view src/video/bwindow/SDL_BWin.h @ 910:4ab6d1fd028f

Date: Sat, 26 Jun 2004 14:58:42 +0300 From: "Mike Gorchak" Subject: QNX 6.3 fixes for SDL Sam, I've added new OpenGL framework for SDL, which appeared in the new QNX version - 6.3. I've leave compatibility with previous QNX versions. And I've moved all GL specific functions to the separate module, like it done for the other platforms. SDL is now ready for the QNX 6.3 :)
author Sam Lantinga <slouken@libsdl.org>
date Sun, 18 Jul 2004 19:46:38 +0000
parents 3bd4d7a1ee04
children a649064a3215
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 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@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

#ifndef _SDL_BWin_h
#define _SDL_BWin_h

#include <stdio.h>
#include <AppKit.h>
#include <InterfaceKit.h>
#include <be/game/DirectWindow.h>
#ifdef HAVE_OPENGL
#include <be/opengl/GLView.h>
#endif
#include <support/UTF8.h>

#include "SDL_BeApp.h"
#include "SDL_events.h"
#include "SDL_BView.h"

extern "C" {
#include "SDL_events_c.h"
};

class SDL_BWin : public BDirectWindow
{
public:
	SDL_BWin(BRect bounds) :
			BDirectWindow(bounds, "Untitled", B_TITLED_WINDOW, 0) {
		InitKeyboard();
		last_buttons = 0;

		the_view = NULL;
#ifdef HAVE_OPENGL
		SDL_GLView = NULL;
#endif
		SDL_View = NULL;
		Unlock();
		shown = false;
		inhibit_resize = false;
	}

	virtual ~SDL_BWin() {
		Lock();
		if ( the_view ) {
#ifdef HAVE_OPENGL
			if ( the_view == SDL_GLView ) {
				SDL_GLView->UnlockGL();
			}
#endif
			RemoveChild(the_view);
			the_view = NULL;
		}
		Unlock();
#ifdef HAVE_OPENGL
		if ( SDL_GLView ) {
			delete SDL_GLView;
		}
#endif
		if ( SDL_View ) {
			delete SDL_View;
		}
	}
	
	virtual void InitKeyboard(void) {
		for ( uint i=0; i<SDL_TABLESIZE(keymap); ++i )
			keymap[i] = SDLK_UNKNOWN;

		keymap[0x01]		= SDLK_ESCAPE;
		keymap[B_F1_KEY]	= SDLK_F1;
		keymap[B_F2_KEY]	= SDLK_F2;
		keymap[B_F3_KEY]	= SDLK_F3;
		keymap[B_F4_KEY]	= SDLK_F4;
		keymap[B_F5_KEY]	= SDLK_F5;
		keymap[B_F6_KEY]	= SDLK_F6;
		keymap[B_F7_KEY]	= SDLK_F7;
		keymap[B_F8_KEY]	= SDLK_F8;
		keymap[B_F9_KEY]	= SDLK_F9;
		keymap[B_F10_KEY]	= SDLK_F10;
		keymap[B_F11_KEY]	= SDLK_F11;
		keymap[B_F12_KEY]	= SDLK_F12;
		keymap[B_PRINT_KEY]	= SDLK_PRINT;
		keymap[B_SCROLL_KEY]	= SDLK_SCROLLOCK;
		keymap[B_PAUSE_KEY]	= SDLK_PAUSE;
		keymap[0x11]		= SDLK_BACKQUOTE;
		keymap[0x12]		= SDLK_1;
		keymap[0x13]		= SDLK_2;
		keymap[0x14]		= SDLK_3;
		keymap[0x15]		= SDLK_4;
		keymap[0x16]		= SDLK_5;
		keymap[0x17]		= SDLK_6;
		keymap[0x18]		= SDLK_7;
		keymap[0x19]		= SDLK_8;
		keymap[0x1a]		= SDLK_9;
		keymap[0x1b]		= SDLK_0;
		keymap[0x1c]		= SDLK_MINUS;
		keymap[0x1d]		= SDLK_EQUALS;
		keymap[0x1e]		= SDLK_BACKSPACE;
		keymap[0x1f]		= SDLK_INSERT;
		keymap[0x20]		= SDLK_HOME;
		keymap[0x21]		= SDLK_PAGEUP;
		keymap[0x22]		= SDLK_NUMLOCK;
		keymap[0x23]		= SDLK_KP_DIVIDE;
		keymap[0x24]		= SDLK_KP_MULTIPLY;
		keymap[0x25]		= SDLK_KP_MINUS;
		keymap[0x26]		= SDLK_TAB;
		keymap[0x27]		= SDLK_q;
		keymap[0x28]		= SDLK_w;
		keymap[0x29]		= SDLK_e;
		keymap[0x2a]		= SDLK_r;
		keymap[0x2b]		= SDLK_t;
		keymap[0x2c]		= SDLK_y;
		keymap[0x2d]		= SDLK_u;
		keymap[0x2e]		= SDLK_i;
		keymap[0x2f]		= SDLK_o;
		keymap[0x30]		= SDLK_p;
		keymap[0x31]		= SDLK_LEFTBRACKET;
		keymap[0x32]		= SDLK_RIGHTBRACKET;
		keymap[0x33]		= SDLK_BACKSLASH;
		keymap[0x34]		= SDLK_DELETE;
		keymap[0x35]		= SDLK_END;
		keymap[0x36]		= SDLK_PAGEDOWN;
		keymap[0x37]		= SDLK_KP7;
		keymap[0x38]		= SDLK_KP8;
		keymap[0x39]		= SDLK_KP9;
		keymap[0x3a]		= SDLK_KP_PLUS;
		keymap[0x3b]		= SDLK_CAPSLOCK;
		keymap[0x3c]		= SDLK_a;
		keymap[0x3d]		= SDLK_s;
		keymap[0x3e]		= SDLK_d;
		keymap[0x3f]		= SDLK_f;
		keymap[0x40]		= SDLK_g;
		keymap[0x41]		= SDLK_h;
		keymap[0x42]		= SDLK_j;
		keymap[0x43]		= SDLK_k;
		keymap[0x44]		= SDLK_l;
		keymap[0x45]		= SDLK_SEMICOLON;
		keymap[0x46]		= SDLK_QUOTE;
		keymap[0x47]		= SDLK_RETURN;
		keymap[0x48]		= SDLK_KP4;
		keymap[0x49]		= SDLK_KP5;
		keymap[0x4a]		= SDLK_KP6;
		keymap[0x4b]		= SDLK_LSHIFT;
		keymap[0x4c]		= SDLK_z;
		keymap[0x4d]		= SDLK_x;
		keymap[0x4e]		= SDLK_c;
		keymap[0x4f]		= SDLK_v;
		keymap[0x50]		= SDLK_b;
		keymap[0x51]		= SDLK_n;
		keymap[0x52]		= SDLK_m;
		keymap[0x53]		= SDLK_COMMA;
		keymap[0x54]		= SDLK_PERIOD;
		keymap[0x55]		= SDLK_SLASH;
		keymap[0x56]		= SDLK_RSHIFT;
		keymap[0x57]		= SDLK_UP;
		keymap[0x58]		= SDLK_KP1;
		keymap[0x59]		= SDLK_KP2;
		keymap[0x5a]		= SDLK_KP3;
		keymap[0x5b]		= SDLK_KP_ENTER;
		keymap[0x5c]		= SDLK_LCTRL;
		keymap[0x5d]		= SDLK_LALT;
		keymap[0x5e]		= SDLK_SPACE;
		keymap[0x5f]		= SDLK_RALT;
		keymap[0x60]		= SDLK_RCTRL;
		keymap[0x61]		= SDLK_LEFT;
		keymap[0x62]		= SDLK_DOWN;
		keymap[0x63]		= SDLK_RIGHT;
		keymap[0x64]		= SDLK_KP0;
		keymap[0x65]		= SDLK_KP_PERIOD;
		keymap[0x66]		= SDLK_LMETA;
		keymap[0x67]		= SDLK_RMETA;
		keymap[0x68]		= SDLK_MENU;
		keymap[0x69]		= SDLK_EURO;
		keymap[0x6a]		= SDLK_KP_EQUALS;
		keymap[0x6b]		= SDLK_POWER;
	}

	/* Override the Show() method so we can tell when we've been shown */
	virtual void Show(void) {
		BWindow::Show();
		shown = true;
	}
	virtual bool Shown(void) {
		return (shown);
	}
	/* If called, the next resize event will not be forwarded to SDL. */
	virtual void InhibitResize(void) {
		inhibit_resize=true;
	}
	/* Handle resizing of the window */
	virtual void FrameResized(float width, float height) {
		if(inhibit_resize)
			inhibit_resize = false;
		else 
			SDL_PrivateResize((int)width, (int)height);
	}
	virtual int CreateView(Uint32 flags, Uint32 gl_flags) {
		int retval;

		retval = 0;
		Lock();
		if ( flags & SDL_OPENGL ) {
#ifdef HAVE_OPENGL
			if ( SDL_GLView == NULL ) {
				SDL_GLView = new BGLView(Bounds(), "SDL GLView",
					 	B_FOLLOW_ALL_SIDES, (B_WILL_DRAW|B_FRAME_EVENTS),
					 	gl_flags);
			}
			if ( the_view != SDL_GLView ) {
				if ( the_view ) {
					RemoveChild(the_view);
				}
				AddChild(SDL_GLView);
				SDL_GLView->LockGL();
				the_view = SDL_GLView;
			}
#else
			SDL_SetError("OpenGL support not enabled");
			retval = -1;
#endif
		} else {
			if ( SDL_View == NULL ) {
				SDL_View = new SDL_BView(Bounds());
			}
			if ( the_view != SDL_View ) {
				if ( the_view ) {
#ifdef HAVE_OPENGL
					if ( the_view == SDL_GLView ) {
						SDL_GLView->UnlockGL();
					}
#endif
					RemoveChild(the_view);
				}
				AddChild(SDL_View);
				the_view = SDL_View;
			}
		}
		Unlock();
		return(retval);
	}
	virtual void SetBitmap(BBitmap *bitmap) {
		SDL_View->SetBitmap(bitmap);
	}
	virtual void SetXYOffset(int x, int y) {
#ifdef HAVE_OPENGL
		if ( the_view == SDL_GLView ) {
			return;
		}
#endif
		SDL_View->SetXYOffset(x, y);		
	}
	virtual void GetXYOffset(int &x, int &y) {
#ifdef HAVE_OPENGL
		if ( the_view == SDL_GLView ) {
			x = 0;
			y = 0;
			return;
		}
#endif
		SDL_View->GetXYOffset(x, y);
	}
	virtual bool BeginDraw(void) {
		return(Lock());
	}
	virtual void DrawAsync(BRect updateRect) {
		SDL_View->DrawAsync(updateRect);
	}
	virtual void EndDraw(void) {
		SDL_View->Sync();
		Unlock();
	}
#ifdef HAVE_OPENGL
	virtual void SwapBuffers(void) {
		SDL_GLView->UnlockGL();
		SDL_GLView->LockGL();
		SDL_GLView->SwapBuffers();
	}
#endif
	virtual BView *View(void) {
		return(the_view);
	}

	/* Hook functions -- overridden */
	virtual void Minimize(bool minimize) {
		/* This is only called when mimimized, not when restored */
		//SDL_PrivateAppActive(minimize, SDL_APPACTIVE);
		BWindow::Minimize(minimize);
	}
	virtual void WindowActivated(bool active) {
		SDL_PrivateAppActive(active, SDL_APPINPUTFOCUS);
	}
	virtual bool QuitRequested(void) {
		if ( SDL_BeAppActive > 0 ) {
			SDL_PrivateQuit();
			/* We don't ever actually close the window here because
			   the application should respond to the quit request,
			   or ignore it as desired.
			 */
			return(false);
		}
		return(true);	/* Close the app window */
	}
	virtual void Quit() {
		if (!IsLocked())
			Lock();
		BDirectWindow::Quit();
	}

	virtual int16 Translate2Unicode(const char *buf) {
		int32 state, srclen, dstlen;
		unsigned char destbuf[2];
		Uint16 unicode = 0;

		if ((uchar)buf[0] > 127) {
			state = 0;
			srclen = strlen(buf);
			dstlen = sizeof(destbuf);
			convert_from_utf8(B_UNICODE_CONVERSION, buf, &srclen, (char *)destbuf, &dstlen, &state);
			unicode = destbuf[0];
			unicode <<= 8;
			unicode |= destbuf[1];
		} else
			unicode = buf[0];

		/* For some reason function keys map to control characters */
# define CTRL(X)	((X)-'@')
		switch (unicode) {
		    case CTRL('A'):
		    case CTRL('B'):
		    case CTRL('C'):
		    case CTRL('D'):
		    case CTRL('E'):
		    case CTRL('K'):
		    case CTRL('L'):
		    case CTRL('P'):
			if ( ! (SDL_GetModState() & KMOD_CTRL) )
				unicode = 0;
			break;
			/* Keyboard input maps newline to carriage return */
			case '\n':
				unicode = '\r';
			break;
		    default:
			break;
		}

		return unicode;
	}

	virtual void DispatchMessage(BMessage *msg, BHandler *target) {
		switch (msg->what) {
			case B_MOUSE_MOVED:
			{
				BPoint where;
				int32 transit;
				if (msg->FindPoint("where", &where) == B_OK && msg->FindInt32("be:transit", &transit) == B_OK) {
					if (transit == B_EXITED_VIEW) {
						if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
							SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
							be_app->SetCursor(B_HAND_CURSOR);
						}
					} else {
						int x, y;
						if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
							SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
							SDL_SetCursor(NULL);
						}
						GetXYOffset(x, y);
						x = (int)where.x - x;
						y = (int)where.y - y;
						SDL_PrivateMouseMotion(0, 0, x, y);
					}
				}
				break;
			}

			case B_MOUSE_DOWN:
			{
				/*	it looks like mouse down is send only for first clicked
					button, each next is not send while last one is holded */
				int32 buttons;
				int sdl_buttons = 0;
				if (msg->FindInt32("buttons", &buttons) == B_OK) {
					/* Add any mouse button events */
					if (buttons & B_PRIMARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_LEFT;
					}
					if (buttons & B_SECONDARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_RIGHT;
					}
					if (buttons & B_TERTIARY_MOUSE_BUTTON) {
						sdl_buttons |= SDL_BUTTON_MIDDLE;
					}
					SDL_PrivateMouseButton(SDL_PRESSED, sdl_buttons, 0, 0);

					last_buttons = buttons;
				}
				break;
			}

			case B_MOUSE_UP:
			{
				/*	mouse up doesn't give which button was released,
					only state of buttons (after release, so it's always = 0),
					which is is not what we need ;]
					So we need to store button in mouse down, and restore
					in mouse up :(
					mouse up is (similarly to mouse down) send only when
					no more buttons are down */
				int32 buttons;
				int sdl_buttons = 0;
				if (msg->FindInt32("buttons", &buttons) == B_OK) {
					/* Add any mouse button events */
					if ((buttons ^ B_PRIMARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_LEFT;
					}
					if ((buttons ^ B_SECONDARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_RIGHT;
					}
					if ((buttons ^ B_TERTIARY_MOUSE_BUTTON) & last_buttons) {
						sdl_buttons |= SDL_BUTTON_MIDDLE;
					}
					SDL_PrivateMouseButton(SDL_RELEASED, sdl_buttons, 0, 0);

					last_buttons = buttons;
				}
				break;
			}

			case B_MOUSE_WHEEL_CHANGED:
			{
				float x, y;
				x = y = 0;
				if (msg->FindFloat("be:wheel_delta_x", &x) == B_OK && msg->FindFloat("be:wheel_delta_y", &y) == B_OK) {
					if (x < 0 || y < 0) {
						SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0);
						SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0);
					} else if (x > 0 || y > 0) {
						SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0);
						SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0);
					}
				}
				break;
			}

			case B_KEY_DOWN:
			case B_UNMAPPED_KEY_DOWN: /* modifier keys are unmapped */
			{
				int32 key;
				int32 modifiers;
				if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
					SDL_keysym keysym;
					keysym.scancode = key;
					if (key < 128) {
						keysym.sym = keymap[key];
					} else {
						keysym.sym = SDLK_UNKNOWN;
					}
					/*	FIX THIS?
						it seems SDL_PrivateKeyboard() changes mod value
						anyway, and doesn't care about what we setup here */
					keysym.mod = KMOD_NONE;
					keysym.unicode = 0;
					if (SDL_TranslateUNICODE) {
						const char *bytes;
						if (msg->FindString("bytes", &bytes) == B_OK) {
							/*	FIX THIS?
								this cares only about first "letter",
								so if someone maps some key to print
								"BeOS rulez!" only "B" will be used. */
							keysym.unicode = Translate2Unicode(bytes);
						}
					}
					SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
				}
				break;
			}

			case B_KEY_UP:
			case B_UNMAPPED_KEY_UP: /* modifier keys are unmapped */
			{
				int32 key;
				int32 modifiers;
				if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) {
					SDL_keysym keysym;
					keysym.scancode = key;
					if (key < 128) {
						keysym.sym = keymap[key];
					} else {
						keysym.sym = SDLK_UNKNOWN;
					}
					keysym.mod = KMOD_NONE; /* FIX THIS? */
					keysym.unicode = 0;
					if (SDL_TranslateUNICODE) {
						const char *bytes;
						if (msg->FindString("bytes", &bytes) == B_OK) {
							keysym.unicode = Translate2Unicode(bytes);
						}
					}
					SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
				}
				break;
			}

			default:
				/* move it after switch{} so it's always handled
					that way we keep BeOS feautures like:
					- CTRL+Q to close window (and other shortcuts)
					- PrintScreen to make screenshot into /boot/home
					- etc.. */
				//BDirectWindow::DispatchMessage(msg, target);
				break;
		}
		BDirectWindow::DispatchMessage(msg, target);
	}

private:
#ifdef HAVE_OPENGL
	BGLView *SDL_GLView;
#endif
	SDL_BView *SDL_View;
	BView *the_view;

	bool shown;
	bool inhibit_resize;

	int32 last_buttons;
	SDLKey keymap[128];
};

#endif /* _SDL_BWin_h */