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https://github.com/love2d/love-android.git
synced 2026-08-19 20:20:25 +02:00
Bumped SDL2 to the latest development version.
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@@ -111,7 +111,12 @@ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
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/**
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* Create a thread.
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*/
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#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
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#undef SDL_CreateThread
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#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
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#else
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#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
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#endif
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#else
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@@ -119,7 +124,7 @@ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
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* Create a thread.
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*
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* Thread naming is a little complicated: Most systems have very small
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* limits for the string length (BeOS has 32 bytes, Linux currently has 16,
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* limits for the string length (Haiku has 32 bytes, Linux currently has 16,
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* Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
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* have to see what happens with your system's debugger. The name should be
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* UTF-8 (but using the naming limits of C identifiers is a better bet).
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@@ -165,13 +170,53 @@ extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
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extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
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/**
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* Wait for a thread to finish.
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* Wait for a thread to finish. Threads that haven't been detached will
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* remain (as a "zombie") until this function cleans them up. Not doing so
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* is a resource leak.
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*
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* Once a thread has been cleaned up through this function, the SDL_Thread
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* that references it becomes invalid and should not be referenced again.
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* As such, only one thread may call SDL_WaitThread() on another.
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*
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* The return code for the thread function is placed in the area
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* pointed to by \c status, if \c status is not NULL.
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*
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* You may not wait on a thread that has been used in a call to
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* SDL_DetachThread(). Use either that function or this one, but not
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* both, or behavior is undefined.
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*
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* It is safe to pass NULL to this function; it is a no-op.
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*/
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extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
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/**
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* A thread may be "detached" to signify that it should not remain until
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* another thread has called SDL_WaitThread() on it. Detaching a thread
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* is useful for long-running threads that nothing needs to synchronize
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* with or further manage. When a detached thread is done, it simply
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* goes away.
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*
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* There is no way to recover the return code of a detached thread. If you
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* need this, don't detach the thread and instead use SDL_WaitThread().
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*
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* Once a thread is detached, you should usually assume the SDL_Thread isn't
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* safe to reference again, as it will become invalid immediately upon
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* the detached thread's exit, instead of remaining until someone has called
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* SDL_WaitThread() to finally clean it up. As such, don't detach the same
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* thread more than once.
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*
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* If a thread has already exited when passed to SDL_DetachThread(), it will
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* stop waiting for a call to SDL_WaitThread() and clean up immediately.
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* It is not safe to detach a thread that might be used with SDL_WaitThread().
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*
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* You may not call SDL_WaitThread() on a thread that has been detached.
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* Use either that function or this one, but not both, or behavior is
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* undefined.
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*
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* It is safe to pass NULL to this function; it is a no-op.
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*/
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extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
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/**
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* \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
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*
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