23 #if defined(__BEOS__) || defined(__HAIKU__)
28 #include <storage/Path.h>
29 #include <storage/Entry.h>
34 #include "SDL_thread.h"
38 #include "../../video/bwindow/SDL_BWin.h"
48 StartBeApp(
void *unused)
52 App =
new SDL_BApp(
"application/x-SDL-executable");
64 if (SDL_BeAppActive <= 0) {
66 if (SDL_AppThread ==
NULL) {
67 return SDL_SetError(
"Couldn't create BApplication thread");
72 if (B_OK == be_app->GetAppInfo(&info)) {
73 entry_ref
ref = info.ref;
75 if (B_OK == entry.SetTo(&ref)) {
77 if (B_OK == path.SetTo(&entry)) {
78 if (B_OK == path.GetParent(&path)) {
87 }
while ((be_app ==
NULL) || be_app->IsLaunching());
108 if (SDL_BeAppActive == 0) {
109 if (SDL_AppThread !=
NULL) {
110 if (be_app !=
NULL) {
111 be_app->PostMessage(B_QUIT_REQUESTED);
114 SDL_AppThread =
NULL;
127 int32
i = _GetNumWindowSlots() - 1;
GLsizei const GLchar *const * path
DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status)
DECLSPEC void SDLCALL SDL_Delay(Uint32 ms)
Wait a specified number of milliseconds before returning.
DECLSPEC int SDLCALL SDL_SetError(const char *fmt,...)
DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data)
SDL_Window * GetSDLWindow(int32 winID)
void ClearID(SDL_BWin *bwin)