mirror of https://github.com/encounter/SDL.git
haiku: updated for Haiku
This commit is contained in:
parent
094e94402d
commit
bff867013e
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@ -0,0 +1,431 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_BAPP_H
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#define SDL_BAPP_H
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#include <Path.h>
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#include <InterfaceKit.h>
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#include <LocaleRoster.h>
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#if SDL_VIDEO_OPENGL
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#include <OpenGLKit.h>
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#endif
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#include "../../video/haiku/SDL_bkeyboard.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../../SDL_internal.h"
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#include "SDL_video.h"
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/* Local includes */
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#include "../../events/SDL_events_c.h"
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#include "../../video/haiku/SDL_bframebuffer.h"
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#ifdef __cplusplus
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}
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#endif
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#include <vector>
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/* Forward declarations */
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class SDL_BWin;
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/* Message constants */
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enum ToSDL {
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/* Intercepted by BWindow on its way to BView */
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BAPP_MOUSE_MOVED,
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BAPP_MOUSE_BUTTON,
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BAPP_MOUSE_WHEEL,
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BAPP_KEY,
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BAPP_REPAINT, /* from _UPDATE_ */
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/* From BWindow */
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BAPP_MAXIMIZE, /* from B_ZOOM */
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BAPP_MINIMIZE,
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BAPP_RESTORE, /* TODO: IMPLEMENT! */
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BAPP_SHOW,
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BAPP_HIDE,
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BAPP_MOUSE_FOCUS, /* caused by MOUSE_MOVE */
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BAPP_KEYBOARD_FOCUS, /* from WINDOW_ACTIVATED */
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BAPP_WINDOW_CLOSE_REQUESTED,
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BAPP_WINDOW_MOVED,
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BAPP_WINDOW_RESIZED,
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BAPP_SCREEN_CHANGED
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};
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/* Create a descendant of BApplication */
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class SDL_BApp : public BApplication {
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public:
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SDL_BApp(const char* signature) :
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BApplication(signature) {
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#if SDL_VIDEO_OPENGL
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_current_context = NULL;
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#endif
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}
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virtual ~SDL_BApp() {
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}
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virtual void RefsReceived(BMessage* message) {
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char filePath[512];
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entry_ref entryRef;
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for (int32 i = 0; message->FindRef("refs", i, &entryRef) == B_OK; i++) {
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BPath referencePath = BPath(&entryRef);
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SDL_SendDropFile(NULL, referencePath.Path());
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}
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return;
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}
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/* Event-handling functions */
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virtual void MessageReceived(BMessage* message) {
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/* Sort out SDL-related messages */
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switch ( message->what ) {
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case BAPP_MOUSE_MOVED:
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_HandleMouseMove(message);
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break;
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case BAPP_MOUSE_BUTTON:
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_HandleMouseButton(message);
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break;
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case BAPP_MOUSE_WHEEL:
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_HandleMouseWheel(message);
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break;
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case BAPP_KEY:
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_HandleKey(message);
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break;
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case BAPP_REPAINT:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_EXPOSED);
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break;
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case BAPP_MAXIMIZE:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MAXIMIZED);
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break;
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case BAPP_MINIMIZE:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MINIMIZED);
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break;
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case BAPP_SHOW:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_SHOWN);
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break;
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case BAPP_HIDE:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_HIDDEN);
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break;
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case BAPP_MOUSE_FOCUS:
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_HandleMouseFocus(message);
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break;
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case BAPP_KEYBOARD_FOCUS:
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_HandleKeyboardFocus(message);
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break;
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case BAPP_WINDOW_CLOSE_REQUESTED:
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_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_CLOSE);
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break;
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case BAPP_WINDOW_MOVED:
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_HandleWindowMoved(message);
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break;
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case BAPP_WINDOW_RESIZED:
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_HandleWindowResized(message);
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break;
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case B_LOCALE_CHANGED:
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SDL_SendLocaleChangedEvent();
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break;
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case BAPP_SCREEN_CHANGED:
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/* TODO: Handle screen resize or workspace change */
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break;
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default:
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BApplication::MessageReceived(message);
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break;
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}
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}
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/* Window creation/destruction methods */
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int32 GetID(SDL_Window *win) {
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int32 i;
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for(i = 0; i < _GetNumWindowSlots(); ++i) {
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if( GetSDLWindow(i) == NULL ) {
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_SetSDLWindow(win, i);
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return i;
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}
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}
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/* Expand the vector if all slots are full */
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if( i == _GetNumWindowSlots() ) {
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_PushBackWindow(win);
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return i;
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}
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/* TODO: error handling */
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return 0;
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}
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/* FIXME: Bad coding practice, but I can't include SDL_BWin.h here. Is
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there another way to do this? */
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void ClearID(SDL_BWin *bwin); /* Defined in SDL_BeApp.cc */
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SDL_Window *GetSDLWindow(int32 winID) {
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return _window_map[winID];
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}
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#if SDL_VIDEO_OPENGL
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BGLView *GetCurrentContext() {
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return _current_context;
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}
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void SetCurrentContext(BGLView *newContext) {
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if(_current_context)
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_current_context->UnlockGL();
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_current_context = newContext;
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if (_current_context)
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_current_context->LockGL();
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}
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#endif
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private:
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/* Event management */
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void _HandleBasicWindowEvent(BMessage *msg, int32 sdlEventType) {
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SDL_Window *win;
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int32 winID;
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if(
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!_GetWinID(msg, &winID)
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) {
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return;
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}
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win = GetSDLWindow(winID);
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SDL_SendWindowEvent(win, sdlEventType, 0, 0);
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}
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void _HandleMouseMove(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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int32 x = 0, y = 0;
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindInt32("x", &x) != B_OK || /* x movement */
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msg->FindInt32("y", &y) != B_OK /* y movement */
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) {
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return;
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}
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win = GetSDLWindow(winID);
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// Simple relative mode support for mouse.
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if (SDL_GetMouse()->relative_mode) {
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int winWidth, winHeight, winPosX, winPosY;
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SDL_GetWindowSize(win, &winWidth, &winHeight);
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SDL_GetWindowPosition(win, &winPosX, &winPosY);
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int dx = x - (winWidth / 2);
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int dy = y - (winHeight / 2);
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SDL_SendMouseMotion(win, 0, SDL_GetMouse()->relative_mode, dx, dy);
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set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
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if (!be_app->IsCursorHidden())
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be_app->HideCursor();
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} else {
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SDL_SendMouseMotion(win, 0, 0, x, y);
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if (SDL_ShowCursor(-1) && be_app->IsCursorHidden())
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be_app->ShowCursor();
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}
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}
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void _HandleMouseButton(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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int32 button, state; /* left/middle/right, pressed/released */
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindInt32("button-id", &button) != B_OK ||
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msg->FindInt32("button-state", &state) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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SDL_SendMouseButton(win, 0, state, button);
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}
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void _HandleMouseWheel(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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int32 xTicks, yTicks;
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindInt32("xticks", &xTicks) != B_OK ||
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msg->FindInt32("yticks", &yTicks) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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SDL_SendMouseWheel(win, 0, xTicks, -yTicks, SDL_MOUSEWHEEL_NORMAL);
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}
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void _HandleKey(BMessage *msg) {
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int32 scancode, state; /* scancode, pressed/released */
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if(
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msg->FindInt32("key-state", &state) != B_OK ||
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msg->FindInt32("key-scancode", &scancode) != B_OK
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) {
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return;
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}
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/* Make sure this isn't a repeated event (key pressed and held) */
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if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) {
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return;
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}
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HAIKU_SetKeyState(scancode, state);
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SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode));
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if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) {
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const int8 *keyUtf8;
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ssize_t count;
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if (msg->FindData("key-utf8", B_INT8_TYPE, (const void**)&keyUtf8, &count) == B_OK) {
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char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];
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SDL_zeroa(text);
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SDL_memcpy(text, keyUtf8, count);
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SDL_SendKeyboardText(text);
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}
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}
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}
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void _HandleMouseFocus(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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bool bSetFocus; /* If false, lose focus */
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindBool("focusGained", &bSetFocus) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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if(bSetFocus) {
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SDL_SetMouseFocus(win);
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} else if(SDL_GetMouseFocus() == win) {
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/* Only lose all focus if this window was the current focus */
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SDL_SetMouseFocus(NULL);
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}
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}
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void _HandleKeyboardFocus(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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bool bSetFocus; /* If false, lose focus */
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindBool("focusGained", &bSetFocus) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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if(bSetFocus) {
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SDL_SetKeyboardFocus(win);
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} else if(SDL_GetKeyboardFocus() == win) {
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/* Only lose all focus if this window was the current focus */
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SDL_SetKeyboardFocus(NULL);
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}
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}
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void _HandleWindowMoved(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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int32 xPos, yPos;
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/* Get the window id and new x/y position of the window */
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindInt32("window-x", &xPos) != B_OK ||
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msg->FindInt32("window-y", &yPos) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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SDL_SendWindowEvent(win, SDL_WINDOWEVENT_MOVED, xPos, yPos);
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}
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void _HandleWindowResized(BMessage *msg) {
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SDL_Window *win;
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int32 winID;
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int32 w, h;
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/* Get the window id ]and new x/y position of the window */
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if(
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!_GetWinID(msg, &winID) ||
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msg->FindInt32("window-w", &w) != B_OK ||
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msg->FindInt32("window-h", &h) != B_OK
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) {
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return;
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}
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win = GetSDLWindow(winID);
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SDL_SendWindowEvent(win, SDL_WINDOWEVENT_RESIZED, w, h);
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}
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bool _GetWinID(BMessage *msg, int32 *winID) {
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return msg->FindInt32("window-id", winID) == B_OK;
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}
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/* Vector functions: Wraps vector stuff in case we need to change
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implementation */
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void _SetSDLWindow(SDL_Window *win, int32 winID) {
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_window_map[winID] = win;
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}
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int32 _GetNumWindowSlots() {
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return _window_map.size();
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}
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void _PopBackWindow() {
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_window_map.pop_back();
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}
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void _PushBackWindow(SDL_Window *win) {
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_window_map.push_back(win);
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}
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/* Members */
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std::vector<SDL_Window*> _window_map; /* Keeps track of SDL_Windows by index-id */
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#if SDL_VIDEO_OPENGL
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BGLView *_current_context;
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#endif
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};
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#endif
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@ -35,10 +35,6 @@
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extern "C" {
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#endif
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#ifndef DRAWTHREAD
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static int32 HAIKU_UpdateOnce(SDL_Window *window);
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#endif
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static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
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return ((SDL_BWin*)(window->driverdata));
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}
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|
@ -56,11 +52,11 @@ int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
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return -1;
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}
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while(!bwin->Connected()) { snooze(100); }
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/* Make sure we have exclusive access to frame buffer data */
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bwin->LockBuffer();
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bwin->CreateView();
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/* format */
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display_mode bmode;
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bscreen.GetMode(&bmode);
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|
@ -76,7 +72,7 @@ int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
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bitmap = new BBitmap(bwin->Bounds(), (color_space)bmode.space,
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false, /* Views not accepted */
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true); /* Contiguous memory required */
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if(bitmap->InitCheck() != B_OK) {
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delete bitmap;
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return SDL_SetError("Could not initialize back buffer!");
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|
@ -84,15 +80,13 @@ int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
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bwin->SetBitmap(bitmap);
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/* Set the pixel pointer */
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*pixels = bitmap->Bits();
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/* pitch = width of window, in bytes */
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*pitch = bitmap->BytesPerRow();
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bwin->SetBufferExists(true);
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bwin->SetTrashBuffer(false);
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bwin->UnlockBuffer();
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return 0;
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}
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|
@ -106,150 +100,26 @@ int HAIKU_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
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SDL_BWin *bwin = _ToBeWin(window);
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#ifdef DRAWTHREAD
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bwin->LockBuffer();
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bwin->SetBufferDirty(true);
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bwin->UnlockBuffer();
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#else
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bwin->SetBufferDirty(true);
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HAIKU_UpdateOnce(window);
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#endif
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bwin->PostMessage(BWIN_UPDATE_FRAMEBUFFER);
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return 0;
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}
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int32 HAIKU_DrawThread(void *data) {
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SDL_BWin *bwin = (SDL_BWin*)data;
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|
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BScreen bscreen;
|
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if(!bscreen.IsValid()) {
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return -1;
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}
|
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|
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while(bwin->ConnectionEnabled()) {
|
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if( bwin->Connected() && bwin->BufferExists() && bwin->BufferIsDirty() ) {
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bwin->LockBuffer();
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BBitmap *bitmap = NULL;
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bitmap = bwin->GetBitmap();
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int32 windowPitch = bitmap->BytesPerRow();
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int32 bufferPitch = bwin->GetRowBytes();
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||||
uint8 *windowpx;
|
||||
uint8 *bufferpx;
|
||||
|
||||
int32 BPP = bwin->GetBytesPerPx();
|
||||
int32 windowSub = bwin->GetFbX() * BPP +
|
||||
bwin->GetFbY() * windowPitch;
|
||||
clipping_rect *clips = bwin->GetClips();
|
||||
int32 numClips = bwin->GetNumClips();
|
||||
int i, y;
|
||||
|
||||
/* Blit each clipping rectangle */
|
||||
bscreen.WaitForRetrace();
|
||||
for(i = 0; i < numClips; ++i) {
|
||||
/* Get addresses of the start of each clipping rectangle */
|
||||
int32 width = clips[i].right - clips[i].left + 1;
|
||||
int32 height = clips[i].bottom - clips[i].top + 1;
|
||||
bufferpx = bwin->GetBufferPx() +
|
||||
clips[i].top * bufferPitch + clips[i].left * BPP;
|
||||
windowpx = (uint8*)bitmap->Bits() +
|
||||
clips[i].top * windowPitch + clips[i].left * BPP -
|
||||
windowSub;
|
||||
|
||||
/* Copy each row of pixels from the window buffer into the frame
|
||||
buffer */
|
||||
for(y = 0; y < height; ++y)
|
||||
{
|
||||
|
||||
if(bwin->CanTrashWindowBuffer()) {
|
||||
goto escape; /* Break out before the buffer is killed */
|
||||
}
|
||||
|
||||
memcpy(bufferpx, windowpx, width * BPP);
|
||||
bufferpx += bufferPitch;
|
||||
windowpx += windowPitch;
|
||||
}
|
||||
}
|
||||
|
||||
bwin->SetBufferDirty(false);
|
||||
escape:
|
||||
bwin->UnlockBuffer();
|
||||
} else {
|
||||
snooze(16000);
|
||||
}
|
||||
}
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
void HAIKU_DestroyWindowFramebuffer(_THIS, SDL_Window * window) {
|
||||
SDL_BWin *bwin = _ToBeWin(window);
|
||||
|
||||
|
||||
bwin->LockBuffer();
|
||||
|
||||
|
||||
/* Free and clear the window buffer */
|
||||
BBitmap *bitmap = bwin->GetBitmap();
|
||||
delete bitmap;
|
||||
bwin->SetBitmap(NULL);
|
||||
bwin->SetBufferExists(false);
|
||||
|
||||
bwin->RemoveView();
|
||||
|
||||
bwin->UnlockBuffer();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* TODO:
|
||||
* This was written to test if certain errors were caused by threading issues.
|
||||
* The specific issues have since become rare enough that they may have been
|
||||
* solved, but I doubt it- they were pretty sporadic before now.
|
||||
*/
|
||||
#ifndef DRAWTHREAD
|
||||
static int32 HAIKU_UpdateOnce(SDL_Window *window) {
|
||||
SDL_BWin *bwin = _ToBeWin(window);
|
||||
BScreen bscreen;
|
||||
if(!bscreen.IsValid()) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if(bwin->ConnectionEnabled() && bwin->Connected()) {
|
||||
bwin->LockBuffer();
|
||||
int32 windowPitch = window->surface->pitch;
|
||||
int32 bufferPitch = bwin->GetRowBytes();
|
||||
uint8 *windowpx;
|
||||
uint8 *bufferpx;
|
||||
|
||||
int32 BPP = bwin->GetBytesPerPx();
|
||||
uint8 *windowBaseAddress = (uint8*)window->surface->pixels;
|
||||
int32 windowSub = bwin->GetFbX() * BPP +
|
||||
bwin->GetFbY() * windowPitch;
|
||||
clipping_rect *clips = bwin->GetClips();
|
||||
int32 numClips = bwin->GetNumClips();
|
||||
int i, y;
|
||||
|
||||
/* Blit each clipping rectangle */
|
||||
bscreen.WaitForRetrace();
|
||||
for(i = 0; i < numClips; ++i) {
|
||||
/* Get addresses of the start of each clipping rectangle */
|
||||
int32 width = clips[i].right - clips[i].left + 1;
|
||||
int32 height = clips[i].bottom - clips[i].top + 1;
|
||||
bufferpx = bwin->GetBufferPx() +
|
||||
clips[i].top * bufferPitch + clips[i].left * BPP;
|
||||
windowpx = windowBaseAddress +
|
||||
clips[i].top * windowPitch + clips[i].left * BPP - windowSub;
|
||||
|
||||
/* Copy each row of pixels from the window buffer into the frame
|
||||
buffer */
|
||||
for(y = 0; y < height; ++y)
|
||||
{
|
||||
memcpy(bufferpx, windowpx, width * BPP);
|
||||
bufferpx += bufferPitch;
|
||||
windowpx += windowPitch;
|
||||
}
|
||||
}
|
||||
bwin->UnlockBuffer();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -84,16 +84,21 @@ void *HAIKU_GL_GetProcAddress(_THIS, const char *proc)
|
|||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int HAIKU_GL_SwapWindow(_THIS, SDL_Window * window) {
|
||||
_ToBeWin(window)->SwapBuffers();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int HAIKU_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
|
||||
SDL_BWin* win = (SDL_BWin*)context;
|
||||
_GetBeApp()->SetCurrentContext(win ? win->GetGLView() : NULL);
|
||||
BGLView* glView = (BGLView*)context;
|
||||
// printf("HAIKU_GL_MakeCurrent(%llx), win = %llx, thread = %d\n", (uint64)context, (uint64)window, find_thread(NULL));
|
||||
if (glView != NULL) {
|
||||
if ((glView->Window() == NULL) || (window == NULL) || (_ToBeWin(window)->GetGLView() != glView)) {
|
||||
SDL_SetError("MakeCurrent failed");
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
_GetBeApp()->SetCurrentContext(glView);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -102,6 +107,11 @@ 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);
|
||||
// printf("HAIKU_GL_CreateContext, win = %llx, thread = %d\n", (uint64)window, find_thread(NULL));
|
||||
if (bwin->GetGLView() != NULL) {
|
||||
SDL_SetError("Context already creaded");
|
||||
return NULL;
|
||||
}
|
||||
Uint32 gl_flags = BGL_RGB;
|
||||
if (_this->gl_config.alpha_size) {
|
||||
gl_flags |= BGL_ALPHA;
|
||||
|
@ -123,13 +133,25 @@ SDL_GLContext HAIKU_GL_CreateContext(_THIS, SDL_Window * window) {
|
|||
_this->gl_config.accum_alpha_size) {
|
||||
gl_flags |= BGL_ACCUM;
|
||||
}
|
||||
#if __GNUC__ > 3
|
||||
if (_this->gl_config.share_with_current_context) {
|
||||
gl_flags |= BGL_SHARE_CONTEXT;
|
||||
}
|
||||
#endif
|
||||
bwin->CreateGLView(gl_flags);
|
||||
return (SDL_GLContext)(bwin);
|
||||
_GetBeApp()->SetCurrentContext(bwin->GetGLView());
|
||||
return (SDL_GLContext)(bwin->GetGLView());
|
||||
}
|
||||
|
||||
void HAIKU_GL_DeleteContext(_THIS, SDL_GLContext context) {
|
||||
/* Currently, automatically unlocks the view */
|
||||
((SDL_BWin*)context)->RemoveGLView();
|
||||
// printf("HAIKU_GL_DeleteContext(%llx), thread = %d\n", (uint64)context, find_thread(NULL));
|
||||
BGLView* glView = (BGLView*)context;
|
||||
SDL_BWin *bwin = (SDL_BWin*)glView->Window();
|
||||
if (bwin == NULL) {
|
||||
delete glView;
|
||||
} else {
|
||||
bwin->RemoveGLView();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -94,6 +94,7 @@ HAIKU_CreateDevice(int devindex)
|
|||
device->SetWindowGammaRamp = HAIKU_SetWindowGammaRamp;
|
||||
device->GetWindowGammaRamp = HAIKU_GetWindowGammaRamp;
|
||||
device->SetWindowMouseGrab = HAIKU_SetWindowMouseGrab;
|
||||
device->SetWindowMinimumSize = HAIKU_SetWindowMinimumSize;
|
||||
device->DestroyWindow = HAIKU_DestroyWindow;
|
||||
device->GetWindowWMInfo = HAIKU_GetWindowWMInfo;
|
||||
device->CreateWindowFramebuffer = HAIKU_CreateWindowFramebuffer;
|
||||
|
@ -190,6 +191,31 @@ HAIKU_FreeCursor(SDL_Cursor * cursor)
|
|||
SDL_free(cursor);
|
||||
}
|
||||
|
||||
static SDL_Cursor *
|
||||
HAIKU_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y)
|
||||
{
|
||||
SDL_Cursor *cursor;
|
||||
SDL_Surface *converted;
|
||||
|
||||
converted = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ARGB8888, 0);
|
||||
if (!converted) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
BBitmap *cursorBitmap = new BBitmap(BRect(0, 0, surface->w - 1, surface->h - 1), B_RGBA32);
|
||||
cursorBitmap->SetBits(converted->pixels, converted->h * converted->pitch, 0, B_RGBA32);
|
||||
SDL_FreeSurface(converted);
|
||||
|
||||
cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
|
||||
if (cursor) {
|
||||
cursor->driverdata = (void *)new BCursor(cursorBitmap, BPoint(hot_x, hot_y));
|
||||
} else {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return cursor;
|
||||
}
|
||||
|
||||
static int HAIKU_ShowCursor(SDL_Cursor *cursor)
|
||||
{
|
||||
SDL_Mouse *mouse = SDL_GetMouse();
|
||||
|
@ -222,7 +248,7 @@ HAIKU_SetRelativeMouseMode(SDL_bool enabled)
|
|||
|
||||
bewin->Lock();
|
||||
if (enabled)
|
||||
_SDL_GLView->SetEventMask(B_POINTER_EVENTS | B_KEYBOARD_EVENTS, B_NO_POINTER_HISTORY);
|
||||
_SDL_GLView->SetEventMask(B_POINTER_EVENTS, B_NO_POINTER_HISTORY);
|
||||
else
|
||||
_SDL_GLView->SetEventMask(0, 0);
|
||||
bewin->Unlock();
|
||||
|
@ -235,6 +261,7 @@ static void HAIKU_MouseInit(_THIS)
|
|||
SDL_Mouse *mouse = SDL_GetMouse();
|
||||
if (!mouse)
|
||||
return;
|
||||
mouse->CreateCursor = HAIKU_CreateCursor;
|
||||
mouse->CreateSystemCursor = HAIKU_CreateSystemCursor;
|
||||
mouse->ShowCursor = HAIKU_ShowCursor;
|
||||
mouse->FreeCursor = HAIKU_FreeCursor;
|
||||
|
|
|
@ -205,6 +205,13 @@ int HAIKU_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp) {
|
|||
}
|
||||
|
||||
|
||||
void HAIKU_SetWindowMinimumSize(_THIS, SDL_Window * window){
|
||||
BMessage msg(BWIN_MINIMUM_SIZE_WINDOW);
|
||||
msg.AddInt32("window-w", window->w -1);
|
||||
msg.AddInt32("window-h", window->h -1);
|
||||
_ToBeWin(window)->PostMessage(&msg);
|
||||
}
|
||||
|
||||
void HAIKU_SetWindowMouseGrab(_THIS, SDL_Window * window, SDL_bool grabbed) {
|
||||
/* TODO: Implement this! */
|
||||
}
|
||||
|
|
|
@ -32,6 +32,7 @@ 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_SetWindowMinimumSize(_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);
|
||||
|
|
Loading…
Reference in New Issue