Mercurial > sdl-ios-xcode
view src/timer/SDL_timer.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 | e8157fcb3114 |
children | e719ee25439d |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998 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 5635-34 Springhouse Dr. Pleasanton, CA 94588 (USA) slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif #include <stdlib.h> #include <stdio.h> /* For the definition of NULL */ #include "SDL_error.h" #include "SDL_timer.h" #include "SDL_timer_c.h" #include "SDL_mutex.h" #include "SDL_systimer.h" /* #define DEBUG_TIMERS */ int SDL_timer_started = 0; int SDL_timer_running = 0; /* Data to handle a single periodic alarm */ Uint32 SDL_alarm_interval = 0; SDL_TimerCallback SDL_alarm_callback; static SDL_bool list_changed = SDL_FALSE; /* Data used for a thread-based timer */ static int SDL_timer_threaded = 0; struct _SDL_TimerID { Uint32 interval; SDL_NewTimerCallback cb; void *param; Uint32 last_alarm; struct _SDL_TimerID *next; }; static SDL_TimerID SDL_timers = NULL; static Uint32 num_timers = 0; static SDL_mutex *SDL_timer_mutex; /* Set whether or not the timer should use a thread. This should not be called while the timer subsystem is running. */ int SDL_SetTimerThreaded(int value) { int retval; if ( SDL_timer_started ) { SDL_SetError("Timer already initialized"); retval = -1; } else { retval = 0; SDL_timer_threaded = value; } return retval; } int SDL_TimerInit(void) { int retval; SDL_timer_running = 0; SDL_SetTimer(0, NULL); retval = 0; if ( ! SDL_timer_threaded ) { retval = SDL_SYS_TimerInit(); } if ( SDL_timer_threaded ) { SDL_timer_mutex = SDL_CreateMutex(); } SDL_timer_started = 1; return(retval); } void SDL_TimerQuit(void) { SDL_SetTimer(0, NULL); if ( SDL_timer_threaded < 2 ) { SDL_SYS_TimerQuit(); } if ( SDL_timer_threaded ) { SDL_DestroyMutex(SDL_timer_mutex); } SDL_timer_started = 0; SDL_timer_threaded = 0; } void SDL_ThreadedTimerCheck(void) { Uint32 now, ms; SDL_TimerID t, prev, next; int removed; now = SDL_GetTicks(); SDL_mutexP(SDL_timer_mutex); for ( prev = NULL, t = SDL_timers; t; t = next ) { removed = 0; ms = t->interval - SDL_TIMESLICE; next = t->next; if ( (t->last_alarm < now) && ((now - t->last_alarm) > ms) ) { if ( (now - t->last_alarm) < t->interval ) { t->last_alarm += t->interval; } else { t->last_alarm = now; } list_changed = SDL_FALSE; #ifdef DEBUG_TIMERS printf("Executing timer %p (thread = %d)\n", t, SDL_ThreadID()); #endif SDL_mutexV(SDL_timer_mutex); ms = t->cb(t->interval, t->param); SDL_mutexP(SDL_timer_mutex); if ( list_changed ) { /* Abort, list of timers has been modified */ break; } if ( ms != t->interval ) { if ( ms ) { t->interval = ROUND_RESOLUTION(ms); } else { /* Remove the timer from the linked list */ #ifdef DEBUG_TIMERS printf("SDL: Removing timer %p\n", t); #endif if ( prev ) { prev->next = next; } else { SDL_timers = next; } free(t); -- num_timers; removed = 1; } } } /* Don't update prev if the timer has disappeared */ if ( ! removed ) { prev = t; } } SDL_mutexV(SDL_timer_mutex); } SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_NewTimerCallback callback, void *param) { SDL_TimerID t; if ( ! SDL_timer_mutex ) { if ( SDL_timer_started ) { SDL_SetError("This platform doesn't support multiple timers"); } else { SDL_SetError("You must call SDL_Init(SDL_INIT_TIMER) first"); } return NULL; } if ( ! SDL_timer_threaded ) { SDL_SetError("Multiple timers require threaded events!"); return NULL; } SDL_mutexP(SDL_timer_mutex); t = (SDL_TimerID) malloc(sizeof(struct _SDL_TimerID)); if ( t ) { t->interval = ROUND_RESOLUTION(interval); t->cb = callback; t->param = param; t->last_alarm = SDL_GetTicks(); t->next = SDL_timers; SDL_timers = t; ++ num_timers; list_changed = SDL_TRUE; SDL_timer_running = 1; } #ifdef DEBUG_TIMERS printf("SDL_AddTimer(%d) = %08x num_timers = %d\n", interval, (Uint32)t, num_timers); #endif SDL_mutexV(SDL_timer_mutex); return t; } SDL_bool SDL_RemoveTimer(SDL_TimerID id) { SDL_TimerID t, prev = NULL; SDL_bool removed; removed = SDL_FALSE; SDL_mutexP(SDL_timer_mutex); /* Look for id in the linked list of timers */ for (t = SDL_timers; t; prev=t, t = t->next ) { if ( t == id ) { if(prev) { prev->next = t->next; } else { SDL_timers = t->next; } free(t); -- num_timers; removed = SDL_TRUE; list_changed = SDL_TRUE; break; } } #ifdef DEBUG_TIMERS printf("SDL_RemoveTimer(%08x) = %d num_timers = %d thread = %d\n", (Uint32)id, removed, num_timers, SDL_ThreadID()); #endif SDL_mutexV(SDL_timer_mutex); return removed; } static void SDL_RemoveAllTimers(SDL_TimerID t) { SDL_TimerID freeme; /* Changed to non-recursive implementation. The recursive implementation is elegant, but subject to stack overflow if there are lots and lots of timers. */ while ( t ) { freeme = t; t = t->next; free(freeme); } } /* Old style callback functions are wrapped through this */ static Uint32 callback_wrapper(Uint32 ms, void *param) { SDL_TimerCallback func = (SDL_TimerCallback) param; return (*func)(ms); } int SDL_SetTimer(Uint32 ms, SDL_TimerCallback callback) { int retval; #ifdef DEBUG_TIMERS printf("SDL_SetTimer(%d)\n", ms); #endif retval = 0; if ( SDL_timer_running ) { /* Stop any currently running timer */ SDL_timer_running = 0; if ( SDL_timer_threaded ) { SDL_mutexP(SDL_timer_mutex); SDL_RemoveAllTimers(SDL_timers); SDL_timers = NULL; SDL_mutexV(SDL_timer_mutex); } else { SDL_SYS_StopTimer(); } } if ( ms ) { if ( SDL_timer_threaded ) { retval = (SDL_AddTimer(ms, callback_wrapper, (void *)callback) != NULL); } else { SDL_timer_running = 1; SDL_alarm_interval = ms; SDL_alarm_callback = callback; retval = SDL_SYS_StartTimer(); } } return retval; }