From a855d6202536ff28e5aae4f22a0f31d8f5b325d0 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 21 Jan 2017 15:18:31 -0500 Subject: Port of Duke Nukem 3D This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9 --- apps/plugins/sdl/src/events/SDL_events.c | 501 +++++++++++++++++++++++++++++++ 1 file changed, 501 insertions(+) create mode 100644 apps/plugins/sdl/src/events/SDL_events.c (limited to 'apps/plugins/sdl/src/events/SDL_events.c') diff --git a/apps/plugins/sdl/src/events/SDL_events.c b/apps/plugins/sdl/src/events/SDL_events.c new file mode 100644 index 0000000000..6a146e45ff --- /dev/null +++ b/apps/plugins/sdl/src/events/SDL_events.c @@ -0,0 +1,501 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2012 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 event handling code for SDL */ + +#include "SDL.h" +#include "SDL_syswm.h" +#include "SDL_sysevents.h" +#include "SDL_events_c.h" +#include "../timer/SDL_timer_c.h" +#if !SDL_JOYSTICK_DISABLED +#include "../joystick/SDL_joystick_c.h" +#endif + +/* Public data -- the event filter */ +SDL_EventFilter SDL_EventOK = NULL; +Uint8 SDL_ProcessEvents[SDL_NUMEVENTS]; +static Uint32 SDL_eventstate = 0; + +/* Private data -- event queue */ +#define MAXEVENTS 128 +static struct { + SDL_mutex *lock; + int active; + int head; + int tail; + SDL_Event event[MAXEVENTS]; + int wmmsg_next; + struct SDL_SysWMmsg wmmsg[MAXEVENTS]; +} SDL_EventQ; + +/* Private data -- event locking structure */ +static struct { + SDL_mutex *lock; + int safe; +} SDL_EventLock; + +/* Thread functions */ +static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */ +static Uint32 event_thread; /* The event thread id */ + +void SDL_Lock_EventThread(void) +{ + if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { + /* Grab lock and spin until we're sure event thread stopped */ + SDL_mutexP(SDL_EventLock.lock); + while ( ! SDL_EventLock.safe ) { + SDL_Delay(1); + } + } +} +void SDL_Unlock_EventThread(void) +{ + if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { + SDL_mutexV(SDL_EventLock.lock); + } +} + +#ifdef __OS2__ +/* + * We'll increase the priority of GobbleEvents thread, so it will process + * events in time for sure! For this, we need the DosSetPriority() API + * from the os2.h include file. + */ +#define INCL_DOSPROCESS +#include +#include +#endif + +static int SDLCALL SDL_GobbleEvents(void *unused) +{ + event_thread = SDL_ThreadID(); + +#ifdef __OS2__ +#ifdef USE_DOSSETPRIORITY + /* Increase thread priority, so it will process events in time for sure! */ + DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0); +#endif +#endif + + while ( SDL_EventQ.active ) { + SDL_VideoDevice *video = current_video; + SDL_VideoDevice *this = current_video; + + /* Get events from the video subsystem */ + if ( video ) { + video->PumpEvents(this); + } + + /* Queue pending key-repeat events */ + SDL_CheckKeyRepeat(); + +#if !SDL_JOYSTICK_DISABLED + /* Check for joystick state change */ + if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { + SDL_JoystickUpdate(); + } +#endif + + /* Give up the CPU for the rest of our timeslice */ + SDL_EventLock.safe = 1; + if ( SDL_timer_running ) { + SDL_ThreadedTimerCheck(); + } + SDL_Delay(1); + + /* Check for event locking. + On the P of the lock mutex, if the lock is held, this thread + will wait until the lock is released before continuing. The + safe flag will be set, meaning that the other thread can go + about it's business. The safe flag is reset before the V, + so as soon as the mutex is free, other threads can see that + it's not safe to interfere with the event thread. + */ + SDL_mutexP(SDL_EventLock.lock); + SDL_EventLock.safe = 0; + SDL_mutexV(SDL_EventLock.lock); + } + SDL_SetTimerThreaded(0); + event_thread = 0; + return(0); +} + +static int SDL_StartEventThread(Uint32 flags) +{ + /* Reset everything to zero */ + SDL_EventThread = NULL; + SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock)); + + /* Create the lock and set ourselves active */ +#if !SDL_THREADS_DISABLED + SDL_EventQ.lock = SDL_CreateMutex(); + if ( SDL_EventQ.lock == NULL ) { +#ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */ + ; +#else + return(-1); +#endif + } +#endif /* !SDL_THREADS_DISABLED */ + SDL_EventQ.active = 1; + + if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) { + SDL_EventLock.lock = SDL_CreateMutex(); + if ( SDL_EventLock.lock == NULL ) { + return(-1); + } + SDL_EventLock.safe = 0; + + /* The event thread will handle timers too */ + SDL_SetTimerThreaded(2); +#if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__) +#undef SDL_CreateThread + SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL); +#else + SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL); +#endif + if ( SDL_EventThread == NULL ) { + return(-1); + } + } else { + event_thread = 0; + } + return(0); +} + +static void SDL_StopEventThread(void) +{ + SDL_EventQ.active = 0; + if ( SDL_EventThread ) { + SDL_WaitThread(SDL_EventThread, NULL); + SDL_EventThread = NULL; + SDL_DestroyMutex(SDL_EventLock.lock); + SDL_EventLock.lock = NULL; + } +#ifndef IPOD + SDL_DestroyMutex(SDL_EventQ.lock); + SDL_EventQ.lock = NULL; +#endif +} + +Uint32 SDL_EventThreadID(void) +{ + return(event_thread); +} + +/* Public functions */ + +void SDL_StopEventLoop(void) +{ + /* Halt the event thread, if running */ + SDL_StopEventThread(); + + /* Shutdown event handlers */ + SDL_AppActiveQuit(); + SDL_KeyboardQuit(); + SDL_MouseQuit(); + SDL_QuitQuit(); + + /* Clean out EventQ */ + SDL_EventQ.head = 0; + SDL_EventQ.tail = 0; + SDL_EventQ.wmmsg_next = 0; +} + +/* This function (and associated calls) may be called more than once */ +int SDL_StartEventLoop(Uint32 flags) +{ + int retcode; + + /* Clean out the event queue */ + SDL_EventThread = NULL; + SDL_EventQ.lock = NULL; + SDL_StopEventLoop(); + + /* No filter to start with, process most event types */ + SDL_EventOK = NULL; + SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents)); + SDL_eventstate = ~0; + /* It's not save to call SDL_EventState() yet */ + SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT); + SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE; + + /* Initialize event handlers */ + retcode = 0; + retcode += SDL_AppActiveInit(); + retcode += SDL_KeyboardInit(); + retcode += SDL_MouseInit(); + retcode += SDL_QuitInit(); + if ( retcode < 0 ) { + /* We don't expect them to fail, but... */ + return(-1); + } + /* Create the lock and event thread */ + if ( SDL_StartEventThread(flags) < 0 ) { + SDL_StopEventLoop(); + return(-1); + } + return(0); +} + + +/* Add an event to the event queue -- called with the queue locked */ +static int SDL_AddEvent(SDL_Event *event) +{ + int tail, added; + + tail = (SDL_EventQ.tail+1)%MAXEVENTS; + if ( tail == SDL_EventQ.head ) { + /* Overflow, drop event */ + added = 0; + } else { + SDL_EventQ.event[SDL_EventQ.tail] = *event; + if (event->type == SDL_SYSWMEVENT) { + /* Note that it's possible to lose an event */ + int next = SDL_EventQ.wmmsg_next; + SDL_EventQ.wmmsg[next] = *event->syswm.msg; + SDL_EventQ.event[SDL_EventQ.tail].syswm.msg = + &SDL_EventQ.wmmsg[next]; + SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS; + } + SDL_EventQ.tail = tail; + added = 1; + } + return(added); +} + +/* Cut an event, and return the next valid spot, or the tail */ +/* -- called with the queue locked */ +static int SDL_CutEvent(int spot) +{ + if ( spot == SDL_EventQ.head ) { + SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS; + return(SDL_EventQ.head); + } else + if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) { + SDL_EventQ.tail = spot; + return(SDL_EventQ.tail); + } else + /* We cut the middle -- shift everything over */ + { + int here, next; + + /* This can probably be optimized with SDL_memcpy() -- careful! */ + if ( --SDL_EventQ.tail < 0 ) { + SDL_EventQ.tail = MAXEVENTS-1; + } + for ( here=spot; here != SDL_EventQ.tail; here = next ) { + next = (here+1)%MAXEVENTS; + SDL_EventQ.event[here] = SDL_EventQ.event[next]; + } + return(spot); + } + /* NOTREACHED */ +} + +/* Lock the event queue, take a peep at it, and unlock it */ +int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, + Uint32 mask) +{ + int i, used; + + /* Don't look after we've quit */ + if ( ! SDL_EventQ.active ) { + return(-1); + } + /* Lock the event queue */ + used = 0; + if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) { + if ( action == SDL_ADDEVENT ) { + for ( i=0; iPumpEvents(this); + } + + /* Queue pending key-repeat events */ + SDL_CheckKeyRepeat(); + +#if !SDL_JOYSTICK_DISABLED + /* Check for joystick state change */ + if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { + SDL_JoystickUpdate(); + } +#endif + } +} + +/* Public functions */ + +int SDL_PollEvent (SDL_Event *event) +{ + SDL_PumpEvents(); + + /* We can't return -1, just return 0 (no event) on error */ + if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 ) + return 0; + return 1; +} + +int SDL_WaitEvent (SDL_Event *event) +{ + while ( 1 ) { + SDL_PumpEvents(); + switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) { + case -1: return 0; + case 1: return 1; + case 0: SDL_Delay(10); + } + } +} + +int SDL_PushEvent(SDL_Event *event) +{ + if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 ) + return -1; + return 0; +} + +void SDL_SetEventFilter (SDL_EventFilter filter) +{ + SDL_Event bitbucket; + + /* Set filter and discard pending events */ + SDL_EventOK = filter; + while ( SDL_PollEvent(&bitbucket) > 0 ) + ; +} + +SDL_EventFilter SDL_GetEventFilter(void) +{ + return(SDL_EventOK); +} + +Uint8 SDL_EventState (Uint8 type, int state) +{ + SDL_Event bitbucket; + Uint8 current_state; + + /* If SDL_ALLEVENTS was specified... */ + if ( type == 0xFF ) { + current_state = SDL_IGNORE; + for ( type=0; type 0 ) + ; + return(current_state); + } + + /* Just set the state for one event type */ + current_state = SDL_ProcessEvents[type]; + switch (state) { + case SDL_IGNORE: + case SDL_ENABLE: + /* Set state and discard pending events */ + SDL_ProcessEvents[type] = state; + if ( state == SDL_ENABLE ) { + SDL_eventstate |= (0x00000001 << (type)); + } else { + SDL_eventstate &= ~(0x00000001 << (type)); + } + while ( SDL_PollEvent(&bitbucket) > 0 ) + ; + break; + default: + /* Querying state? */ + break; + } + return(current_state); +} + +/* This is a generic event handler. + */ +int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message) +{ + int posted; + + posted = 0; + if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) { + SDL_Event event; + SDL_memset(&event, 0, sizeof(event)); + event.type = SDL_SYSWMEVENT; + event.syswm.msg = message; + if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { + posted = 1; + SDL_PushEvent(&event); + } + } + /* Update internal event state */ + return(posted); +} -- cgit v1.2.3