+++ /dev/null
-#include <gtk/gtk.h>
-
-#include "glk.h"
-#include "abort.h"
-#include "chimara-glk.h"
-#include "chimara-glk-private.h"
-#include "gi_blorb.h"
-
-ChimaraGlkPrivate *glk_data = NULL;
-
-/**
- * glk_exit:
- *
- * If you want to shut down your program in the middle of your <function>
- * glk_main()</function> function, you can call glk_exit().
- *
- * This function does not return.
- *
- * If you print some text to a window and then shut down your program, you can
- * assume that the player will be able to read it. Most likely the Glk library
- * will give a <quote><computeroutput>Hit any key to
- * exit</computeroutput></quote> prompt. (There are other possiblities, however.
- * A terminal-window version of Glk might simply exit and leave the last screen
- * state visible in the terminal window.)
- *
- * <note><para>
- * You should only shut down your program with glk_exit() or by returning from
- * your <function>glk_main()</function> function. If you call the ANSI
- * <function>exit()</function> function, bad things may happen. Some versions of
- * the Glk library may be designed for multiple sessions, for example, and you
- * would be cutting off all the sessions instead of just yours. You would
- * probably also prevent final text from being visible to the player.
- * </para></note>
- * <note><title>Chimara</title>
- * <para>
- * If there are any windows open at the time glk_exit() is called, then Chimara
- * will leave them open. This way, the final text remains visible. Note that bad
- * things most definitely <emphasis>will</emphasis> happen if you use the ANSI
- * <function>exit()</function>.
- * </para></note>
- */
-void
-glk_exit(void)
-{
- g_signal_emit_by_name(glk_data->self, "stopped");
-
- /* Stop any timers */
- glk_request_timer_events(0);
-
- /* 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);
- }
-
- glk_data = NULL;
- g_thread_exit(NULL);
-}
-
-/**
- * glk_tick:
- *
- * Carries out platform-dependent actions such as yielding time to the operating
- * system and checking for interrupts. glk_tick() should be called every so
- * often when there is a long interval between calls of glk_select() or
- * glk_select_poll(). This call is fast; in fact, on average, it does nothing at
- * 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.
- * </para></note>
- *
- * glk_tick() does not try to update the screen, or check for player input, or
- * any other interface task. For that, you should call glk_select() or
- * glk_select_poll(). See <link linkend="chimara-Events">Events</link>.
- *
- * <note>
- * <para>Captious critics have pointed out that in the sample program
- * <filename>model.c</filename>, I do not call glk_tick() at all. This is
- * because <filename>model.c</filename> has no heavy loops. It does a bit of
- * work for each command, and then cycles back to the top of the event loop.
- * The glk_select() call, of course, blocks waiting for input, so it does all
- * the yielding and interrupt-checking one could imagine.
- * </para>
- * <para>Basically, you must ensure there's some fixed upper bound on the
- * amount of computation that can occur before a glk_tick() (or glk_select())
- * occurs. In a VM interpreter, where the VM code might contain an infinite
- * 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.
- * </para>
- * </note>
- */
-void
-glk_tick()
-{
- check_for_abort();
-
- /* Do one iteration of the main loop if there are any events */
- gdk_threads_enter();
- if(gtk_events_pending())
- gtk_main_iteration();
- gdk_threads_leave();
-}
-