Mercurial > sdl-ios-xcode
view include/SDL_mutex.h @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 99210400e8b9 |
children | d3baf5ac4e37 |
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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 */ #ifndef _SDL_mutex_h #define _SDL_mutex_h /** * \file SDL_mutex.h * * Functions to provide thread synchronization primitives */ #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /* Synchronization functions which can time out return this value if they time out. */ #define SDL_MUTEX_TIMEDOUT 1 /* This is the timeout value which corresponds to never time out */ #define SDL_MUTEX_MAXWAIT (~(Uint32)0) /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* Mutex functions */ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* The SDL mutex structure, defined in SDL_mutex.c */ struct SDL_mutex; typedef struct SDL_mutex SDL_mutex; /* Create a mutex, initialized unlocked */ extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void); /* Lock the mutex (Returns 0, or -1 on error) */ #define SDL_LockMutex(m) SDL_mutexP(m) extern DECLSPEC int SDLCALL SDL_mutexP(SDL_mutex * mutex); /* Unlock the mutex (Returns 0, or -1 on error) It is an error to unlock a mutex that has not been locked by the current thread, and doing so results in undefined behavior. */ #define SDL_UnlockMutex(m) SDL_mutexV(m) extern DECLSPEC int SDLCALL SDL_mutexV(SDL_mutex * mutex); /* Destroy a mutex */ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* Semaphore functions */ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* The SDL semaphore structure, defined in SDL_sem.c */ struct SDL_semaphore; typedef struct SDL_semaphore SDL_sem; /* Create a semaphore, initialized with value, returns NULL on failure. */ extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value); /* Destroy a semaphore */ extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem); /* This function suspends the calling thread until the semaphore pointed * to by sem has a positive count. It then atomically decreases the semaphore * count. */ extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem); /* Non-blocking variant of SDL_SemWait(), returns 0 if the wait succeeds, SDL_MUTEX_TIMEDOUT if the wait would block, and -1 on error. */ extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem); /* Variant of SDL_SemWait() with a timeout in milliseconds, returns 0 if the wait succeeds, SDL_MUTEX_TIMEDOUT if the wait does not succeed in the allotted time, and -1 on error. On some platforms this function is implemented by looping with a delay of 1 ms, and so should be avoided if possible. */ extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms); /* Atomically increases the semaphore's count (not blocking), returns 0, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem); /* Returns the current count of the semaphore */ extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* Condition variable functions */ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* The SDL condition variable structure, defined in SDL_cond.c */ struct SDL_cond; typedef struct SDL_cond SDL_cond; /* Create a condition variable */ extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); /* Destroy a condition variable */ extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond); /* Restart one of the threads that are waiting on the condition variable, returns 0 or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond); /* Restart all threads that are waiting on the condition variable, returns 0 or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond); /* Wait on the condition variable, unlocking the provided mutex. The mutex must be locked before entering this function! The mutex is re-locked once the condition variable is signaled. Returns 0 when it is signaled, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mut); /* Waits for at most 'ms' milliseconds, and returns 0 if the condition variable is signaled, SDL_MUTEX_TIMEDOUT if the condition is not signaled in the allotted time, and -1 on error. On some platforms this function is implemented by looping with a delay of 1 ms, and so should be avoided if possible. */ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, SDL_mutex * mutex, Uint32 ms); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_mutex_h */ /* vi: set ts=4 sw=4 expandtab: */