mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 21:39:57 +00:00
726 lines
16 KiB
C++
726 lines
16 KiB
C++
/*
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** eventthread.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp 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
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "eventthread.h"
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_log.h>
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#include <SDL3/SDL_messagebox.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_timer.h>
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#include <SDL3/SDL_thread.h>
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#include <SDL3/SDL_touch.h>
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#include <SDL3/SDL_rect.h>
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#include "sharedstate.h"
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#include "graphics.h"
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#include "al-util.h"
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#include "debugwriter.h"
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#include "oneshot.h"
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#include <SDL3/SDL_stdinc.h>
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#include <cstdio>
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#include <map>
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#include <iostream>
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typedef void (ALC_APIENTRY *LPALCDEVICEPAUSESOFT) (ALCdevice *device);
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typedef void (ALC_APIENTRY *LPALCDEVICERESUMESOFT) (ALCdevice *device);
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#define AL_DEVICE_PAUSE_FUN \
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AL_FUN(DevicePause, LPALCDEVICEPAUSESOFT) \
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AL_FUN(DeviceResume, LPALCDEVICERESUMESOFT)
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struct ALCFunctions{
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#define AL_FUN(name, type) type name;
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AL_DEVICE_PAUSE_FUN
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#undef AL_FUN
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} static alc;
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static void initALCFunctions(ALCdevice *alcDev){
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if (!strstr(alcGetString(alcDev, ALC_EXTENSIONS), "ALC_SOFT_pause_device"))
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return;
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Debug() << "ALC_SOFT_pause_device present";
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#define AL_FUN(name, type) alc. name = (type) alcGetProcAddress(alcDev, "alc" #name "SOFT");
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AL_DEVICE_PAUSE_FUN;
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#undef AL_FUN
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}
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#define HAVE_ALC_DEVICE_PAUSE alc.DevicePause
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uint8_t EventThread::keyStates[];
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EventThread::ControllerState EventThread::gcState;
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EventThread::JoyState EventThread::joyState;
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EventThread::MouseState EventThread::mouseState;
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EventThread::TouchState EventThread::touchState;
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/* User event codes */
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enum{
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REQUEST_SETFULLSCREEN = 0,
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REQUEST_WINRESIZE,
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REQUEST_MESSAGEBOX,
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REQUEST_SETCURSORVISIBLE,
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UPDATE_FPS,
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UPDATE_SCREEN_RECT,
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EVENT_COUNT
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};
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static uint32_t usrIdStart;
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SDL_Gamepad* gc = nullptr;
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bool EventThread::allocUserEvents(){
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usrIdStart = SDL_RegisterEvents(EVENT_COUNT);
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// SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events.
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if (usrIdStart == (uint32_t) 0)
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return false;
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return true;
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}
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EventThread::EventThread()
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: fullscreen(false),
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showCursor(true)
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{}
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void EventThread::process(RGSSThreadData &rtData){
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SDL_Event event;
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SDL_Window *win = rtData.window;
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UnidirMessage<Vec2i> &windowSizeMsg = rtData.windowSizeMsg;
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initALCFunctions(rtData.alcDev);
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// XXX this function breaks input focus on OSX
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#ifndef __APPLE__
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SDL_SetEventFilter(eventFilter, (void*)&rtData);
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#endif
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fullscreen = rtData.config.fullscreen;
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fps.lastFrame = SDL_GetPerformanceCounter();
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fps.displayCounter = 0;
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fps.acc = 0;
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fps.accDiv = 0;
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if (rtData.config.printFPS)
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fps.sendUpdates.set();
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bool displayingFPS = false;
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bool cursorInWindow = false;
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/* Will be updated eventually */
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SDL_Rect gameScreen = { 0, 0, 0, 0 };
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/* SDL doesn't send an initial FOCUS_GAINED event */
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bool windowFocused = true;
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bool terminate = false;
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std::map<int, SDL_Gamepad*> gamepads;
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int count = 0;
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int jId = 0;
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SDL_JoystickID *ids = SDL_GetGamepads(&count);
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for(int i = 0; i < count; i++) {
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SDL_Gamepad* gamepd = SDL_OpenGamepad(ids[i]);
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if (gc == nullptr) {
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gc = gamepd;
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jId = ids[i];
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}
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printf("Gamepad connected: %s", SDL_GetGamepadName(gc));
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if (i > 0) {
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SDL_CloseGamepad(gamepd);
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}
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}
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char buffer[128];
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char pendingTitle[128];
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bool resetting = false;
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int winW, winH;
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int i;
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int id;
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std::map<int, SDL_Gamepad*>::iterator gcit;
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SDL_GetWindowSize(win, &winW, &winH); // SDL_GL_GetDrawableSize(win, &winW, &winH);
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while (true) {
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if (!SDL_WaitEvent(&event)) {
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Debug() << "[EventThread::process] EventThread: Event error";
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break;
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}
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switch (event.type){
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case SDL_EVENT_MOUSE_BUTTON_DOWN :
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case SDL_EVENT_MOUSE_BUTTON_UP :
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case SDL_EVENT_MOUSE_MOTION :
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if (event.button.which == SDL_TOUCH_MOUSEID)
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continue;
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break;
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case SDL_EVENT_FINGER_DOWN :
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case SDL_EVENT_FINGER_UP :
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case SDL_EVENT_FINGER_MOTION :
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if (event.tfinger.fingerID >= MAX_FINGERS)
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continue;
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break;
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}
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//Window events
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switch (event.window.type){
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//SDL_WINDOWEVENT_SIZE_CHANGED - handle the SDL_EVENT_WINDOW_RESIZED and SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED events instead
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED :
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winW = event.window.data1;
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winH = event.window.data2;
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//SDL_GL_GetDrawableSize(win, &winW, &winH);
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windowSizeMsg.post(Vec2i(winW, winH));
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resetInputStates();
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break;
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case SDL_EVENT_WINDOW_MOUSE_ENTER :
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cursorInWindow = true;
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mouseState.inWindow = true;
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updateCursorState(cursorInWindow && windowFocused, gameScreen);
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break;
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case SDL_EVENT_WINDOW_MOUSE_LEAVE :
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cursorInWindow = false;
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mouseState.inWindow = false;
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updateCursorState(cursorInWindow && windowFocused, gameScreen);
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break;
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED :
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if (rtData.allowExit) {
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terminate = true;
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} else {
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rtData.triedExit.set();
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}
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break;
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case SDL_EVENT_WINDOW_FOCUS_GAINED :
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windowFocused = true;
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updateCursorState(cursorInWindow && windowFocused, gameScreen);
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break;
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case SDL_EVENT_WINDOW_FOCUS_LOST :
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windowFocused = false;
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updateCursorState(cursorInWindow && windowFocused, gameScreen);
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resetInputStates();
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break;
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#ifdef __APPLE__
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case SDL_EVENT_WINDOW_MOVED:
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if (shState != NULL && event.window.data1 && event.window.data2)
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shState->oneshot().setWindowPos(event.window.data1, event.window.data2);
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break;
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#endif
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}
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/* Now process the rest */
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switch (event.type){
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case SDL_EVENT_QUIT :
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if (rtData.allowExit) {
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terminate = true;
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Debug() << "[EventThread::process] EventThread termination requested";
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} else {
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rtData.triedExit.set();
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}
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break;
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case SDL_EVENT_TEXT_INPUT:
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if (rtData.inputText.length() < (size_t)(rtData.inputTextLimit)) rtData.inputText += event.text.text;
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break;
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case SDL_EVENT_KEY_DOWN :
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if (event.key.scancode == SDL_SCANCODE_F2){
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if (!displayingFPS){
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fps.immInitFlag.set();
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fps.sendUpdates.set();
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displayingFPS = true;
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}else{
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displayingFPS = false;
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if (!rtData.config.printFPS)
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fps.sendUpdates.clear();
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if (fullscreen){
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/* Prevent fullscreen flicker */
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SDL_strlcpy(pendingTitle, rtData.config.windowTitle.c_str(), sizeof(pendingTitle));
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break;
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}
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SDL_SetWindowTitle(win, rtData.config.windowTitle.c_str());
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}
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break;
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}
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if (event.key.scancode == SDL_SCANCODE_F12){
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if (!rtData.config.debugMode)
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break;
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if (resetting)
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break;
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resetting = true;
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rtData.rqResetFinish.clear();
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rtData.rqReset.set();
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break;
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}
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if (rtData.acceptingTextInput) {
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if (event.key.key == SDLK_BACKSPACE && rtData.inputText.length() > 0)
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rtData.inputText.pop_back();
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else if (event.key.key == SDLK_RETURN)
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rtData.acceptingTextInput.clear();
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break;
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}
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keyStates[event.key.scancode] = true;
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break;
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case SDL_EVENT_KEY_UP :
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if (event.key.scancode == SDL_SCANCODE_F12){
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if (!rtData.config.debugMode)
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break;
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resetting = false;
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rtData.rqResetFinish.set();
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break;
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}
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keyStates[event.key.scancode] = false;
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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gcState.buttons[event.gbutton.button] = true;
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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gcState.buttons[event.gbutton.button] = false;
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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gcState.axes[event.gaxis.axis] = event.gaxis.value;
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break;
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case SDL_EVENT_GAMEPAD_ADDED:
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gc = SDL_OpenGamepad(event.gdevice.which);
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id = SDL_GetJoystickID(SDL_GetGamepadJoystick(gc));
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gamepads[id] = gc;
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break;
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case SDL_EVENT_GAMEPAD_REMOVED:
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gcit = gamepads.find(event.gdevice.which);
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SDL_CloseGamepad(gcit->second);
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gamepads.erase(gcit);
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN :
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mouseState.buttons[event.button.button] = true;
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP :
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mouseState.buttons[event.button.button] = false;
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break;
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case SDL_EVENT_MOUSE_MOTION :
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mouseState.x = event.motion.x;
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mouseState.y = event.motion.y;
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updateCursorState(cursorInWindow, gameScreen);
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break;
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// more mouse support for sunshine :3c
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (event.window.windowID != SDL_GetWindowID(rtData.window))
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break;
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mouseState.wheelFlipped = event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED;
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mouseState.wheelX += event.wheel.x;
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mouseState.wheelY += event.wheel.y;
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}
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break;
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case SDL_EVENT_FINGER_DOWN :
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i = event.tfinger.fingerID;
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touchState.fingers[i].down = true;
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/* falls through */
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case SDL_EVENT_FINGER_MOTION :
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i = event.tfinger.fingerID;
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touchState.fingers[i].x = event.tfinger.x * winW;
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touchState.fingers[i].y = event.tfinger.y * winH;
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break;
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case SDL_EVENT_FINGER_UP :
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i = event.tfinger.fingerID;
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SDL_memset(&touchState.fingers[i], 0, sizeof(touchState.fingers[0]));
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break;
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default :
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/* Handle user events */
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switch(event.type - usrIdStart)
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{
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case REQUEST_SETFULLSCREEN :
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setFullscreen(win, static_cast<bool>(event.user.code));
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break;
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case REQUEST_WINRESIZE :
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SDL_SetWindowSize(win, event.window.data1, event.window.data2);
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break;
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case REQUEST_MESSAGEBOX :
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SDL_ShowSimpleMessageBox(event.user.code, rtData.config.windowTitle.c_str(), (const char*) event.user.data1, win);
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SDL_free(event.user.data1);
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msgBoxDone.set();
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break;
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case REQUEST_SETCURSORVISIBLE :
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showCursor = event.user.code;
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updateCursorState(cursorInWindow, gameScreen);
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break;
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case UPDATE_FPS :
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if (!fps.sendUpdates)
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break;
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SDL_snprintf(buffer, sizeof(buffer), "%s - %d FPS", rtData.config.windowTitle.c_str(), event.user.code);
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/* Updating the window title in fullscreen
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* mode seems to cause flickering */
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if (fullscreen){
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SDL_strlcpy(pendingTitle, buffer, sizeof(pendingTitle));
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break;
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}
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SDL_SetWindowTitle(win, buffer);
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break;
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case UPDATE_SCREEN_RECT :
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gameScreen.x = event.user.windowID;
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gameScreen.y = event.user.code;
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gameScreen.w = reinterpret_cast<intptr_t>(event.user.data1);
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gameScreen.h = reinterpret_cast<intptr_t>(event.user.data2);
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updateCursorState(cursorInWindow, gameScreen);
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break;
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}
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}
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if (terminate)
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break;
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}
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/* Just in case */
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rtData.syncPoint.resumeThreads();
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for (gcit = gamepads.begin(); gcit != gamepads.end(); ++gcit)
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SDL_CloseGamepad(gcit->second);
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}
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bool EventThread::eventFilter(void *data, SDL_Event *event){
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RGSSThreadData &rtData = *static_cast<RGSSThreadData*>(data);
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switch (event->type){
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case SDL_EVENT_WILL_ENTER_BACKGROUND :
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Debug() << "SDL_EVENT_WILL_ENTER_BACKGROUND";
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if (HAVE_ALC_DEVICE_PAUSE)
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alc.DevicePause(rtData.alcDev);
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rtData.syncPoint.haltThreads();
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return 0;
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case SDL_EVENT_DID_ENTER_BACKGROUND :
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Debug() << "SDL_EVENT_DID_ENTER_BACKGROUND";
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return 0;
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case SDL_EVENT_WILL_ENTER_FOREGROUND :
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Debug() << "SDL_EVENT_WILL_ENTER_FOREGROUND";
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return 0;
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case SDL_EVENT_DID_ENTER_FOREGROUND :
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Debug() << "SDL_EVENT_DID_ENTER_FOREGROUND";
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if (HAVE_ALC_DEVICE_PAUSE)
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alc.DeviceResume(rtData.alcDev);
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rtData.syncPoint.resumeThreads();
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return 0;
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case SDL_EVENT_TERMINATING :
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Debug() << "SDL_EVENT_TERMINATING";
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return 0;
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case SDL_EVENT_LOW_MEMORY :
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Debug() << "SDL_EVENT_LOW_MEMORY";
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return 0;
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/* Workaround for Windows pausing on drag */
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default:
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if (event->window.type == SDL_EVENT_WINDOW_MOVED){
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if (shState != NULL){
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shState->oneshot().setWindowPos(event->window.data1, event->window.data2);
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shState->graphics().update(false);
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}
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return 0;
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}
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return 1;
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}
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return 1;
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}
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void EventThread::cleanup(){
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SDL_Event event;
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while (SDL_PollEvent(&event))
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if ((event.type - usrIdStart) == REQUEST_MESSAGEBOX)
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SDL_free(event.user.data1);
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}
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void EventThread::resetInputStates(){
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SDL_memset(&keyStates, 0, sizeof(keyStates));
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SDL_memset(&gcState, 0, sizeof(gcState));
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SDL_memset(&joyState, 0, sizeof(joyState));
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SDL_memset(&mouseState.buttons, 0, sizeof(mouseState.buttons));
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SDL_memset(&touchState, 0, sizeof(touchState));
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}
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void EventThread::setFullscreen(SDL_Window *win, bool mode){
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SDL_SetWindowFullscreen(win, mode);
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fullscreen = mode;
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}
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void EventThread::updateCursorState(bool inWindow, const SDL_Rect &screen){
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SDL_Point pos = { mouseState.x, mouseState.y };
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bool inScreen = inWindow && SDL_PointInRect(&pos, &screen);
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if (inScreen)
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SDL_ShowCursor();
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else
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SDL_HideCursor();
|
|
}
|
|
|
|
void EventThread::requestTerminate(){
|
|
SDL_Event event;
|
|
event.type = SDL_EVENT_QUIT;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void EventThread::requestFullscreenMode(bool mode){
|
|
if (mode == fullscreen)
|
|
return;
|
|
|
|
SDL_Event event;
|
|
event.type = usrIdStart + REQUEST_SETFULLSCREEN;
|
|
event.user.code = static_cast<Sint32>(mode);
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void EventThread::requestWindowResize(int width, int height){
|
|
SDL_Event event;
|
|
event.type = usrIdStart + REQUEST_WINRESIZE;
|
|
event.window.data1 = width;
|
|
event.window.data2 = height;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void EventThread::requestShowCursor(bool mode){
|
|
SDL_Event event;
|
|
event.type = usrIdStart + REQUEST_SETCURSORVISIBLE;
|
|
event.user.code = mode;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void EventThread::showMessageBox(const char *body, int flags){
|
|
msgBoxDone.clear();
|
|
|
|
SDL_Event event;
|
|
event.user.code = flags;
|
|
event.user.data1 = strdup(body);
|
|
event.type = usrIdStart + REQUEST_MESSAGEBOX;
|
|
SDL_PushEvent(&event);
|
|
|
|
/* Keep repainting screen while box is open */
|
|
shState->graphics().repaintWait(msgBoxDone);
|
|
/* Prevent endless loops */
|
|
resetInputStates();
|
|
}
|
|
|
|
bool EventThread::getFullscreen() const{
|
|
return fullscreen;
|
|
}
|
|
|
|
bool EventThread::getShowCursor() const{
|
|
return showCursor;
|
|
}
|
|
|
|
void EventThread::notifyFrame(){
|
|
if (!fps.sendUpdates)
|
|
return;
|
|
|
|
uint64_t current = SDL_GetPerformanceCounter();
|
|
uint64_t diff = current - fps.lastFrame;
|
|
fps.lastFrame = current;
|
|
|
|
if (fps.immInitFlag){
|
|
fps.immInitFlag.clear();
|
|
fps.immFiniFlag.set();
|
|
|
|
return;
|
|
}
|
|
|
|
static uint64_t freq = SDL_GetPerformanceFrequency();
|
|
|
|
double currFPS = (double) freq / diff;
|
|
fps.acc += currFPS;
|
|
++fps.accDiv;
|
|
|
|
fps.displayCounter += diff;
|
|
if (fps.displayCounter < freq && !fps.immFiniFlag)
|
|
return;
|
|
|
|
fps.displayCounter = 0;
|
|
fps.immFiniFlag.clear();
|
|
|
|
int32_t avgFPS = fps.acc / fps.accDiv;
|
|
fps.acc = fps.accDiv = 0;
|
|
|
|
SDL_Event event;
|
|
event.user.code = avgFPS;
|
|
event.user.type = usrIdStart + UPDATE_FPS;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void EventThread::notifyGameScreenChange(const SDL_Rect &screen){
|
|
/* We have to get a bit hacky here to fit the rectangle
|
|
* data into the user event struct */
|
|
SDL_Event event;
|
|
event.type = usrIdStart + UPDATE_SCREEN_RECT;
|
|
event.user.windowID = screen.x;
|
|
event.user.code = screen.y;
|
|
event.user.data1 = reinterpret_cast<void*>(screen.w);
|
|
event.user.data2 = reinterpret_cast<void*>(screen.h);
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
void SyncPoint::haltThreads(){
|
|
if (mainSync.locked)
|
|
return;
|
|
|
|
/* Lock the reply sync first to avoid races */
|
|
reply.lock();
|
|
|
|
/* Lock main sync and sleep until RGSS thread
|
|
* reports back */
|
|
mainSync.lock();
|
|
reply.waitForUnlock();
|
|
|
|
/* Now that the RGSS thread is asleep, we can
|
|
* safely put the other threads to sleep as well
|
|
* without causing deadlocks */
|
|
secondSync.lock();
|
|
}
|
|
|
|
void SyncPoint::resumeThreads(){
|
|
if (!mainSync.locked)
|
|
return;
|
|
|
|
mainSync.unlock(false);
|
|
secondSync.unlock(true);
|
|
}
|
|
|
|
bool SyncPoint::mainSyncLocked(){
|
|
return mainSync.locked;
|
|
}
|
|
|
|
void SyncPoint::waitMainSync(){
|
|
reply.unlock(false);
|
|
mainSync.waitForUnlock();
|
|
}
|
|
|
|
void SyncPoint::passSecondarySync(){
|
|
if (!secondSync.locked)
|
|
return;
|
|
|
|
secondSync.waitForUnlock();
|
|
}
|
|
|
|
SyncPoint::Util::Util(){
|
|
mut = SDL_CreateMutex();
|
|
cond = SDL_CreateCondition();
|
|
}
|
|
|
|
SyncPoint::Util::~Util(){
|
|
SDL_DestroyCondition(cond);
|
|
SDL_DestroyMutex(mut);
|
|
}
|
|
|
|
void SyncPoint::Util::lock(){
|
|
locked.set();
|
|
}
|
|
|
|
void SyncPoint::Util::unlock(bool multi){
|
|
locked.clear();
|
|
|
|
if (multi)
|
|
SDL_BroadcastCondition(cond);
|
|
else
|
|
SDL_SignalCondition(cond);
|
|
}
|
|
|
|
void SyncPoint::Util::waitForUnlock(){
|
|
SDL_LockMutex(mut);
|
|
|
|
while (locked)
|
|
SDL_WaitCondition(cond, mut);
|
|
|
|
SDL_UnlockMutex(mut);
|
|
}
|