Make sure we only dispatch events on the main thread when using application callbacks
parent
274da8561c
commit
4481754359
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@ -27,11 +27,57 @@ static SDL_AppIterate_func SDL_main_iteration_callback;
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static SDL_AppQuit_func SDL_main_quit_callback;
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static SDL_AtomicInt apprc; // use an atomic, since events might land from any thread and we don't want to wrap this all in a mutex. A CAS makes sure we only move from zero once.
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static int SDLCALL EventWatcher(void *userdata, SDL_Event *event)
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// Return true if this event needs to be processed before returning from the event watcher
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static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_TERMINATING:
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case SDL_EVENT_LOW_MEMORY:
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case SDL_EVENT_WILL_ENTER_BACKGROUND:
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case SDL_EVENT_DID_ENTER_BACKGROUND:
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case SDL_EVENT_WILL_ENTER_FOREGROUND:
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case SDL_EVENT_DID_ENTER_FOREGROUND:
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return SDL_TRUE;
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default:
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return SDL_FALSE;
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}
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}
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static void SDL_DispatchMainCallbackEvent(SDL_Event *event)
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{
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if (SDL_AtomicGet(&apprc) == 0) { // if already quitting, don't send the event to the app.
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SDL_AtomicCAS(&apprc, 0, SDL_main_event_callback(event));
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}
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SDL_CleanupEvent(event);
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}
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static void SDL_DispatchMainCallbackEvents()
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{
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SDL_Event events[16];
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for (;;) {
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int count = SDL_PeepEvents(events, SDL_arraysize(events), SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST);
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if (count <= 0) {
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break;
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}
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for (int i = 0; i < count; ++i) {
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SDL_Event *event = &events[i];
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if (!ShouldDispatchImmediately(event)) {
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SDL_DispatchMainCallbackEvent(event);
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}
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}
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}
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}
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static int SDLCALL SDL_MainCallbackEventWatcher(void *userdata, SDL_Event *event)
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{
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if (ShouldDispatchImmediately(event)) {
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// Make sure any currently queued events are processed then dispatch this before continuing
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SDL_DispatchMainCallbackEvents();
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SDL_DispatchMainCallbackEvent(event);
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} else {
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// We'll process this event later from the main event queue
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}
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return 0;
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}
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@ -50,34 +96,10 @@ int SDL_InitMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_
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return -1;
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}
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// drain any initial events that might have arrived before we added a watcher.
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SDL_Event event;
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SDL_Event *pending_events = NULL;
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int total_pending_events = 0;
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while (SDL_PollEvent(&event)) {
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void *ptr = SDL_realloc(pending_events, sizeof (SDL_Event) * (total_pending_events + 1));
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if (!ptr) {
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SDL_OutOfMemory();
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SDL_free(pending_events);
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if (SDL_AddEventWatch(SDL_MainCallbackEventWatcher, NULL) < 0) {
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SDL_AtomicSet(&apprc, -1);
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return -1;
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}
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pending_events = (SDL_Event *) ptr;
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SDL_copyp(&pending_events[total_pending_events], &event);
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total_pending_events++;
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}
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if (SDL_AddEventWatch(EventWatcher, NULL) == -1) {
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SDL_free(pending_events);
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SDL_AtomicSet(&apprc, -1);
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return -1;
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}
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for (int i = 0; i < total_pending_events; i++) {
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SDL_PushEvent(&pending_events[i]);
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}
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SDL_free(pending_events);
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}
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return SDL_AtomicGet(&apprc);
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@ -85,9 +107,8 @@ int SDL_InitMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_
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int SDL_IterateMainCallbacks(void)
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{
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// Just pump events and empty the queue, EventWatcher sends the events to the app.
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SDL_PumpEvents();
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SDL_FlushEvents(SDL_EVENT_FIRST, SDL_EVENT_LAST);
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SDL_DispatchMainCallbackEvents();
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int rc = SDL_main_iteration_callback();
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if (!SDL_AtomicCAS(&apprc, 0, rc)) {
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@ -99,7 +120,7 @@ int SDL_IterateMainCallbacks(void)
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void SDL_QuitMainCallbacks(void)
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{
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SDL_DelEventWatch(EventWatcher, NULL);
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SDL_DelEventWatch(SDL_MainCallbackEventWatcher, NULL);
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SDL_main_quit_callback();
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// for symmetry, you should explicitly Quit what you Init, but we might come through here uninitialized and SDL_Quit() will clear everything anyhow.
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