diff src/video/bwindow/SDL_sysvideo.cc @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
parents
children dabc453ce7f7
line wrap: on
line diff
--- /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 */