Mercurial > sdl-ios-xcode
view src/SDL_fatal.c @ 3191:91b335df6fc8
Fixed bug #750
Since many different event structures include windowID it should be placed near
the beginning of the structure (preferably right after type) so it's position
is the same between different events.
This is to avoid code like this:
if (event.type == SDL_WINDOWEVENT)
win = event.window.windowID;
else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
win = event.key.windowID;
else if (event.type == SDL_TEXTINPUT)
win = event.text.windowID;
else if (event.type == SDL_MOUSEMOTION)
win = event.motion.windowID;
else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
SDL_MOUBUTTONUPMASK)) != 0)
win = event.button.windowID;
else if (event.type == SDL_MOUSEWHEEL)
win = event.wheel.windowID;
...
in favor of:
win = event.window.windowID;
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Jun 2009 14:00:21 +0000 |
parents | dc1eb82ffdaa |
children | 09ce26cedfd2 |
line wrap: on
line source
/* 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" /* General fatal signal handling code for SDL */ #ifdef HAVE_SIGNAL_H #include <signal.h> #include "SDL_stdinc.h" #include "SDL_fatal.h" /* This installs some signal handlers for the more common fatal signals, so that if the programmer is lazy, the app doesn't die so horribly if the program crashes. */ static void SDL_Parachute(int sig) { signal(sig, SIG_DFL); SDL_Quit(); raise(sig); } static const int SDL_fatal_signals[] = { SIGSEGV, #ifdef SIGBUS SIGBUS, #endif #ifdef SIGFPE SIGFPE, #endif #ifdef SIGQUIT SIGQUIT, #endif 0 }; void SDL_InstallParachute(void) { /* Set a handler for any fatal signal not already handled */ int i; #ifdef HAVE_SIGACTION struct sigaction action; for (i = 0; SDL_fatal_signals[i]; ++i) { sigaction(SDL_fatal_signals[i], NULL, &action); if (action.sa_handler == SIG_DFL) { action.sa_handler = SDL_Parachute; sigaction(SDL_fatal_signals[i], &action, NULL); } } #ifdef SIGALRM /* Set SIGALRM to be ignored -- necessary on Solaris */ sigaction(SIGALRM, NULL, &action); if (action.sa_handler == SIG_DFL) { action.sa_handler = SIG_IGN; sigaction(SIGALRM, &action, NULL); } #endif #else void (*ohandler) (int); for (i = 0; SDL_fatal_signals[i]; ++i) { ohandler = signal(SDL_fatal_signals[i], SDL_Parachute); if (ohandler != SIG_DFL) { signal(SDL_fatal_signals[i], ohandler); } } #endif /* HAVE_SIGACTION */ return; } void SDL_UninstallParachute(void) { /* Remove a handler for any fatal signal handled */ int i; #ifdef HAVE_SIGACTION struct sigaction action; for (i = 0; SDL_fatal_signals[i]; ++i) { sigaction(SDL_fatal_signals[i], NULL, &action); if (action.sa_handler == SDL_Parachute) { action.sa_handler = SIG_DFL; sigaction(SDL_fatal_signals[i], &action, NULL); } } #else void (*ohandler) (int); for (i = 0; SDL_fatal_signals[i]; ++i) { ohandler = signal(SDL_fatal_signals[i], SIG_DFL); if (ohandler != SDL_Parachute) { signal(SDL_fatal_signals[i], ohandler); } } #endif /* HAVE_SIGACTION */ } #else /* No signals on this platform, nothing to do.. */ void SDL_InstallParachute(void) { return; } void SDL_UninstallParachute(void) { return; } #endif /* HAVE_SIGNAL_H */ /* vi: set ts=4 sw=4 expandtab: */