Mercurial > sdl-ios-xcode
view test/threadwin.c @ 3978:b966761fef6c SDL-1.2
Significantly improved XIM support.
Fixes Bugzilla #429.
Selected notes from the patch's README:
= FIXES =
This patch fixes the above issues as follows.
== X11 events ==
Moved XFilterEvent just after XNextEvent so that all events are passed
to it. Also, XFilterEvent will receive masks indicated by IM through
XNFilterEvents IC value as well as masks surpplied by SDL.
X11_KeyRepeat is called between XNextEvent and XFilterEvent, after
testing an event is a KeyRelease. I'm not 100% comfortable to do so,
but I couldn't find a better timing to call it, and use of the
function is inevitable.
== Xutf8LookupString ==
Used a longer buffer to receive UTF-8 string. If it is insufficient,
a dynamic storage of the requested size will be allocated. The
initial size of the buffer is set to 32, because the Japanese text
converted from the most widely used benchmark key sequence for
Japanese IM, "WATASHINONAMAEHANAKANODESU." has ten Japanese characters
in it, that occupies 30 bytes when encoded in UTF-8.
== SDL_keysym.unicode ==
On Windows version of SDL implementation, SDL_keysym.unicode stores
UTF-16 encoded unicode characters, one UTF-16 encoding unit per an SDL
event. A Unicode supplementary characters are sent to an application
as two events. (One with a high surrogate and another with a low
surrogate.) The behavior seems reasonable since it is upward
compatible with existing handling of BMP characters.
I wrote a UTF-8 to UTF-16 conversion function for the purpose. It is
designed with the execution speed in mind, having a minimum set of
features that my patch requires.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 25 Jun 2007 19:58:32 +0000 |
parents | 3868bebb9f5b |
children |
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/* Test out the multi-threaded event handling functions */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include "SDL.h" #include "SDL_thread.h" /* Are we done yet? */ static int done = 0; /* Is the cursor visible? */ static int visible = 1; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } SDL_Surface *LoadIconSurface(char *file, Uint8 **maskp) { SDL_Surface *icon; Uint8 *pixels; Uint8 *mask; int mlen, i; *maskp = NULL; /* Load the icon surface */ icon = SDL_LoadBMP(file); if ( icon == NULL ) { fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError()); return(NULL); } /* Check width and height */ if ( (icon->w%8) != 0 ) { fprintf(stderr, "Icon width must be a multiple of 8!\n"); SDL_FreeSurface(icon); return(NULL); } if ( icon->format->palette == NULL ) { fprintf(stderr, "Icon must have a palette!\n"); SDL_FreeSurface(icon); return(NULL); } /* Set the colorkey */ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, *((Uint8 *)icon->pixels)); /* Create the mask */ pixels = (Uint8 *)icon->pixels; printf("Transparent pixel: (%d,%d,%d)\n", icon->format->palette->colors[*pixels].r, icon->format->palette->colors[*pixels].g, icon->format->palette->colors[*pixels].b); mlen = icon->w*icon->h; mask = (Uint8 *)malloc(mlen/8); if ( mask == NULL ) { fprintf(stderr, "Out of memory!\n"); SDL_FreeSurface(icon); return(NULL); } memset(mask, 0, mlen/8); for ( i=0; i<mlen; ) { if ( pixels[i] != *pixels ) mask[i/8] |= 0x01; ++i; if ( (i%8) != 0 ) mask[i/8] <<= 1; } *maskp = mask; return(icon); } int SDLCALL FilterEvents(const SDL_Event *event) { static int reallyquit = 0; switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf("App %s ", event->active.gain ? "gained" : "lost"); if ( event->active.state & SDL_APPACTIVE ) printf("active "); if ( event->active.state & SDL_APPMOUSEFOCUS ) printf("mouse "); if ( event->active.state & SDL_APPINPUTFOCUS ) printf("input "); printf("focus\n"); /* See if we are iconified or restored */ if ( event->active.state & SDL_APPACTIVE ) { printf("App has been %s\n", event->active.gain ? "restored" : "iconified"); } return(0); /* This is important! Queue it if we want to quit. */ case SDL_QUIT: if ( ! reallyquit ) { reallyquit = 1; printf("Quit requested\n"); return(0); } printf("Quit demanded\n"); return(1); /* Mouse and keyboard events go to threads */ case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: case SDL_KEYDOWN: case SDL_KEYUP: return(1); /* Drop all other events */ default: return(0); } } int SDLCALL HandleMouse(void *unused) { SDL_Event events[10]; int i, found; Uint32 mask; /* Handle mouse events here */ mask = (SDL_MOUSEMOTIONMASK|SDL_MOUSEBUTTONDOWNMASK|SDL_MOUSEBUTTONUPMASK); while ( ! done ) { found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask); for ( i=0; i<found; ++i ) { switch(events[i].type) { /* We want to toggle visibility on buttonpress */ case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: if ( events[i].button.state == SDL_PRESSED ) { visible = !visible; SDL_ShowCursor(visible); } printf("Mouse button %d has been %s\n", events[i].button.button, (events[i].button.state == SDL_PRESSED) ? "pressed" : "released"); break; /* Show relative mouse motion */ case SDL_MOUSEMOTION: printf("Mouse relative motion: {%d,%d}\n", events[i].motion.xrel, events[i].motion.yrel); break; } } /* Give up some CPU to allow events to arrive */ SDL_Delay(20); } return(0); } int SDLCALL HandleKeyboard(void *unused) { SDL_Event events[10]; int i, found; Uint32 mask; /* Handle mouse events here */ mask = (SDL_KEYDOWNMASK|SDL_KEYUPMASK); while ( ! done ) { found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask); for ( i=0; i<found; ++i ) { switch(events[i].type) { /* We want to toggle visibility on buttonpress */ case SDL_KEYDOWN: case SDL_KEYUP: printf("Key '%c' (keysym==%d) has been %s\n", events[i].key.keysym.unicode, (int) events[i].key.keysym.sym, (events[i].key.state == SDL_PRESSED) ? "pressed" : "released"); /* Allow hitting <ESC> to quit the app */ if ( events[i].key.keysym.sym == SDLK_ESCAPE ) { done = 1; } /* skip events now that aren't KEYUPs... */ if (events[i].key.state == SDL_PRESSED) break; if ( events[i].key.keysym.sym == SDLK_f ) { int rc = 0; printf("attempting to toggle fullscreen...\n"); rc = SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); printf("SDL_WM_ToggleFullScreen returned %d.\n", rc); } if ( events[i].key.keysym.sym == SDLK_g ) { SDL_GrabMode m; m = SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON ? SDL_GRAB_OFF : SDL_GRAB_ON; printf("attempting to toggle input grab to %s...\n", m == SDL_GRAB_ON ? "ON" : "OFF"); SDL_WM_GrabInput(m); printf("attempt finished.\n"); } break; } } /* Give up some CPU to allow events to arrive */ SDL_Delay(20); } return(0); } int main(int argc, char *argv[]) { SDL_Surface *screen; SDL_Surface *icon; Uint8 *icon_mask; int i, parsed; Uint8 *buffer; SDL_Color palette[256]; Uint32 init_flags; Uint8 video_bpp; Uint32 video_flags; SDL_Thread *mouse_thread; SDL_Thread *keybd_thread; /* Set the options, based on command line arguments */ init_flags = SDL_INIT_VIDEO; video_bpp = 8; video_flags = SDL_SWSURFACE; parsed = 1; while ( parsed ) { /* If the threaded option is enabled, and the SDL library hasn't been compiled with threaded events enabled, then the mouse and keyboard won't respond. */ if ( (argc >= 2) && (strcmp(argv[1], "-threaded") == 0) ) { init_flags |= SDL_INIT_EVENTTHREAD; argc -= 1; argv += 1; printf("Running with threaded events\n"); } else if ( (argc >= 2) && (strcmp(argv[1], "-fullscreen") == 0) ) { video_flags |= SDL_FULLSCREEN; argc -= 1; argv += 1; } else if ( (argc >= 3) && (strcmp(argv[1], "-bpp") == 0) ) { video_bpp = atoi(argv[2]); argc -= 2; argv += 2; } else { parsed = 0; } } /* Initialize SDL with the requested flags */ if ( SDL_Init(init_flags) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return(1); } /* Set the icon -- this must be done before the first mode set */ icon = LoadIconSurface("icon.bmp", &icon_mask); if ( icon != NULL ) { SDL_WM_SetIcon(icon, icon_mask); } if ( icon_mask != NULL ) free(icon_mask); /* Initialize the display */ screen = SDL_SetVideoMode(640, 480, video_bpp, video_flags); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n", video_bpp, SDL_GetError()); quit(1); } printf("Running in %s mode\n", screen->flags & SDL_FULLSCREEN ? "fullscreen" : "windowed"); /* Enable printable characters */ SDL_EnableUNICODE(1); /* Set an event filter that discards everything but QUIT */ SDL_SetEventFilter(FilterEvents); /* Create the event handling threads */ mouse_thread = SDL_CreateThread(HandleMouse, NULL); keybd_thread = SDL_CreateThread(HandleKeyboard, NULL); /* Set the surface pixels and refresh! */ for ( i=0; i<256; ++i ) { palette[i].r = 255-i; palette[i].g = 255-i; palette[i].b = 255-i; } SDL_SetColors(screen, palette, 0, 256); if ( SDL_LockSurface(screen) < 0 ) { fprintf(stderr, "Couldn't lock display surface: %s\n", SDL_GetError()); quit(2); } buffer = (Uint8 *)screen->pixels; for ( i=0; i<screen->h; ++i ) { memset(buffer,(i*255)/screen->h, screen->w*screen->format->BytesPerPixel); buffer += screen->pitch; } SDL_UnlockSurface(screen); SDL_UpdateRect(screen, 0, 0, 0, 0); /* Loop, waiting for QUIT */ while ( ! done ) { if ( ! (init_flags & SDL_INIT_EVENTTHREAD) ) { SDL_PumpEvents(); /* Needed when event thread is off */ } if ( SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_QUITMASK) ) { done = 1; } /* Give up some CPU so the events can accumulate */ SDL_Delay(20); } SDL_WaitThread(mouse_thread, NULL); SDL_WaitThread(keybd_thread, NULL); SDL_Quit(); return(0); }