view src/thread/amigaos/SDL_systhread.c @ 664:abfdc08eb289

Date: Sun, 3 Aug 2003 22:07:57 +0200 From: Max Horn Subject: SDL OSX fullscreen FIX the attached patch fixes the fullscreen problems on SDL/OSX. The cause was that click events are bounded by winRect. Now, winRect is set to the size of the video surface. But if you e.g. request a 640x420 surface, you might get a 640x480 "real" surface. Still, SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my example received no mouse down events. My fix simply disables this clipping when in full screen mode - after all, all clicks then should be inside the screen surface. Higher SDL functions ensure that the coordinates then are clipped to 640x420. It works fine in all my tests here. I don't know if it's the right thing to do in multi screen scenarios, though.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 04 Aug 2003 01:00:30 +0000
parents f6ffac90895c
children b8d311d90021
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  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
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* BeOS thread management routines for SDL */

#include "SDL_error.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_thread_c.h"
#include "SDL_systhread.h"
#include "mydebug.h"

typedef struct {
	int (*func)(void *);
	void *data;
	SDL_Thread *info;
	struct Task *wait;
} thread_args;

#ifndef MORPHOS

#if defined(__SASC) && !defined(__PPC__) 
__saveds __asm Uint32 RunThread(register __a0 char *args )
#elif defined(__PPC__)
Uint32 RunThread(char *args)
#else
Uint32 __saveds RunThread(char *args __asm("a0") )
#endif
{
	#ifdef STORMC4_WOS
	thread_args *data=(thread_args *)args;
	#else
	thread_args *data=(thread_args *)atol(args);
	#endif

	struct Task *Father;

	D(bug("Received data: %lx\n",data));
	Father=data->wait;

	SDL_RunThread(data);

	Signal(Father,SIGBREAKF_CTRL_F);
	D(bug("Thread with data %lx ended\n",data));
	return(0);
}

#else

#include <emul/emulinterface.h>

Uint32 RunTheThread(void)
{
	thread_args *data=(thread_args *)atol((char *)REG_A0);
	struct Task *Father;

	D(bug("Received data: %lx\n",data));
	Father=data->wait;

	SDL_RunThread(data);

	Signal(Father,SIGBREAKF_CTRL_F);
	D(bug("Thread with data %lx ended\n",data));
	return(0);
}

struct EmulLibEntry RunThreadStruct=
{
	TRAP_LIB,
	0,
	(ULONG)RunTheThread
};

void *RunThread=&RunThreadStruct;
#endif


int SDL_SYS_CreateThread(SDL_Thread *thread, void *args)
{
	/* Create the thread and go! */
	char buffer[20];

	D(bug("Sending %lx to the new thread...\n",args));

	if(args)
		sprintf(buffer,"%ld",args);

	#ifdef STORMC4_WOS
	thread->handle=CreateTaskPPCTags(TASKATTR_CODE,	RunThread,
					TASKATTR_NAME,	"SDL subtask",
					TASKATTR_STACKSIZE, 100000,
					(args ? TASKATTR_R3 : TAG_IGNORE), args,
					TASKATTR_INHERITR2, TRUE,
					TAG_DONE);
	#else
	thread->handle=(struct Task *)CreateNewProcTags(NP_Output,Output(),
					NP_Name,(ULONG)"SDL subtask",
					NP_CloseOutput, FALSE,
					NP_StackSize,20000,
					NP_Entry,(ULONG)RunThread,
					args ? NP_Arguments : TAG_IGNORE,(ULONG)buffer,
					TAG_DONE);
	#endif

	if(!thread->handle)
	{
		SDL_SetError("Not enough resources to create thread");
		return(-1);
	}

	return(0);
}

void SDL_SYS_SetupThread(void)
{
}

Uint32 SDL_ThreadID(void)
{
	return((Uint32)FindTask(NULL));
}

void SDL_SYS_WaitThread(SDL_Thread *thread)
{
	SetSignal(0L,SIGBREAKF_CTRL_F|SIGBREAKF_CTRL_C);
	Wait(SIGBREAKF_CTRL_F|SIGBREAKF_CTRL_C);
}

void SDL_SYS_KillThread(SDL_Thread *thread)
{
	Signal((struct Task *)thread->handle,SIGBREAKF_CTRL_C);
}