haiku: Rename internal functions from BE_* to HAIKU_*

Fixes Bugzilla #2349.
This commit is contained in:
Ryan C. Gordon 2018-08-07 18:07:11 -04:00
parent c0ac09edcc
commit 941c5b4760
18 changed files with 176 additions and 176 deletions

View File

@ -231,7 +231,7 @@ private:
SDL_SendMouseMotion(win, 0, 0, x, y);
/* Tell the application that the mouse passed over, redraw needed */
BE_UpdateWindowFramebuffer(NULL,win,NULL,-1);
HAIKU_UpdateWindowFramebuffer(NULL,win,NULL,-1);
}
void _HandleMouseButton(BMessage *msg) {
@ -274,11 +274,11 @@ private:
}
/* Make sure this isn't a repeated event (key pressed and held) */
if(state == SDL_PRESSED && BE_GetKeyState(scancode) == SDL_PRESSED) {
if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) {
return;
}
BE_SetKeyState(scancode, state);
SDL_SendKeyboardKey(state, BE_GetScancodeFromBeKey(scancode));
HAIKU_SetKeyState(scancode, state);
SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode));
if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) {
const int8 *keyUtf8;

View File

@ -88,7 +88,7 @@ class SDL_BWin:public BDirectWindow
_clips = NULL;
#ifdef DRAWTHREAD
_draw_thread_id = spawn_thread(BE_DrawThread, "drawing_thread",
_draw_thread_id = spawn_thread(HAIKU_DrawThread, "drawing_thread",
B_NORMAL_PRIORITY, (void*) this);
resume_thread(_draw_thread_id);
#endif

View File

@ -35,7 +35,7 @@
extern "C" {
#endif
int BE_SetClipboardText(_THIS, const char *text) {
int HAIKU_SetClipboardText(_THIS, const char *text) {
BMessage *clip = NULL;
if(be_clipboard->Lock()) {
be_clipboard->Clear();
@ -51,7 +51,7 @@ int BE_SetClipboardText(_THIS, const char *text) {
return 0;
}
char *BE_GetClipboardText(_THIS) {
char *HAIKU_GetClipboardText(_THIS) {
BMessage *clip = NULL;
const char *text = NULL;
ssize_t length;
@ -76,9 +76,9 @@ char *BE_GetClipboardText(_THIS) {
return result;
}
SDL_bool BE_HasClipboardText(_THIS) {
SDL_bool HAIKU_HasClipboardText(_THIS) {
SDL_bool result = SDL_FALSE;
char *text = BE_GetClipboardText(_this);
char *text = HAIKU_GetClipboardText(_this);
if (text) {
result = text[0] != '\0' ? SDL_TRUE : SDL_FALSE;
SDL_free(text);

View File

@ -24,9 +24,9 @@
#ifndef SDL_BCLIPBOARD_H
#define SDL_BCLIPBOARD_H
extern int BE_SetClipboardText(_THIS, const char *text);
extern char *BE_GetClipboardText(_THIS);
extern SDL_bool BE_HasClipboardText(_THIS);
extern int HAIKU_SetClipboardText(_THIS, const char *text);
extern char *HAIKU_GetClipboardText(_THIS);
extern SDL_bool HAIKU_HasClipboardText(_THIS);
#endif

View File

@ -28,7 +28,7 @@
extern "C" {
#endif
void BE_PumpEvents(_THIS) {
void HAIKU_PumpEvents(_THIS) {
/* Since the event thread is its own thread, this isn't really necessary */
}

View File

@ -28,7 +28,7 @@
extern "C" {
#endif
extern void BE_PumpEvents(_THIS);
extern void HAIKU_PumpEvents(_THIS);
#ifdef __cplusplus
}

View File

@ -36,7 +36,7 @@ extern "C" {
#endif
#ifndef DRAWTHREAD
static int32 BE_UpdateOnce(SDL_Window *window);
static int32 HAIKU_UpdateOnce(SDL_Window *window);
#endif
static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
@ -47,7 +47,7 @@ static SDL_INLINE SDL_BApp *_GetBeApp() {
return ((SDL_BApp*)be_app);
}
int BE_CreateWindowFramebuffer(_THIS, SDL_Window * window,
int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
Uint32 * format,
void ** pixels, int *pitch) {
SDL_BWin *bwin = _ToBeWin(window);
@ -64,8 +64,8 @@ int BE_CreateWindowFramebuffer(_THIS, SDL_Window * window,
/* format */
display_mode bmode;
bscreen.GetMode(&bmode);
int32 bpp = BE_ColorSpaceToBitsPerPixel(bmode.space);
*format = BE_BPPToSDLPxFormat(bpp);
int32 bpp = HAIKU_ColorSpaceToBitsPerPixel(bmode.space);
*format = HAIKU_BPPToSDLPxFormat(bpp);
/* Create the new bitmap object */
BBitmap *bitmap = bwin->GetBitmap();
@ -99,7 +99,7 @@ int BE_CreateWindowFramebuffer(_THIS, SDL_Window * window,
int BE_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
int HAIKU_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
const SDL_Rect * rects, int numrects) {
if(!window)
return 0;
@ -112,13 +112,13 @@ int BE_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
bwin->UnlockBuffer();
#else
bwin->SetBufferDirty(true);
BE_UpdateOnce(window);
HAIKU_UpdateOnce(window);
#endif
return 0;
}
int32 BE_DrawThread(void *data) {
int32 HAIKU_DrawThread(void *data) {
SDL_BWin *bwin = (SDL_BWin*)data;
BScreen bscreen;
@ -181,7 +181,7 @@ escape:
return B_OK;
}
void BE_DestroyWindowFramebuffer(_THIS, SDL_Window * window) {
void HAIKU_DestroyWindowFramebuffer(_THIS, SDL_Window * window) {
SDL_BWin *bwin = _ToBeWin(window);
bwin->LockBuffer();
@ -202,7 +202,7 @@ void BE_DestroyWindowFramebuffer(_THIS, SDL_Window * window) {
* solved, but I doubt it- they were pretty sporadic before now.
*/
#ifndef DRAWTHREAD
static int32 BE_UpdateOnce(SDL_Window *window) {
static int32 HAIKU_UpdateOnce(SDL_Window *window) {
SDL_BWin *bwin = _ToBeWin(window);
BScreen bscreen;
if(!bscreen.IsValid()) {

View File

@ -30,13 +30,13 @@ extern "C" {
#include "../SDL_sysvideo.h"
extern int BE_CreateWindowFramebuffer(_THIS, SDL_Window * window,
extern int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
Uint32 * format,
void ** pixels, int *pitch);
extern int BE_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
extern int HAIKU_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
const SDL_Rect * rects, int numrects);
extern void BE_DestroyWindowFramebuffer(_THIS, SDL_Window * window);
extern int32 BE_DrawThread(void *data);
extern void HAIKU_DestroyWindowFramebuffer(_THIS, SDL_Window * window);
extern int32 HAIKU_DrawThread(void *data);
#ifdef __cplusplus
}

View File

@ -41,7 +41,7 @@ extern "C" {
static SDL_Scancode keymap[KEYMAP_SIZE];
static int8 keystate[KEYMAP_SIZE];
void BE_InitOSKeymap(void) {
void HAIKU_InitOSKeymap(void) {
for( uint i = 0; i < SDL_TABLESIZE(keymap); ++i ) {
keymap[i] = SDL_SCANCODE_UNKNOWN;
}
@ -159,7 +159,7 @@ void BE_InitOSKeymap(void) {
keymap[0x6b] = SDL_GetScancodeFromKey(SDLK_POWER);
}
SDL_Scancode BE_GetScancodeFromBeKey(int32 bkey) {
SDL_Scancode HAIKU_GetScancodeFromBeKey(int32 bkey) {
if(bkey > 0 && bkey < (int32)SDL_TABLESIZE(keymap)) {
return keymap[bkey];
} else {
@ -167,7 +167,7 @@ SDL_Scancode BE_GetScancodeFromBeKey(int32 bkey) {
}
}
int8 BE_GetKeyState(int32 bkey) {
int8 HAIKU_GetKeyState(int32 bkey) {
if(bkey > 0 && bkey < KEYMAP_SIZE) {
return keystate[bkey];
} else {
@ -175,7 +175,7 @@ int8 BE_GetKeyState(int32 bkey) {
}
}
void BE_SetKeyState(int32 bkey, int8 state) {
void HAIKU_SetKeyState(int32 bkey, int8 state) {
if(bkey > 0 && bkey < KEYMAP_SIZE) {
keystate[bkey] = state;
}

View File

@ -30,10 +30,10 @@ extern "C" {
#include "../../../include/SDL_keyboard.h"
extern void BE_InitOSKeymap(void);
extern SDL_Scancode BE_GetScancodeFromBeKey(int32 bkey);
extern int8 BE_GetKeyState(int32 bkey);
extern void BE_SetKeyState(int32 bkey, int8 state);
extern void HAIKU_InitOSKeymap(void);
extern SDL_Scancode HAIKU_GetScancodeFromBeKey(int32 bkey);
extern int8 HAIKU_GetKeyState(int32 bkey);
extern void HAIKU_SetKeyState(int32 bkey, int8 state);
#ifdef __cplusplus
}

View File

@ -132,7 +132,7 @@ void _SpoutModeData(display_mode *bmode) {
int32 BE_ColorSpaceToBitsPerPixel(uint32 colorspace)
int32 HAIKU_ColorSpaceToBitsPerPixel(uint32 colorspace)
{
int bitsperpixel;
@ -163,7 +163,7 @@ int32 BE_ColorSpaceToBitsPerPixel(uint32 colorspace)
return(bitsperpixel);
}
int32 BE_BPPToSDLPxFormat(int32 bpp) {
int32 HAIKU_BPPToSDLPxFormat(int32 bpp) {
/* Translation taken from SDL_windowsmodes.c */
switch (bpp) {
case 32:
@ -210,8 +210,8 @@ static void _BDisplayModeToSdlDisplayMode(display_mode *bmode,
#endif
/* Set the format */
int32 bpp = BE_ColorSpaceToBitsPerPixel(bmode->space);
mode->format = BE_BPPToSDLPxFormat(bpp);
int32 bpp = HAIKU_ColorSpaceToBitsPerPixel(bmode->space);
mode->format = HAIKU_BPPToSDLPxFormat(bpp);
}
/* Later, there may be more than one monitor available */
@ -235,7 +235,7 @@ static void _AddDisplay(BScreen *screen) {
* Functions called by SDL
*/
int BE_InitModes(_THIS) {
int HAIKU_InitModes(_THIS) {
BScreen screen;
/* TODO: When Haiku supports multiple display screens, call
@ -244,13 +244,13 @@ int BE_InitModes(_THIS) {
return 0;
}
int BE_QuitModes(_THIS) {
int HAIKU_QuitModes(_THIS) {
/* FIXME: Nothing really needs to be done here at the moment? */
return 0;
}
int BE_GetDisplayBounds(_THIS, SDL_VideoDisplay *display, SDL_Rect *rect) {
int HAIKU_GetDisplayBounds(_THIS, SDL_VideoDisplay *display, SDL_Rect *rect) {
BScreen bscreen;
BRect rc = bscreen.Frame();
rect->x = (int)rc.left;
@ -260,7 +260,7 @@ int BE_GetDisplayBounds(_THIS, SDL_VideoDisplay *display, SDL_Rect *rect) {
return 0;
}
void BE_GetDisplayModes(_THIS, SDL_VideoDisplay *display) {
void HAIKU_GetDisplayModes(_THIS, SDL_VideoDisplay *display) {
/* Get the current screen */
BScreen bscreen;
@ -285,7 +285,7 @@ void BE_GetDisplayModes(_THIS, SDL_VideoDisplay *display) {
}
int BE_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode){
int HAIKU_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode){
/* Get the current screen */
BScreen bscreen;
if(!bscreen.IsValid()) {
@ -318,7 +318,7 @@ int BE_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode){
#if SDL_VIDEO_OPENGL
/* FIXME: Is there some way to reboot the OpenGL context? This doesn't
help */
// BE_GL_RebootContexts(_this);
// HAIKU_GL_RebootContexts(_this);
#endif
return 0;

View File

@ -28,15 +28,15 @@ extern "C" {
#include "../SDL_sysvideo.h"
extern int32 BE_ColorSpaceToBitsPerPixel(uint32 colorspace);
extern int32 BE_BPPToSDLPxFormat(int32 bpp);
extern int32 HAIKU_ColorSpaceToBitsPerPixel(uint32 colorspace);
extern int32 HAIKU_BPPToSDLPxFormat(int32 bpp);
extern int BE_InitModes(_THIS);
extern int BE_QuitModes(_THIS);
extern int BE_GetDisplayBounds(_THIS, SDL_VideoDisplay *display,
extern int HAIKU_InitModes(_THIS);
extern int HAIKU_QuitModes(_THIS);
extern int HAIKU_GetDisplayBounds(_THIS, SDL_VideoDisplay *display,
SDL_Rect *rect);
extern void BE_GetDisplayModes(_THIS, SDL_VideoDisplay *display);
extern int BE_SetDisplayMode(_THIS, SDL_VideoDisplay *display,
extern void HAIKU_GetDisplayModes(_THIS, SDL_VideoDisplay *display);
extern int HAIKU_SetDisplayMode(_THIS, SDL_VideoDisplay *display,
SDL_DisplayMode *mode);
#ifdef __cplusplus

View File

@ -44,7 +44,7 @@ static SDL_INLINE SDL_BApp *_GetBeApp() {
}
/* Passing a NULL path means load pointers from the application */
int BE_GL_LoadLibrary(_THIS, const char *path)
int HAIKU_GL_LoadLibrary(_THIS, const char *path)
{
/* FIXME: Is this working correctly? */
image_info info;
@ -63,7 +63,7 @@ int BE_GL_LoadLibrary(_THIS, const char *path)
return 0;
}
void *BE_GL_GetProcAddress(_THIS, const char *proc)
void *HAIKU_GL_GetProcAddress(_THIS, const char *proc)
{
if (_this->gl_config.dll_handle != NULL) {
void *location = NULL;
@ -86,19 +86,19 @@ void *BE_GL_GetProcAddress(_THIS, const char *proc)
int BE_GL_SwapWindow(_THIS, SDL_Window * window) {
int HAIKU_GL_SwapWindow(_THIS, SDL_Window * window) {
_ToBeWin(window)->SwapBuffers();
return 0;
}
int BE_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
int HAIKU_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
SDL_BWin* win = (SDL_BWin*)context;
_GetBeApp()->SetCurrentContext(win ? win->GetGLView() : NULL);
return 0;
}
SDL_GLContext BE_GL_CreateContext(_THIS, SDL_Window * window) {
SDL_GLContext HAIKU_GL_CreateContext(_THIS, SDL_Window * window) {
/* FIXME: Not sure what flags should be included here; may want to have
most of them */
SDL_BWin *bwin = _ToBeWin(window);
@ -127,24 +127,24 @@ SDL_GLContext BE_GL_CreateContext(_THIS, SDL_Window * window) {
return (SDL_GLContext)(bwin);
}
void BE_GL_DeleteContext(_THIS, SDL_GLContext context) {
void HAIKU_GL_DeleteContext(_THIS, SDL_GLContext context) {
/* Currently, automatically unlocks the view */
((SDL_BWin*)context)->RemoveGLView();
}
int BE_GL_SetSwapInterval(_THIS, int interval) {
int HAIKU_GL_SetSwapInterval(_THIS, int interval) {
/* TODO: Implement this, if necessary? */
return SDL_Unsupported();
}
int BE_GL_GetSwapInterval(_THIS) {
int HAIKU_GL_GetSwapInterval(_THIS) {
/* TODO: Implement this, if necessary? */
return 0;
}
void BE_GL_UnloadLibrary(_THIS) {
void HAIKU_GL_UnloadLibrary(_THIS) {
/* TODO: Implement this, if necessary? */
}
@ -152,7 +152,7 @@ void BE_GL_UnloadLibrary(_THIS) {
/* FIXME: This function is meant to clear the OpenGL context when the video
mode changes (see SDL_bmodes.cc), but it doesn't seem to help, and is not
currently in use. */
void BE_GL_RebootContexts(_THIS) {
void HAIKU_GL_RebootContexts(_THIS) {
SDL_Window *window = _this->windows;
while(window) {
SDL_BWin *bwin = _ToBeWin(window);

View File

@ -31,18 +31,18 @@ extern "C" {
#include "../SDL_sysvideo.h"
extern int BE_GL_LoadLibrary(_THIS, const char *path); /* FIXME */
extern void *BE_GL_GetProcAddress(_THIS, const char *proc); /* FIXME */
extern void BE_GL_UnloadLibrary(_THIS); /* TODO */
extern int BE_GL_MakeCurrent(_THIS, SDL_Window * window,
extern int HAIKU_GL_LoadLibrary(_THIS, const char *path); /* FIXME */
extern void *HAIKU_GL_GetProcAddress(_THIS, const char *proc); /* FIXME */
extern void HAIKU_GL_UnloadLibrary(_THIS); /* TODO */
extern int HAIKU_GL_MakeCurrent(_THIS, SDL_Window * window,
SDL_GLContext context);
extern int BE_GL_SetSwapInterval(_THIS, int interval); /* TODO */
extern int BE_GL_GetSwapInterval(_THIS); /* TODO */
extern int BE_GL_SwapWindow(_THIS, SDL_Window * window);
extern SDL_GLContext BE_GL_CreateContext(_THIS, SDL_Window * window);
extern void BE_GL_DeleteContext(_THIS, SDL_GLContext context);
extern int HAIKU_GL_SetSwapInterval(_THIS, int interval); /* TODO */
extern int HAIKU_GL_GetSwapInterval(_THIS); /* TODO */
extern int HAIKU_GL_SwapWindow(_THIS, SDL_Window * window);
extern SDL_GLContext HAIKU_GL_CreateContext(_THIS, SDL_Window * window);
extern void HAIKU_GL_DeleteContext(_THIS, SDL_GLContext context);
extern void BE_GL_RebootContexts(_THIS);
extern void HAIKU_GL_RebootContexts(_THIS);
#ifdef __cplusplus
}

View File

@ -37,17 +37,17 @@ extern "C" {
#include "SDL_bevents.h"
/* FIXME: Undefined functions */
// #define BE_PumpEvents NULL
#define BE_StartTextInput NULL
#define BE_StopTextInput NULL
#define BE_SetTextInputRect NULL
// #define HAIKU_PumpEvents NULL
#define HAIKU_StartTextInput NULL
#define HAIKU_StopTextInput NULL
#define HAIKU_SetTextInputRect NULL
// #define BE_DeleteDevice NULL
// #define HAIKU_DeleteDevice NULL
/* End undefined functions */
static SDL_VideoDevice *
BE_CreateDevice(int devindex)
HAIKU_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
/*SDL_VideoData *data;*/
@ -61,78 +61,78 @@ BE_CreateDevice(int devindex)
/* TODO: Figure out if any initialization needs to go here */
/* Set the function pointers */
device->VideoInit = BE_VideoInit;
device->VideoQuit = BE_VideoQuit;
device->GetDisplayBounds = BE_GetDisplayBounds;
device->GetDisplayModes = BE_GetDisplayModes;
device->SetDisplayMode = BE_SetDisplayMode;
device->PumpEvents = BE_PumpEvents;
device->VideoInit = HAIKU_VideoInit;
device->VideoQuit = HAIKU_VideoQuit;
device->GetDisplayBounds = HAIKU_GetDisplayBounds;
device->GetDisplayModes = HAIKU_GetDisplayModes;
device->SetDisplayMode = HAIKU_SetDisplayMode;
device->PumpEvents = HAIKU_PumpEvents;
device->CreateSDLWindow = BE_CreateWindow;
device->CreateSDLWindowFrom = BE_CreateWindowFrom;
device->SetWindowTitle = BE_SetWindowTitle;
device->SetWindowIcon = BE_SetWindowIcon;
device->SetWindowPosition = BE_SetWindowPosition;
device->SetWindowSize = BE_SetWindowSize;
device->ShowWindow = BE_ShowWindow;
device->HideWindow = BE_HideWindow;
device->RaiseWindow = BE_RaiseWindow;
device->MaximizeWindow = BE_MaximizeWindow;
device->MinimizeWindow = BE_MinimizeWindow;
device->RestoreWindow = BE_RestoreWindow;
device->SetWindowBordered = BE_SetWindowBordered;
device->SetWindowResizable = BE_SetWindowResizable;
device->SetWindowFullscreen = BE_SetWindowFullscreen;
device->SetWindowGammaRamp = BE_SetWindowGammaRamp;
device->GetWindowGammaRamp = BE_GetWindowGammaRamp;
device->SetWindowGrab = BE_SetWindowGrab;
device->DestroyWindow = BE_DestroyWindow;
device->GetWindowWMInfo = BE_GetWindowWMInfo;
device->CreateWindowFramebuffer = BE_CreateWindowFramebuffer;
device->UpdateWindowFramebuffer = BE_UpdateWindowFramebuffer;
device->DestroyWindowFramebuffer = BE_DestroyWindowFramebuffer;
device->CreateSDLWindow = HAIKU_CreateWindow;
device->CreateSDLWindowFrom = HAIKU_CreateWindowFrom;
device->SetWindowTitle = HAIKU_SetWindowTitle;
device->SetWindowIcon = HAIKU_SetWindowIcon;
device->SetWindowPosition = HAIKU_SetWindowPosition;
device->SetWindowSize = HAIKU_SetWindowSize;
device->ShowWindow = HAIKU_ShowWindow;
device->HideWindow = HAIKU_HideWindow;
device->RaiseWindow = HAIKU_RaiseWindow;
device->MaximizeWindow = HAIKU_MaximizeWindow;
device->MinimizeWindow = HAIKU_MinimizeWindow;
device->RestoreWindow = HAIKU_RestoreWindow;
device->SetWindowBordered = HAIKU_SetWindowBordered;
device->SetWindowResizable = HAIKU_SetWindowResizable;
device->SetWindowFullscreen = HAIKU_SetWindowFullscreen;
device->SetWindowGammaRamp = HAIKU_SetWindowGammaRamp;
device->GetWindowGammaRamp = HAIKU_GetWindowGammaRamp;
device->SetWindowGrab = HAIKU_SetWindowGrab;
device->DestroyWindow = HAIKU_DestroyWindow;
device->GetWindowWMInfo = HAIKU_GetWindowWMInfo;
device->CreateWindowFramebuffer = HAIKU_CreateWindowFramebuffer;
device->UpdateWindowFramebuffer = HAIKU_UpdateWindowFramebuffer;
device->DestroyWindowFramebuffer = HAIKU_DestroyWindowFramebuffer;
device->shape_driver.CreateShaper = NULL;
device->shape_driver.SetWindowShape = NULL;
device->shape_driver.ResizeWindowShape = NULL;
#if SDL_VIDEO_OPENGL
device->GL_LoadLibrary = BE_GL_LoadLibrary;
device->GL_GetProcAddress = BE_GL_GetProcAddress;
device->GL_UnloadLibrary = BE_GL_UnloadLibrary;
device->GL_CreateContext = BE_GL_CreateContext;
device->GL_MakeCurrent = BE_GL_MakeCurrent;
device->GL_SetSwapInterval = BE_GL_SetSwapInterval;
device->GL_GetSwapInterval = BE_GL_GetSwapInterval;
device->GL_SwapWindow = BE_GL_SwapWindow;
device->GL_DeleteContext = BE_GL_DeleteContext;
device->GL_LoadLibrary = HAIKU_GL_LoadLibrary;
device->GL_GetProcAddress = HAIKU_GL_GetProcAddress;
device->GL_UnloadLibrary = HAIKU_GL_UnloadLibrary;
device->GL_CreateContext = HAIKU_GL_CreateContext;
device->GL_MakeCurrent = HAIKU_GL_MakeCurrent;
device->GL_SetSwapInterval = HAIKU_GL_SetSwapInterval;
device->GL_GetSwapInterval = HAIKU_GL_GetSwapInterval;
device->GL_SwapWindow = HAIKU_GL_SwapWindow;
device->GL_DeleteContext = HAIKU_GL_DeleteContext;
#endif
device->StartTextInput = BE_StartTextInput;
device->StopTextInput = BE_StopTextInput;
device->SetTextInputRect = BE_SetTextInputRect;
device->StartTextInput = HAIKU_StartTextInput;
device->StopTextInput = HAIKU_StopTextInput;
device->SetTextInputRect = HAIKU_SetTextInputRect;
device->SetClipboardText = BE_SetClipboardText;
device->GetClipboardText = BE_GetClipboardText;
device->HasClipboardText = BE_HasClipboardText;
device->SetClipboardText = HAIKU_SetClipboardText;
device->GetClipboardText = HAIKU_GetClipboardText;
device->HasClipboardText = HAIKU_HasClipboardText;
device->free = BE_DeleteDevice;
device->free = HAIKU_DeleteDevice;
return device;
}
VideoBootStrap HAIKU_bootstrap = {
"haiku", "Haiku graphics",
BE_Available, BE_CreateDevice
HAIKU_Available, HAIKU_CreateDevice
};
void BE_DeleteDevice(SDL_VideoDevice * device)
void HAIKU_DeleteDevice(SDL_VideoDevice * device)
{
SDL_free(device->driverdata);
SDL_free(device);
}
int BE_VideoInit(_THIS)
int HAIKU_VideoInit(_THIS)
{
/* Initialize the Be Application for appserver interaction */
if (SDL_InitBeApp() < 0) {
@ -140,31 +140,31 @@ int BE_VideoInit(_THIS)
}
/* Initialize video modes */
BE_InitModes(_this);
HAIKU_InitModes(_this);
/* Init the keymap */
BE_InitOSKeymap();
HAIKU_InitOSKeymap();
#if SDL_VIDEO_OPENGL
/* testgl application doesn't load library, just tries to load symbols */
/* is it correct? if so we have to load library here */
BE_GL_LoadLibrary(_this, NULL);
HAIKU_GL_LoadLibrary(_this, NULL);
#endif
/* We're done! */
return (0);
}
int BE_Available(void)
int HAIKU_Available(void)
{
return (1);
}
void BE_VideoQuit(_THIS)
void HAIKU_VideoQuit(_THIS)
{
BE_QuitModes(_this);
HAIKU_QuitModes(_this);
SDL_QuitBeApp();
}

View File

@ -30,10 +30,10 @@ extern "C" {
#include "../SDL_sysvideo.h"
extern void BE_VideoQuit(_THIS);
extern int BE_VideoInit(_THIS);
extern void BE_DeleteDevice(_THIS);
extern int BE_Available(void);
extern void HAIKU_VideoQuit(_THIS);
extern int HAIKU_VideoInit(_THIS);
extern void HAIKU_DeleteDevice(_THIS);
extern int HAIKU_Available(void);
#ifdef __cplusplus
}

View File

@ -75,7 +75,7 @@ static int _InitWindow(_THIS, SDL_Window *window) {
return 0;
}
int BE_CreateWindow(_THIS, SDL_Window *window) {
int HAIKU_CreateWindow(_THIS, SDL_Window *window) {
if (_InitWindow(_this, window) < 0) {
return -1;
}
@ -85,7 +85,7 @@ int BE_CreateWindow(_THIS, SDL_Window *window) {
return 0;
}
int BE_CreateWindowFrom(_THIS, SDL_Window * window, const void *data) {
int HAIKU_CreateWindowFrom(_THIS, SDL_Window * window, const void *data) {
SDL_BWin *otherBWin = (SDL_BWin*)data;
if(!otherBWin->LockLooper())
@ -117,73 +117,73 @@ int BE_CreateWindowFrom(_THIS, SDL_Window * window, const void *data) {
return 0;
}
void BE_SetWindowTitle(_THIS, SDL_Window * window) {
void HAIKU_SetWindowTitle(_THIS, SDL_Window * window) {
BMessage msg(BWIN_SET_TITLE);
msg.AddString("window-title", window->title);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon) {
void HAIKU_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon) {
/* FIXME: Icons not supported by Haiku */
}
void BE_SetWindowPosition(_THIS, SDL_Window * window) {
void HAIKU_SetWindowPosition(_THIS, SDL_Window * window) {
BMessage msg(BWIN_MOVE_WINDOW);
msg.AddInt32("window-x", window->x);
msg.AddInt32("window-y", window->y);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_SetWindowSize(_THIS, SDL_Window * window) {
void HAIKU_SetWindowSize(_THIS, SDL_Window * window) {
BMessage msg(BWIN_RESIZE_WINDOW);
msg.AddInt32("window-w", window->w - 1);
msg.AddInt32("window-h", window->h - 1);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered) {
void HAIKU_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered) {
BMessage msg(BWIN_SET_BORDERED);
msg.AddBool("window-border", bordered != SDL_FALSE);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_SetWindowResizable(_THIS, SDL_Window * window, SDL_bool resizable) {
void HAIKU_SetWindowResizable(_THIS, SDL_Window * window, SDL_bool resizable) {
BMessage msg(BWIN_SET_RESIZABLE);
msg.AddBool("window-resizable", resizable != SDL_FALSE);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_ShowWindow(_THIS, SDL_Window * window) {
void HAIKU_ShowWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_SHOW_WINDOW);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_HideWindow(_THIS, SDL_Window * window) {
void HAIKU_HideWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_HIDE_WINDOW);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_RaiseWindow(_THIS, SDL_Window * window) {
void HAIKU_RaiseWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_SHOW_WINDOW); /* Activate this window and move to front */
_ToBeWin(window)->PostMessage(&msg);
}
void BE_MaximizeWindow(_THIS, SDL_Window * window) {
void HAIKU_MaximizeWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_MAXIMIZE_WINDOW);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_MinimizeWindow(_THIS, SDL_Window * window) {
void HAIKU_MinimizeWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_MINIMIZE_WINDOW);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_RestoreWindow(_THIS, SDL_Window * window) {
void HAIKU_RestoreWindow(_THIS, SDL_Window * window) {
BMessage msg(BWIN_RESTORE_WINDOW);
_ToBeWin(window)->PostMessage(&msg);
}
void BE_SetWindowFullscreen(_THIS, SDL_Window * window,
void HAIKU_SetWindowFullscreen(_THIS, SDL_Window * window,
SDL_VideoDisplay * display, SDL_bool fullscreen) {
/* Haiku tracks all video display information */
BMessage msg(BWIN_FULLSCREEN);
@ -192,29 +192,29 @@ void BE_SetWindowFullscreen(_THIS, SDL_Window * window,
}
int BE_SetWindowGammaRamp(_THIS, SDL_Window * window, const Uint16 * ramp) {
int HAIKU_SetWindowGammaRamp(_THIS, SDL_Window * window, const Uint16 * ramp) {
/* FIXME: Not Haiku supported */
return -1;
}
int BE_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp) {
int HAIKU_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp) {
/* FIXME: Not Haiku supported */
return -1;
}
void BE_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed) {
void HAIKU_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed) {
/* TODO: Implement this! */
}
void BE_DestroyWindow(_THIS, SDL_Window * window) {
void HAIKU_DestroyWindow(_THIS, SDL_Window * window) {
_ToBeWin(window)->LockLooper(); /* This MUST be locked */
_GetBeApp()->ClearID(_ToBeWin(window));
_ToBeWin(window)->Quit();
window->driverdata = NULL;
}
SDL_bool BE_GetWindowWMInfo(_THIS, SDL_Window * window,
SDL_bool HAIKU_GetWindowWMInfo(_THIS, SDL_Window * window,
struct SDL_SysWMinfo *info) {
/* FIXME: What is the point of this? What information should be included? */
return SDL_FALSE;

View File

@ -26,26 +26,26 @@
#include "../SDL_sysvideo.h"
extern int BE_CreateWindow(_THIS, SDL_Window *window);
extern int BE_CreateWindowFrom(_THIS, SDL_Window * window, const void *data);
extern void BE_SetWindowTitle(_THIS, SDL_Window * window);
extern void BE_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon);
extern void BE_SetWindowPosition(_THIS, SDL_Window * window);
extern void BE_SetWindowSize(_THIS, SDL_Window * window);
extern void BE_ShowWindow(_THIS, SDL_Window * window);
extern void BE_HideWindow(_THIS, SDL_Window * window);
extern void BE_RaiseWindow(_THIS, SDL_Window * window);
extern void BE_MaximizeWindow(_THIS, SDL_Window * window);
extern void BE_MinimizeWindow(_THIS, SDL_Window * window);
extern void BE_RestoreWindow(_THIS, SDL_Window * window);
extern void BE_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered);
extern void BE_SetWindowResizable(_THIS, SDL_Window * window, SDL_bool resizable);
extern void BE_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
extern int BE_SetWindowGammaRamp(_THIS, SDL_Window * window, const Uint16 * ramp);
extern int BE_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp);
extern void BE_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed);
extern void BE_DestroyWindow(_THIS, SDL_Window * window);
extern SDL_bool BE_GetWindowWMInfo(_THIS, SDL_Window * window,
extern int HAIKU_CreateWindow(_THIS, SDL_Window *window);
extern int HAIKU_CreateWindowFrom(_THIS, SDL_Window * window, const void *data);
extern void HAIKU_SetWindowTitle(_THIS, SDL_Window * window);
extern void HAIKU_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon);
extern void HAIKU_SetWindowPosition(_THIS, SDL_Window * window);
extern void HAIKU_SetWindowSize(_THIS, SDL_Window * window);
extern void HAIKU_ShowWindow(_THIS, SDL_Window * window);
extern void HAIKU_HideWindow(_THIS, SDL_Window * window);
extern void HAIKU_RaiseWindow(_THIS, SDL_Window * window);
extern void HAIKU_MaximizeWindow(_THIS, SDL_Window * window);
extern void HAIKU_MinimizeWindow(_THIS, SDL_Window * window);
extern void HAIKU_RestoreWindow(_THIS, SDL_Window * window);
extern void HAIKU_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered);
extern void HAIKU_SetWindowResizable(_THIS, SDL_Window * window, SDL_bool resizable);
extern void HAIKU_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
extern int HAIKU_SetWindowGammaRamp(_THIS, SDL_Window * window, const Uint16 * ramp);
extern int HAIKU_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp);
extern void HAIKU_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed);
extern void HAIKU_DestroyWindow(_THIS, SDL_Window * window);
extern SDL_bool HAIKU_GetWindowWMInfo(_THIS, SDL_Window * window,
struct SDL_SysWMinfo *info);