/*
    pygame - Python Game Library
    Copyright (C) 2000-2001  Pete Shinners

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Pete Shinners
    pete@shinners.org
*/

/*
 *  pygame fastevent module
 */
#define PYGAMEAPI_FASTEVENT_INTERNAL
#include "pygame.h"
#include "fastevents.h"

static int FE_WasInit = 0;
#define FE_INIT_CHECK() \
	do { \
		if (!FE_WasInit) { \
			return RAISE(PyExc_SDLError, "fastevent system not initialized"); \
		} \
	} while (0)

static void fastevent_cleanup(void)
{
	if (FE_WasInit) {
		FE_Quit();
		FE_WasInit = 0;
	}
}

/* fastevent module functions */

    /*DOC*/ static char doc_init[] =
    /*DOC*/    "pygame.fastevent.init() -> None\n"
    /*DOC*/    "initialize pygame.fastevent.\n"
    /*DOC*/ ;

static PyObject* fastevent_init(PyObject* self, PyObject* args)
{
	if(!PyArg_ParseTuple(args, ""))
		return NULL;

    VIDEO_INIT_CHECK();

#ifndef WITH_THREAD
	return RAISE(PyExc_SDLError, "pygame.fastevent requires a threaded Python");
#else
	if (!FE_WasInit) {
		if(FE_Init() == -1)
			return RAISE(PyExc_SDLError, FE_GetError());

		PyGame_RegisterQuit(fastevent_cleanup);
		FE_WasInit = 1;
	}

	RETURN_NONE
#endif /* WITH_THREAD */
}


    /*DOC*/ static char doc_pump[] =
    /*DOC*/    "pygame.fastevent.pump() -> None\n"
    /*DOC*/    "update the internal messages\n"
    /*DOC*/    "\n"
    /*DOC*/    "For each frame of your game, you will need to make some sort\n"
    /*DOC*/    "of call to the event queue. This ensures your program can internally\n"
    /*DOC*/    "interact with the rest of the operating system. If you are not using\n"
    /*DOC*/    "other event functions in your game, you should call pump() to allow\n"
    /*DOC*/    "pygame to handle internal actions.\n"
    /*DOC*/    "\n"
    /*DOC*/    "There are important things that must be dealt with internally in the\n"
    /*DOC*/    "event queue. The main window may need to be repainted. Certain joysticks\n"
    /*DOC*/    "must be polled for their values. If you fail to make a call to the event\n"
    /*DOC*/    "queue for too long, the system may decide your program has locked up.\n"
    /*DOC*/ ;

static PyObject* fastevent_pump(PyObject* self, PyObject* args)
{
	if(!PyArg_ParseTuple(args, ""))
		return NULL;

    FE_INIT_CHECK();

	FE_PumpEvents();

	RETURN_NONE
}



    /*DOC*/ static char doc_wait[] =
    /*DOC*/    "pygame.fastevent.wait() -> Event\n"
    /*DOC*/    "wait for an event\n"
    /*DOC*/    "\n"
    /*DOC*/    "Returns the current event on the queue. If there are no messages\n"
    /*DOC*/    "waiting on the queue, this will not return until one is\n"
    /*DOC*/    "available. Sometimes it is important to use this wait to get\n"
    /*DOC*/    "events from the queue, it will allow your application to idle\n"
    /*DOC*/    "when the user isn't doing anything with it.\n"
    /*DOC*/ ;

static PyObject* fastevent_wait(PyObject* self, PyObject* args)
{
	SDL_Event event;
	int status;

	if(!PyArg_ParseTuple(args, ""))
		return NULL;

	FE_INIT_CHECK();

	Py_BEGIN_ALLOW_THREADS
	status = FE_WaitEvent(&event);
	Py_END_ALLOW_THREADS

	/* FE_WaitEvent will block forever on error */
	if(!status)
		return RAISE(PyExc_SDLError, "unexpected error in FE_WaitEvent!");

	return PyEvent_New(&event);
}



    /*DOC*/ static char doc_poll[] =
    /*DOC*/    "pygame.fastevent.poll() -> Event\n"
    /*DOC*/    "get an available event\n"
    /*DOC*/    "\n"
    /*DOC*/    "Returns next event on queue. If there is no event waiting on the\n"
    /*DOC*/    "queue, this will return an event with type NOEVENT.\n"
    /*DOC*/ ;

static PyObject* fastevent_poll(PyObject* self, PyObject* args)
{
	SDL_Event event;
	int status;

	if(!PyArg_ParseTuple(args, ""))
		return NULL;

	FE_INIT_CHECK();

	status = FE_PollEvent(&event);
	if (status == 1) {
		return PyEvent_New(&event);
	} else {
		/* Check for -1 */
		return PyEvent_New(NULL);
	}
}


    /*DOC*/ static char doc_get[] =
    /*DOC*/    "pygame.fastevent.get() -> list of Events\n"
    /*DOC*/    "get all events from the queue\n"
    /*DOC*/ ;

static PyObject* fastevent_get(PyObject* self, PyObject* args)
{
	SDL_Event event;
	PyObject *list, *e;
	int status;

	if(!PyArg_ParseTuple(args, ""))
		return NULL;

	FE_INIT_CHECK();

	list = PyList_New(0);
	if(!list)
		return NULL;

	FE_PumpEvents();

	while (1)
	{
		status = FE_PollEvent(&event);
		if (status != 1) {
			break;
		}
		e = PyEvent_New(&event);
		if(!e)
		{
			Py_DECREF(list);
			return NULL;
		}

		PyList_Append(list, e);
		Py_DECREF(e);
	}

	return list;
}


    /*DOC*/ static char doc_post[] =
    /*DOC*/    "pygame.fastevent.post(Event) -> None\n"
    /*DOC*/    "place an event on the queue\n"
    /*DOC*/    "\n"
    /*DOC*/    "This will post your own event objects onto the event queue.\n"
    /*DOC*/    "You can past any event type you want, but some care must be\n"
    /*DOC*/    "taken. For example, if you post a MOUSEBUTTONDOWN event to the\n"
    /*DOC*/    "queue, it is likely any code receiving the event will expect\n"
    /*DOC*/    "the standard MOUSEBUTTONDOWN attributes to be available, like\n"
    /*DOC*/    "'pos' and 'button'.\n"
    /*DOC*/    "\n"
    /*DOC*/    "Because pygame.fastevent.post() may have to wait for the queue\n"
	/*DOC*/    "to empty, you can get into a dead lock if you try to append an\n"
	/*DOC*/    "event on to a full queue from the thread that processes events.\n"
	/*DOC*/    "For that reason I do not recommend using this function in the\n"
	/*DOC*/    "main thread of an SDL program.\n"
    /*DOC*/ ;

static PyObject* fastevent_post(PyObject* self, PyObject* args)
{
	PyEventObject* e;
	SDL_Event event;
	int status;

	if(!PyArg_ParseTuple(args, "O!", &PyEvent_Type, &e))
		return NULL;

	FE_INIT_CHECK();

	if (PyEvent_FillUserEvent(e, &event))
		return NULL;

	Py_BEGIN_ALLOW_THREADS
	status = FE_PushEvent(&event);
	Py_END_ALLOW_THREADS
	
	if (status != 1)
		return RAISE(PyExc_SDLError, "Unexpected error in FE_PushEvent");

	RETURN_NONE
}


static PyMethodDef fastevent_builtins[] =
{
	{ "init", fastevent_init, 1, doc_init },
	{ "get", fastevent_get, 1, doc_get },
	{ "pump", fastevent_pump, 1, doc_pump },
	{ "wait", fastevent_wait, 1, doc_wait },
	{ "poll", fastevent_poll, 1, doc_poll },
	{ "post", fastevent_post, 1, doc_post },

	{ NULL, NULL }
};



    /*DOC*/ static char doc_fastevent_MODULE[] =
    /*DOC*/    "pygame.fastevent is a wrapper for Bob Pendleton's fastevent\n"
	/*DOC*/    "library.  It provides fast events for use in multithreaded\n"
	/*DOC*/    "environments.  When using pygame.fastevent, you can not use\n"
	/*DOC*/    "any of the pump, wait, poll, post, get, peek, etc. functions\n"
	/*DOC*/    "from pygame.event, but you should use the Event objects.\n"
    /*DOC*/ ;

PYGAME_EXPORT
void initfastevent(void)
{
	PyObject *module, *eventmodule, *dict;

    /* create the module */
	module = Py_InitModule3("fastevent", fastevent_builtins, doc_fastevent_MODULE);
	dict = PyModule_GetDict(module);

	/*imported needed apis*/
	import_pygame_base();
	import_pygame_event();
	eventmodule = PyImport_ImportModule("pygame.event");
	if (eventmodule) {
		char *NAMES[] = {"Event", "event_name", NULL};
		int i;
		for (i = 0; NAMES[i]; i++) {
			PyObject *ref = PyObject_GetAttrString(eventmodule, NAMES[i]);
			if (ref) {
				PyDict_SetItemString(dict, NAMES[i], ref);
			} else {
				PyErr_Clear();
			}
		}
	}
}





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