Re: [AD] END_OF_MAIN removal patch for msvc |
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- To: "Coordination of admins/developers of the game programming library Allegro" <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] END_OF_MAIN removal patch for msvc
- From: Thomas Fjellstrom <tfjellstrom@xxxxxxxxxx>
- Date: Tue, 18 Nov 2008 16:41:04 -0700
On November 18, 2008, Stefanos A. wrote:
> On Tue, 2008-11-18 at 16:07 -0700, Thomas Fjellstrom wrote:
> > On November 18, 2008, Paul Suntsov wrote:
> > > If I may butt in, but reducing choice and forcing people into a single
> > > (and flawed when it comes to games, in my opinion) paradigm only to
> > > remove a single macro is not the right solution.
> >
> > Yeah, I'm not sure going whole hog on the event system is the right
> > direction, but neither are hacks like END_OF_MAIN.
>
> The idea is that it is easy to build a polling paradigm on top of an
> event system, but it is hard to go the other way round (this is
> mentioned in the A4 manual, actually).
>
> If I understand correctly, the main block for END_OF_MAIN is MacOS,
> where the event loop must be in the main thread. In this case, why not
> have Allegro simply control the main thread?
>
> int main(void)
> {
> al_init();
> [...]
> al_run([callback]);
>
> return 0;
> }
>
> Since all A5 platforms run on event loops internally, this is trivial to
> implement (the user's code is called whenever the Allegro event loop
> hits idle). The only side-effect to the user is that he'll have to place
> his own game code to the callback, not the main function. Everything
> else stays the same (polling for input, window size etc).
>
> Would this solve the problem? Is this worth it when compared to the
> END_OF_MAIN hack? Any catches?
Thats what END_OF_MAIN does on OSX.. But that api might not play nice with X
or Windows...
>
>
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--
Thomas Fjellstrom
tfjellstrom@xxxxxxxxxx