Mercurial > sdl-ios-xcode
view src/timer/SDL_timer.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 | 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; }