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      1 /*
      2     SDL - Simple DirectMedia Layer
      3     Copyright (C) 1997-2012 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 		SDL_EventLock.lock = NULL;
    195 	}
    196 #ifndef IPOD
    197 	SDL_DestroyMutex(SDL_EventQ.lock);
    198 	SDL_EventQ.lock = NULL;
    199 #endif
    200 }
    201 
    202 Uint32 SDL_EventThreadID(void)
    203 {
    204 	return(event_thread);
    205 }
    206 
    207 /* Public functions */
    208 
    209 void SDL_StopEventLoop(void)
    210 {
    211 	/* Halt the event thread, if running */
    212 	SDL_StopEventThread();
    213 
    214 	/* Shutdown event handlers */
    215 	SDL_AppActiveQuit();
    216 	SDL_KeyboardQuit();
    217 	SDL_MouseQuit();
    218 	SDL_QuitQuit();
    219 
    220 	/* Clean out EventQ */
    221 	SDL_EventQ.head = 0;
    222 	SDL_EventQ.tail = 0;
    223 	SDL_EventQ.wmmsg_next = 0;
    224 }
    225 
    226 /* This function (and associated calls) may be called more than once */
    227 int SDL_StartEventLoop(Uint32 flags)
    228 {
    229 	int retcode;
    230 
    231 	/* Clean out the event queue */
    232 	SDL_EventThread = NULL;
    233 	SDL_EventQ.lock = NULL;
    234 	SDL_StopEventLoop();
    235 
    236 	/* No filter to start with, process most event types */
    237 	SDL_EventOK = NULL;
    238 	SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
    239 	SDL_eventstate = ~0;
    240 	/* It's not save to call SDL_EventState() yet */
    241 	SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
    242 	SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
    243 
    244 	/* Initialize event handlers */
    245 	retcode = 0;
    246 	retcode += SDL_AppActiveInit();
    247 	retcode += SDL_KeyboardInit();
    248 	retcode += SDL_MouseInit();
    249 	retcode += SDL_QuitInit();
    250 	if ( retcode < 0 ) {
    251 		/* We don't expect them to fail, but... */
    252 		return(-1);
    253 	}
    254 
    255 	/* Create the lock and event thread */
    256 	if ( SDL_StartEventThread(flags) < 0 ) {
    257 		SDL_StopEventLoop();
    258 		return(-1);
    259 	}
    260 	return(0);
    261 }
    262 
    263 
    264 /* Add an event to the event queue -- called with the queue locked */
    265 static int SDL_AddEvent(SDL_Event *event)
    266 {
    267 	int tail, added;
    268 
    269 	tail = (SDL_EventQ.tail+1)%MAXEVENTS;
    270 	if ( tail == SDL_EventQ.head ) {
    271 		/* Overflow, drop event */
    272 		added = 0;
    273 	} else {
    274 		SDL_EventQ.event[SDL_EventQ.tail] = *event;
    275 		if (event->type == SDL_SYSWMEVENT) {
    276 			/* Note that it's possible to lose an event */
    277 			int next = SDL_EventQ.wmmsg_next;
    278 			SDL_EventQ.wmmsg[next] = *event->syswm.msg;
    279 		        SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
    280 						&SDL_EventQ.wmmsg[next];
    281 			SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
    282 		}
    283 		SDL_EventQ.tail = tail;
    284 		added = 1;
    285 	}
    286 	return(added);
    287 }
    288 
    289 /* Cut an event, and return the next valid spot, or the tail */
    290 /*                           -- called with the queue locked */
    291 static int SDL_CutEvent(int spot)
    292 {
    293 	if ( spot == SDL_EventQ.head ) {
    294 		SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
    295 		return(SDL_EventQ.head);
    296 	} else
    297 	if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
    298 		SDL_EventQ.tail = spot;
    299 		return(SDL_EventQ.tail);
    300 	} else
    301 	/* We cut the middle -- shift everything over */
    302 	{
    303 		int here, next;
    304 
    305 		/* This can probably be optimized with SDL_memcpy() -- careful! */
    306 		if ( --SDL_EventQ.tail < 0 ) {
    307 			SDL_EventQ.tail = MAXEVENTS-1;
    308 		}
    309 		for ( here=spot; here != SDL_EventQ.tail; here = next ) {
    310 			next = (here+1)%MAXEVENTS;
    311 			SDL_EventQ.event[here] = SDL_EventQ.event[next];
    312 		}
    313 		return(spot);
    314 	}
    315 	/* NOTREACHED */
    316 }
    317 
    318 /* Lock the event queue, take a peep at it, and unlock it */
    319 int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
    320 								Uint32 mask)
    321 {
    322 	int i, used;
    323 
    324 	/* Don't look after we've quit */
    325 	if ( ! SDL_EventQ.active ) {
    326 		return(-1);
    327 	}
    328 	/* Lock the event queue */
    329 	used = 0;
    330 	if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
    331 		if ( action == SDL_ADDEVENT ) {
    332 			for ( i=0; i<numevents; ++i ) {
    333 				used += SDL_AddEvent(&events[i]);
    334 			}
    335 		} else {
    336 			SDL_Event tmpevent;
    337 			int spot;
    338 
    339 			/* If 'events' is NULL, just see if they exist */
    340 			if ( events == NULL ) {
    341 				action = SDL_PEEKEVENT;
    342 				numevents = 1;
    343 				events = &tmpevent;
    344 			}
    345 			spot = SDL_EventQ.head;
    346 			while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
    347 				if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
    348 					events[used++] = SDL_EventQ.event[spot];
    349 					if ( action == SDL_GETEVENT ) {
    350 						spot = SDL_CutEvent(spot);
    351 					} else {
    352 						spot = (spot+1)%MAXEVENTS;
    353 					}
    354 				} else {
    355 					spot = (spot+1)%MAXEVENTS;
    356 				}
    357 			}
    358 		}
    359 		SDL_mutexV(SDL_EventQ.lock);
    360 	} else {
    361 		SDL_SetError("Couldn't lock event queue");
    362 		used = -1;
    363 	}
    364 	return(used);
    365 }
    366 
    367 /* Run the system dependent event loops */
    368 void SDL_PumpEvents(void)
    369 {
    370 	if ( !SDL_EventThread ) {
    371 		SDL_VideoDevice *video = current_video;
    372 		SDL_VideoDevice *this  = current_video;
    373 
    374 		/* Get events from the video subsystem */
    375 		if ( video ) {
    376 			video->PumpEvents(this);
    377 		}
    378 
    379 		/* Queue pending key-repeat events */
    380 		SDL_CheckKeyRepeat();
    381 
    382 #if !SDL_JOYSTICK_DISABLED
    383 		/* Check for joystick state change */
    384 		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
    385 			SDL_JoystickUpdate();
    386 		}
    387 #endif
    388 	}
    389 }
    390 
    391 /* Public functions */
    392 
    393 int SDL_PollEvent (SDL_Event *event)
    394 {
    395 	SDL_PumpEvents();
    396 
    397 	/* We can't return -1, just return 0 (no event) on error */
    398 	if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
    399 		return 0;
    400 	return 1;
    401 }
    402 
    403 int SDL_WaitEvent (SDL_Event *event)
    404 {
    405 	while ( 1 ) {
    406 		SDL_PumpEvents();
    407 		switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
    408 		    case -1: return 0;
    409 		    case 1: return 1;
    410 		    case 0: SDL_Delay(10);
    411 		}
    412 	}
    413 }
    414 
    415 int SDL_PushEvent(SDL_Event *event)
    416 {
    417 	if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
    418 		return -1;
    419 	return 0;
    420 }
    421 
    422 void SDL_SetEventFilter (SDL_EventFilter filter)
    423 {
    424 	SDL_Event bitbucket;
    425 
    426 	/* Set filter and discard pending events */
    427 	SDL_EventOK = filter;
    428 	while ( SDL_PollEvent(&bitbucket) > 0 )
    429 		;
    430 }
    431 
    432 SDL_EventFilter SDL_GetEventFilter(void)
    433 {
    434 	return(SDL_EventOK);
    435 }
    436 
    437 Uint8 SDL_EventState (Uint8 type, int state)
    438 {
    439 	SDL_Event bitbucket;
    440 	Uint8 current_state;
    441 
    442 	/* If SDL_ALLEVENTS was specified... */
    443 	if ( type == 0xFF ) {
    444 		current_state = SDL_IGNORE;
    445 		for ( type=0; type<SDL_NUMEVENTS; ++type ) {
    446 			if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
    447 				current_state = SDL_ENABLE;
    448 			}
    449 			SDL_ProcessEvents[type] = state;
    450 			if ( state == SDL_ENABLE ) {
    451 				SDL_eventstate |= (0x00000001 << (type));
    452 			} else {
    453 				SDL_eventstate &= ~(0x00000001 << (type));
    454 			}
    455 		}
    456 		while ( SDL_PollEvent(&bitbucket) > 0 )
    457 			;
    458 		return(current_state);
    459 	}
    460 
    461 	/* Just set the state for one event type */
    462 	current_state = SDL_ProcessEvents[type];
    463 	switch (state) {
    464 		case SDL_IGNORE:
    465 		case SDL_ENABLE:
    466 			/* Set state and discard pending events */
    467 			SDL_ProcessEvents[type] = state;
    468 			if ( state == SDL_ENABLE ) {
    469 				SDL_eventstate |= (0x00000001 << (type));
    470 			} else {
    471 				SDL_eventstate &= ~(0x00000001 << (type));
    472 			}
    473 			while ( SDL_PollEvent(&bitbucket) > 0 )
    474 				;
    475 			break;
    476 		default:
    477 			/* Querying state? */
    478 			break;
    479 	}
    480 	return(current_state);
    481 }
    482 
    483 /* This is a generic event handler.
    484  */
    485 int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
    486 {
    487 	int posted;
    488 
    489 	posted = 0;
    490 	if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
    491 		SDL_Event event;
    492 		SDL_memset(&event, 0, sizeof(event));
    493 		event.type = SDL_SYSWMEVENT;
    494 		event.syswm.msg = message;
    495 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
    496 			posted = 1;
    497 			SDL_PushEvent(&event);
    498 		}
    499 	}
    500 	/* Update internal event state */
    501 	return(posted);
    502 }
    503