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      1 /*
      2     SDL - Simple DirectMedia Layer
      3     Copyright (C) 1997-2006 Sam Lantinga
      4 
      5     This library is free software; you can redistribute it and/or
      6     modify it under the terms of the GNU Lesser General Public
      7     License as published by the Free Software Foundation; either
      8     version 2.1 of the License, or (at your option) any later version.
      9 
     10     This library is distributed in the hope that it will be useful,
     11     but WITHOUT ANY WARRANTY; without even the implied warranty of
     12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13     Lesser General Public License for more details.
     14 
     15     You should have received a copy of the GNU Lesser General Public
     16     License along with this library; if not, write to the Free Software
     17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
     18 
     19     Sam Lantinga
     20     slouken (at) libsdl.org
     21 */
     22 #include "SDL_config.h"
     23 
     24 /* General event handling code for SDL */
     25 
     26 #include "SDL.h"
     27 #include "SDL_syswm.h"
     28 #include "SDL_sysevents.h"
     29 #include "SDL_events_c.h"
     30 #include "../timer/SDL_timer_c.h"
     31 #if !SDL_JOYSTICK_DISABLED
     32 #include "../joystick/SDL_joystick_c.h"
     33 #endif
     34 
     35 /* Public data -- the event filter */
     36 SDL_EventFilter SDL_EventOK = NULL;
     37 Uint8 SDL_ProcessEvents[SDL_NUMEVENTS];
     38 static Uint32 SDL_eventstate = 0;
     39 
     40 /* Private data -- event queue */
     41 #define MAXEVENTS	128
     42 static struct {
     43 	SDL_mutex *lock;
     44 	int active;
     45 	int head;
     46 	int tail;
     47 	SDL_Event event[MAXEVENTS];
     48 	int wmmsg_next;
     49 	struct SDL_SysWMmsg wmmsg[MAXEVENTS];
     50 } SDL_EventQ;
     51 
     52 /* Private data -- event locking structure */
     53 static struct {
     54 	SDL_mutex *lock;
     55 	int safe;
     56 } SDL_EventLock;
     57 
     58 /* Thread functions */
     59 static SDL_Thread *SDL_EventThread = NULL;	/* Thread handle */
     60 static Uint32 event_thread;			/* The event thread id */
     61 
     62 void SDL_Lock_EventThread(void)
     63 {
     64 	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
     65 		/* Grab lock and spin until we're sure event thread stopped */
     66 		SDL_mutexP(SDL_EventLock.lock);
     67 		while ( ! SDL_EventLock.safe ) {
     68 			SDL_Delay(1);
     69 		}
     70 	}
     71 }
     72 void SDL_Unlock_EventThread(void)
     73 {
     74 	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
     75 		SDL_mutexV(SDL_EventLock.lock);
     76 	}
     77 }
     78 
     79 #ifdef __OS2__
     80 /*
     81  * We'll increase the priority of GobbleEvents thread, so it will process
     82  *  events in time for sure! For this, we need the DosSetPriority() API
     83  *  from the os2.h include file.
     84  */
     85 #define INCL_DOSPROCESS
     86 #include <os2.h>
     87 #include <time.h>
     88 #endif
     89 
     90 static int SDLCALL SDL_GobbleEvents(void *unused)
     91 {
     92 	event_thread = SDL_ThreadID();
     93 
     94 #ifdef __OS2__
     95 #ifdef USE_DOSSETPRIORITY
     96 	/* Increase thread priority, so it will process events in time for sure! */
     97 	DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0);
     98 #endif
     99 #endif
    100 
    101 	while ( SDL_EventQ.active ) {
    102 		SDL_VideoDevice *video = current_video;
    103 		SDL_VideoDevice *this  = current_video;
    104 
    105 		/* Get events from the video subsystem */
    106 		if ( video ) {
    107 			video->PumpEvents(this);
    108 		}
    109 
    110 		/* Queue pending key-repeat events */
    111 		SDL_CheckKeyRepeat();
    112 
    113 #if !SDL_JOYSTICK_DISABLED
    114 		/* Check for joystick state change */
    115 		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
    116 			SDL_JoystickUpdate();
    117 		}
    118 #endif
    119 
    120 		/* Give up the CPU for the rest of our timeslice */
    121 		SDL_EventLock.safe = 1;
    122 		if ( SDL_timer_running ) {
    123 			SDL_ThreadedTimerCheck();
    124 		}
    125 		SDL_Delay(1);
    126 
    127 		/* Check for event locking.
    128 		   On the P of the lock mutex, if the lock is held, this thread
    129 		   will wait until the lock is released before continuing.  The
    130 		   safe flag will be set, meaning that the other thread can go
    131 		   about it's business.  The safe flag is reset before the V,
    132 		   so as soon as the mutex is free, other threads can see that
    133 		   it's not safe to interfere with the event thread.
    134 		 */
    135 		SDL_mutexP(SDL_EventLock.lock);
    136 		SDL_EventLock.safe = 0;
    137 		SDL_mutexV(SDL_EventLock.lock);
    138 	}
    139 	SDL_SetTimerThreaded(0);
    140 	event_thread = 0;
    141 	return(0);
    142 }
    143 
    144 static int SDL_StartEventThread(Uint32 flags)
    145 {
    146 	/* Reset everything to zero */
    147 	SDL_EventThread = NULL;
    148 	SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock));
    149 
    150 	/* Create the lock and set ourselves active */
    151 #if !SDL_THREADS_DISABLED
    152 	SDL_EventQ.lock = SDL_CreateMutex();
    153 	if ( SDL_EventQ.lock == NULL ) {
    154 #ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */
    155 		;
    156 #else
    157 		return(-1);
    158 #endif
    159 	}
    160 #endif /* !SDL_THREADS_DISABLED */
    161 	SDL_EventQ.active = 1;
    162 
    163 	if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
    164 		SDL_EventLock.lock = SDL_CreateMutex();
    165 		if ( SDL_EventLock.lock == NULL ) {
    166 			return(-1);
    167 		}
    168 		SDL_EventLock.safe = 0;
    169 
    170 		/* The event thread will handle timers too */
    171 		SDL_SetTimerThreaded(2);
    172 #if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__)
    173 #undef SDL_CreateThread
    174 		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL);
    175 #else
    176 		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL);
    177 #endif
    178 		if ( SDL_EventThread == NULL ) {
    179 			return(-1);
    180 		}
    181 	} else {
    182 		event_thread = 0;
    183 	}
    184 	return(0);
    185 }
    186 
    187 static void SDL_StopEventThread(void)
    188 {
    189 	SDL_EventQ.active = 0;
    190 	if ( SDL_EventThread ) {
    191 		SDL_WaitThread(SDL_EventThread, NULL);
    192 		SDL_EventThread = NULL;
    193 		SDL_DestroyMutex(SDL_EventLock.lock);
    194 	}
    195 #ifndef IPOD
    196 	SDL_DestroyMutex(SDL_EventQ.lock);
    197 #endif
    198 }
    199 
    200 Uint32 SDL_EventThreadID(void)
    201 {
    202 	return(event_thread);
    203 }
    204 
    205 /* Public functions */
    206 
    207 void SDL_StopEventLoop(void)
    208 {
    209 	/* Halt the event thread, if running */
    210 	SDL_StopEventThread();
    211 
    212 	/* Shutdown event handlers */
    213 	SDL_AppActiveQuit();
    214 	SDL_KeyboardQuit();
    215 	SDL_MouseQuit();
    216 	SDL_QuitQuit();
    217 
    218 	/* Clean out EventQ */
    219 	SDL_EventQ.head = 0;
    220 	SDL_EventQ.tail = 0;
    221 	SDL_EventQ.wmmsg_next = 0;
    222 }
    223 
    224 /* This function (and associated calls) may be called more than once */
    225 int SDL_StartEventLoop(Uint32 flags)
    226 {
    227 	int retcode;
    228 
    229 	/* Clean out the event queue */
    230 	SDL_EventThread = NULL;
    231 	SDL_EventQ.lock = NULL;
    232 	SDL_StopEventLoop();
    233 
    234 	/* No filter to start with, process most event types */
    235 	SDL_EventOK = NULL;
    236 	SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
    237 	SDL_eventstate = ~0;
    238 	/* It's not save to call SDL_EventState() yet */
    239 	SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
    240 	SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
    241 
    242 	/* Initialize event handlers */
    243 	retcode = 0;
    244 	retcode += SDL_AppActiveInit();
    245 	retcode += SDL_KeyboardInit();
    246 	retcode += SDL_MouseInit();
    247 	retcode += SDL_QuitInit();
    248 	if ( retcode < 0 ) {
    249 		/* We don't expect them to fail, but... */
    250 		return(-1);
    251 	}
    252 
    253 	/* Create the lock and event thread */
    254 	if ( SDL_StartEventThread(flags) < 0 ) {
    255 		SDL_StopEventLoop();
    256 		return(-1);
    257 	}
    258 	return(0);
    259 }
    260 
    261 
    262 /* Add an event to the event queue -- called with the queue locked */
    263 static int SDL_AddEvent(SDL_Event *event)
    264 {
    265 	int tail, added;
    266 
    267 	tail = (SDL_EventQ.tail+1)%MAXEVENTS;
    268 	if ( tail == SDL_EventQ.head ) {
    269 		/* Overflow, drop event */
    270 		added = 0;
    271 	} else {
    272 		SDL_EventQ.event[SDL_EventQ.tail] = *event;
    273 		if (event->type == SDL_SYSWMEVENT) {
    274 			/* Note that it's possible to lose an event */
    275 			int next = SDL_EventQ.wmmsg_next;
    276 			SDL_EventQ.wmmsg[next] = *event->syswm.msg;
    277 		        SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
    278 						&SDL_EventQ.wmmsg[next];
    279 			SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
    280 		}
    281 		SDL_EventQ.tail = tail;
    282 		added = 1;
    283 	}
    284 	return(added);
    285 }
    286 
    287 /* Cut an event, and return the next valid spot, or the tail */
    288 /*                           -- called with the queue locked */
    289 static int SDL_CutEvent(int spot)
    290 {
    291 	if ( spot == SDL_EventQ.head ) {
    292 		SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
    293 		return(SDL_EventQ.head);
    294 	} else
    295 	if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
    296 		SDL_EventQ.tail = spot;
    297 		return(SDL_EventQ.tail);
    298 	} else
    299 	/* We cut the middle -- shift everything over */
    300 	{
    301 		int here, next;
    302 
    303 		/* This can probably be optimized with SDL_memcpy() -- careful! */
    304 		if ( --SDL_EventQ.tail < 0 ) {
    305 			SDL_EventQ.tail = MAXEVENTS-1;
    306 		}
    307 		for ( here=spot; here != SDL_EventQ.tail; here = next ) {
    308 			next = (here+1)%MAXEVENTS;
    309 			SDL_EventQ.event[here] = SDL_EventQ.event[next];
    310 		}
    311 		return(spot);
    312 	}
    313 	/* NOTREACHED */
    314 }
    315 
    316 /* Lock the event queue, take a peep at it, and unlock it */
    317 int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
    318 								Uint32 mask)
    319 {
    320 	int i, used;
    321 
    322 	/* Don't look after we've quit */
    323 	if ( ! SDL_EventQ.active ) {
    324 		return(-1);
    325 	}
    326 	/* Lock the event queue */
    327 	used = 0;
    328 	if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
    329 		if ( action == SDL_ADDEVENT ) {
    330 			for ( i=0; i<numevents; ++i ) {
    331 				used += SDL_AddEvent(&events[i]);
    332 			}
    333 		} else {
    334 			SDL_Event tmpevent;
    335 			int spot;
    336 
    337 			/* If 'events' is NULL, just see if they exist */
    338 			if ( events == NULL ) {
    339 				action = SDL_PEEKEVENT;
    340 				numevents = 1;
    341 				events = &tmpevent;
    342 			}
    343 			spot = SDL_EventQ.head;
    344 			while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
    345 				if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
    346 					events[used++] = SDL_EventQ.event[spot];
    347 					if ( action == SDL_GETEVENT ) {
    348 						spot = SDL_CutEvent(spot);
    349 					} else {
    350 						spot = (spot+1)%MAXEVENTS;
    351 					}
    352 				} else {
    353 					spot = (spot+1)%MAXEVENTS;
    354 				}
    355 			}
    356 		}
    357 		SDL_mutexV(SDL_EventQ.lock);
    358 	} else {
    359 		SDL_SetError("Couldn't lock event queue");
    360 		used = -1;
    361 	}
    362 	return(used);
    363 }
    364 
    365 /* Run the system dependent event loops */
    366 void SDL_PumpEvents(void)
    367 {
    368 	if ( !SDL_EventThread ) {
    369 		SDL_VideoDevice *video = current_video;
    370 		SDL_VideoDevice *this  = current_video;
    371 
    372 		/* Get events from the video subsystem */
    373 		if ( video ) {
    374 			video->PumpEvents(this);
    375 		}
    376 
    377 		/* Queue pending key-repeat events */
    378 		SDL_CheckKeyRepeat();
    379 
    380 #if !SDL_JOYSTICK_DISABLED
    381 		/* Check for joystick state change */
    382 		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
    383 			SDL_JoystickUpdate();
    384 		}
    385 #endif
    386 	}
    387 }
    388 
    389 /* Public functions */
    390 
    391 int SDL_PollEvent (SDL_Event *event)
    392 {
    393 	SDL_PumpEvents();
    394 
    395 	/* We can't return -1, just return 0 (no event) on error */
    396 	if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
    397 		return 0;
    398 	return 1;
    399 }
    400 
    401 int SDL_WaitEvent (SDL_Event *event)
    402 {
    403 	while ( 1 ) {
    404 		SDL_PumpEvents();
    405 		switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
    406 		    case -1: return 0;
    407 		    case 1: return 1;
    408 		    case 0: SDL_Delay(10);
    409 		}
    410 	}
    411 }
    412 
    413 int SDL_PushEvent(SDL_Event *event)
    414 {
    415 	if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
    416 		return -1;
    417 	return 0;
    418 }
    419 
    420 void SDL_SetEventFilter (SDL_EventFilter filter)
    421 {
    422 	SDL_Event bitbucket;
    423 
    424 	/* Set filter and discard pending events */
    425 	SDL_EventOK = filter;
    426 	while ( SDL_PollEvent(&bitbucket) > 0 )
    427 		;
    428 }
    429 
    430 SDL_EventFilter SDL_GetEventFilter(void)
    431 {
    432 	return(SDL_EventOK);
    433 }
    434 
    435 Uint8 SDL_EventState (Uint8 type, int state)
    436 {
    437 	SDL_Event bitbucket;
    438 	Uint8 current_state;
    439 
    440 	/* If SDL_ALLEVENTS was specified... */
    441 	if ( type == 0xFF ) {
    442 		current_state = SDL_IGNORE;
    443 		for ( type=0; type<SDL_NUMEVENTS; ++type ) {
    444 			if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
    445 				current_state = SDL_ENABLE;
    446 			}
    447 			SDL_ProcessEvents[type] = state;
    448 			if ( state == SDL_ENABLE ) {
    449 				SDL_eventstate |= (0x00000001 << (type));
    450 			} else {
    451 				SDL_eventstate &= ~(0x00000001 << (type));
    452 			}
    453 		}
    454 		while ( SDL_PollEvent(&bitbucket) > 0 )
    455 			;
    456 		return(current_state);
    457 	}
    458 
    459 	/* Just set the state for one event type */
    460 	current_state = SDL_ProcessEvents[type];
    461 	switch (state) {
    462 		case SDL_IGNORE:
    463 		case SDL_ENABLE:
    464 			/* Set state and discard pending events */
    465 			SDL_ProcessEvents[type] = state;
    466 			if ( state == SDL_ENABLE ) {
    467 				SDL_eventstate |= (0x00000001 << (type));
    468 			} else {
    469 				SDL_eventstate &= ~(0x00000001 << (type));
    470 			}
    471 			while ( SDL_PollEvent(&bitbucket) > 0 )
    472 				;
    473 			break;
    474 		default:
    475 			/* Querying state? */
    476 			break;
    477 	}
    478 	return(current_state);
    479 }
    480 
    481 /* This is a generic event handler.
    482  */
    483 int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
    484 {
    485 	int posted;
    486 
    487 	posted = 0;
    488 	if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
    489 		SDL_Event event;
    490 		SDL_memset(&event, 0, sizeof(event));
    491 		event.type = SDL_SYSWMEVENT;
    492 		event.syswm.msg = message;
    493 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
    494 			posted = 1;
    495 			SDL_PushEvent(&event);
    496 		}
    497 	}
    498 	/* Update internal event state */
    499 	return(posted);
    500 }
    501