src/events/SDL_events.c
author Sam Lantinga
Mon, 06 Feb 2006 08:28:51 +0000
changeset 1330 450721ad5436
parent 1312 c9b51268668f
child 1336 3692456e7b0f
permissions -rw-r--r--
It's now possible to build SDL without any C runtime at all on Windows,
using Visual C++ 2005
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 Sam Lantinga
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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 2.1 of the License, or (at your option) any later version.
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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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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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/* General event handling code for SDL */
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#include "SDL.h"
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#include "SDL_thread.h"
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#include "SDL_mutex.h"
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#include "SDL_events.h"
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#include "SDL_string.h"
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#include "SDL_events_c.h"
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#include "SDL_timer_c.h"
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#ifndef DISABLE_JOYSTICK
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#include "SDL_joystick_c.h"
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#endif
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#ifndef ENABLE_X11
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#define DISABLE_X11
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#endif
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#include "SDL_syswm.h"
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#include "SDL_sysevents.h"
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/* Public data -- the event filter */
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SDL_EventFilter SDL_EventOK = NULL;
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Uint8 SDL_ProcessEvents[SDL_NUMEVENTS];
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static Uint32 SDL_eventstate = 0;
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/* Private data -- event queue */
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#define MAXEVENTS	128
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static struct {
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	SDL_mutex *lock;
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	int active;
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	int head;
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	int tail;
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	SDL_Event event[MAXEVENTS];
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	int wmmsg_next;
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	struct SDL_SysWMmsg wmmsg[MAXEVENTS];
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} SDL_EventQ;
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/* Private data -- event locking structure */
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static struct {
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	SDL_mutex *lock;
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	int safe;
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} SDL_EventLock;
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/* Thread functions */
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static SDL_Thread *SDL_EventThread = NULL;	/* Thread handle */
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static Uint32 event_thread;			/* The event thread id */
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void SDL_Lock_EventThread(void)
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{
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	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
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		/* Grab lock and spin until we're sure event thread stopped */
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		SDL_mutexP(SDL_EventLock.lock);
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		while ( ! SDL_EventLock.safe ) {
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			SDL_Delay(1);
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		}
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	}
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}
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void SDL_Unlock_EventThread(void)
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{
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	if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) {
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		SDL_mutexV(SDL_EventLock.lock);
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	}
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}
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#ifdef __OS2__
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/*
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 * We'll increase the priority of GobbleEvents thread, so it will process
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 *  events in time for sure! For this, we need the DosSetPriority() API
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 *  from the os2.h include file.
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 */
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#define INCL_DOSPROCESS
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#include <os2.h>
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#include <time.h>
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#endif
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static int SDL_GobbleEvents(void *unused)
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{
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	event_thread = SDL_ThreadID();
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#ifdef __OS2__
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#ifdef USE_DOSSETPRIORITY
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	/* Increase thread priority, so it will process events in time for sure! */
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	DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0);
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#endif
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#endif
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	while ( SDL_EventQ.active ) {
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		SDL_VideoDevice *video = current_video;
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		SDL_VideoDevice *this  = current_video;
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		/* Get events from the video subsystem */
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		if ( video ) {
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			video->PumpEvents(this);
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		}
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		/* Queue pending key-repeat events */
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		SDL_CheckKeyRepeat();
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#ifndef DISABLE_JOYSTICK
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		/* Check for joystick state change */
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		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
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			SDL_JoystickUpdate();
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		}
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#endif
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		/* Give up the CPU for the rest of our timeslice */
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		SDL_EventLock.safe = 1;
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		if ( SDL_timer_running ) {
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			SDL_ThreadedTimerCheck();
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		}
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		SDL_Delay(1);
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		/* Check for event locking.
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		   On the P of the lock mutex, if the lock is held, this thread
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		   will wait until the lock is released before continuing.  The
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		   safe flag will be set, meaning that the other thread can go
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		   about it's business.  The safe flag is reset before the V,
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		   so as soon as the mutex is free, other threads can see that
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		   it's not safe to interfere with the event thread.
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		 */
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		SDL_mutexP(SDL_EventLock.lock);
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		SDL_EventLock.safe = 0;
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		SDL_mutexV(SDL_EventLock.lock);
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	}
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	SDL_SetTimerThreaded(0);
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	event_thread = 0;
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	return(0);
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}
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static int SDL_StartEventThread(Uint32 flags)
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{
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	/* Reset everything to zero */
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	SDL_EventThread = NULL;
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	memset(&SDL_EventLock, 0, sizeof(SDL_EventLock));
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	/* Create the lock and set ourselves active */
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#ifndef DISABLE_THREADS
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	SDL_EventQ.lock = SDL_CreateMutex();
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	if ( SDL_EventQ.lock == NULL ) {
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#ifdef macintosh /* On MacOS 7/8, you can't multithread, so no lock needed */
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		;
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#else
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		return(-1);
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#endif
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	}
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#endif /* !DISABLE_THREADS */
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	SDL_EventQ.active = 1;
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	if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) {
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		SDL_EventLock.lock = SDL_CreateMutex();
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		if ( SDL_EventLock.lock == NULL ) {
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			return(-1);
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		}
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		SDL_EventLock.safe = 0;
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		/* The event thread will handle timers too */
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		SDL_SetTimerThreaded(2);
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#if (defined(_WIN32) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC)
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#undef SDL_CreateThread
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		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL);
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#else
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		SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL);
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#endif
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		if ( SDL_EventThread == NULL ) {
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			return(-1);
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		}
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	} else {
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		event_thread = 0;
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	}
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	return(0);
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}
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static void SDL_StopEventThread(void)
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{
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	SDL_EventQ.active = 0;
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	if ( SDL_EventThread ) {
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		SDL_WaitThread(SDL_EventThread, NULL);
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		SDL_EventThread = NULL;
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		SDL_DestroyMutex(SDL_EventLock.lock);
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	}
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#ifndef IPOD
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	SDL_DestroyMutex(SDL_EventQ.lock);
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#endif
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}
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Uint32 SDL_EventThreadID(void)
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{
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	return(event_thread);
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}
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/* Public functions */
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void SDL_StopEventLoop(void)
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{
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	/* Halt the event thread, if running */
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	SDL_StopEventThread();
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	/* Shutdown event handlers */
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	SDL_AppActiveQuit();
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	SDL_KeyboardQuit();
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	SDL_MouseQuit();
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	SDL_QuitQuit();
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	/* Clean out EventQ */
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	SDL_EventQ.head = 0;
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	SDL_EventQ.tail = 0;
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	SDL_EventQ.wmmsg_next = 0;
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}
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/* This function (and associated calls) may be called more than once */
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int SDL_StartEventLoop(Uint32 flags)
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{
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	int retcode;
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	/* Clean out the event queue */
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	SDL_EventThread = NULL;
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	SDL_EventQ.lock = NULL;
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	SDL_StopEventLoop();
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	/* No filter to start with, process most event types */
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	SDL_EventOK = NULL;
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	memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents));
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	SDL_eventstate = ~0;
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	/* It's not save to call SDL_EventState() yet */
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	SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT);
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	SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE;
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	/* Initialize event handlers */
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	retcode = 0;
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	retcode += SDL_AppActiveInit();
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	retcode += SDL_KeyboardInit();
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	retcode += SDL_MouseInit();
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	retcode += SDL_QuitInit();
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	if ( retcode < 0 ) {
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		/* We don't expect them to fail, but... */
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		return(-1);
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	}
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	/* Create the lock and event thread */
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	if ( SDL_StartEventThread(flags) < 0 ) {
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		SDL_StopEventLoop();
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		return(-1);
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	}
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	return(0);
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}
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/* Add an event to the event queue -- called with the queue locked */
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static int SDL_AddEvent(SDL_Event *event)
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{
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	int tail, added;
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	tail = (SDL_EventQ.tail+1)%MAXEVENTS;
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	if ( tail == SDL_EventQ.head ) {
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		/* Overflow, drop event */
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		added = 0;
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	} else {
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		SDL_EventQ.event[SDL_EventQ.tail] = *event;
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		if (event->type == SDL_SYSWMEVENT) {
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			/* Note that it's possible to lose an event */
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			int next = SDL_EventQ.wmmsg_next;
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			SDL_EventQ.wmmsg[next] = *event->syswm.msg;
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		        SDL_EventQ.event[SDL_EventQ.tail].syswm.msg =
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						&SDL_EventQ.wmmsg[next];
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			SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS;
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		}
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		SDL_EventQ.tail = tail;
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		added = 1;
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	}
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	return(added);
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}
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/* Cut an event, and return the next valid spot, or the tail */
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/*                           -- called with the queue locked */
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static int SDL_CutEvent(int spot)
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{
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	if ( spot == SDL_EventQ.head ) {
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		SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS;
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		return(SDL_EventQ.head);
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	} else
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	if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) {
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		SDL_EventQ.tail = spot;
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		return(SDL_EventQ.tail);
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	} else
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	/* We cut the middle -- shift everything over */
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	{
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		int here, next;
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		/* This can probably be optimized with memcpy() -- careful! */
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		if ( --SDL_EventQ.tail < 0 ) {
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			SDL_EventQ.tail = MAXEVENTS-1;
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		}
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		for ( here=spot; here != SDL_EventQ.tail; here = next ) {
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			next = (here+1)%MAXEVENTS;
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			SDL_EventQ.event[here] = SDL_EventQ.event[next];
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		}
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		return(spot);
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	}
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	/* NOTREACHED */
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}
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/* Lock the event queue, take a peep at it, and unlock it */
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int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
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								Uint32 mask)
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{
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	int i, used;
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	/* Don't look after we've quit */
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	if ( ! SDL_EventQ.active ) {
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		return(-1);
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	}
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	/* Lock the event queue */
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	used = 0;
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	if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) {
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		if ( action == SDL_ADDEVENT ) {
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			for ( i=0; i<numevents; ++i ) {
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				used += SDL_AddEvent(&events[i]);
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			}
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		} else {
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			SDL_Event tmpevent;
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			int spot;
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			/* If 'events' is NULL, just see if they exist */
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			if ( events == NULL ) {
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				action = SDL_PEEKEVENT;
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				numevents = 1;
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				events = &tmpevent;
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			}
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			spot = SDL_EventQ.head;
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			while ((used < numevents)&&(spot != SDL_EventQ.tail)) {
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				if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) {
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					events[used++] = SDL_EventQ.event[spot];
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					if ( action == SDL_GETEVENT ) {
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						spot = SDL_CutEvent(spot);
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					} else {
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						spot = (spot+1)%MAXEVENTS;
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					}
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				} else {
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					spot = (spot+1)%MAXEVENTS;
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				}
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			}
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		}
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		SDL_mutexV(SDL_EventQ.lock);
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	} else {
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		SDL_SetError("Couldn't lock event queue");
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		used = -1;
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	}
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	return(used);
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}
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/* Run the system dependent event loops */
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void SDL_PumpEvents(void)
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{
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	if ( !SDL_EventThread ) {
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		SDL_VideoDevice *video = current_video;
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		SDL_VideoDevice *this  = current_video;
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		/* Get events from the video subsystem */
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		if ( video ) {
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			video->PumpEvents(this);
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		}
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		/* Queue pending key-repeat events */
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		SDL_CheckKeyRepeat();
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#ifndef DISABLE_JOYSTICK
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		/* Check for joystick state change */
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		if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) {
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			SDL_JoystickUpdate();
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		}
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#endif
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	}
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}
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/* Public functions */
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int SDL_PollEvent (SDL_Event *event)
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{
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	SDL_PumpEvents();
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	/* We can't return -1, just return 0 (no event) on error */
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	if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 )
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		return 0;
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	return 1;
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   405
}
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int SDL_WaitEvent (SDL_Event *event)
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{
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	while ( 1 ) {
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		SDL_PumpEvents();
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		switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
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		    case -1: return 0;
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		    case 1: return 1;
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		    case 0: SDL_Delay(10);
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		}
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	}
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}
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int SDL_PushEvent(SDL_Event *event)
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{
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	if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 )
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		return -1;
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   423
	return 0;
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   424
}
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   426
void SDL_SetEventFilter (SDL_EventFilter filter)
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{
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	SDL_Event bitbucket;
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   429
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   430
	/* Set filter and discard pending events */
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   431
	SDL_EventOK = filter;
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	while ( SDL_PollEvent(&bitbucket) > 0 )
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   433
		;
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   434
}
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   435
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   436
SDL_EventFilter SDL_GetEventFilter(void)
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   437
{
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   438
	return(SDL_EventOK);
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   439
}
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   440
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   441
Uint8 SDL_EventState (Uint8 type, int state)
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{
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	SDL_Event bitbucket;
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   444
	Uint8 current_state;
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   445
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   446
	/* If SDL_ALLEVENTS was specified... */
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	if ( type == 0xFF ) {
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		current_state = SDL_IGNORE;
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		for ( type=0; type<SDL_NUMEVENTS; ++type ) {
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			if ( SDL_ProcessEvents[type] != SDL_IGNORE ) {
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				current_state = SDL_ENABLE;
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   452
			}
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			SDL_ProcessEvents[type] = state;
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			if ( state == SDL_ENABLE ) {
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				SDL_eventstate |= (0x00000001 << (type));
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   456
			} else {
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   457
				SDL_eventstate &= ~(0x00000001 << (type));
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   458
			}
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   459
		}
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		while ( SDL_PollEvent(&bitbucket) > 0 )
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   461
			;
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   462
		return(current_state);
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   463
	}
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   464
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   465
	/* Just set the state for one event type */
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   466
	current_state = SDL_ProcessEvents[type];
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   467
	switch (state) {
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   468
		case SDL_IGNORE:
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   469
		case SDL_ENABLE:
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   470
			/* Set state and discard pending events */
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   471
			SDL_ProcessEvents[type] = state;
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   472
			if ( state == SDL_ENABLE ) {
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   473
				SDL_eventstate |= (0x00000001 << (type));
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   474
			} else {
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   475
				SDL_eventstate &= ~(0x00000001 << (type));
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   476
			}
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   477
			while ( SDL_PollEvent(&bitbucket) > 0 )
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   478
				;
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   479
			break;
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   480
		default:
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   481
			/* Querying state? */
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   482
			break;
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   483
	}
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   484
	return(current_state);
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   485
}
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   486
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   487
/* This is a generic event handler.
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   488
 */
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   489
int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message)
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   490
{
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   491
	int posted;
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   492
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   493
	posted = 0;
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   494
	if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) {
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   495
		SDL_Event event;
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   496
		memset(&event, 0, sizeof(event));
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   497
		event.type = SDL_SYSWMEVENT;
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   498
		event.syswm.msg = message;
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   499
		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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   500
			posted = 1;
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   501
			SDL_PushEvent(&event);
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   502
		}
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   503
	}
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   504
	/* Update internal event state */
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   505
	return(posted);
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   506
}