Hash :
0dd7024d
Author :
Date :
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.
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cmake_minimum_required(VERSION 3.0.0)
project(SDL2 C)
# Global settings for all of the test targets
# FIXME: is this wrong?
remove_definitions(-DUSING_GENERATED_CONFIG_H)
link_libraries(SDL2_test SDL2-static)
# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
# but we need them for VS as well.
if(WINDOWS)
link_libraries(SDL2main)
add_definitions(-Dmain=SDL_main)
endif()
find_package(OpenGL)
if (OPENGL_FOUND)
add_definitions(-DHAVE_OPENGL)
endif()
add_executable(checkkeys checkkeys.c)
add_executable(checkkeysthreads checkkeysthreads.c)
add_executable(loopwave loopwave.c)
add_executable(loopwavequeue loopwavequeue.c)
add_executable(testresample testresample.c)
add_executable(testaudioinfo testaudioinfo.c)
file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
add_executable(testautomation ${TESTAUTOMATION_SOURCE_FILES})
add_executable(testmultiaudio testmultiaudio.c)
add_executable(testaudiohotplug testaudiohotplug.c)
add_executable(testaudiocapture testaudiocapture.c)
add_executable(testatomic testatomic.c)
add_executable(testintersections testintersections.c)
add_executable(testrelative testrelative.c)
add_executable(testhittesting testhittesting.c)
add_executable(testdraw2 testdraw2.c)
add_executable(testdrawchessboard testdrawchessboard.c)
add_executable(testdropfile testdropfile.c)
add_executable(testerror testerror.c)
add_executable(testfile testfile.c)
add_executable(testgamecontroller testgamecontroller.c)
add_executable(testgesture testgesture.c)
add_executable(testgl2 testgl2.c)
add_executable(testgles testgles.c)
add_executable(testgles2 testgles2.c)
add_executable(testhaptic testhaptic.c)
add_executable(testhotplug testhotplug.c)
add_executable(testrumble testrumble.c)
add_executable(testthread testthread.c)
add_executable(testiconv testiconv.c)
add_executable(testime testime.c)
add_executable(testjoystick testjoystick.c)
add_executable(testkeys testkeys.c)
add_executable(testloadso testloadso.c)
add_executable(testlock testlock.c)
if(APPLE)
add_executable(testnative testnative.c
testnativecocoa.m
testnativex11.c)
elseif(WINDOWS)
add_executable(testnative testnative.c testnativew32.c)
elseif(UNIX)
add_executable(testnative testnative.c testnativex11.c)
endif()
add_executable(testoverlay2 testoverlay2.c testyuv_cvt.c)
add_executable(testplatform testplatform.c)
add_executable(testpower testpower.c)
add_executable(testfilesystem testfilesystem.c)
add_executable(testrendertarget testrendertarget.c)
add_executable(testscale testscale.c)
add_executable(testsem testsem.c)
add_executable(testshader testshader.c)
add_executable(testshape testshape.c)
add_executable(testsprite2 testsprite2.c)
add_executable(testspriteminimal testspriteminimal.c)
add_executable(teststreaming teststreaming.c)
add_executable(testtimer testtimer.c)
add_executable(testver testver.c)
add_executable(testviewport testviewport.c)
add_executable(testwm2 testwm2.c)
add_executable(testyuv testyuv.c testyuv_cvt.c)
add_executable(torturethread torturethread.c)
add_executable(testrendercopyex testrendercopyex.c)
add_executable(testmessage testmessage.c)
add_executable(testdisplayinfo testdisplayinfo.c)
add_executable(testqsort testqsort.c)
add_executable(testbounds testbounds.c)
add_executable(testcustomcursor testcustomcursor.c)
add_executable(controllermap controllermap.c)
add_executable(testvulkan testvulkan.c)
add_executable(testoffscreen testoffscreen.c)
if(OPENGL_FOUND)
add_dependencies(testshader OpenGL::GL)
add_dependencies(testgl2 OpenGL::GL)
target_link_libraries(testshader OpenGL::GL)
target_link_libraries(testgl2 OpenGL::GL)
endif()
# HACK: Dummy target to cause the resource files to be copied to the build directory.
# Need to make it an executable so we can use the TARGET_FILE_DIR generator expression.
# This is needed so they get copied to the correct Debug/Release subdirectory in Xcode.
file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n")
add_executable(SDL2_test_resoureces ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c)
file(GLOB RESOURCE_FILES *.bmp *.wav moose.dat utf8.txt)
foreach(RESOURCE_FILE ${RESOURCE_FILES})
add_custom_command(TARGET SDL2_test_resoureces POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resoureces>)
endforeach(RESOURCE_FILE)
file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
# TODO: Might be easier to make all targets depend on the resources...?
set(NEEDS_RESOURCES
testscale
testrendercopyex
controllermap
testyuv
testgamecontroller
testshape
testshader
testnative
testspriteminimal
testautomation
testcustomcursor
testrendertarget
testsprite2
loopwave
loopwavequeue
testresample
testaudiohotplug
testmultiaudio
)
foreach(APP IN LISTS NEEDS_RESOURCES)
add_dependencies(${APP} SDL2_test_resoureces)
if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
endif()
endforeach()
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
# CMake 3.7 and above.
message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
else()
get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
foreach(CURRENT_TARGET IN LISTS TARGETS)
get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
)
endif()
endforeach()
endif()
endif()