503 lines
12 KiB
C
503 lines
12 KiB
C
/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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/* General event handling code for SDL */
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#include "SDL.h"
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#include "SDL_syswm.h"
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#include "SDL_sysevents.h"
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#include "SDL_events_c.h"
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#include "../timer/SDL_timer_c.h"
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#if !SDL_JOYSTICK_DISABLED
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#include "../joystick/SDL_joystick_c.h"
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#endif
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/* Public data -- the event filter */
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SDL_EventFilter SDL_EventOK = NULL;
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Uint8 SDL_ProcessEvents[SDL_NUMEVENTS];
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static Uint32 SDL_eventstate = 0;
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/* Private data -- event queue */
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#define MAXEVENTS 128
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static struct {
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SDL_mutex *lock;
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int active;
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int head;
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int tail;
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SDL_Event event[MAXEVENTS];
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int wmmsg_next;
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struct SDL_SysWMmsg wmmsg[MAXEVENTS];
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} SDL_EventQ;
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/* Private data -- event locking structure */
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static struct {
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SDL_mutex *lock;
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int safe;
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} SDL_EventLock;
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/* Thread functions */
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static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */
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static Uint32 event_thread; /* The event thread id */
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void SDL_Lock_EventThread(void)
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{
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if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
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/* Grab lock and spin until we're sure event thread stopped */
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SDL_mutexP(SDL_EventLock.lock);
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while ( ! SDL_EventLock.safe ) {
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SDL_Delay(1);
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}
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}
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}
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void SDL_Unlock_EventThread(void)
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{
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if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
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SDL_mutexV(SDL_EventLock.lock);
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}
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}
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#ifdef __OS2__
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/*
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* We'll increase the priority of GobbleEvents thread, so it will process
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* events in time for sure! For this, we need the DosSetPriority() API
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* from the os2.h include file.
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*/
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#define INCL_DOSPROCESS
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#include <os2.h>
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#include <time.h>
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#endif
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static int SDLCALL SDL_GobbleEvents(void *unused)
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{
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event_thread = SDL_ThreadID();
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#ifdef __OS2__
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#ifdef USE_DOSSETPRIORITY
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/* Increase thread priority, so it will process events in time for sure! */
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DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0);
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#endif
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#endif
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while ( SDL_EventQ.active ) {
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SDL_VideoDevice *video = current_video;
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SDL_VideoDevice *this = current_video;
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/* Get events from the video subsystem */
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if ( video ) {
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video->PumpEvents(this);
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}
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/* Queue pending key-repeat events */
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SDL_CheckKeyRepeat();
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#if !SDL_JOYSTICK_DISABLED
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/* Check for joystick state change */
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if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
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SDL_JoystickUpdate();
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}
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#endif
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/* Give up the CPU for the rest of our timeslice */
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SDL_EventLock.safe = 1;
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if ( SDL_timer_running ) {
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SDL_ThreadedTimerCheck();
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}
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SDL_Delay(1);
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/* Check for event locking.
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On the P of the lock mutex, if the lock is held, this thread
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will wait until the lock is released before continuing. The
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safe flag will be set, meaning that the other thread can go
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about it's business. The safe flag is reset before the V,
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so as soon as the mutex is free, other threads can see that
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it's not safe to interfere with the event thread.
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*/
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SDL_mutexP(SDL_EventLock.lock);
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SDL_EventLock.safe = 0;
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SDL_mutexV(SDL_EventLock.lock);
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}
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SDL_SetTimerThreaded(0);
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event_thread = 0;
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return(0);
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}
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static int SDL_StartEventThread(Uint32 flags)
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{
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/* Reset everything to zero */
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SDL_EventThread = NULL;
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SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock));
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/* Create the lock and set ourselves active */
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#if !SDL_THREADS_DISABLED
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SDL_EventQ.lock = SDL_CreateMutex();
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if ( SDL_EventQ.lock == NULL ) {
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#ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */
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;
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#else
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return(-1);
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#endif
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}
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#endif /* !SDL_THREADS_DISABLED */
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SDL_EventQ.active = 1;
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if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
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SDL_EventLock.lock = SDL_CreateMutex();
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if ( SDL_EventLock.lock == NULL ) {
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return(-1);
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}
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SDL_EventLock.safe = 0;
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/* The event thread will handle timers too */
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SDL_SetTimerThreaded(2);
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#if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__)
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#undef SDL_CreateThread
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SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL);
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#else
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SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL);
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#endif
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if ( SDL_EventThread == NULL ) {
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return(-1);
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}
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} else {
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event_thread = 0;
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}
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return(0);
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}
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static void SDL_StopEventThread(void)
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{
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SDL_EventQ.active = 0;
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if ( SDL_EventThread ) {
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SDL_WaitThread(SDL_EventThread, NULL);
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SDL_EventThread = NULL;
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SDL_DestroyMutex(SDL_EventLock.lock);
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SDL_EventLock.lock = NULL;
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}
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#ifndef IPOD
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SDL_DestroyMutex(SDL_EventQ.lock);
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SDL_EventQ.lock = NULL;
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#endif
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}
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Uint32 SDL_EventThreadID(void)
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{
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return(event_thread);
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}
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/* Public functions */
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void SDL_StopEventLoop(void)
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{
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/* Halt the event thread, if running */
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SDL_StopEventThread();
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/* Shutdown event handlers */
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SDL_AppActiveQuit();
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SDL_KeyboardQuit();
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SDL_MouseQuit();
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SDL_QuitQuit();
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/* Clean out EventQ */
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SDL_EventQ.head = 0;
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SDL_EventQ.tail = 0;
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SDL_EventQ.wmmsg_next = 0;
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}
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/* This function (and associated calls) may be called more than once */
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int SDL_StartEventLoop(Uint32 flags)
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{
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int retcode;
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/* Clean out the event queue */
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SDL_EventThread = NULL;
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SDL_EventQ.lock = NULL;
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SDL_StopEventLoop();
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/* No filter to start with, process most event types */
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SDL_EventOK = NULL;
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SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
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SDL_eventstate = ~0;
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/* It's not save to call SDL_EventState() yet */
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SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
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SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
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/* Initialize event handlers */
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retcode = 0;
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retcode += SDL_AppActiveInit();
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retcode += SDL_KeyboardInit();
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retcode += SDL_MouseInit();
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retcode += SDL_QuitInit();
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if ( retcode < 0 ) {
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/* We don't expect them to fail, but... */
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return(-1);
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}
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/* Create the lock and event thread */
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if ( SDL_StartEventThread(flags) < 0 ) {
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SDL_StopEventLoop();
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return(-1);
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}
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return(0);
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}
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/* Add an event to the event queue -- called with the queue locked */
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static int SDL_AddEvent(SDL_Event *event)
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{
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int tail, added;
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tail = (SDL_EventQ.tail+1)%MAXEVENTS;
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if ( tail == SDL_EventQ.head ) {
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/* Overflow, drop event */
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added = 0;
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} else {
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SDL_EventQ.event[SDL_EventQ.tail] = *event;
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if (event->type == SDL_SYSWMEVENT) {
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/* Note that it's possible to lose an event */
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int next = SDL_EventQ.wmmsg_next;
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SDL_EventQ.wmmsg[next] = *event->syswm.msg;
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SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
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&SDL_EventQ.wmmsg[next];
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SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
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}
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SDL_EventQ.tail = tail;
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added = 1;
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}
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return(added);
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}
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/* Cut an event, and return the next valid spot, or the tail */
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/* -- called with the queue locked */
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static int SDL_CutEvent(int spot)
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{
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if ( spot == SDL_EventQ.head ) {
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SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
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return(SDL_EventQ.head);
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} else
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if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
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SDL_EventQ.tail = spot;
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return(SDL_EventQ.tail);
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} else
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/* We cut the middle -- shift everything over */
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{
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int here, next;
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/* This can probably be optimized with SDL_memcpy() -- careful! */
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if ( --SDL_EventQ.tail < 0 ) {
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SDL_EventQ.tail = MAXEVENTS-1;
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}
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for ( here=spot; here != SDL_EventQ.tail; here = next ) {
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next = (here+1)%MAXEVENTS;
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SDL_EventQ.event[here] = SDL_EventQ.event[next];
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}
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return(spot);
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}
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/* NOTREACHED */
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}
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/* Lock the event queue, take a peep at it, and unlock it */
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int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
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Uint32 mask)
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{
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int i, used;
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/* Don't look after we've quit */
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if ( ! SDL_EventQ.active ) {
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return(-1);
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}
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/* Lock the event queue */
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used = 0;
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if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
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if ( action == SDL_ADDEVENT ) {
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for ( i=0; i<numevents; ++i ) {
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used += SDL_AddEvent(&events[i]);
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}
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} else {
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SDL_Event tmpevent;
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int spot;
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/* If 'events' is NULL, just see if they exist */
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if ( events == NULL ) {
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action = SDL_PEEKEVENT;
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numevents = 1;
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events = &tmpevent;
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}
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spot = SDL_EventQ.head;
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while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
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if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
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events[used++] = SDL_EventQ.event[spot];
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if ( action == SDL_GETEVENT ) {
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spot = SDL_CutEvent(spot);
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} else {
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spot = (spot+1)%MAXEVENTS;
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}
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} else {
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spot = (spot+1)%MAXEVENTS;
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}
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}
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}
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SDL_mutexV(SDL_EventQ.lock);
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} else {
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SDL_SetError("Couldn't lock event queue");
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used = -1;
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}
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return(used);
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}
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/* Run the system dependent event loops */
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void SDL_PumpEvents(void)
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{
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if ( !SDL_EventThread ) {
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SDL_VideoDevice *video = current_video;
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SDL_VideoDevice *this = current_video;
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/* Get events from the video subsystem */
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if ( video ) {
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video->PumpEvents(this);
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}
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/* Queue pending key-repeat events */
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SDL_CheckKeyRepeat();
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#if !SDL_JOYSTICK_DISABLED
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/* Check for joystick state change */
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if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
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SDL_JoystickUpdate();
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}
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#endif
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}
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}
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/* Public functions */
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int SDL_PollEvent (SDL_Event *event)
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{
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SDL_PumpEvents();
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/* We can't return -1, just return 0 (no event) on error */
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if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
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return 0;
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return 1;
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}
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int SDL_WaitEvent (SDL_Event *event)
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{
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while ( 1 ) {
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SDL_PumpEvents();
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switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
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case -1: return 0;
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case 1: return 1;
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case 0: SDL_Delay(10);
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}
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}
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}
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int SDL_PushEvent(SDL_Event *event)
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{
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if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
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return -1;
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return 0;
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}
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void SDL_SetEventFilter (SDL_EventFilter filter)
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{
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SDL_Event bitbucket;
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/* Set filter and discard pending events */
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SDL_EventOK = filter;
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while ( SDL_PollEvent(&bitbucket) > 0 )
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;
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}
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SDL_EventFilter SDL_GetEventFilter(void)
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{
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return(SDL_EventOK);
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}
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Uint8 SDL_EventState (Uint8 type, int state)
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{
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SDL_Event bitbucket;
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Uint8 current_state;
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/* If SDL_ALLEVENTS was specified... */
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if ( type == 0xFF ) {
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current_state = SDL_IGNORE;
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for ( type=0; type<SDL_NUMEVENTS; ++type ) {
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if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
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current_state = SDL_ENABLE;
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}
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SDL_ProcessEvents[type] = state;
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if ( state == SDL_ENABLE ) {
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SDL_eventstate |= (0x00000001 << (type));
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} else {
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SDL_eventstate &= ~(0x00000001 << (type));
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}
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}
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while ( SDL_PollEvent(&bitbucket) > 0 )
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;
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return(current_state);
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}
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/* Just set the state for one event type */
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current_state = SDL_ProcessEvents[type];
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switch (state) {
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case SDL_IGNORE:
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case SDL_ENABLE:
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/* Set state and discard pending events */
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SDL_ProcessEvents[type] = state;
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if ( state == SDL_ENABLE ) {
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SDL_eventstate |= (0x00000001 << (type));
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} else {
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SDL_eventstate &= ~(0x00000001 << (type));
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}
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while ( SDL_PollEvent(&bitbucket) > 0 )
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;
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break;
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default:
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/* Querying state? */
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break;
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}
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return(current_state);
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}
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/* This is a generic event handler.
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*/
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int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
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{
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int posted;
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posted = 0;
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if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
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SDL_Event event;
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SDL_memset(&event, 0, sizeof(event));
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event.type = SDL_SYSWMEVENT;
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event.syswm.msg = message;
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if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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posted = 1;
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SDL_PushEvent(&event);
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}
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}
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/* Update internal event state */
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return(posted);
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}
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