internal bool InnerLoopTick() { SDL.SDL_Event evt; #if !THREADED_GL Threading.Run(); #endif while (SDL.SDL_PollEvent(out evt) == 1) { // Keyboard if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN) { #if USE_SCANCODES Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode); #else Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.sym); #endif if (!keys.Contains(key)) { keys.Add(key); INTERNAL_TextInputIn(key); } } else if (evt.type == SDL.SDL_EventType.SDL_KEYUP) { #if USE_SCANCODES Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode); #else Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.sym); #endif if (keys.Remove(key)) { INTERNAL_TextInputOut(key); } } // Mouse Input else if (evt.type == SDL.SDL_EventType.SDL_MOUSEMOTION) { Mouse.INTERNAL_IsWarped = false; } else if (evt.type == SDL.SDL_EventType.SDL_MOUSEWHEEL) { // 120 units per notch. Because reasons. Mouse.INTERNAL_MouseWheel += evt.wheel.y * 120; } // Touch Input else if (evt.type == SDL.SDL_EventType.SDL_FINGERDOWN) { TouchPanel.AddEvent( (int)evt.tfinger.touchId, TouchLocationState.Pressed, new Vector2( evt.tfinger.x, evt.tfinger.y ) ); } else if (evt.type == SDL.SDL_EventType.SDL_FINGERUP) { TouchPanel.AddEvent( (int)evt.tfinger.touchId, TouchLocationState.Released, new Vector2( evt.tfinger.x, evt.tfinger.y ) ); } else if (evt.type == SDL.SDL_EventType.SDL_FINGERMOTION) { TouchPanel.AddEvent( (int)evt.tfinger.touchId, TouchLocationState.Moved, new Vector2( evt.tfinger.x, evt.tfinger.y ) ); } // Various Window Events... else if (evt.type == SDL.SDL_EventType.SDL_WINDOWEVENT) { // Window Focus if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED) { IsActive = true; if (!INTERNAL_useFullscreenSpaces) { // If we alt-tab away, we lose the 'fullscreen desktop' flag on some WMs SDL.SDL_SetWindowFullscreen( Window.Handle, Game.GraphicsDevice.PresentationParameters.IsFullScreen ? (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : 0 ); } // Disable the screensaver when we're back. SDL.SDL_DisableScreenSaver(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST) { IsActive = false; if (!INTERNAL_useFullscreenSpaces) { SDL.SDL_SetWindowFullscreen(Window.Handle, 0); } // Give the screensaver back, we're not that important now. SDL.SDL_EnableScreenSaver(); } // Window Resize else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED) { Mouse.INTERNAL_WindowWidth = evt.window.data1; Mouse.INTERNAL_WindowHeight = evt.window.data2; // Should be called on user resize only, NOT ApplyChanges! ((SDL2_GameWindow)Window).INTERNAL_ClientSizeChanged(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED) { Mouse.INTERNAL_WindowWidth = evt.window.data1; Mouse.INTERNAL_WindowHeight = evt.window.data2; // Need to reset the graphics device any time the window size changes if (Game.graphicsDeviceManager.IsFullScreen) { GraphicsDevice device = Game.GraphicsDevice; Game.graphicsDeviceManager.INTERNAL_ResizeGraphicsDevice( device.GLDevice.Backbuffer.Width, device.GLDevice.Backbuffer.Height ); } else { Game.graphicsDeviceManager.INTERNAL_ResizeGraphicsDevice( evt.window.data1, evt.window.data2 ); } } // Window Move else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_MOVED) { /* Apparently if you move the window to a new * display, a GraphicsDevice Reset occurs. * -flibit */ int newIndex = SDL.SDL_GetWindowDisplayIndex( Window.Handle ); if (newIndex != displayIndex) { displayIndex = newIndex; INTERNAL_GenerateDisplayModes(); Game.GraphicsDevice.Reset(); } } // Mouse Focus else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER) { SDL.SDL_DisableScreenSaver(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE) { SDL.SDL_EnableScreenSaver(); } } // Controller device management else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEADDED) { GamePad.INTERNAL_AddInstance(evt.jdevice.which); } else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEREMOVED) { GamePad.INTERNAL_RemoveInstance(evt.jdevice.which); } // Text Input else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !INTERNAL_TextInputSuppress) { string text; // Based on the SDL2# LPUtf8StrMarshaler unsafe { byte *endPtr = evt.text.text; while (*endPtr != 0) { endPtr++; } byte[] bytes = new byte[endPtr - evt.text.text]; Marshal.Copy((IntPtr)evt.text.text, bytes, 0, bytes.Length); text = System.Text.Encoding.UTF8.GetString(bytes); } if (text.Length > 0) { TextInputEXT.OnTextInput(text[0]); } } // Quit else if (evt.type == SDL.SDL_EventType.SDL_QUIT) { INTERNAL_runApplication = false; break; } } // Text Input Controls Key Handling INTERNAL_TextInputUpdate(); Keyboard.SetKeys(keys); Game.Tick(); return(INTERNAL_runApplication); }
// Return true to trigger worker thread pause bool RunIteration(CancellationToken token) { // set main game thread global ID Threading.ResetThread(Thread.CurrentThread.ManagedThreadId); InternalState currentState = InternalState.Exited_GameThread; lock (_lockObject) { currentState = _internalState; } switch (currentState) { // exit states case InternalState.Exiting: // when ui thread wants to exit processStateExiting(); break; case InternalState.Exited_GameThread: // when game thread processed exiting event lock (_lockObject) { _waitForExitedStateProcessed.Set(); cts.Cancel(); } break; // pause states case InternalState.Pausing_UIThread: // when ui thread wants to pause processStatePausing(); break; case InternalState.Paused_GameThread: // when game thread processed pausing event // this must be processed outside of this loop, in the new task thread! return(true); // trigger pause of worker thread // other states case InternalState.Resuming_UIThread: // when ui thread wants to resume processStateResuming(); // pause must wait for resume in case pause/resume is called in very quick succession lock (_lockObject) { _waitForResumedStateProcessed.Set(); } break; case InternalState.Running_GameThread: // when we are running game processStateRunning(token); break; case InternalState.ForceRecreateSurface: processStateForceSurfaceRecreation(); break; // default case, error default: processStateDefault(); cts.Cancel(); break; } return(false); }
public void INTERNAL_RunLoop() { // Now that we're in the game loop, this should be safe. Game.GraphicsDevice.glFramebuffer = INTERNAL_glFramebuffer; SDL.SDL_Event evt; while (INTERNAL_runApplication) { #if !THREADED_GL Threading.Run(); #endif while (SDL.SDL_PollEvent(out evt) == 1) { // TODO: All events... // Keyboard if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN) { Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode); if (!keys.Contains(key)) { keys.Add(key); INTERNAL_TextInputIn(key); } } else if (evt.type == SDL.SDL_EventType.SDL_KEYUP) { Keys key = SDL2_KeyboardUtil.ToXNA(evt.key.keysym.scancode); if (keys.Contains(key)) { keys.Remove(key); INTERNAL_TextInputOut(key); } } // Various Window Events... else if (evt.type == SDL.SDL_EventType.SDL_WINDOWEVENT) { // Window Focus if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_GAINED) { IsActive = true; // If we alt-tab away, we lose the 'fullscreen desktop' flag on some WMs SDL.SDL_SetWindowFullscreen(INTERNAL_sdlWindow, (uint)INTERNAL_sdlWindowFlags_Current); // Disable the screensaver when we're back. SDL.SDL_DisableScreenSaver(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_FOCUS_LOST) { IsActive = false; SDL.SDL_SetWindowFullscreen(INTERNAL_sdlWindow, 0); // Give the screensaver back, we're not that important now. SDL.SDL_EnableScreenSaver(); } // Window Resize else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_RESIZED) { Mouse.INTERNAL_WindowWidth = evt.window.data1; Mouse.INTERNAL_WindowHeight = evt.window.data2; // Should be called on user resize only, NOT ApplyChanges!. OnClientSizeChanged(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED) { Mouse.INTERNAL_WindowWidth = evt.window.data1; Mouse.INTERNAL_WindowHeight = evt.window.data2; } // Mouse Focus else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER) { SDL.SDL_DisableScreenSaver(); } else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE) { SDL.SDL_EnableScreenSaver(); } } // Mouse Wheel else if (evt.type == SDL.SDL_EventType.SDL_MOUSEWHEEL) { Mouse.INTERNAL_MouseWheel += evt.wheel.y; } // Controller device management else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEADDED) { Input.GamePad.INTERNAL_AddInstance(evt.jdevice.which); } else if (evt.type == SDL.SDL_EventType.SDL_JOYDEVICEREMOVED) { Input.GamePad.INTERNAL_RemoveInstance(evt.jdevice.which); } // Text Input else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !INTERNAL_TextInputSuppress) { string text; unsafe { text = new string((char *)evt.text.text); } if (text.Length > 0) { OnTextInput(evt, new TextInputEventArgs(text[0])); } } // Quit else if (evt.type == SDL.SDL_EventType.SDL_QUIT) { INTERNAL_runApplication = false; break; } } // Text Input Controls Key Handling INTERNAL_TextInputUpdate(); if (keys.Contains(Keys.LeftAlt) && keys.Contains(Keys.F4)) { INTERNAL_runApplication = false; } Keyboard.SetKeys(keys); Game.Tick(); } // We out. Game.Exit(); }