Mercurial > sdl-ios-xcode
view test/threadwin.c @ 1629:ef4a796e7f24
Fixed bug #55
From Christian Walther:
When writing my patch for #12, I ended up doing all sorts of changes to the way
application/window activating/deactivating is handled in the Quartz backend,
resulting in the attached patch. It does make the code a bit cleaner IMHO, but
as it might be regarded as a case of "if it ain't broken, don't fix it" I'd
like to hear other people's opinion about it. Please shout if some change
strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As
far as I tested it, it does not introduce any new bugs, but I may well have
missed some.
- The most fundamental change (that triggered most of the others) is irrelevant
for the usual single-window SDL applications, it only affects the people who
are crazy enough to display other Cocoa windows alongside the SDL window (I'm
actually doing this currently, although the additional window only displays
debugging info and won't be present in the final product): Before, some things
were done on the application becoming active, some on the window becoming key,
and some on the window becoming main. Conceptually, all these actions belong to
the window becoming key, so that's what I implemented. However, since in a
single-window application these three events always happen together, the
previous implementation "ain't broken".
- This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from
SDL_GetAppState(): Before, it meant "window is main and mouse is inside window
(or mode is fullscreen)". Now, it means "window is key and mouse is inside
window (or mode is fullscreen)". It makes more sense to me that way. (See
http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html
for a discussion of what key and main windows are.) The other two flags are
unchanged: SDL_APPACTIVE = application is not hidden and window is not
minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen).
- As a side effect, the reorganization fixes the following two issues (and
maybe others) (but they could also be fixed in less invasive ways):
* A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m
(http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42)
(from half-desirable to undesirable behavior):
Situation: While in windowed mode, hide the cursor using
SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the
cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode.
What happened before revision 1.42: The cursor is visible, but becomes
invisible as soon as the mouse is moved (half-desirable).
What happens in revision 1.42 and after (including current CVS): The cursor is
visible and stays visible (undesirable).
What happens after my patch: The cursor is invisible from the beginning
(desirable).
* When the cursor is hidden and grabbed, switch away from the application using
cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside
of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the
current CVS, the cursor is re-grabbed, but it stays visible (immovable in the
middle of the window). With my patch, the cursor is correctly re-grabbed and
hidden. (For some reason, it still doesn't work correctly if you switch back to
the application using the dock instead of cmd-tab. I haven't been able to
figure out why. I can step over [NSCursor hide] being called in the debugger,
but it seems to have no effect.)
- The patch includes my patch for #12 (it was easier to obtain using cvs diff
that way). If you apply both of them, you will end up with 6 duplicate lines in
SDL_QuartzEvents.m.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 13 Apr 2006 14:17:48 +0000 |
parents | be9c9c8f6d53 |
children | 14717b52abc0 |
line wrap: on
line source
/* 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 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 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 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' has been %s\n", events[i].key.keysym.unicode, (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); }