src/events/SDL_events.c
author Sam Lantinga
Mon, 08 Dec 2008 00:25:42 +0000
branchSDL-1.2
changeset 4159 a1b03ba2fcd0
parent 4158 96ce26f24b01
child 6137 4720145f848b
permissions -rw-r--r--
Updated copyright date
slouken@0
     1
/*
slouken@0
     2
    SDL - Simple DirectMedia Layer
slouken@4159
     3
    Copyright (C) 1997-2009 Sam Lantinga
slouken@0
     4
slouken@0
     5
    This library is free software; you can redistribute it and/or
slouken@1312
     6
    modify it under the terms of the GNU Lesser General Public
slouken@0
     7
    License as published by the Free Software Foundation; either
slouken@1312
     8
    version 2.1 of the License, or (at your option) any later version.
slouken@0
     9
slouken@0
    10
    This library is distributed in the hope that it will be useful,
slouken@0
    11
    but WITHOUT ANY WARRANTY; without even the implied warranty of
slouken@0
    12
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
slouken@1312
    13
    Lesser General Public License for more details.
slouken@0
    14
slouken@1312
    15
    You should have received a copy of the GNU Lesser General Public
slouken@1312
    16
    License along with this library; if not, write to the Free Software
slouken@1312
    17
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
slouken@0
    18
slouken@0
    19
    Sam Lantinga
slouken@252
    20
    slouken@libsdl.org
slouken@0
    21
*/
slouken@1402
    22
#include "SDL_config.h"
slouken@0
    23
slouken@0
    24
/* General event handling code for SDL */
slouken@0
    25
slouken@0
    26
#include "SDL.h"
slouken@0
    27
#include "SDL_syswm.h"
slouken@0
    28
#include "SDL_sysevents.h"
slouken@1361
    29
#include "SDL_events_c.h"
slouken@1361
    30
#include "../timer/SDL_timer_c.h"
slouken@1361
    31
#if !SDL_JOYSTICK_DISABLED
slouken@1361
    32
#include "../joystick/SDL_joystick_c.h"
slouken@1361
    33
#endif
slouken@0
    34
slouken@0
    35
/* Public data -- the event filter */
slouken@0
    36
SDL_EventFilter SDL_EventOK = NULL;
slouken@0
    37
Uint8 SDL_ProcessEvents[SDL_NUMEVENTS];
slouken@0
    38
static Uint32 SDL_eventstate = 0;
slouken@0
    39
slouken@0
    40
/* Private data -- event queue */
slouken@0
    41
#define MAXEVENTS	128
slouken@0
    42
static struct {
slouken@0
    43
	SDL_mutex *lock;
slouken@0
    44
	int active;
slouken@0
    45
	int head;
slouken@0
    46
	int tail;
slouken@0
    47
	SDL_Event event[MAXEVENTS];
slouken@0
    48
	int wmmsg_next;
slouken@0
    49
	struct SDL_SysWMmsg wmmsg[MAXEVENTS];
slouken@0
    50
} SDL_EventQ;
slouken@0
    51
slouken@0
    52
/* Private data -- event locking structure */
slouken@0
    53
static struct {
slouken@0
    54
	SDL_mutex *lock;
slouken@0
    55
	int safe;
slouken@0
    56
} SDL_EventLock;
slouken@0
    57
slouken@0
    58
/* Thread functions */
slouken@0
    59
static SDL_Thread *SDL_EventThread = NULL;	/* Thread handle */
slouken@0
    60
static Uint32 event_thread;			/* The event thread id */
slouken@0
    61
slouken@0
    62
void SDL_Lock_EventThread(void)
slouken@0
    63
{
slouken@0
    64
	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
slouken@0
    65
		/* Grab lock and spin until we're sure event thread stopped */
slouken@0
    66
		SDL_mutexP(SDL_EventLock.lock);
slouken@0
    67
		while ( ! SDL_EventLock.safe ) {
slouken@0
    68
			SDL_Delay(1);
slouken@0
    69
		}
slouken@0
    70
	}
slouken@0
    71
}
slouken@0
    72
void SDL_Unlock_EventThread(void)
slouken@0
    73
{
slouken@0
    74
	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
slouken@0
    75
		SDL_mutexV(SDL_EventLock.lock);
slouken@0
    76
	}
slouken@0
    77
}
slouken@0
    78
icculus@1190
    79
#ifdef __OS2__
icculus@1190
    80
/*
icculus@1190
    81
 * We'll increase the priority of GobbleEvents thread, so it will process
icculus@1190
    82
 *  events in time for sure! For this, we need the DosSetPriority() API
icculus@1190
    83
 *  from the os2.h include file.
icculus@1190
    84
 */
icculus@1190
    85
#define INCL_DOSPROCESS
icculus@1190
    86
#include <os2.h>
icculus@1190
    87
#include <time.h>
icculus@1190
    88
#endif
icculus@1190
    89
slouken@1769
    90
static int SDLCALL SDL_GobbleEvents(void *unused)
slouken@0
    91
{
slouken@0
    92
	event_thread = SDL_ThreadID();
icculus@1190
    93
icculus@1190
    94
#ifdef __OS2__
icculus@1190
    95
#ifdef USE_DOSSETPRIORITY
icculus@1190
    96
	/* Increase thread priority, so it will process events in time for sure! */
icculus@1190
    97
	DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0);
icculus@1190
    98
#endif
icculus@1190
    99
#endif
icculus@1190
   100
slouken@0
   101
	while ( SDL_EventQ.active ) {
slouken@0
   102
		SDL_VideoDevice *video = current_video;
slouken@0
   103
		SDL_VideoDevice *this  = current_video;
slouken@0
   104
slouken@0
   105
		/* Get events from the video subsystem */
slouken@0
   106
		if ( video ) {
slouken@0
   107
			video->PumpEvents(this);
slouken@0
   108
		}
slouken@0
   109
slouken@0
   110
		/* Queue pending key-repeat events */
slouken@0
   111
		SDL_CheckKeyRepeat();
slouken@0
   112
slouken@1361
   113
#if !SDL_JOYSTICK_DISABLED
slouken@0
   114
		/* Check for joystick state change */
slouken@0
   115
		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
slouken@0
   116
			SDL_JoystickUpdate();
slouken@0
   117
		}
slouken@0
   118
#endif
slouken@0
   119
slouken@0
   120
		/* Give up the CPU for the rest of our timeslice */
slouken@0
   121
		SDL_EventLock.safe = 1;
slouken@1028
   122
		if ( SDL_timer_running ) {
slouken@0
   123
			SDL_ThreadedTimerCheck();
slouken@0
   124
		}
slouken@0
   125
		SDL_Delay(1);
slouken@0
   126
slouken@0
   127
		/* Check for event locking.
slouken@0
   128
		   On the P of the lock mutex, if the lock is held, this thread
slouken@0
   129
		   will wait until the lock is released before continuing.  The
slouken@0
   130
		   safe flag will be set, meaning that the other thread can go
slouken@0
   131
		   about it's business.  The safe flag is reset before the V,
slouken@0
   132
		   so as soon as the mutex is free, other threads can see that
slouken@0
   133
		   it's not safe to interfere with the event thread.
slouken@0
   134
		 */
slouken@0
   135
		SDL_mutexP(SDL_EventLock.lock);
slouken@0
   136
		SDL_EventLock.safe = 0;
slouken@0
   137
		SDL_mutexV(SDL_EventLock.lock);
slouken@0
   138
	}
slouken@0
   139
	SDL_SetTimerThreaded(0);
slouken@0
   140
	event_thread = 0;
slouken@0
   141
	return(0);
slouken@0
   142
}
slouken@0
   143
slouken@0
   144
static int SDL_StartEventThread(Uint32 flags)
slouken@0
   145
{
slouken@0
   146
	/* Reset everything to zero */
slouken@0
   147
	SDL_EventThread = NULL;
slouken@1336
   148
	SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock));
slouken@0
   149
slouken@0
   150
	/* Create the lock and set ourselves active */
slouken@1361
   151
#if !SDL_THREADS_DISABLED
slouken@0
   152
	SDL_EventQ.lock = SDL_CreateMutex();
slouken@0
   153
	if ( SDL_EventQ.lock == NULL ) {
slouken@1402
   154
#ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */
slouken@0
   155
		;
slouken@0
   156
#else
slouken@0
   157
		return(-1);
slouken@0
   158
#endif
slouken@0
   159
	}
slouken@1361
   160
#endif /* !SDL_THREADS_DISABLED */
slouken@0
   161
	SDL_EventQ.active = 1;
slouken@0
   162
slouken@0
   163
	if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
slouken@0
   164
		SDL_EventLock.lock = SDL_CreateMutex();
slouken@0
   165
		if ( SDL_EventLock.lock == NULL ) {
slouken@0
   166
			return(-1);
slouken@0
   167
		}
slouken@0
   168
		SDL_EventLock.safe = 0;
slouken@0
   169
slouken@1028
   170
		/* The event thread will handle timers too */
slouken@1028
   171
		SDL_SetTimerThreaded(2);
icculus@3975
   172
#if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__)
slouken@1330
   173
#undef SDL_CreateThread
slouken@1330
   174
		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL);
slouken@1330
   175
#else
slouken@0
   176
		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL);
slouken@1330
   177
#endif
slouken@0
   178
		if ( SDL_EventThread == NULL ) {
slouken@0
   179
			return(-1);
slouken@0
   180
		}
slouken@0
   181
	} else {
slouken@0
   182
		event_thread = 0;
slouken@0
   183
	}
slouken@0
   184
	return(0);
slouken@0
   185
}
slouken@0
   186
slouken@0
   187
static void SDL_StopEventThread(void)
slouken@0
   188
{
slouken@0
   189
	SDL_EventQ.active = 0;
slouken@0
   190
	if ( SDL_EventThread ) {
slouken@0
   191
		SDL_WaitThread(SDL_EventThread, NULL);
slouken@0
   192
		SDL_EventThread = NULL;
slouken@0
   193
		SDL_DestroyMutex(SDL_EventLock.lock);
slouken@4158
   194
		SDL_EventLock.lock = NULL;
slouken@0
   195
	}
icculus@1140
   196
#ifndef IPOD
slouken@0
   197
	SDL_DestroyMutex(SDL_EventQ.lock);
slouken@4158
   198
	SDL_EventQ.lock = NULL;
icculus@1140
   199
#endif
slouken@0
   200
}
slouken@0
   201
slouken@0
   202
Uint32 SDL_EventThreadID(void)
slouken@0
   203
{
slouken@0
   204
	return(event_thread);
slouken@0
   205
}
slouken@0
   206
slouken@0
   207
/* Public functions */
slouken@0
   208
slouken@0
   209
void SDL_StopEventLoop(void)
slouken@0
   210
{
slouken@0
   211
	/* Halt the event thread, if running */
slouken@0
   212
	SDL_StopEventThread();
slouken@0
   213
slouken@1123
   214
	/* Shutdown event handlers */
slouken@1123
   215
	SDL_AppActiveQuit();
slouken@1123
   216
	SDL_KeyboardQuit();
slouken@1123
   217
	SDL_MouseQuit();
slouken@1123
   218
	SDL_QuitQuit();
slouken@1123
   219
slouken@0
   220
	/* Clean out EventQ */
slouken@0
   221
	SDL_EventQ.head = 0;
slouken@0
   222
	SDL_EventQ.tail = 0;
slouken@0
   223
	SDL_EventQ.wmmsg_next = 0;
slouken@0
   224
}
slouken@0
   225
slouken@0
   226
/* This function (and associated calls) may be called more than once */
slouken@0
   227
int SDL_StartEventLoop(Uint32 flags)
slouken@0
   228
{
slouken@0
   229
	int retcode;
slouken@0
   230
slouken@0
   231
	/* Clean out the event queue */
slouken@0
   232
	SDL_EventThread = NULL;
slouken@0
   233
	SDL_EventQ.lock = NULL;
slouken@0
   234
	SDL_StopEventLoop();
slouken@0
   235
slouken@0
   236
	/* No filter to start with, process most event types */
slouken@0
   237
	SDL_EventOK = NULL;
slouken@1336
   238
	SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
slouken@0
   239
	SDL_eventstate = ~0;
slouken@0
   240
	/* It's not save to call SDL_EventState() yet */
slouken@0
   241
	SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
slouken@0
   242
	SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
slouken@0
   243
slouken@0
   244
	/* Initialize event handlers */
slouken@0
   245
	retcode = 0;
slouken@0
   246
	retcode += SDL_AppActiveInit();
slouken@0
   247
	retcode += SDL_KeyboardInit();
slouken@0
   248
	retcode += SDL_MouseInit();
slouken@0
   249
	retcode += SDL_QuitInit();
slouken@0
   250
	if ( retcode < 0 ) {
slouken@0
   251
		/* We don't expect them to fail, but... */
slouken@0
   252
		return(-1);
slouken@0
   253
	}
slouken@0
   254
slouken@0
   255
	/* Create the lock and event thread */
slouken@0
   256
	if ( SDL_StartEventThread(flags) < 0 ) {
slouken@0
   257
		SDL_StopEventLoop();
slouken@0
   258
		return(-1);
slouken@0
   259
	}
slouken@0
   260
	return(0);
slouken@0
   261
}
slouken@0
   262
slouken@0
   263
slouken@0
   264
/* Add an event to the event queue -- called with the queue locked */
slouken@0
   265
static int SDL_AddEvent(SDL_Event *event)
slouken@0
   266
{
slouken@0
   267
	int tail, added;
slouken@0
   268
slouken@0
   269
	tail = (SDL_EventQ.tail+1)%MAXEVENTS;
slouken@0
   270
	if ( tail == SDL_EventQ.head ) {
slouken@0
   271
		/* Overflow, drop event */
slouken@0
   272
		added = 0;
slouken@0
   273
	} else {
slouken@0
   274
		SDL_EventQ.event[SDL_EventQ.tail] = *event;
slouken@0
   275
		if (event->type == SDL_SYSWMEVENT) {
slouken@0
   276
			/* Note that it's possible to lose an event */
slouken@0
   277
			int next = SDL_EventQ.wmmsg_next;
slouken@0
   278
			SDL_EventQ.wmmsg[next] = *event->syswm.msg;
slouken@0
   279
		        SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
slouken@0
   280
						&SDL_EventQ.wmmsg[next];
slouken@0
   281
			SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
slouken@0
   282
		}
slouken@0
   283
		SDL_EventQ.tail = tail;
slouken@0
   284
		added = 1;
slouken@0
   285
	}
slouken@0
   286
	return(added);
slouken@0
   287
}
slouken@0
   288
slouken@0
   289
/* Cut an event, and return the next valid spot, or the tail */
slouken@0
   290
/*                           -- called with the queue locked */
slouken@0
   291
static int SDL_CutEvent(int spot)
slouken@0
   292
{
slouken@0
   293
	if ( spot == SDL_EventQ.head ) {
slouken@0
   294
		SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
slouken@0
   295
		return(SDL_EventQ.head);
slouken@0
   296
	} else
slouken@0
   297
	if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
slouken@0
   298
		SDL_EventQ.tail = spot;
slouken@0
   299
		return(SDL_EventQ.tail);
slouken@0
   300
	} else
slouken@0
   301
	/* We cut the middle -- shift everything over */
slouken@0
   302
	{
slouken@0
   303
		int here, next;
slouken@0
   304
slouken@1336
   305
		/* This can probably be optimized with SDL_memcpy() -- careful! */
slouken@0
   306
		if ( --SDL_EventQ.tail < 0 ) {
slouken@0
   307
			SDL_EventQ.tail = MAXEVENTS-1;
slouken@0
   308
		}
slouken@0
   309
		for ( here=spot; here != SDL_EventQ.tail; here = next ) {
slouken@0
   310
			next = (here+1)%MAXEVENTS;
slouken@0
   311
			SDL_EventQ.event[here] = SDL_EventQ.event[next];
slouken@0
   312
		}
slouken@0
   313
		return(spot);
slouken@0
   314
	}
slouken@0
   315
	/* NOTREACHED */
slouken@0
   316
}
slouken@0
   317
slouken@0
   318
/* Lock the event queue, take a peep at it, and unlock it */
slouken@0
   319
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
slouken@0
   320
								Uint32 mask)
slouken@0
   321
{
slouken@0
   322
	int i, used;
slouken@0
   323
slouken@0
   324
	/* Don't look after we've quit */
slouken@0
   325
	if ( ! SDL_EventQ.active ) {
slouken@276
   326
		return(-1);
slouken@0
   327
	}
slouken@0
   328
	/* Lock the event queue */
slouken@0
   329
	used = 0;
slouken@0
   330
	if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
slouken@0
   331
		if ( action == SDL_ADDEVENT ) {
slouken@0
   332
			for ( i=0; i<numevents; ++i ) {
slouken@0
   333
				used += SDL_AddEvent(&events[i]);
slouken@0
   334
			}
slouken@0
   335
		} else {
slouken@0
   336
			SDL_Event tmpevent;
slouken@0
   337
			int spot;
slouken@0
   338
slouken@0
   339
			/* If 'events' is NULL, just see if they exist */
slouken@0
   340
			if ( events == NULL ) {
slouken@0
   341
				action = SDL_PEEKEVENT;
slouken@0
   342
				numevents = 1;
slouken@0
   343
				events = &tmpevent;
slouken@0
   344
			}
slouken@0
   345
			spot = SDL_EventQ.head;
slouken@0
   346
			while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
slouken@0
   347
				if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
slouken@0
   348
					events[used++] = SDL_EventQ.event[spot];
slouken@0
   349
					if ( action == SDL_GETEVENT ) {
slouken@0
   350
						spot = SDL_CutEvent(spot);
slouken@0
   351
					} else {
slouken@0
   352
						spot = (spot+1)%MAXEVENTS;
slouken@0
   353
					}
slouken@0
   354
				} else {
slouken@0
   355
					spot = (spot+1)%MAXEVENTS;
slouken@0
   356
				}
slouken@0
   357
			}
slouken@0
   358
		}
slouken@0
   359
		SDL_mutexV(SDL_EventQ.lock);
slouken@0
   360
	} else {
slouken@0
   361
		SDL_SetError("Couldn't lock event queue");
slouken@0
   362
		used = -1;
slouken@0
   363
	}
slouken@0
   364
	return(used);
slouken@0
   365
}
slouken@0
   366
slouken@0
   367
/* Run the system dependent event loops */
slouken@0
   368
void SDL_PumpEvents(void)
slouken@0
   369
{
slouken@0
   370
	if ( !SDL_EventThread ) {
slouken@0
   371
		SDL_VideoDevice *video = current_video;
slouken@0
   372
		SDL_VideoDevice *this  = current_video;
slouken@0
   373
slouken@0
   374
		/* Get events from the video subsystem */
slouken@0
   375
		if ( video ) {
slouken@0
   376
			video->PumpEvents(this);
slouken@0
   377
		}
slouken@0
   378
slouken@0
   379
		/* Queue pending key-repeat events */
slouken@0
   380
		SDL_CheckKeyRepeat();
slouken@0
   381
slouken@1361
   382
#if !SDL_JOYSTICK_DISABLED
slouken@0
   383
		/* Check for joystick state change */
slouken@0
   384
		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
slouken@0
   385
			SDL_JoystickUpdate();
slouken@0
   386
		}
slouken@0
   387
#endif
slouken@0
   388
	}
slouken@0
   389
}
slouken@0
   390
slouken@0
   391
/* Public functions */
slouken@0
   392
slouken@0
   393
int SDL_PollEvent (SDL_Event *event)
slouken@0
   394
{
slouken@0
   395
	SDL_PumpEvents();
slouken@0
   396
slouken@352
   397
	/* We can't return -1, just return 0 (no event) on error */
slouken@352
   398
	if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
slouken@352
   399
		return 0;
slouken@352
   400
	return 1;
slouken@0
   401
}
slouken@0
   402
slouken@0
   403
int SDL_WaitEvent (SDL_Event *event)
slouken@0
   404
{
slouken@0
   405
	while ( 1 ) {
slouken@0
   406
		SDL_PumpEvents();
slouken@0
   407
		switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
slouken@353
   408
		    case -1: return 0;
slouken@0
   409
		    case 1: return 1;
slouken@0
   410
		    case 0: SDL_Delay(10);
slouken@0
   411
		}
slouken@0
   412
	}
slouken@0
   413
}
slouken@0
   414
slouken@0
   415
int SDL_PushEvent(SDL_Event *event)
slouken@0
   416
{
slouken@384
   417
	if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
slouken@384
   418
		return -1;
slouken@384
   419
	return 0;
slouken@0
   420
}
slouken@0
   421
slouken@0
   422
void SDL_SetEventFilter (SDL_EventFilter filter)
slouken@0
   423
{
slouken@0
   424
	SDL_Event bitbucket;
slouken@0
   425
slouken@0
   426
	/* Set filter and discard pending events */
slouken@0
   427
	SDL_EventOK = filter;
slouken@0
   428
	while ( SDL_PollEvent(&bitbucket) > 0 )
slouken@0
   429
		;
slouken@0
   430
}
slouken@0
   431
slouken@0
   432
SDL_EventFilter SDL_GetEventFilter(void)
slouken@0
   433
{
slouken@0
   434
	return(SDL_EventOK);
slouken@0
   435
}
slouken@0
   436
slouken@0
   437
Uint8 SDL_EventState (Uint8 type, int state)
slouken@0
   438
{
slouken@0
   439
	SDL_Event bitbucket;
slouken@0
   440
	Uint8 current_state;
slouken@0
   441
slouken@0
   442
	/* If SDL_ALLEVENTS was specified... */
slouken@0
   443
	if ( type == 0xFF ) {
slouken@0
   444
		current_state = SDL_IGNORE;
slouken@0
   445
		for ( type=0; type<SDL_NUMEVENTS; ++type ) {
slouken@0
   446
			if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
slouken@0
   447
				current_state = SDL_ENABLE;
slouken@0
   448
			}
slouken@0
   449
			SDL_ProcessEvents[type] = state;
slouken@0
   450
			if ( state == SDL_ENABLE ) {
slouken@0
   451
				SDL_eventstate |= (0x00000001 << (type));
slouken@0
   452
			} else {
slouken@0
   453
				SDL_eventstate &= ~(0x00000001 << (type));
slouken@0
   454
			}
slouken@0
   455
		}
slouken@0
   456
		while ( SDL_PollEvent(&bitbucket) > 0 )
slouken@0
   457
			;
slouken@0
   458
		return(current_state);
slouken@0
   459
	}
slouken@0
   460
slouken@0
   461
	/* Just set the state for one event type */
slouken@0
   462
	current_state = SDL_ProcessEvents[type];
slouken@0
   463
	switch (state) {
slouken@0
   464
		case SDL_IGNORE:
slouken@0
   465
		case SDL_ENABLE:
slouken@0
   466
			/* Set state and discard pending events */
slouken@0
   467
			SDL_ProcessEvents[type] = state;
slouken@0
   468
			if ( state == SDL_ENABLE ) {
slouken@0
   469
				SDL_eventstate |= (0x00000001 << (type));
slouken@0
   470
			} else {
slouken@0
   471
				SDL_eventstate &= ~(0x00000001 << (type));
slouken@0
   472
			}
slouken@0
   473
			while ( SDL_PollEvent(&bitbucket) > 0 )
slouken@0
   474
				;
slouken@0
   475
			break;
slouken@0
   476
		default:
slouken@0
   477
			/* Querying state? */
slouken@0
   478
			break;
slouken@0
   479
	}
slouken@0
   480
	return(current_state);
slouken@0
   481
}
slouken@0
   482
slouken@0
   483
/* This is a generic event handler.
slouken@0
   484
 */
slouken@0
   485
int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
slouken@0
   486
{
slouken@0
   487
	int posted;
slouken@0
   488
slouken@0
   489
	posted = 0;
slouken@0
   490
	if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
slouken@0
   491
		SDL_Event event;
slouken@1336
   492
		SDL_memset(&event, 0, sizeof(event));
slouken@0
   493
		event.type = SDL_SYSWMEVENT;
slouken@0
   494
		event.syswm.msg = message;
slouken@0
   495
		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
slouken@0
   496
			posted = 1;
slouken@0
   497
			SDL_PushEvent(&event);
slouken@0
   498
		}
slouken@0
   499
	}
slouken@0
   500
	/* Update internal event state */
slouken@0
   501
	return(posted);
slouken@0
   502
}