Added a hint to disable windows message processing in SDL_PumpEvents()

SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
This commit is contained in:
Sam Lantinga 2014-06-04 10:52:34 -07:00
parent 0d1f0fed71
commit 3e3b34adc9
4 changed files with 40 additions and 15 deletions

View File

@ -196,6 +196,17 @@ extern "C" {
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
* This variable can be set to the following values:
* "0" - The window message loop is not run
* "1" - The window message loop is processed in SDL_PumpEvents()
*
* By default SDL will process the windows message loop
*/
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*

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@ -890,14 +890,16 @@ WIN_PumpEvents(_THIS)
MSG msg;
DWORD start_ticks = GetTickCount();
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
/* Always translate the message in case it's a non-SDL window (e.g. with Qt integration) */
TranslateMessage(&msg);
DispatchMessage(&msg);
if (g_WindowsEnableMessageLoop) {
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
/* Always translate the message in case it's a non-SDL window (e.g. with Qt integration) */
TranslateMessage(&msg);
DispatchMessage(&msg);
/* Make sure we don't busy loop here forever if there are lots of events coming in */
if (SDL_TICKS_PASSED(msg.time, start_ticks)) {
break;
/* Make sure we don't busy loop here forever if there are lots of events coming in */
if (SDL_TICKS_PASSED(msg.time, start_ticks)) {
break;
}
}
}

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@ -39,8 +39,18 @@ static int WIN_VideoInit(_THIS);
static void WIN_VideoQuit(_THIS);
/* Hints */
SDL_bool g_WindowsEnableMessageLoop = SDL_TRUE;
SDL_bool g_WindowFrameUsableWhileCursorHidden = SDL_TRUE;
static void UpdateWindowsEnableMessageLoop(void *userdata, const char *name, const char *oldValue, const char *newValue)
{
if (newValue && *newValue == '0') {
g_WindowsEnableMessageLoop = SDL_FALSE;
} else {
g_WindowsEnableMessageLoop = SDL_TRUE;
}
}
static void UpdateWindowFrameUsableWhileCursorHidden(void *userdata, const char *name, const char *oldValue, const char *newValue)
{
if (newValue && *newValue == '0') {
@ -97,9 +107,9 @@ WIN_CreateDevice(int devindex)
data->userDLL = SDL_LoadObject("USER32.DLL");
if (data->userDLL) {
data->CloseTouchInputHandle = (BOOL (WINAPI *)( HTOUCHINPUT )) SDL_LoadFunction(data->userDLL, "CloseTouchInputHandle");
data->GetTouchInputInfo = (BOOL (WINAPI *)( HTOUCHINPUT, UINT, PTOUCHINPUT, int )) SDL_LoadFunction(data->userDLL, "GetTouchInputInfo");
data->RegisterTouchWindow = (BOOL (WINAPI *)( HWND, ULONG )) SDL_LoadFunction(data->userDLL, "RegisterTouchWindow");
data->CloseTouchInputHandle = (BOOL (WINAPI *)(HTOUCHINPUT)) SDL_LoadFunction(data->userDLL, "CloseTouchInputHandle");
data->GetTouchInputInfo = (BOOL (WINAPI *)(HTOUCHINPUT, UINT, PTOUCHINPUT, int)) SDL_LoadFunction(data->userDLL, "GetTouchInputInfo");
data->RegisterTouchWindow = (BOOL (WINAPI *)(HWND, ULONG)) SDL_LoadFunction(data->userDLL, "RegisterTouchWindow");
}
/* Set the function pointers */
@ -178,7 +188,8 @@ WIN_VideoInit(_THIS)
WIN_InitKeyboard(_this);
WIN_InitMouse(_this);
SDL_AddHintCallback( SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN, UpdateWindowFrameUsableWhileCursorHidden, NULL );
SDL_AddHintCallback(SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, UpdateWindowsEnableMessageLoop, NULL);
SDL_AddHintCallback(SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN, UpdateWindowFrameUsableWhileCursorHidden, NULL);
return 0;
}
@ -196,7 +207,7 @@ WIN_VideoQuit(_THIS)
#include <d3d9.h>
SDL_bool
D3D_LoadDLL( void **pD3DDLL, IDirect3D9 **pDirect3D9Interface )
D3D_LoadDLL(void **pD3DDLL, IDirect3D9 **pDirect3D9Interface)
{
*pD3DDLL = SDL_LoadObject("D3D9.DLL");
if (*pD3DDLL) {
@ -239,7 +250,7 @@ D3D_LoadDLL( void **pD3DDLL, IDirect3D9 **pDirect3D9Interface )
int
SDL_Direct3D9GetAdapterIndex( int displayIndex )
SDL_Direct3D9GetAdapterIndex(int displayIndex)
{
void *pD3DDLL;
IDirect3D9 *pD3D;
@ -287,7 +298,7 @@ DXGI_LoadDLL(void **pDXGIDLL, IDXGIFactory **pDXGIFactory)
{
*pDXGIDLL = SDL_LoadObject("DXGI.DLL");
if (*pDXGIDLL) {
HRESULT (WINAPI *CreateDXGI)( REFIID riid, void **ppFactory );
HRESULT (WINAPI *CreateDXGI)(REFIID riid, void **ppFactory);
CreateDXGI =
(HRESULT (WINAPI *) (REFIID, void**)) SDL_LoadFunction(*pDXGIDLL,
@ -365,7 +376,7 @@ SDL_DXGIGetOutputInfo(int displayIndex, int *adapterIndex, int *outputIndex)
*adapterIndex = nAdapter;
*outputIndex = nOutput;
}
SDL_free( outputName );
SDL_free(outputName);
}
IDXGIOutput_Release(pDXGIOutput);
nOutput++;

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@ -171,6 +171,7 @@ typedef struct SDL_VideoData
TSFSink *ime_ippasink;
} SDL_VideoData;
extern SDL_bool g_WindowsEnableMessageLoop;
extern SDL_bool g_WindowFrameUsableWhileCursorHidden;
typedef struct IDirect3D9 IDirect3D9;