Mercurial > sdl-ios-xcode
diff src/video/bwindow/SDL_sysvideo.cc @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
parents | |
children | dabc453ce7f7 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/bwindow/SDL_sysvideo.cc Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,673 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997, 1998, 1999, 2000, 2001 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License as published by the Free Software Foundation; either + version 2 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public + License along with this library; if not, write to the Free + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + Sam Lantinga + slouken@devolution.com +*/ + +#ifdef SAVE_RCSID +static char rcsid = + "@(#) $Id$"; +#endif + +/* BWindow based framebuffer implementation */ + +#include <stdlib.h> +#include <string.h> + +#include <stdio.h> +#include <unistd.h> + +#include "SDL.h" +#include "SDL_BeApp.h" +#include "SDL_BWin.h" +#include "SDL_timer.h" +#include "blank_cursor.h" + +extern "C" { + +#include "SDL_sysvideo.h" +#include "SDL_sysmouse_c.h" +#include "SDL_sysevents_c.h" +#include "SDL_events_c.h" +#include "SDL_syswm_c.h" +#include "SDL_lowvideo.h" + +#define BEOS_HIDDEN_SIZE 32 /* starting hidden window size */ + +/* Initialization/Query functions */ +static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat); +static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); +static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); +static void BE_UpdateMouse(_THIS); +static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); +static void BE_VideoQuit(_THIS); + +/* Hardware surface functions */ +static int BE_AllocHWSurface(_THIS, SDL_Surface *surface); +static int BE_LockHWSurface(_THIS, SDL_Surface *surface); +static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface); +static void BE_FreeHWSurface(_THIS, SDL_Surface *surface); + +static int BE_ToggleFullScreen(_THIS, int fullscreen); + +/* OpenGL functions */ +#ifdef HAVE_OPENGL +static void BE_GL_SwapBuffers(_THIS); +#endif + +/* FB driver bootstrap functions */ + +static int BE_Available(void) +{ + return(1); +} + +static void BE_DeleteDevice(SDL_VideoDevice *device) +{ + free(device->hidden); + free(device); +} + +static SDL_VideoDevice *BE_CreateDevice(int devindex) +{ + SDL_VideoDevice *device; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice)); + if ( device ) { + memset(device, 0, (sizeof *device)); + device->hidden = (struct SDL_PrivateVideoData *) + malloc((sizeof *device->hidden)); + } + if ( (device == NULL) || (device->hidden == NULL) ) { + SDL_OutOfMemory(); + if ( device ) { + free(device); + } + return(0); + } + memset(device->hidden, 0, (sizeof *device->hidden)); + + /* Set the function pointers */ + device->VideoInit = BE_VideoInit; + device->ListModes = BE_ListModes; + device->SetVideoMode = BE_SetVideoMode; + device->UpdateMouse = BE_UpdateMouse; + device->SetColors = BE_SetColors; + device->UpdateRects = NULL; + device->VideoQuit = BE_VideoQuit; + device->AllocHWSurface = BE_AllocHWSurface; + device->CheckHWBlit = NULL; + device->FillHWRect = NULL; + device->SetHWColorKey = NULL; + device->SetHWAlpha = NULL; + device->LockHWSurface = BE_LockHWSurface; + device->UnlockHWSurface = BE_UnlockHWSurface; + device->FlipHWSurface = NULL; + device->FreeHWSurface = BE_FreeHWSurface; +#ifdef HAVE_OPENGL + device->GL_SwapBuffers = BE_GL_SwapBuffers; +#endif + device->SetIcon = NULL; + device->SetCaption = BE_SetWMCaption; + device->GetWMInfo = NULL; + device->FreeWMCursor = BE_FreeWMCursor; + device->CreateWMCursor = BE_CreateWMCursor; + device->ShowWMCursor = BE_ShowWMCursor; + device->WarpWMCursor = BE_WarpWMCursor; + device->InitOSKeymap = BE_InitOSKeymap; + device->PumpEvents = BE_PumpEvents; + + device->free = BE_DeleteDevice; + device->ToggleFullScreen = BE_ToggleFullScreen; + + /* Set the driver flags */ + device->handles_any_size = 1; + + return device; +} + +VideoBootStrap BWINDOW_bootstrap = { + "bwindow", "BDirectWindow graphics", + BE_Available, BE_CreateDevice +}; + +static inline int ColorSpaceToBitsPerPixel(uint32 colorspace) +{ + int bitsperpixel; + + bitsperpixel = 0; + switch (colorspace) { + case B_CMAP8: + bitsperpixel = 8; + break; + case B_RGB15: + case B_RGBA15: + case B_RGB15_BIG: + case B_RGBA15_BIG: + bitsperpixel = 15; + break; + case B_RGB16: + case B_RGB16_BIG: + bitsperpixel = 16; + break; + case B_RGB32: + case B_RGBA32: + case B_RGB32_BIG: + case B_RGBA32_BIG: + bitsperpixel = 32; + break; + default: + break; + } + return(bitsperpixel); +} + +/* Function to sort the display_list in bscreen */ +static int CompareModes(const void *A, const void *B) +{ + const display_mode *a = (display_mode *)A; + const display_mode *b = (display_mode *)B; + + if ( a->space == b->space ) { + return((b->virtual_width*b->virtual_height)- + (a->virtual_width*a->virtual_height)); + } else { + return(ColorSpaceToBitsPerPixel(b->space)- + ColorSpaceToBitsPerPixel(a->space)); + } +} + +/* Yes, this isn't the fastest it could be, but it works nicely */ +static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h) +{ + SDL_Rect *mode; + int i; + int next_mode; + + /* Check to see if we already have this mode */ + if ( SDL_nummodes[index] > 0 ) { + for ( i=SDL_nummodes[index]-1; i >= 0; --i ) { + mode = SDL_modelist[index][i]; + if ( (mode->w == w) && (mode->h == h) ) { +#ifdef BWINDOW_DEBUG + fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1); +#endif + return(0); + } + } + } + + /* Set up the new video mode rectangle */ + mode = (SDL_Rect *)malloc(sizeof *mode); + if ( mode == NULL ) { + SDL_OutOfMemory(); + return(-1); + } + mode->x = 0; + mode->y = 0; + mode->w = w; + mode->h = h; +#ifdef BWINDOW_DEBUG + fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1); +#endif + + /* Allocate the new list of modes, and fill in the new mode */ + next_mode = SDL_nummodes[index]; + SDL_modelist[index] = (SDL_Rect **) + realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *)); + if ( SDL_modelist[index] == NULL ) { + SDL_OutOfMemory(); + SDL_nummodes[index] = 0; + free(mode); + return(-1); + } + SDL_modelist[index][next_mode] = mode; + SDL_modelist[index][next_mode+1] = NULL; + SDL_nummodes[index]++; + + return(0); +} + +int BE_VideoInit(_THIS, SDL_PixelFormat *vformat) +{ + display_mode *modes; + uint32 i, nmodes; + int bpp; + BRect bounds; + + /* Initialize the Be Application for appserver interaction */ + if ( SDL_InitBeApp() < 0 ) { + return(-1); + } + + /* It is important that this be created after SDL_InitBeApp() */ + BScreen bscreen; + + /* Save the current display mode */ + bscreen.GetMode(&saved_mode); + + /* Determine the screen depth */ + vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace()); + if ( vformat->BitsPerPixel == 0 ) { + SDL_SetError("Unknown BScreen colorspace: 0x%x", + bscreen.ColorSpace()); + return(-1); + } + + /* Get the video modes we can switch to in fullscreen mode */ + bscreen.GetModeList(&modes, &nmodes); + qsort(modes, nmodes, sizeof *modes, CompareModes); + for ( i=0; i<nmodes; ++i ) { + bpp = ColorSpaceToBitsPerPixel(modes[i].space); + //if ( bpp != 0 ) { // There are bugs in changing colorspace + if ( modes[i].space == saved_mode.space ) { + BE_AddMode(_this, ((bpp+7)/8)-1, + modes[i].virtual_width, + modes[i].virtual_height); + } + } + + /* Create the window and view */ + bounds.top = 0; bounds.left = 0; + bounds.right = BEOS_HIDDEN_SIZE; + bounds.bottom = BEOS_HIDDEN_SIZE; + SDL_Win = new SDL_BWin(bounds); + + /* Create the clear cursor */ + SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask, + BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY); + + /* Fill in some window manager capabilities */ + _this->info.wm_available = 1; + + /* We're done! */ + return(0); +} + +/* We support any dimension at our bit-depth */ +SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) +{ + SDL_Rect **modes; + + modes = ((SDL_Rect **)0); + if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) { + modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1]; + } else { + if ( format->BitsPerPixel == + _this->screen->format->BitsPerPixel ) { + modes = ((SDL_Rect **)-1); + } + } + return(modes); +} + +/* Various screen update functions available */ +static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects); + + +/* Find the closest display mode for fullscreen */ +static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp, + display_mode *mode) +{ + BScreen bscreen; + uint32 i, nmodes; + SDL_Rect **modes; + display_mode *dmodes; + + modes = SDL_modelist[((bpp+7)/8)-1]; + for ( i=0; modes[i] && (modes[i]->w > width) && + (modes[i]->h > height); ++i ) { + /* still looking */ + } + if ( ! modes[i] || (modes[i]->w < width) || (modes[i]->h < width) ) { + --i; /* We went too far */ + } + width = modes[i]->w; + height = modes[i]->h; + bscreen.GetModeList(&dmodes, &nmodes); + for ( i = 0; i < nmodes; ++i ) { + if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) && + (width == dmodes[i].virtual_width) && + (height == dmodes[i].virtual_height) ) { + break; + } + } + if ( i != nmodes ) { + *mode = dmodes[i]; + return true; + } else { + return false; + } +} + +static int BE_ToggleFullScreen(_THIS, int fullscreen) +{ + bool needs_unlock, is_fullscreen; + BScreen bscreen; + BRect bounds; + display_mode mode; + int width, height, bpp; + + SDL_Win->SetFullScreen(fullscreen); + is_fullscreen = SDL_Win->IsFullScreen(); + + if(!((is_fullscreen && fullscreen) || + (!is_fullscreen && !fullscreen))) { + /* Modeswitch failed */ + return 0; + } + + if(is_fullscreen) _this->screen->flags |= SDL_FULLSCREEN; + else _this->screen->flags &= ~SDL_FULLSCREEN; + + width = _this->screen->w; + height = _this->screen->h; + + /* Set the appropriate video mode */ + if ( fullscreen ) { + bpp = _this->screen->format->BitsPerPixel; + bscreen.GetMode(&mode); + if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) || + (width != mode.virtual_width) || + (height != mode.virtual_height)) { + if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) { + bscreen.SetMode(&mode); + /* This simply stops the next resize event from being + * sent to the SDL handler. + */ + SDL_Win->InhibitResize(); + } else { + _this->screen->flags &= ~SDL_FULLSCREEN; + } + } + + } else { + bscreen.SetMode(&saved_mode); + } + + if ( SDL_Win->Lock() ) { + int xoff, yoff; + if ( SDL_Win->Shown() ) { + needs_unlock = 1; + SDL_Win->Hide(); + } else { + needs_unlock = 0; + } + /* This resizes the window and view area, but inhibits resizing of + * the BBitmap due to the InhibitResize call above. Thus the bitmap + * (pixel data) never changes. + */ + SDL_Win->ResizeTo(width, height); + bounds = bscreen.Frame(); + /* Calculate offsets - used either to center window (windowed mode) + * or to set drawing offsets (fullscreen mode) + */ + xoff = (bounds.IntegerWidth() - _this->screen->w)/2; + yoff = (bounds.IntegerHeight() - _this->screen->h)/2; + if(fullscreen) { + /* Set offset for drawing */ + SDL_Win->SetXYOffset(xoff, yoff); + } else { + /* Center window and reset the drawing offset */ + SDL_Win->MoveTo(xoff > 0 ? (float)xoff : 0.0, + yoff > 0 ? (float)yoff : 0.0); + SDL_Win->SetXYOffset(0, 0); + } + SDL_Win->Show(); + + /* Unlock the window manually after the first Show() */ + if ( needs_unlock ) { SDL_Win->Unlock(); } + } + return(1); +} + +/* FIXME: check return values and cleanup here */ +SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, + int width, int height, int bpp, Uint32 flags) +{ + BScreen bscreen; + display_mode mode; + BBitmap *bbitmap; + BRect bounds; + int needs_unlock; + int xoff = 0, yoff = 0; + + /* Set the appropriate video mode */ + if ( flags & SDL_FULLSCREEN ) { + bscreen.GetMode(&mode); + if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) || + (width != mode.virtual_width) || + (height != mode.virtual_height) ) { + if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) { + bscreen.SetMode(&mode); + xoff = (mode.virtual_width - width)/2; + yoff = (mode.virtual_height - height)/2; + } else { + flags &= ~SDL_FULLSCREEN; + } + } + } else { + if ( current->flags & SDL_FULLSCREEN ) { + bscreen.SetMode(&saved_mode); + } + } + + /* Create the view for this window */ + if ( SDL_Win->CreateView(flags) < 0 ) { + return(NULL); + } + + /* Set offsets */ + SDL_Win->SetXYOffset(xoff, yoff); + + current->flags = 0; /* Clear flags */ + current->w = width; + current->h = height; + if ( flags & SDL_FULLSCREEN ) { + SDL_Win->SetFullScreen(1); + current->flags |= SDL_FULLSCREEN; + } else { + SDL_Win->SetFullScreen(0); + } + SDL_Win->SetType(B_TITLED_WINDOW); + if ( flags & SDL_NOFRAME ) { + current->flags |= SDL_NOFRAME; + SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK); + } else { + if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) { + current->flags |= SDL_RESIZABLE; + /* We don't want opaque resizing (TM). :-) */ + SDL_Win->SetFlags(B_OUTLINE_RESIZE); + } else { + SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE); + } + } + + if ( flags & SDL_OPENGL ) { + current->flags |= SDL_OPENGL; + current->pitch = 0; + current->pixels = NULL; + _this->UpdateRects = NULL; + // _this->ToggleFullScreen = NULL; + } else { + /* Create the BBitmap framebuffer */ + bounds.top = 0; bounds.left = 0; + bounds.right = width-1; + bounds.bottom = height-1; + bbitmap = new BBitmap(bounds, bscreen.ColorSpace()); + if ( ! bbitmap->IsValid() ) { + SDL_SetError("Couldn't create screen bitmap"); + delete bbitmap; + return(NULL); + } + current->pitch = bbitmap->BytesPerRow(); + current->pixels = (void *)bbitmap->Bits(); + SDL_Win->SetBitmap(bbitmap); + _this->UpdateRects = BE_NormalUpdate; + } + + /* Hide the window for resizing */ + if ( SDL_Win->Lock() ) { + if ( SDL_Win->Shown() ) { + needs_unlock = 1; + SDL_Win->Hide(); + } else { + needs_unlock = 0; + } + + /* Resize, but only if the window is different size than + * before. Otherwise it jumps funnily when the user resizes. + */ + bounds = SDL_Win->Bounds(); + if((int)bounds.Width() != width || + (int)bounds.Height() != height) { + SDL_Win->ResizeTo(width, height); + bounds = bscreen.Frame(); + SDL_Win->MoveTo((bounds.Width()-width)/2, + (bounds.Height()-height)/2); + } + SDL_Win->Show(); + + /* Unlock the window manually after the first Show() */ + if ( needs_unlock ) { + SDL_Win->Unlock(); + } + } + + /* We're done */ + return(current); +} + +/* Update the current mouse state and position */ +void BE_UpdateMouse(_THIS) +{ + BPoint point; + uint32 buttons; + + if ( SDL_Win->Lock() ) { + /* Get new input state, if still active */ + if ( SDL_Win->IsActive() ) { + (SDL_Win->View())->GetMouse(&point, &buttons, true); + } else { + point.x = -1; + point.y = -1; + } + SDL_Win->Unlock(); + + if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) && + (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) { + SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); + SDL_PrivateMouseMotion(0, 0, + (Sint16)point.x, (Sint16)point.y); + } else { + SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); + } + } +} + +/* We don't actually allow hardware surfaces other than the main one */ +static int BE_AllocHWSurface(_THIS, SDL_Surface *surface) +{ + return(-1); +} +static void BE_FreeHWSurface(_THIS, SDL_Surface *surface) +{ + return; +} +static int BE_LockHWSurface(_THIS, SDL_Surface *surface) +{ + return(0); +} +static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface) +{ + return; +} + +static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects) +{ + if ( SDL_Win->BeginDraw() ) { + int i; + + for ( i=0; i<numrects; ++i ) { + BRect rect; + + rect.top = rects[i].y; + rect.left = rects[i].x; + rect.bottom = rect.top+rects[i].h-1; + rect.right = rect.left+rects[i].w-1; + SDL_Win->DrawAsync(rect); + } + SDL_Win->EndDraw(); + } +} + +#ifdef HAVE_OPENGL +void BE_GL_SwapBuffers(_THIS) +{ + SDL_Win->SwapBuffers(); +} +#endif + +/* Is the system palette settable? */ +int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) +{ + int i; + SDL_Palette *palette; + const color_map *cmap = BScreen().ColorMap(); + + /* Get the screen colormap */ + palette = _this->screen->format->palette; + for ( i=0; i<256; ++i ) { + palette->colors[i].r = cmap->color_list[i].red; + palette->colors[i].g = cmap->color_list[i].green; + palette->colors[i].b = cmap->color_list[i].blue; + } + return(0); +} + +void BE_VideoQuit(_THIS) +{ + int i, j; + + if ( SDL_BlankCursor != NULL ) { + BE_FreeWMCursor(_this, SDL_BlankCursor); + SDL_BlankCursor = NULL; + } + for ( i=0; i<NUM_MODELISTS; ++i ) { + if ( SDL_modelist[i] ) { + for ( j=0; SDL_modelist[i][j]; ++j ) { + free(SDL_modelist[i][j]); + } + free(SDL_modelist[i]); + SDL_modelist[i] = NULL; + } + } + /* Restore the original video mode */ + if ( _this->screen ) { + if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) { + BScreen bscreen; + bscreen.SetMode(&saved_mode); + } + _this->screen->pixels = NULL; + } + SDL_QuitBeApp(); +} + +}; /* Extern C */