Mercurial > sdl-ios-xcode
view src/thread/pth/SDL_syscond.c @ 779:68c8da837fc0
Date: Tue, 6 Jan 2004 21:54:02 +0100
From: Max Horn
Subject: Auto hide mouse & other changes
the attached bug adds the auto-hide-mouse feature I talked about
earlier. Turned out it was a lot simpler than I thought, simply by
using our existing code :-). I actually spent much more time on fixing
various bugs in the code and correcting (IMO) some behavior (although,
due to the lack of real specs for SDL, it's probably arguable what
'correct' means...).
* adds auto (un)hiding of mouse depending on whether it is in- or
outside the game window
* computation of course coordinates is correct now (it often and
reproducible got out of sync with the old code, since the NSEvent
window was in some cases *not* our window anymore, so locationInWindow
returned wrong results)
* added a method which at any time returns the mouse coords, relative
to our window
* fixed handling of lost/gain input/mouse/app focus "events"
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 07 Jan 2004 15:01:51 +0000 |
parents | 1d74ddc90cb2 |
children | 3692456e7b0f |
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/* * GNU pth conditions variables * * Patrice Mandin */ #include <stdio.h> #include <stdlib.h> #include <pth.h> #include "SDL_error.h" #include "SDL_thread.h" #include "SDL_syscond_c.h" #include "SDL_sysmutex_c.h" /* Create a condition variable */ SDL_cond * SDL_CreateCond(void) { SDL_cond *cond; cond = (SDL_cond *) malloc(sizeof(SDL_cond)); if ( cond ) { if ( pth_cond_init(&(cond->condpth_p)) < 0 ) { SDL_SetError("pthread_cond_init() failed"); free(cond); cond = NULL; } } else { SDL_OutOfMemory(); } return(cond); } /* Destroy a condition variable */ void SDL_DestroyCond(SDL_cond *cond) { if ( cond ) { free(cond); } } /* Restart one of the threads that are waiting on the condition variable */ int SDL_CondSignal(SDL_cond *cond) { int retval; if ( ! cond ) { SDL_SetError("Passed a NULL condition variable"); return -1; } retval = 0; if ( pth_cond_notify(&(cond->condpth_p), FALSE) != 0 ) { SDL_SetError("pth_cond_notify() failed"); retval = -1; } return retval; } /* Restart all threads that are waiting on the condition variable */ int SDL_CondBroadcast(SDL_cond *cond) { int retval; if ( ! cond ) { SDL_SetError("Passed a NULL condition variable"); return -1; } retval = 0; if ( pth_cond_notify(&(cond->condpth_p), TRUE) != 0 ) { SDL_SetError("pth_cond_notify() failed"); retval = -1; } return retval; } /* Wait on the condition variable for at most 'ms' milliseconds. The mutex must be locked before entering this function! The mutex is unlocked during the wait, and locked again after the wait. Typical use: Thread A: SDL_LockMutex(lock); while ( ! condition ) { SDL_CondWait(cond); } SDL_UnlockMutex(lock); Thread B: SDL_LockMutex(lock); ... condition = true; ... SDL_UnlockMutex(lock); */ int SDL_CondWaitTimeout(SDL_cond *cond, SDL_mutex *mutex, Uint32 ms) { int retval; pth_event_t ev; int sec; if ( ! cond ) { SDL_SetError("Passed a NULL condition variable"); return -1; } retval = 0; sec = ms/1000; ev = pth_event(PTH_EVENT_TIME, pth_timeout(sec,(ms-sec*1000)*1000)); if ( pth_cond_await(&(cond->condpth_p), &(mutex->mutexpth_p), ev) != 0 ) { SDL_SetError("pth_cond_await() failed"); retval = -1; } pth_event_free(ev, PTH_FREE_ALL); return retval; } /* Wait on the condition variable forever */ int SDL_CondWait(SDL_cond *cond, SDL_mutex *mutex) { int retval; if ( ! cond ) { SDL_SetError("Passed a NULL condition variable"); return -1; } retval = 0; if ( pth_cond_await(&(cond->condpth_p), &(mutex->mutexpth_p), NULL) != 0 ) { SDL_SetError("pth_cond_await() failed"); retval = -1; } return retval; }