Exemple #1
0
int processSdlEvents(void) {
    SDL_Event event;

    resetEvents();
    while (SDL_PollEvent(&event)) {
        switch(event.type) {
        case SDL_KEYDOWN:
            switch(event.key.keysym.sym) {
            case SDLK_ESCAPE:
                return 1;
                break;
            default:
                keyboardEvent(&event.key,1);
                break;
            }
            break;
        case SDL_KEYUP:
            keyboardEvent(&event.key,0);
            break;
        case SDL_MOUSEMOTION:
            mouseMovedEvent(event.motion.x,event.motion.y,
                       event.motion.xrel,event.motion.yrel);
            break;
        case SDL_MOUSEBUTTONDOWN:
            mouseButtonEvent(event.button.button,1);
            break;
        case SDL_MOUSEBUTTONUP:
            mouseButtonEvent(event.button.button,0);
            break;
        case SDL_QUIT:
            exit(0);
            break;
        }
        /* If the next event to process is of type KEYUP or
         * MOUSEBUTTONUP we want to stop processing here, so that
         * a fast up/down event be noticed by Lua. */
        if (SDL_PeepEvents(&event,1,SDL_PEEKEVENT,SDL_ALLEVENTS)) {
            if (event.type == SDL_KEYUP ||
                event.type == SDL_MOUSEBUTTONUP)
                break; /* Go to lua before processing more. */
        }
    }

    /* Call the setup function, only the first time. */
    if (l81.epoch == 0) {
        setup();
        if (l81.luaerr) return l81.luaerr;
    }
    /* Call the draw function at every iteration.  */
    draw();
    l81.epoch++;
    /* Refresh the screen */
    if (l81.opt_show_fps) showFPS();
    SDL_Flip(l81.fb->screen);
    /* Wait some time if the frame was produced in less than 1/FPS seconds. */
    SDL_framerateDelay(&l81.fb->fps_mgr);
    /* Stop execution on error */
    return l81.luaerr;
}
    /** @brief Unload real-time instrument script.
     *
     * Unloads the currently used real-time instrument script and frees all
     * resources allocated for that script. The sampler engine's resource manager
     * is used to share equivalent scripts among multiple sampler channels, and
     * to deallocate the parsed script once not used on any engine channel
     * anymore.
     *
     * Calling this method will however not clear the @c code member variable.
     * Thus, the script can be parsed again afterwards.
     */
    void InstrumentScript::unload() {
        //dmsg(1,("InstrumentScript::unload(this=0x%llx)\n", this));

        if (parserContext)
            dmsg(1,("Unloading current instrument script.\n"));

        resetEvents();

        // free allocated VM execution contexts
        if (pEvents) {
            pEvents->clear();
            while (!pEvents->poolIsEmpty()) {
                RTList<ScriptEvent>::Iterator it = pEvents->allocAppend();
                if (it->execCtx) {
                    // free VM execution context object
                    delete it->execCtx;
                    it->execCtx = NULL;
                    // free C array of handler pointers
                    delete [] it->handlers;
                }
            }
            pEvents->clear();
        }
        // hand back VM representation of script
        if (parserContext) {
            AbstractInstrumentManager* pManager =
                dynamic_cast<AbstractInstrumentManager*>(pEngineChannel->pEngine->GetInstrumentManager());

            pManager->scripts.HandBack(parserContext, pEngineChannel);
            parserContext = NULL;
            handlerInit = NULL;
            handlerNote = NULL;
            handlerRelease = NULL;
            handlerController = NULL;
        }
        bHasValidScript = false;
    }