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446dd70b91
It is expected that cogl_sdl_idle() 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. This patch makes it post the dummy event that the application chose in order to make that happen. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 9e34a1e8ce97b67ebb2889c622f2c9f1076b087d)
107 lines
2.8 KiB
C
107 lines
2.8 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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const CoglWinsysVtable *winsys;
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_COGL_RETURN_IF_FAIL (cogl_is_context (context));
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winsys = _cogl_context_get_winsys (context);
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_cogl_renderer_handle_native_event (context->display->renderer, event);
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if (winsys->poll_dispatch)
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winsys->poll_dispatch (context, NULL, 0);
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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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_cogl_dispatch_onscreen_events (context);
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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 the onscreen events may cause more events to be
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* queued. If that happens we need to make sure the blocking returns
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* immediately. We'll post our dummy event to make sure that
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* happens */
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if (!COGL_TAILQ_EMPTY (&context->onscreen_events_queue))
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_cogl_sdl_push_wakeup_event (context);
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}
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