Removed completely non-portable event thread hack.
Next I'll be working on generalizing the event sources and making the event queue lock-free. :)
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16 changed files with 44 additions and 227 deletions
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@ -30,12 +30,6 @@
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#include "../events/SDL_events_c.h"
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#endif
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/* This is used for Quake III Arena */
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#if SDL_EVENTS_DISABLED
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#define SDL_Lock_EventThread()
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#define SDL_Unlock_EventThread()
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#endif
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Uint8 SDL_numjoysticks = 0;
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SDL_Joystick **SDL_joysticks = NULL;
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static SDL_Joystick *default_joystick = NULL;
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@ -165,11 +159,9 @@ SDL_JoystickOpen(int device_index)
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/* Add joystick to list */
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++joystick->ref_count;
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SDL_Lock_EventThread();
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for (i = 0; SDL_joysticks[i]; ++i)
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/* Skip to next joystick */ ;
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SDL_joysticks[i] = joystick;
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SDL_Unlock_EventThread();
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return (joystick);
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}
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@ -379,9 +371,6 @@ SDL_JoystickClose(SDL_Joystick * joystick)
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return;
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}
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/* Lock the event queue - prevent joystick polling */
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SDL_Lock_EventThread();
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if (joystick == default_joystick) {
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default_joystick = NULL;
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}
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@ -396,9 +385,6 @@ SDL_JoystickClose(SDL_Joystick * joystick)
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}
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}
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/* Let the event thread keep running */
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SDL_Unlock_EventThread();
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/* Free the data associated with this joystick */
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if (joystick->axes) {
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SDL_free(joystick->axes);
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@ -419,9 +405,7 @@ void
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SDL_JoystickQuit(void)
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{
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/* Stop the event polling */
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SDL_Lock_EventThread();
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SDL_numjoysticks = 0;
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SDL_Unlock_EventThread();
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/* Quit the joystick setup */
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SDL_SYS_JoystickQuit();
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