#include "chimara-glk.h"
#include "chimara-glk-private.h"
#include "gi_blorb.h"
+#include "window.h"
-ChimaraGlkPrivate *glk_data = NULL;
+G_GNUC_INTERNAL GPrivate *glk_data_key = NULL;
/**
* glk_exit:
void
glk_exit(void)
{
- g_signal_emit_by_name(glk_data->self, "stopped");
-
- /* Stop any timers */
- glk_request_timer_events(0);
+ ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
+
+ shutdown_glk_pre();
+
+ /* Find the biggest text buffer window */
+ winid_t win, largewin = NULL;
+ glui32 largearea = 0;
+ for(win = glk_window_iterate(NULL, NULL); win; win = glk_window_iterate(win, NULL)) {
+ if(win->type == wintype_TextBuffer) {
+ glui32 w, h;
+ if(!largewin) {
+ largewin = win;
+ glk_window_get_size(largewin, &w, &h);
+ largearea = w * h;
+ } else {
+ glk_window_get_size(win, &w, &h);
+ if(w * h > largearea) {
+ largewin = win;
+ largearea = w * h;
+ }
+ }
+ }
+ }
+ if(largewin) {
+ glk_set_window(largewin);
+ glk_set_style(style_Alert);
+ glk_put_string("\n");
+ glk_put_string(glk_data->final_message);
+ glk_put_string("\n");
+ flush_window_buffer(largewin);
+ }
- /* Close any open resource files */
- if(glk_data->resource_map != NULL) {
- giblorb_destroy_map(glk_data->resource_map);
- glk_stream_close(glk_data->resource_file, NULL);
+ g_mutex_lock(&glk_data->shutdown_lock);
+ for(win = glk_window_iterate(NULL, NULL); win; win = glk_window_iterate(win, NULL)) {
+ if(win->type == wintype_TextGrid || win->type == wintype_TextBuffer)
+ g_signal_handler_unblock(win->widget, win->shutdown_keypress_handler);
}
+ g_cond_wait(&glk_data->shutdown_key_pressed, &glk_data->shutdown_lock);
+ g_mutex_unlock(&glk_data->shutdown_lock);
+
+ shutdown_glk_post();
- glk_data = NULL;
+ g_signal_emit_by_name(glk_data->self, "stopped");
+
g_thread_exit(NULL);
}
* all. So you can call it often.
*
* <note><para>
- * In a virtual machine interpreter, once per opcode is appropriate. In a
- * program with lots of computation, pick a comparable rate.
+ * In a virtual machine interpreter, once per opcode is appropriate. A more
+ * parsimonious approach would be once per branch and function call opcode;
+ * this guarantees it will be called inside loops. In a program with lots of
+ * computation, pick a comparable rate.
* </para></note>
*
* glk_tick() does not try to update the screen, or check for player input, or
* loop, this is critical. In a C program, you can often eyeball it.
* </para>
* <para>But the next version of <filename>model.c</filename> will have a
- * glk_tick() in the ornate printing loop of <function>verb_yada()</function>.
- * Just to make the point.
+ * glk_tick() in the ornate printing loop of
+ * <function>verb_yada()</function>. Just to make the point.
* </para>
* </note>
*/