/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2012, 2013 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-sdl.h" #include "cogl-context-private.h" #include "cogl-renderer-private.h" void cogl_sdl_renderer_set_event_type (CoglRenderer *renderer, int type) { renderer->sdl_event_type_set = TRUE; renderer->sdl_event_type = type; } int cogl_sdl_renderer_get_event_type (CoglRenderer *renderer) { _COGL_RETURN_VAL_IF_FAIL (renderer->sdl_event_type_set, SDL_USEREVENT); return renderer->sdl_event_type; } CoglContext * cogl_sdl_context_new (int type, CoglError **error) { CoglRenderer *renderer = cogl_renderer_new (); CoglDisplay *display; cogl_renderer_set_winsys_id (renderer, COGL_WINSYS_ID_SDL); cogl_sdl_renderer_set_event_type (renderer, type); if (!cogl_renderer_connect (renderer, error)) return NULL; display = cogl_display_new (renderer, NULL); if (!cogl_display_setup (display, error)) return NULL; return cogl_context_new (display, error); } void cogl_sdl_handle_event (CoglContext *context, SDL_Event *event) { const CoglWinsysVtable *winsys; _COGL_RETURN_IF_FAIL (cogl_is_context (context)); winsys = _cogl_context_get_winsys (context); _cogl_renderer_handle_native_event (context->display->renderer, event); if (winsys->poll_dispatch) winsys->poll_dispatch (context, NULL, 0); } static void _cogl_sdl_push_wakeup_event (CoglContext *context) { SDL_Event wakeup_event; wakeup_event.type = context->display->renderer->sdl_event_type; SDL_PushEvent (&wakeup_event); } void cogl_sdl_idle (CoglContext *context) { _cogl_dispatch_onscreen_events (context); /* It is expected that this will be called from the application * immediately before blocking in SDL_WaitEvent. However, * dispatching the onscreen events may cause more events to be * queued. If that happens we need to make sure the blocking returns * immediately. We'll post our dummy event to make sure that * happens */ if (!COGL_TAILQ_EMPTY (&context->onscreen_events_queue)) _cogl_sdl_push_wakeup_event (context); }