e3975d1711
This adds a _cogl_poll_renderer_add_idle api that can be used internally for queuing an idle callback without needing to make any assumption about the system mainloop that is being used. This is now used to avoid having the _cogl_poll_renderer_dispatch() directly check for all kinds of events to dispatch, and to avoid having the winsys dispatch vfuncs need to directly know about CoglContext. This means we can now avoid having a back reference from CoglRenderer to the CoglContext. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit a1e169f18f4257caec58760adccfe4ec09b9805d)
106 lines
2.7 KiB
C
106 lines
2.7 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2012, 2013 Intel Corporation.
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*
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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 of the License, or (at your option) any later version.
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*
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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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*
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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, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-sdl.h"
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#include "cogl-context-private.h"
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#include "cogl-renderer-private.h"
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void
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cogl_sdl_renderer_set_event_type (CoglRenderer *renderer, int type)
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{
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renderer->sdl_event_type_set = TRUE;
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renderer->sdl_event_type = type;
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}
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int
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cogl_sdl_renderer_get_event_type (CoglRenderer *renderer)
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{
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_COGL_RETURN_VAL_IF_FAIL (renderer->sdl_event_type_set, SDL_USEREVENT);
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return renderer->sdl_event_type;
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}
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CoglContext *
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cogl_sdl_context_new (int type, CoglError **error)
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{
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CoglRenderer *renderer = cogl_renderer_new ();
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CoglDisplay *display;
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cogl_renderer_set_winsys_id (renderer, COGL_WINSYS_ID_SDL);
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cogl_sdl_renderer_set_event_type (renderer, type);
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if (!cogl_renderer_connect (renderer, error))
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return NULL;
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display = cogl_display_new (renderer, NULL);
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if (!cogl_display_setup (display, error))
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return NULL;
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return cogl_context_new (display, error);
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}
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void
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cogl_sdl_handle_event (CoglContext *context, SDL_Event *event)
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{
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CoglRenderer *renderer;
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_COGL_RETURN_IF_FAIL (cogl_is_context (context));
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renderer = context->display->renderer;
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_cogl_renderer_handle_native_event (renderer, event);
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}
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static void
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_cogl_sdl_push_wakeup_event (CoglContext *context)
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{
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SDL_Event wakeup_event;
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wakeup_event.type = context->display->renderer->sdl_event_type;
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SDL_PushEvent (&wakeup_event);
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}
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void
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cogl_sdl_idle (CoglContext *context)
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{
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CoglRenderer *renderer = context->display->renderer;
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cogl_poll_renderer_dispatch (renderer, NULL, 0);
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/* It is expected that this will be called from the application
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* immediately before blocking in SDL_WaitEvent. However,
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* dispatching cause more work to be queued. If that happens we need
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* to make sure the blocking returns immediately. We'll post our
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* dummy event to make sure that happens
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*/
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if (!COGL_LIST_EMPTY (&renderer->idle_closures))
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_cogl_sdl_push_wakeup_event (context);
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}
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