test/threadwin.c
author Ryan C. Gordon <icculus@icculus.org>
Fri, 20 Dec 2002 03:37:28 +0000
changeset 562 cb40b26523a5
parent 0 74212992fb08
child 1151 be9c9c8f6d53
permissions -rw-r--r--
Added some code to toggle fullscreen and input grab for testing... --ryan.
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/* Test out the multi-threaded event handling functions */
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "SDL.h"
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#include "SDL_thread.h"
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/* Are we done yet? */
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static int done = 0;
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/* Is the cursor visible? */
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static int visible = 1;
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SDL_Surface *LoadIconSurface(char *file, Uint8 **maskp)
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{
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	SDL_Surface *icon;
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	Uint8       *pixels;
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	Uint8       *mask;
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	int          mlen, i;
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	*maskp = NULL;
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	/* Load the icon surface */
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	icon = SDL_LoadBMP(file);
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	if ( icon == NULL ) {
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		fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
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		return(NULL);
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	}
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	/* Check width and height */
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	if ( (icon->w%8) != 0 ) {
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		fprintf(stderr, "Icon width must be a multiple of 8!\n");
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		SDL_FreeSurface(icon);
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		return(NULL);
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	}
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	if ( icon->format->palette == NULL ) {
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		fprintf(stderr, "Icon must have a palette!\n");
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		SDL_FreeSurface(icon);
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		return(NULL);
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	}
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	/* Set the colorkey */
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	SDL_SetColorKey(icon, SDL_SRCCOLORKEY, *((Uint8 *)icon->pixels));
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	/* Create the mask */
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	pixels = (Uint8 *)icon->pixels;
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	printf("Transparent pixel: (%d,%d,%d)\n",
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				icon->format->palette->colors[*pixels].r,
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				icon->format->palette->colors[*pixels].g,
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				icon->format->palette->colors[*pixels].b);
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	mlen = icon->w*icon->h;
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	mask = (Uint8 *)malloc(mlen/8);
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	if ( mask == NULL ) {
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		fprintf(stderr, "Out of memory!\n");
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		SDL_FreeSurface(icon);
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		return(NULL);
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	}
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	memset(mask, 0, mlen/8);
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	for ( i=0; i<mlen; ) {
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		if ( pixels[i] != *pixels )
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			mask[i/8] |= 0x01;
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		++i;
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		if ( (i%8) != 0 )
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			mask[i/8] <<= 1;
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	}
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	*maskp = mask;
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	return(icon);
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}
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int FilterEvents(const SDL_Event *event)
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{
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	static int reallyquit = 0;
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	switch (event->type) {
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		case SDL_ACTIVEEVENT:
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			/* See what happened */
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			printf("App %s ",
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				event->active.gain ? "gained" : "lost");
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			if ( event->active.state & SDL_APPACTIVE )
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				printf("active ");
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			if ( event->active.state & SDL_APPMOUSEFOCUS )
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				printf("mouse ");
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			if ( event->active.state & SDL_APPINPUTFOCUS )
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				printf("input ");
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			printf("focus\n");
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			/* See if we are iconified or restored */
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			if ( event->active.state & SDL_APPACTIVE ) {
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				printf("App has been %s\n",
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					event->active.gain ?
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						 "restored" : "iconified");
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			}
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			return(0);
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		/* This is important!  Queue it if we want to quit. */
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		case SDL_QUIT:
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			if ( ! reallyquit ) {
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				reallyquit = 1;
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				printf("Quit requested\n");
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				return(0);
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			}
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			printf("Quit demanded\n");
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			return(1);
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		/* Mouse and keyboard events go to threads */
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		case SDL_MOUSEMOTION:
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		case SDL_MOUSEBUTTONDOWN:
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		case SDL_MOUSEBUTTONUP:
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		case SDL_KEYDOWN:
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		case SDL_KEYUP:
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			return(1);
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		/* Drop all other events */
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		default:
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			return(0);
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	}
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}
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int HandleMouse(void *unused)
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{
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	SDL_Event events[10];
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	int i, found;
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	Uint32 mask;
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	/* Handle mouse events here */
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	mask = (SDL_MOUSEMOTIONMASK|SDL_MOUSEBUTTONDOWNMASK|SDL_MOUSEBUTTONUPMASK);
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	while ( ! done ) {
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		found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
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		for ( i=0; i<found; ++i ) {
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			switch(events[i].type) {
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				/* We want to toggle visibility on buttonpress */
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				case SDL_MOUSEBUTTONDOWN:
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				case SDL_MOUSEBUTTONUP:
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					if ( events[i].button.state == SDL_PRESSED ) {
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						visible = !visible;
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						SDL_ShowCursor(visible);
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					}
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					printf("Mouse button %d has been %s\n",
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						events[i].button.button,
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						(events[i].button.state == SDL_PRESSED) ?
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						"pressed" : "released");
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					break;
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				/* Show relative mouse motion */
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				case SDL_MOUSEMOTION:
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					printf("Mouse relative motion: {%d,%d}\n",
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							events[i].motion.xrel, events[i].motion.yrel);
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					break;
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			}
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		}
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		/* Give up some CPU to allow events to arrive */
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		SDL_Delay(20);
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	}
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	return(0);
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}
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int HandleKeyboard(void *unused)
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{
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	SDL_Event events[10];
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	int i, found;
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	Uint32 mask;
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	/* Handle mouse events here */
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	mask = (SDL_KEYDOWNMASK|SDL_KEYUPMASK);
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	while ( ! done ) {
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		found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
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		for ( i=0; i<found; ++i ) {
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			switch(events[i].type) {
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			    /* We want to toggle visibility on buttonpress */
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			    case SDL_KEYDOWN:
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			    case SDL_KEYUP:
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			    	printf("Key '%c' has been %s\n",
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						events[i].key.keysym.unicode,
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					(events[i].key.state == SDL_PRESSED) ?
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						"pressed" : "released");
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0
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			    	/* Allow hitting <ESC> to quit the app */
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			    	if ( events[i].key.keysym.sym == SDLK_ESCAPE ) {
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			    		done = 1;
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			    	}
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					/* skip events now that aren't KEYUPs... */
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					if (events[i].key.state == SDL_PRESSED)
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						break;
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			    	if ( events[i].key.keysym.sym == SDLK_f ) {
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						int rc = 0;
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						printf("attempting to toggle fullscreen...\n");
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						rc = SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
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                        printf("SDL_WM_ToggleFullScreen returned %d.\n", rc);
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			    	}
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			    	if ( events[i].key.keysym.sym == SDLK_g ) {
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						SDL_GrabMode m;
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						m = SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON ?
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								SDL_GRAB_OFF : SDL_GRAB_ON;
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						printf("attempting to toggle input grab to %s...\n",
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                                m == SDL_GRAB_ON ? "ON" : "OFF");
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                        SDL_WM_GrabInput(m);
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						printf("attempt finished.\n");
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			    	}
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0
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			    	break;
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			}
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		}
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		/* Give up some CPU to allow events to arrive */
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		SDL_Delay(20);
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	}
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	return(0);
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}
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int main(int argc, char *argv[])
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{
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	SDL_Surface *screen;
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	SDL_Surface *icon;
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	Uint8 *icon_mask;
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	int i, parsed;
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	Uint8 *buffer;
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	SDL_Color palette[256];
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	Uint32 init_flags;
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	Uint8  video_bpp;
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	Uint32 video_flags;
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	SDL_Thread *mouse_thread;
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	SDL_Thread *keybd_thread;
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	/* Set the options, based on command line arguments */
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	init_flags = SDL_INIT_VIDEO;
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	video_bpp = 8;
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	video_flags = SDL_SWSURFACE;
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	parsed = 1;
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	while ( parsed ) {
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		/* If the threaded option is enabled, and the SDL library hasn't
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		   been compiled with threaded events enabled, then the mouse and
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		   keyboard won't respond.
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		 */
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		if ( (argc >= 2) && (strcmp(argv[1], "-threaded") == 0) ) {
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			init_flags |= SDL_INIT_EVENTTHREAD;
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			argc -= 1;
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			argv += 1;
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			printf("Running with threaded events\n");
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		} else
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		if ( (argc >= 2) && (strcmp(argv[1], "-fullscreen") == 0) ) {
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			video_flags |= SDL_FULLSCREEN;
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			argc -= 1;
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			argv += 1;
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		} else
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		if ( (argc >= 3) && (strcmp(argv[1], "-bpp") == 0) ) {
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			video_bpp = atoi(argv[2]);
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			argc -= 2;
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			argv += 2;
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		} else {
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			parsed = 0;
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		}
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	}
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	/* Initialize SDL with the requested flags */
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	if ( SDL_Init(init_flags) < 0 ) {
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		fprintf(stderr,
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			"Couldn't initialize SDL: %s\n", SDL_GetError());
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		exit(1);
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	}
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	atexit(SDL_Quit);
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	/* Set the icon -- this must be done before the first mode set */
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	icon = LoadIconSurface("icon.bmp", &icon_mask);
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	if ( icon != NULL ) {
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		SDL_WM_SetIcon(icon, icon_mask);
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	}
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	if ( icon_mask != NULL )
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		free(icon_mask);
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	/* Initialize the display */
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	screen = SDL_SetVideoMode(640, 480, video_bpp, video_flags);
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	if (  screen == NULL ) {
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		fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
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						video_bpp, SDL_GetError());
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		exit(1);
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	}
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	printf("Running in %s mode\n", screen->flags & SDL_FULLSCREEN ?
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						"fullscreen" : "windowed");
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   284
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	/* Enable printable characters */
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	SDL_EnableUNICODE(1);
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	/* Set an event filter that discards everything but QUIT */
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	SDL_SetEventFilter(FilterEvents);
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	/* Create the event handling threads */
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	mouse_thread = SDL_CreateThread(HandleMouse, NULL);
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	keybd_thread = SDL_CreateThread(HandleKeyboard, NULL);
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   294
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	/* Set the surface pixels and refresh! */
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	for ( i=0; i<256; ++i ) {
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		palette[i].r = 255-i;
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		palette[i].g = 255-i;
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		palette[i].b = 255-i;
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	}
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	SDL_SetColors(screen, palette, 0, 256);
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	if ( SDL_LockSurface(screen) < 0 ) {
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		fprintf(stderr, "Couldn't lock display surface: %s\n",
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							SDL_GetError());
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		exit(2);
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   306
	}
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	buffer = (Uint8 *)screen->pixels;
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	for ( i=0; i<screen->h; ++i ) {
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		memset(buffer,(i*255)/screen->h,
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				screen->w*screen->format->BytesPerPixel);
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		buffer += screen->pitch;
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	}
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	SDL_UnlockSurface(screen);
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	SDL_UpdateRect(screen, 0, 0, 0, 0);
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	/* Loop, waiting for QUIT */
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	while ( ! done ) {
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		if ( ! (init_flags & SDL_INIT_EVENTTHREAD) ) {
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			SDL_PumpEvents(); /* Needed when event thread is off */
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		}
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		if ( SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_QUITMASK) ) {
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			done = 1;
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		}
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		/* Give up some CPU so the events can accumulate */
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		SDL_Delay(20);
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	}
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	SDL_WaitThread(mouse_thread, NULL);
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	SDL_WaitThread(keybd_thread, NULL);
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	return(0);
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}