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Allow passing a pointer to SDL_FreeEventMemory()
Also clarify in the documentation that you should not call SDL_FreeEventMemory(NULL) from your main thread.
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217330a7b3
commit
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4 changed files with 54 additions and 14 deletions
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@ -1428,14 +1428,20 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
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* Free temporary event memory allocated by SDL.
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*
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* This function frees temporary memory allocated for events and APIs that
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* return temporary strings. This memory is local to the thread that creates
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* follow the SDL_GetStringRule. This memory is local to the thread that creates
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* it and is automatically freed for the main thread when pumping the event
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* loop. For other threads you may want to call this function periodically to
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* loop. For other threads you may call this function periodically to
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* free any temporary memory created by that thread.
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*
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* You can free a specific pointer, to provide more fine grained control over memory management, or you can pass NULL to free all pending temporary allocations. You should *NOT* pass NULL on your main event handling thread, as there may be temporary memory being used by events in-flight. For that thread SDL will call this internally when it's safe to do so.
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*
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* Note that if you call SDL_AllocateEventMemory() on one thread and pass it
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* to another thread, e.g. via a user event, then you should be sure the other
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* thread has finished processing it before calling this function.
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* thread has finished processing it before calling this function with NULL.
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*
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* All temporary memory is freed on the main thread in SDL_Quit() and for other threads when they call SDL_CleanupTLS(), which is automatically called at cleanup time for threads created using SDL_CreateThread().
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*
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* \param mem a pointer allocated with SDL_AllocateEventMemory(), or NULL to free all pending temporary allocations.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@ -1443,7 +1449,7 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
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*
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* \sa SDL_AllocateEventMemory
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_FreeEventMemory(void);
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extern SDL_DECLSPEC void SDLCALL SDL_FreeEventMemory(const void *mem);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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@ -520,6 +520,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetTLS(SDL_TLSID *id, const void *value, SDL
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/**
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* Cleanup all TLS data for this thread.
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*
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* If you are creating your threads outside of SDL and then calling SDL functions, you should call this function before your thread exits, to properly clean up SDL memory.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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@ -169,7 +169,7 @@ SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_FreeEventMemory,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_FreeEventMemory,(const void *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
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@ -110,12 +110,7 @@ static void SDL_CleanupEventMemory(void *data)
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{
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SDL_EventMemoryState *state = (SDL_EventMemoryState *)data;
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while (state->head) {
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SDL_EventMemory *entry = state->head;
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state->head = entry->next;
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SDL_free(entry->memory);
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SDL_free(entry);
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}
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SDL_FreeEventMemory(NULL);
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SDL_free(state);
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}
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@ -217,9 +212,46 @@ static void SDL_FlushEventMemory(Uint32 eventID)
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}
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}
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void SDL_FreeEventMemory(void)
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void SDL_FreeEventMemory(const void *mem)
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{
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SDL_FlushEventMemory(0);
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SDL_EventMemoryState *state;
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state = SDL_GetEventMemoryState(SDL_FALSE);
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if (!state) {
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return;
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}
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if (mem) {
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SDL_EventMemory *prev = NULL, *entry;
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for (entry = state->head; entry; prev = entry, entry = entry->next) {
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if (mem == entry->memory) {
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if (prev) {
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prev->next = entry->next;
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}
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if (entry == state->head) {
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state->head = entry->next;
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}
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if (entry == state->tail) {
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state->tail = prev;
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}
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SDL_free(entry->memory);
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SDL_free(entry);
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break;
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}
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}
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} else {
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if (state->head) {
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while (state->head) {
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SDL_EventMemory *entry = state->head;
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state->head = entry->next;
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SDL_free(entry->memory);
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SDL_free(entry);
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}
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state->tail = NULL;
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}
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}
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}
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#ifndef SDL_JOYSTICK_DISABLED
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@ -741,7 +773,7 @@ void SDL_StopEventLoop(void)
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SDL_EventQ.free = NULL;
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SDL_AtomicSet(&SDL_sentinel_pending, 0);
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SDL_FlushEventMemory(0);
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SDL_FreeEventMemory(NULL);
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/* Clear disabled event state */
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for (i = 0; i < SDL_arraysize(SDL_disabled_events); ++i) {
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