUE;
}
#endif
#endif


static SDL_GetPowerInfo_Impl implementations[] = {
#ifndef SDL_POWER_DISABLED
#ifdef SDL_POWER_LINUX          /* in order of preference. More than could work. */
    SDL_GetPowerInfo_Linux_sys_power,
    SDL_GetPowerInfo_Linux_proc_acpi,
    SDL_GetPowerInfo_Linux_proc_apm,
#endif
#ifdef SDL_POWER_WINDOWS        /* handles Win32, Win64, PocketPC. */
    SDL_GetPowerInfo_Windows,
#endif
#ifdef SDL_POWER_MACOSX         /* handles Mac OS X, Darwin, iPhone. */
    SDL_GetPowerInfo_MacOSX,
#endif
#ifdef SDL_POWER_OS2            /* handles OS/2, Warp, eComStation. */
    SDL_GetPowerInfo_OS2,
#endif
#ifdef SDL_POWER_NINTENDODS     /* handles Nintendo DS. */
    SDL_GetPowerInfo_NintendoDS,
#endif
#ifdef SDL_POWER_BEOS           /* handles BeOS, Zeta, with euc.jp apm driver. */
    SDL_GetPowerInfo_BeOS,
#endif
#ifdef SDL_POWER_HARDWIRED
    SDL_GetPowerInfo_Hardwired,
#endif
#endif
};

SDL_PowerState
SDL_GetPowerInfo(int *seconds, int *percent)
{
    const int total = sizeof(implementations) / sizeof(implementations[0]);
    int _seconds, _percent;
    SDL_PowerState retval;
    int i;

    /* Make these never NULL for platform-specific implementations. */
    if (seconds == NULL) {
        seconds = &_seconds;
    }

    if (percent == NULL) {
        percent = &_percent;
    }

    for (i = 0; i < total; i++) {
        if (implementations[i] (&retval, seconds, percent)) {
            return retval;
        }
    }

    /* nothing was definitive. */
    *seconds = -1;
    *percent = -1;
    return SDL_POWERSTATE_UNKNOWN;
}

/* vi: set ts=4 sw=4 expandtab: */