mirror of
https://github.com/Ryujinx/SDL.git
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0dd7024d55
When possible use native os functions to make a blocking call waiting for an incoming event. Previous behavior was to continuously poll the event queue with a small delay between each poll. The blocking call uses a new optional video driver event, WaitEventTimeout, if available. It is called only if an window already shown is available. If present the window is designated using the variable wakeup_window to receive a wakeup event if needed. The WaitEventTimeout function accept a timeout parameter. If positive the call will wait for an event or return if the timeout expired without any event. If the timeout is zero it will implement a polling behavior. If the timeout is negative the function will block indefinetely waiting for an event. To let the main thread sees events sent form a different thread a "wake-up" signal is sent to the main thread if the main thread is in a blocking state. The wake-up event is sent to the designated wakeup_window if present. The wake-up event is sent only if the PushEvent call is coming from a different thread. Before sending the wake-up event the ID of the thread making the blocking call is saved using the variable blocking_thread_id and it is compared to the current thread's id to decide if the wake-up event should be sent. Two new optional video device methods are introduced: WaitEventTimeout SendWakeupEvent in addition the mutex wakeup_lock which is defined and initialized but only for the drivers supporting the methods above. If the methods are not present the system behaves as previously performing a periodic polling of the events queue. The blocking call is disabled if a joystick or sensor is detected and falls back to previous behavior.
170 lines
6.1 KiB
CMake
170 lines
6.1 KiB
CMake
cmake_minimum_required(VERSION 3.0.0)
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project(SDL2 C)
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# Global settings for all of the test targets
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# FIXME: is this wrong?
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remove_definitions(-DUSING_GENERATED_CONFIG_H)
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link_libraries(SDL2_test SDL2-static)
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# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
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# but we need them for VS as well.
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if(WINDOWS)
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link_libraries(SDL2main)
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add_definitions(-Dmain=SDL_main)
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endif()
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find_package(OpenGL)
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if (OPENGL_FOUND)
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add_definitions(-DHAVE_OPENGL)
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endif()
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add_executable(checkkeys checkkeys.c)
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add_executable(checkkeysthreads checkkeysthreads.c)
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add_executable(loopwave loopwave.c)
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add_executable(loopwavequeue loopwavequeue.c)
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add_executable(testresample testresample.c)
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add_executable(testaudioinfo testaudioinfo.c)
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file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
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add_executable(testautomation ${TESTAUTOMATION_SOURCE_FILES})
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add_executable(testmultiaudio testmultiaudio.c)
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add_executable(testaudiohotplug testaudiohotplug.c)
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add_executable(testaudiocapture testaudiocapture.c)
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add_executable(testatomic testatomic.c)
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add_executable(testintersections testintersections.c)
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add_executable(testrelative testrelative.c)
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add_executable(testhittesting testhittesting.c)
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add_executable(testdraw2 testdraw2.c)
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add_executable(testdrawchessboard testdrawchessboard.c)
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add_executable(testdropfile testdropfile.c)
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add_executable(testerror testerror.c)
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add_executable(testfile testfile.c)
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add_executable(testgamecontroller testgamecontroller.c)
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add_executable(testgesture testgesture.c)
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add_executable(testgl2 testgl2.c)
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add_executable(testgles testgles.c)
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add_executable(testgles2 testgles2.c)
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add_executable(testhaptic testhaptic.c)
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add_executable(testhotplug testhotplug.c)
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add_executable(testrumble testrumble.c)
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add_executable(testthread testthread.c)
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add_executable(testiconv testiconv.c)
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add_executable(testime testime.c)
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add_executable(testjoystick testjoystick.c)
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add_executable(testkeys testkeys.c)
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add_executable(testloadso testloadso.c)
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add_executable(testlock testlock.c)
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if(APPLE)
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add_executable(testnative testnative.c
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testnativecocoa.m
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testnativex11.c)
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elseif(WINDOWS)
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add_executable(testnative testnative.c testnativew32.c)
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elseif(UNIX)
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add_executable(testnative testnative.c testnativex11.c)
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endif()
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add_executable(testoverlay2 testoverlay2.c testyuv_cvt.c)
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add_executable(testplatform testplatform.c)
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add_executable(testpower testpower.c)
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add_executable(testfilesystem testfilesystem.c)
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add_executable(testrendertarget testrendertarget.c)
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add_executable(testscale testscale.c)
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add_executable(testsem testsem.c)
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add_executable(testshader testshader.c)
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add_executable(testshape testshape.c)
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add_executable(testsprite2 testsprite2.c)
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add_executable(testspriteminimal testspriteminimal.c)
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add_executable(teststreaming teststreaming.c)
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add_executable(testtimer testtimer.c)
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add_executable(testver testver.c)
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add_executable(testviewport testviewport.c)
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add_executable(testwm2 testwm2.c)
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add_executable(testyuv testyuv.c testyuv_cvt.c)
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add_executable(torturethread torturethread.c)
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add_executable(testrendercopyex testrendercopyex.c)
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add_executable(testmessage testmessage.c)
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add_executable(testdisplayinfo testdisplayinfo.c)
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add_executable(testqsort testqsort.c)
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add_executable(testbounds testbounds.c)
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add_executable(testcustomcursor testcustomcursor.c)
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add_executable(controllermap controllermap.c)
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add_executable(testvulkan testvulkan.c)
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add_executable(testoffscreen testoffscreen.c)
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if(OPENGL_FOUND)
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add_dependencies(testshader OpenGL::GL)
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add_dependencies(testgl2 OpenGL::GL)
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target_link_libraries(testshader OpenGL::GL)
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target_link_libraries(testgl2 OpenGL::GL)
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endif()
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# HACK: Dummy target to cause the resource files to be copied to the build directory.
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# Need to make it an executable so we can use the TARGET_FILE_DIR generator expression.
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# This is needed so they get copied to the correct Debug/Release subdirectory in Xcode.
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n")
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add_executable(SDL2_test_resoureces ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c)
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file(GLOB RESOURCE_FILES *.bmp *.wav moose.dat utf8.txt)
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foreach(RESOURCE_FILE ${RESOURCE_FILES})
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add_custom_command(TARGET SDL2_test_resoureces POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resoureces>)
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endforeach(RESOURCE_FILE)
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file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# TODO: Might be easier to make all targets depend on the resources...?
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set(NEEDS_RESOURCES
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testscale
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testrendercopyex
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controllermap
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testyuv
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testgamecontroller
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testshape
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testshader
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testnative
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testspriteminimal
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testautomation
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testcustomcursor
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testrendertarget
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testsprite2
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loopwave
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loopwavequeue
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testresample
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testaudiohotplug
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testmultiaudio
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)
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foreach(APP IN LISTS NEEDS_RESOURCES)
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add_dependencies(${APP} SDL2_test_resoureces)
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if(APPLE)
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# Make sure resource files get installed into macOS/iOS .app bundles.
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target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
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set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
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endif()
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endforeach()
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# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
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# platforms (iOS, for example).
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if(APPLE)
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if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
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# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
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# CMake 3.7 and above.
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message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
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else()
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get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
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foreach(CURRENT_TARGET IN LISTS TARGETS)
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get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
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if(TARGET_TYPE STREQUAL "EXECUTABLE")
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set_target_properties("${CURRENT_TARGET}" PROPERTIES
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MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
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MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
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MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
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)
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endif()
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endforeach()
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endif()
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endif()
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