Moved joystick initialization to happen *after* the construction of windows, to fix a deadlock happening on Windows at DLL loading
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1003 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
2f524481c1
commit
c3687b4018
@ -43,8 +43,8 @@ myWindow (NULL),
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myLastFrameTime (0.f),
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myLastFrameTime (0.f),
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myIsExternal (false),
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myIsExternal (false),
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myFramerateLimit(0),
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myFramerateLimit(0),
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mySetCursorPosX (-1),
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mySetCursorPosX (0xFFFF),
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mySetCursorPosY (-1)
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mySetCursorPosY (0xFFFF)
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{
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{
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}
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}
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@ -73,8 +73,8 @@ myWindow (NULL),
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myLastFrameTime (0.f),
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myLastFrameTime (0.f),
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myIsExternal (true),
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myIsExternal (true),
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myFramerateLimit(0),
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myFramerateLimit(0),
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mySetCursorPosX (-1),
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mySetCursorPosX (0xFFFF),
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mySetCursorPosY (-1)
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mySetCursorPosY (0xFFFF)
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{
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{
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Create(Handle, Params);
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Create(Handle, Params);
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}
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}
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@ -413,11 +413,12 @@ void Window::OnEvent(const Event& EventReceived)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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void Window::Initialize(priv::WindowImpl* Window)
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void Window::Initialize(priv::WindowImpl* Window)
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{
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{
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// Assign new window and listen to its events
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// Assign and initialize the new window
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myWindow = Window;
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myWindow = Window;
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myWindow->AddListener(this);
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myWindow->Initialize();
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// Attach input to the window
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// Listen to events from the new window
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myWindow->AddListener(this);
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myWindow->AddListener(&myInput);
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myWindow->AddListener(&myInput);
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// Setup default behaviours (to get a consistent behaviour across different implementations)
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// Setup default behaviours (to get a consistent behaviour across different implementations)
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@ -1,252 +1,260 @@
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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//
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// SFML - Simple and Fast Multimedia Library
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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//
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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//
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// Permission is granted to anyone to use this software for any purpose,
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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// subject to the following restrictions:
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//
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//
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// 1. The origin of this software must not be misrepresented;
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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// in the product documentation would be appreciated but is not required.
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//
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//
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// 2. Altered source versions must be plainly marked as such,
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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// and must not be misrepresented as being the original software.
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//
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//
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// 3. This notice may not be removed or altered from any source distribution.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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// Headers
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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#include <SFML/Window/WindowImpl.hpp>
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#include <SFML/Window/WindowImpl.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/WindowListener.hpp>
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#include <SFML/Window/WindowListener.hpp>
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#include <algorithm>
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#include <algorithm>
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#include <cmath>
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#include <cmath>
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#if defined(SFML_SYSTEM_WINDOWS)
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#if defined(SFML_SYSTEM_WINDOWS)
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#include <SFML/Window/Win32/WindowImplWin32.hpp>
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#include <SFML/Window/Win32/WindowImplWin32.hpp>
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typedef sf::priv::WindowImplWin32 WindowImplType;
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typedef sf::priv::WindowImplWin32 WindowImplType;
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#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD)
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#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD)
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#include <SFML/Window/Linux/WindowImplX11.hpp>
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#include <SFML/Window/Linux/WindowImplX11.hpp>
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typedef sf::priv::WindowImplX11 WindowImplType;
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typedef sf::priv::WindowImplX11 WindowImplType;
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#elif defined(SFML_SYSTEM_MACOS)
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#elif defined(SFML_SYSTEM_MACOS)
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#include <SFML/Window/Cocoa/WindowImplCocoa.hpp>
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#include <SFML/Window/Cocoa/WindowImplCocoa.hpp>
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typedef sf::priv::WindowImplCocoa WindowImplType;
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typedef sf::priv::WindowImplCocoa WindowImplType;
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#endif
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#endif
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namespace sf
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namespace sf
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{
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{
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namespace priv
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namespace priv
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{
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{
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Create a new window depending on the current OS
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/// Create a new window depending on the current OS
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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WindowImpl* WindowImpl::New()
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WindowImpl* WindowImpl::New()
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{
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{
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return new WindowImplType();
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return new WindowImplType();
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Create a new window depending on the current OS
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/// Create a new window depending on the current OS
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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WindowImpl* WindowImpl::New(VideoMode Mode, const std::string& Title, unsigned long WindowStyle, WindowSettings& Params)
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WindowImpl* WindowImpl::New(VideoMode Mode, const std::string& Title, unsigned long WindowStyle, WindowSettings& Params)
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{
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{
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return new WindowImplType(Mode, Title, WindowStyle, Params);
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return new WindowImplType(Mode, Title, WindowStyle, Params);
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Create a new window depending on the current OS
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/// Create a new window depending on the current OS
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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WindowImpl* WindowImpl::New(WindowHandle Handle, WindowSettings& Params)
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WindowImpl* WindowImpl::New(WindowHandle Handle, WindowSettings& Params)
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{
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{
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return new WindowImplType(Handle, Params);
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return new WindowImplType(Handle, Params);
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// Default constructor
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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WindowImpl::WindowImpl() :
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WindowImpl::WindowImpl() :
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myWidth (0),
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myWidth (0),
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myHeight (0),
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myHeight (0),
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myJoyThreshold(0.1f)
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myJoyThreshold(0.1f)
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{
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{
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// Initialize the joysticks
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}
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for (unsigned int i = 0; i < JoysticksCount; ++i)
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{
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myJoysticks[i].Initialize(i);
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////////////////////////////////////////////////////////////
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myJoyStates[i] = myJoysticks[i].UpdateState();
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/// Destructor
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}
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////////////////////////////////////////////////////////////
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}
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WindowImpl::~WindowImpl()
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{
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// Nothing to do
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////////////////////////////////////////////////////////////
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}
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/// Destructor
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////////////////////////////////////////////////////////////
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WindowImpl::~WindowImpl()
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////////////////////////////////////////////////////////////
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{
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/// Add a listener to the window
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// Nothing to do
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////////////////////////////////////////////////////////////
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}
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void WindowImpl::AddListener(WindowListener* Listener)
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{
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if (Listener)
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////////////////////////////////////////////////////////////
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myListeners.insert(Listener);
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/// Add a listener to the window
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}
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////////////////////////////////////////////////////////////
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void WindowImpl::AddListener(WindowListener* Listener)
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{
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////////////////////////////////////////////////////////////
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if (Listener)
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/// Remove a listener from the window
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myListeners.insert(Listener);
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////////////////////////////////////////////////////////////
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}
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void WindowImpl::RemoveListener(WindowListener* Listener)
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{
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myListeners.erase(Listener);
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////////////////////////////////////////////////////////////
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}
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/// Remove a listener from the window
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////////////////////////////////////////////////////////////
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void WindowImpl::RemoveListener(WindowListener* Listener)
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////////////////////////////////////////////////////////////
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{
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/// Initialize window's states that can't be done at construction
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myListeners.erase(Listener);
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////////////////////////////////////////////////////////////
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}
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void WindowImpl::Initialize()
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{
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// Initialize the joysticks
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////////////////////////////////////////////////////////////
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for (unsigned int i = 0; i < JoysticksCount; ++i)
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/// Get the client width of the window
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{
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////////////////////////////////////////////////////////////
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myJoysticks[i].Initialize(i);
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unsigned int WindowImpl::GetWidth() const
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myJoyStates[i] = myJoysticks[i].UpdateState();
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{
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}
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return myWidth;
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Get the client width of the window
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/// Get the client height of the window
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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unsigned int WindowImpl::GetWidth() const
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unsigned int WindowImpl::GetHeight() const
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{
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{
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return myWidth;
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return myHeight;
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Get the client height of the window
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/// Change the joystick threshold, ie. the value below which
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////////////////////////////////////////////////////////////
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/// no move event will be generated
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unsigned int WindowImpl::GetHeight() const
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////////////////////////////////////////////////////////////
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{
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void WindowImpl::SetJoystickThreshold(float Threshold)
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return myHeight;
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{
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}
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myJoyThreshold = Threshold;
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}
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////////////////////////////////////////////////////////////
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/// Change the joystick threshold, ie. the value below which
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////////////////////////////////////////////////////////////
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/// no move event will be generated
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/// Process incoming events from operating system
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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void WindowImpl::SetJoystickThreshold(float Threshold)
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void WindowImpl::DoEvents()
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{
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{
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myJoyThreshold = Threshold;
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// Read the joysticks state and generate the appropriate events
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}
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ProcessJoystickEvents();
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// Let the derived class process other events
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////////////////////////////////////////////////////////////
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ProcessEvents();
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/// Process incoming events from operating system
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}
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////////////////////////////////////////////////////////////
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void WindowImpl::DoEvents()
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{
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////////////////////////////////////////////////////////////
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// Read the joysticks state and generate the appropriate events
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/// Check if there's an active context on the current thread
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ProcessJoystickEvents();
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////////////////////////////////////////////////////////////
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bool WindowImpl::IsContextActive()
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// Let the derived class process other events
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{
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ProcessEvents();
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return WindowImplType::IsContextActive();
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Check if there's an active context on the current thread
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/// Send an event to listeners
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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bool WindowImpl::IsContextActive()
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void WindowImpl::SendEvent(const Event& EventToSend)
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{
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{
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return WindowImplType::IsContextActive();
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for (std::set<WindowListener*>::iterator i = myListeners.begin(); i != myListeners.end(); ++i)
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}
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{
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(*i)->OnEvent(EventToSend);
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}
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////////////////////////////////////////////////////////////
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}
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/// Send an event to listeners
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////////////////////////////////////////////////////////////
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void WindowImpl::SendEvent(const Event& EventToSend)
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////////////////////////////////////////////////////////////
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{
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/// Evaluate a pixel format configuration.
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for (std::set<WindowListener*>::iterator i = myListeners.begin(); i != myListeners.end(); ++i)
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/// This functions can be used by implementations that have
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{
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/// several valid formats and want to get the best one
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(*i)->OnEvent(EventToSend);
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////////////////////////////////////////////////////////////
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}
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int WindowImpl::EvaluateConfig(const VideoMode& Mode, const WindowSettings& Settings, int ColorBits, int DepthBits, int StencilBits, int Antialiasing)
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}
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{
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return abs(static_cast<int>(Mode.BitsPerPixel - ColorBits)) +
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abs(static_cast<int>(Settings.DepthBits - DepthBits)) +
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////////////////////////////////////////////////////////////
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abs(static_cast<int>(Settings.StencilBits - StencilBits)) +
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/// Evaluate a pixel format configuration.
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abs(static_cast<int>(Settings.AntialiasingLevel - Antialiasing));
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/// This functions can be used by implementations that have
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}
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/// several valid formats and want to get the best one
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////////////////////////////////////////////////////////////
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int WindowImpl::EvaluateConfig(const VideoMode& Mode, const WindowSettings& Settings, int ColorBits, int DepthBits, int StencilBits, int Antialiasing)
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////////////////////////////////////////////////////////////
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{
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/// Read the joysticks state and generate the appropriate events
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return abs(static_cast<int>(Mode.BitsPerPixel - ColorBits)) +
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////////////////////////////////////////////////////////////
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abs(static_cast<int>(Settings.DepthBits - DepthBits)) +
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void WindowImpl::ProcessJoystickEvents()
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abs(static_cast<int>(Settings.StencilBits - StencilBits)) +
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{
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abs(static_cast<int>(Settings.AntialiasingLevel - Antialiasing));
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for (unsigned int i = 0; i < JoysticksCount; ++i)
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}
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{
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// Copy the previous state of the joystick and get the new one
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JoystickState PreviousState = myJoyStates[i];
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////////////////////////////////////////////////////////////
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myJoyStates[i] = myJoysticks[i].UpdateState();
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/// Read the joysticks state and generate the appropriate events
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////////////////////////////////////////////////////////////
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// Axis
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void WindowImpl::ProcessJoystickEvents()
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for (unsigned int j = 0; j < myJoysticks[i].GetAxesCount(); ++j)
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{
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{
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for (unsigned int i = 0; i < JoysticksCount; ++i)
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float PrevPos = PreviousState.Axis[j];
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{
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float CurrPos = myJoyStates[i].Axis[j];
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// Copy the previous state of the joystick and get the new one
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if (fabs(CurrPos - PrevPos) >= myJoyThreshold)
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JoystickState PreviousState = myJoyStates[i];
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{
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myJoyStates[i] = myJoysticks[i].UpdateState();
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Event Event;
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Event.Type = Event::JoyMoved;
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// Axis
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Event.JoyMove.JoystickId = i;
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for (unsigned int j = 0; j < myJoysticks[i].GetAxesCount(); ++j)
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Event.JoyMove.Axis = static_cast<Joy::Axis>(j);
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{
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Event.JoyMove.Position = CurrPos;
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float PrevPos = PreviousState.Axis[j];
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SendEvent(Event);
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float CurrPos = myJoyStates[i].Axis[j];
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}
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if (fabs(CurrPos - PrevPos) >= myJoyThreshold)
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}
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{
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Event Event;
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// Buttons
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Event.Type = Event::JoyMoved;
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for (unsigned int j = 0; j < myJoysticks[i].GetButtonsCount(); ++j)
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Event.JoyMove.JoystickId = i;
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{
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Event.JoyMove.Axis = static_cast<Joy::Axis>(j);
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bool PrevPressed = PreviousState.Buttons[j];
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Event.JoyMove.Position = CurrPos;
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bool CurrPressed = myJoyStates[i].Buttons[j];
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SendEvent(Event);
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}
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if ((!PrevPressed && CurrPressed) || (PrevPressed && !CurrPressed))
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}
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{
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Event Event;
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// Buttons
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Event.Type = CurrPressed ? Event::JoyButtonPressed : Event::JoyButtonReleased;
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for (unsigned int j = 0; j < myJoysticks[i].GetButtonsCount(); ++j)
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Event.JoyButton.JoystickId = i;
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{
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Event.JoyButton.Button = j;
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bool PrevPressed = PreviousState.Buttons[j];
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SendEvent(Event);
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bool CurrPressed = myJoyStates[i].Buttons[j];
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}
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}
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if ((!PrevPressed && CurrPressed) || (PrevPressed && !CurrPressed))
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}
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{
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}
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Event Event;
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Event.Type = CurrPressed ? Event::JoyButtonPressed : Event::JoyButtonReleased;
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Event.JoyButton.JoystickId = i;
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} // namespace priv
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Event.JoyButton.Button = j;
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SendEvent(Event);
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} // namespace sf
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}
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}
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}
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}
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} // namespace priv
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} // namespace sf
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@ -108,6 +108,12 @@ public :
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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void RemoveListener(WindowListener* Listener);
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void RemoveListener(WindowListener* Listener);
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////////////////////////////////////////////////////////////
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/// Initialize window's states that can't be done at construction
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///
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////////////////////////////////////////////////////////////
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void Initialize();
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Get the client width of the window
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/// Get the client width of the window
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///
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///
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Reference in New Issue
Block a user