glfw: add glfw.waitEvents, glfw.waitEventsTimeout

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2021-10-16 18:20:16 -07:00 committed by Stephen Gutekanst
parent 45195bd21c
commit 66678f1df0

View file

@ -157,85 +157,79 @@ pub inline fn pollEvents() Error!void {
try getError();
}
// /// Waits until events are queued and processes them.
// ///
// /// This function puts the calling thread to sleep until at least one event is
// /// available in the event queue. Once one or more events are available,
// /// it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
// /// are processed and the function then returns immediately. Processing events
// /// will cause the window and input callbacks associated with those events to be
// /// called.
// ///
// /// Since not all events are associated with callbacks, this function may return
// /// without a callback having been called even if you are monitoring all
// /// callbacks.
// ///
// /// On some platforms, a window move, resize or menu operation will cause event
// /// processing to block. This is due to how event processing is designed on
// /// those platforms. You can use the
// /// [window refresh callback](@ref window_refresh) to redraw the contents of
// /// your window when necessary during such operations.
// ///
// /// Do not assume that callbacks you set will _only_ be called in response to
// /// event processing functions like this one. While it is necessary to poll for
// /// events, window systems that require GLFW to register callbacks of its own
// /// can pass events to GLFW in response to many window system function calls.
// /// GLFW will pass those events on to the application callbacks before
// /// returning.
// ///
// /// Event processing is not required for joystick input to work.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
// ///
// /// @reentrancy This function must not be called from a callback.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
// ///
// GLFWAPI void glfwWaitEvents(void);
/// Waits until events are queued and processes them.
///
/// This function puts the calling thread to sleep until at least one event is available in the
/// event queue. Once one or more events are available, it behaves exactly like glfw.pollEvents,
/// i.e. the events in the queue are processed and the function then returns immediately.
/// Processing events will cause the window and input callbacks associated with those events to be
/// called.
///
/// Since not all events are associated with callbacks, this function may return without a callback
/// having been called even if you are monitoring all callbacks.
///
/// On some platforms, a window move, resize or menu operation will cause event processing to
/// block. This is due to how event processing is designed on those platforms. You can use the
/// window refresh callback (see window_refresh) to redraw the contents of your window when
/// necessary during such operations.
///
/// Do not assume that callbacks you set will _only_ be called in response to event processing
/// functions like this one. While it is necessary to poll for events, window systems that require
/// GLFW to register callbacks of its own can pass events to GLFW in response to many window system
/// function calls. GLFW will pass those events on to the application callbacks before returning.
///
/// Event processing is not required for joystick input to work.
///
/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
///
/// @reentrancy This function must not be called from a callback.
///
/// @thread_safety This function must only be called from the main thread.
///
/// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
pub inline fn waitEvents() Error!void {
c.glfwWaitEvents();
try getError();
}
// /// Waits with timeout until events are queued and processes them.
// ///
// /// This function puts the calling thread to sleep until at least one event is
// /// available in the event queue, or until the specified timeout is reached. If
// /// one or more events are available, it behaves exactly like @ref
// /// glfwPollEvents, i.e. the events in the queue are processed and the function
// /// then returns immediately. Processing events will cause the window and input
// /// callbacks associated with those events to be called.
// ///
// /// The timeout value must be a positive finite number.
// ///
// /// Since not all events are associated with callbacks, this function may return
// /// without a callback having been called even if you are monitoring all
// /// callbacks.
// ///
// /// On some platforms, a window move, resize or menu operation will cause event
// /// processing to block. This is due to how event processing is designed on
// /// those platforms. You can use the
// /// [window refresh callback](@ref window_refresh) to redraw the contents of
// /// your window when necessary during such operations.
// ///
// /// Do not assume that callbacks you set will _only_ be called in response to
// /// event processing functions like this one. While it is necessary to poll for
// /// events, window systems that require GLFW to register callbacks of its own
// /// can pass events to GLFW in response to many window system function calls.
// /// GLFW will pass those events on to the application callbacks before
// /// returning.
// ///
// /// Event processing is not required for joystick input to work.
// ///
// /// @param[in] timeout The maximum amount of time, in seconds, to wait.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError.
// ///
// /// @reentrancy This function must not be called from a callback.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: events, glfw.pollEvents, glfw.waitEvents
// ///
// GLFWAPI void glfwWaitEventsTimeout(double timeout);
/// Waits with timeout until events are queued and processes them.
///
/// This function puts the calling thread to sleep until at least one event is available in the
/// event queue, or until the specified timeout is reached. If one or more events are available, it
/// behaves exactly like glfw.pollEvents, i.e. the events in the queue are processed and the
/// function then returns immediately. Processing events will cause the window and input callbacks
/// associated with those events to be called.
///
/// The timeout value must be a positive finite number.
///
/// Since not all events are associated with callbacks, this function may return without a callback
/// having been called even if you are monitoring all callbacks.
///
/// On some platforms, a window move, resize or menu operation will cause event processing to
/// block. This is due to how event processing is designed on those platforms. You can use the
/// window refresh callback (see window_refresh) to redraw the contents of your window when
/// necessary during such operations.
///
/// Do not assume that callbacks you set will _only_ be called in response to event processing
/// functions like this one. While it is necessary to poll for events, window systems that require
/// GLFW to register callbacks of its own can pass events to GLFW in response to many window system
/// function calls. GLFW will pass those events on to the application callbacks before returning.
///
/// Event processing is not required for joystick input to work.
///
/// @param[in] timeout The maximum amount of time, in seconds, to wait.
///
/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError.
///
/// @reentrancy This function must not be called from a callback.
///
/// @thread_safety This function must only be called from the main thread.
///
/// see also: events, glfw.pollEvents, glfw.waitEvents
pub inline fn waitEventsTimeout(timeout: f64) Error!void {
c.glfwWaitEventsTimeout(timeout);
try getError();
}
// /// Posts an empty event to the event queue.
// ///
@ -287,6 +281,13 @@ test "pollEvents" {
try pollEvents();
}
test "waitEventsTimeout" {
try init();
defer terminate();
try waitEventsTimeout(0.25);
}
test "basic" {
try basicTest();
}