extern void fgPlatformHideWindow( SFG_Window *window );
extern void fgPlatformIconifyWindow( SFG_Window *window );
extern void fgPlatformShowWindow( SFG_Window *window );
+extern void fgPlatformMainLoopPostWork ( void );
static struct touchscreen touchscreen;
void fgPlatformSleepForEvents( fg_time_t msec )
{
//XXX: Is this right? Is there a more direct way to access the context?
- if(fgStructure.CurrentWindow && bps_get_event(&fgStructure.CurrentWindow->Window.pContext.event, (int)msec) != BPS_SUCCESS) {
+ if(fgStructure.CurrentWindow && bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
LOGW("BPS couldn't get event");
}
}
void fgPlatformProcessSingleEvent ( void )
{
int domain;
- bps_event_t** eventPtr = &fgStructure.CurrentWindow->Window.pContext.event; //XXX Is there a more direct way to access the context?
- bps_event_t* event;
do
{
- if(*eventPtr != NULL) {
+ if(fgDisplay.pDisplay.event != NULL) {
SFG_Window* window = fgStructure.CurrentWindow;
if (window != NULL && window->Window.Handle != NULL) {
int size[2];
fghOnReshapeNotify(window,size[0],size[1],GL_FALSE);
}
- event = *eventPtr;
- domain = bps_event_get_domain(event);
+ domain = bps_event_get_domain(fgDisplay.pDisplay.event);
if (domain == screen_get_domain()) {
int eventType;
- screen_event_t screenEvent = screen_event_get_event(event);
+ screen_event_t screenEvent = screen_event_get_event(fgDisplay.pDisplay.event);
screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_TYPE, &eventType);
switch (eventType) {
break;
}
} else if (domain == navigator_get_domain()) {
- int eventType = bps_event_get_code(event);
+ int eventType = bps_event_get_code(fgDisplay.pDisplay.event);
switch (eventType) {
case NAVIGATOR_WINDOW_STATE:
{
LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE");
- navigator_window_state_t state = navigator_event_get_window_state(event);
+ navigator_window_state_t state = navigator_event_get_window_state(fgDisplay.pDisplay.event);
switch (state)
{
case NAVIGATOR_WINDOW_FULLSCREEN:
case NAVIGATOR_EXIT:
{
LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_EXIT");
+
+ fgPlatformMainLoopPostWork();
+
/* User closed the application for good, let's kill the window */
SFG_Window* window = fgStructure.CurrentWindow;
if (window != NULL) {
}
}
}
- } while(bps_get_event(eventPtr, 1) == BPS_SUCCESS && *eventPtr != NULL);
+ } while(bps_get_event(&fgDisplay.pDisplay.event, 1) == BPS_SUCCESS && fgDisplay.pDisplay.event != NULL);
/* Reset event to reduce chances of triggering something */
- *eventPtr = NULL;
+ fgDisplay.pDisplay.event = NULL;
}
void fgPlatformMainLoopPreliminaryWork ( void )
{
LOGI("fgPlatformMainLoopPreliminaryWork");
+
+ /* Request navigator events */
+ navigator_request_events(0);
+ //XXX rotation lock? navigator_rotation_lock(true);
+
+ /* Request window events */
+ screen_request_events(fgDisplay.pDisplay.screenContext);
}
+void fgPlatformMainLoopPostWork ( void )
+{
+ LOGI("fgPlatformMainLoopPostWork");
+
+ screen_stop_events(fgDisplay.pDisplay.screenContext);
+
+ navigator_stop_events(0);
+}
/* deal with work list items */
void fgPlatformInitWork(SFG_Window* window)
break;
}
}
-