Richard Rauch's patch to ensure that freeglut does not use 100% CPU even while idling.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@195 7f0cb862-5218-0410-a997-914c9d46530a
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@ -399,6 +399,113 @@ void fgWarning( const char *fmt, ... )
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va_end( ap );
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va_end( ap );
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}
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}
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#include <limits.h>
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#ifdef TARGET_HOST_UNIX_X11
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#include <sys/types.h>
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#include <sys/time.h>
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#include <unistd.h>
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#include <errno.h>
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#include <sys/stat.h>
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#elif TARGET_HOST_WIN32
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#endif
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#ifndef MAX
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#define MAX(a,b) (((a)>(b)) ? (a) : (b))
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#endif
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#ifndef MIN
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#define MIN(a,b) (((a)<(b)) ? (a) : (b))
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#endif
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/*
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* Indicates whether Joystick events are being used by ANY window.
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*
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* The current mechanism is to walk all of the windows and ask if
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* there is a joystick callback. Certainly in some cases, maybe
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* in all cases, the joystick is attached to the system and accessed
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* from ONE point by GLUT/freeglut, so this is not the right way,
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* in general, to do this. However, the Joystick code is segregated
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* in its own little world, so we can't access the information that
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* we need in order to do that nicely.
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*
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* Some alternatives:
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* * Store Joystick data into freeglut global state.
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* * Provide NON-static functions or data from Joystick *.c file.
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*
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* Basically, the RIGHT way to do this requires knowing something
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* about the Joystick. Right now, the Joystick code is behind
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* an opaque wall.
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*
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*/
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static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
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{
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if( w->Callbacks.Joystick )
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{
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e->found = TRUE;
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e->data = w;
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}
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}
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static int fgHaveJoystick( void )
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{
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SFG_Enumerator enumerator;
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enumerator.found = FALSE;
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enumerator.data = NULL;
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fgEnumWindows( fgCheckJoystickCallback, &enumerator );
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return !!enumerator.data;
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}
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/*
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* Indicates whether there are any outstanding timers.
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*/
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static int fgHaveTimers( void )
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{
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return !!fgState.Timers.First;
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}
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/*
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* Returns the number of GLUT ticks (milliseconds) till the next timer event.
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*/
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static long fgNextTimer( void )
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{
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long now = fgElapsedTime();
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long ret = INT_MAX;
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SFG_Timer *timer;
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for( timer = (SFG_Timer *)fgState.Timers.First;
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timer;
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timer = (SFG_Timer *)timer->Node.Next )
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ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
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return ret;
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}
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/*
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* Does the magic required to relinquish the CPU until something interesting
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* happens.
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*/
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static void fgSleepForEvents( void )
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{
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#ifdef TARGET_HOST_UNIX_X11
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fd_set fdset;
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int err;
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int socket;
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struct timeval wait;
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long msec;
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socket = ConnectionNumber( fgDisplay.Display );
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FD_ZERO( &fdset );
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FD_SET( socket, &fdset );
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msec = fgNextTimer();
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if( fgHaveJoystick() )
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msec = MIN( msec, 10 );
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wait.tv_sec = msec / 1000;
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wait.tv_usec = (msec % 1000) * 1000;
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err = select( socket+1, &fdset, NULL, NULL, &wait );
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if( -1 == err )
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printf( "freeglut select() error: %d\n", errno );
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#elif TARGET_HOST_WIN32
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#endif
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}
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/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
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/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
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/*
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/*
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@ -425,7 +532,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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/*
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/*
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* Do we have any event messages pending?
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* Do we have any event messages pending?
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*/
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*/
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if( XPending( fgDisplay.Display ) )
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while( XPending( fgDisplay.Display ) )
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{
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{
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/*
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/*
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* Grab the next event to be processed...
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* Grab the next event to be processed...
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@ -976,7 +1083,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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break;
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break;
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}
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}
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}
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}
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else
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{
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{
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/*
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/*
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* Have all the timers checked.
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* Have all the timers checked.
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@ -1008,7 +1115,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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/*
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/*
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* The windows processing is considerably smaller
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* The windows processing is considerably smaller
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*/
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*/
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if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
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while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
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{
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{
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/*
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/*
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* Grab the message now, checking for WM_QUIT
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* Grab the message now, checking for WM_QUIT
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@ -1022,7 +1129,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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TranslateMessage( &stMsg );
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TranslateMessage( &stMsg );
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DispatchMessage( &stMsg );
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DispatchMessage( &stMsg );
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}
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}
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else
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{
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{
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/*
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/*
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* Have all the timers checked.
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* Have all the timers checked.
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@ -1117,6 +1224,8 @@ void FGAPIENTRY glutMainLoop( void )
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*/
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*/
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if ( fgStructure.Windows.First == NULL )
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if ( fgStructure.Windows.First == NULL )
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fgState.ExecState = GLUT_EXEC_STATE_STOP ;
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fgState.ExecState = GLUT_EXEC_STATE_STOP ;
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else if( !fgState.IdleCallback )
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fgSleepForEvents();
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}
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}
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{
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{
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