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/*
* Cogl
*
* A Low-Level GPU Graphics and Utilities API
*
* Copyright (C) 2012, 2013 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-sdl.h"
#include "cogl-context-private.h"
#include "cogl-renderer-private.h"
void
cogl_sdl_renderer_set_event_type (CoglRenderer *renderer, int type)
{
renderer->sdl_event_type_set = TRUE;
renderer->sdl_event_type = type;
}
int
cogl_sdl_renderer_get_event_type (CoglRenderer *renderer)
{
_COGL_RETURN_VAL_IF_FAIL (renderer->sdl_event_type_set, SDL_USEREVENT);
return renderer->sdl_event_type;
}
CoglContext *
cogl_sdl_context_new (int type, CoglError **error)
{
CoglRenderer *renderer = cogl_renderer_new ();
CoglDisplay *display;
cogl_renderer_set_winsys_id (renderer, COGL_WINSYS_ID_SDL);
cogl_sdl_renderer_set_event_type (renderer, type);
if (!cogl_renderer_connect (renderer, error))
return NULL;
display = cogl_display_new (renderer, NULL);
if (!cogl_display_setup (display, error))
return NULL;
return cogl_context_new (display, error);
}
void
cogl_sdl_handle_event (CoglContext *context, SDL_Event *event)
{
CoglRenderer *renderer;
_COGL_RETURN_IF_FAIL (cogl_is_context (context));
renderer = context->display->renderer;
_cogl_renderer_handle_native_event (renderer, event);
}
static void
_cogl_sdl_push_wakeup_event (CoglContext *context)
{
SDL_Event wakeup_event;
wakeup_event.type = context->display->renderer->sdl_event_type;
SDL_PushEvent (&wakeup_event);
}
void
cogl_sdl_idle (CoglContext *context)
{
CoglRenderer *renderer = context->display->renderer;
cogl_poll_renderer_dispatch (renderer, NULL, 0);
/* It is expected that this will be called from the application
* immediately before blocking in SDL_WaitEvent. However,
* dispatching cause more work to be queued. If that happens we need
* to make sure the blocking returns immediately. We'll post our
* dummy event to make sure that happens
*/
if (!_cogl_list_empty (&renderer->idle_closures))
_cogl_sdl_push_wakeup_event (context);
}
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