src/video/cocoa/SDL_cocoaevents.h


Log

Author Commit Date CI Message
Francesco Abbate 0dd7024d 2021-03-12T21:58:20 Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling When possible use native os functions to make a blocking call waiting for an incoming event. Previous behavior was to continuously poll the event queue with a small delay between each poll. The blocking call uses a new optional video driver event, WaitEventTimeout, if available. It is called only if an window already shown is available. If present the window is designated using the variable wakeup_window to receive a wakeup event if needed. The WaitEventTimeout function accept a timeout parameter. If positive the call will wait for an event or return if the timeout expired without any event. If the timeout is zero it will implement a polling behavior. If the timeout is negative the function will block indefinetely waiting for an event. To let the main thread sees events sent form a different thread a "wake-up" signal is sent to the main thread if the main thread is in a blocking state. The wake-up event is sent to the designated wakeup_window if present. The wake-up event is sent only if the PushEvent call is coming from a different thread. Before sending the wake-up event the ID of the thread making the blocking call is saved using the variable blocking_thread_id and it is compared to the current thread's id to decide if the wake-up event should be sent. Two new optional video device methods are introduced: WaitEventTimeout SendWakeupEvent in addition the mutex wakeup_lock which is defined and initialized but only for the drivers supporting the methods above. If the methods are not present the system behaves as previously performing a periodic polling of the events queue. The blocking call is disabled if a joystick or sensor is detected and falls back to previous behavior.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 0d011ec6 2017-08-28T00:22:23 Renaming of guard header names to quiet -Wreserved-id-macro
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 1b2cb70c 2015-02-19T19:55:30 Mac OS X: replace some deprecated APIs with modern equivalents (thanks, Alex!). Fixes Bugzilla #2858.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.