// === PROTOTYPES ===
int UI_Initialise(int MaxWidth, int MaxHeight);
- int UI_MainThread(void *Unused);
void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap);
void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H);
void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value);
giUI_Width = MaxWidth;
giUI_Height = MaxHeight;
- // Start main thread
- gInputThread = SDL_CreateThread(UI_MainThread, NULL);
+ // Set up video
+ SDL_Init(SDL_INIT_VIDEO);
+ printf("UI attempting %ix%i %ibpp\n", giUI_Width, giUI_Height, 32);
+ gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, 0);
+ if( !gScreen ) {
+ fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
+ SDL_Quit();
+ exit(2);
+ }
+ SDL_WM_SetCaption("Acess2", "Acess2");
- while(gScreen == NULL)
- SDL_Delay(10);
+ giUI_Width = gScreen->w;
+ giUI_Height = gScreen->h;
+ giUI_Pitch = gScreen->pitch;
+
+ printf("UI window %ix%i %i bytes per line\n", giUI_Width, giUI_Height, giUI_Pitch);
+ SDL_EnableUNICODE(1);
+
return 0;
}
return ret;
}
-int UI_MainThread(void *Unused)
+void UI_MainLoop(void)
{
SDL_Event event;
Uint32 acess_sym;
-
- SDL_Init(SDL_INIT_VIDEO);
-
- // Set up video
- gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, 0);
- if( !gScreen ) {
- fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
- SDL_Quit();
- exit(2);
- }
- SDL_WM_SetCaption("Acess2", "Acess2");
-
- giUI_Width = gScreen->w;
- giUI_Height = gScreen->h;
- giUI_Pitch = gScreen->pitch;
-
- SDL_EnableUNICODE(1);
-
+
for( ;; )
{
while(SDL_PollEvent(&event))
{
case SDL_QUIT:
AcessNative_Exit();
- return 0;
+ return ;
case SDL_KEYDOWN:
acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
event.key.keysym.unicode);
- if( gUI_KeyboardCallback )
- gUI_KeyboardCallback(acess_sym);
+ if( gUI_KeyboardCallback ) {
+ gUI_KeyboardCallback(KEY_ACTION_RAWSYM|event.key.keysym.sym);
+ gUI_KeyboardCallback(KEY_ACTION_PRESS|acess_sym);
+ }
break;
case SDL_KEYUP:
acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
event.key.keysym.unicode);
- if( gUI_KeyboardCallback )
- gUI_KeyboardCallback(0x80000000|acess_sym);
+ if( gUI_KeyboardCallback ) {
+ gUI_KeyboardCallback(KEY_ACTION_RAWSYM|event.key.keysym.sym);
+ gUI_KeyboardCallback(KEY_ACTION_RELEASE|acess_sym);
+ }
break;
default: