view src/video/bwindow/SDL_sysvideo.cc @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
parents 8cc00819c8d6
children 3a8a452b49f0
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* BWindow based framebuffer implementation */

#include <unistd.h>

#include "SDL_BWin.h"
#include "SDL_timer.h"

extern "C"
{

#include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
#include "SDL_sysevents_c.h"
#include "SDL_sysmouse_c.h"
#include "SDL_syswm_c.h"
#include "SDL_lowvideo.h"
#include "../SDL_yuvfuncs.h"
#include "SDL_sysyuv.h"
#include "../blank_cursor.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);
    static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height,
                                            Uint32 format,
                                            SDL_Surface * display);

/* OpenGL functions */
#if SDL_VIDEO_OPENGL
    static int BE_GL_LoadLibrary(_THIS, const char *path);
    static void *BE_GL_GetProcAddress(_THIS, const char *proc);
    static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int *value);
    static int BE_GL_MakeCurrent(_THIS);
    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)
    {
        SDL_free(device->hidden);
        SDL_free(device);
    }

    static SDL_VideoDevice *BE_CreateDevice(int devindex)
    {
        SDL_VideoDevice *device;

        /* Initialize all variables that we clean on shutdown */
        device = (SDL_VideoDevice *) SDL_malloc(sizeof(SDL_VideoDevice));
        if (device) {
            SDL_memset(device, 0, (sizeof *device));
            device->hidden = (struct SDL_PrivateVideoData *)
                SDL_malloc((sizeof *device->hidden));
        }
        if ((device == NULL) || (device->hidden == NULL)) {
            SDL_OutOfMemory();
            if (device) {
                SDL_free(device);
            }
            return (0);
        }
        SDL_memset(device->hidden, 0, (sizeof *device->hidden));

        /* Set the function pointers */
        /* Initialization/Query functions */
        device->VideoInit = BE_VideoInit;
        device->ListModes = BE_ListModes;
        device->SetVideoMode = BE_SetVideoMode;
        device->ToggleFullScreen = BE_ToggleFullScreen;
        device->UpdateMouse = BE_UpdateMouse;
        device->CreateYUVOverlay = BE_CreateYUVOverlay;
        device->SetColors = BE_SetColors;
        device->UpdateRects = NULL;
        device->VideoQuit = BE_VideoQuit;
        /* Hardware acceleration functions */
        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;
        /* Gamma support */
#if SDL_VIDEO_OPENGL
        /* OpenGL support */
        device->GL_LoadLibrary = BE_GL_LoadLibrary;
        device->GL_GetProcAddress = BE_GL_GetProcAddress;
        device->GL_GetAttribute = BE_GL_GetAttribute;
        device->GL_MakeCurrent = BE_GL_MakeCurrent;
        device->GL_SwapBuffers = BE_GL_SwapBuffers;
#endif
        /* Window manager functions */
        device->SetCaption = BE_SetWMCaption;
        device->SetIcon = NULL;
        device->IconifyWindow = BE_IconifyWindow;
        device->GrabInput = NULL;
        device->GetWMInfo = BE_GetWMInfo;
        /* Cursor manager functions */
        device->FreeWMCursor = BE_FreeWMCursor;
        device->CreateWMCursor = BE_CreateWMCursor;
        device->ShowWMCursor = BE_ShowWMCursor;
        device->WarpWMCursor = BE_WarpWMCursor;
        device->MoveWMCursor = NULL;
        device->CheckMouseMode = NULL;
        /* Event manager functions */
        device->InitOSKeymap = BE_InitOSKeymap;
        device->PumpEvents = BE_PumpEvents;

        device->free = BE_DeleteDevice;

        /* 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 *) SDL_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 **)
            SDL_realloc(SDL_modelist[index],
                        (1 + next_mode + 1) * sizeof(SDL_Rect *));
        if (SDL_modelist[index] == NULL) {
            SDL_OutOfMemory();
            SDL_nummodes[index] = 0;
            SDL_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);
        _this->info.current_w = saved_mode.virtual_width;
        _this->info.current_h = saved_mode.virtual_height;

        /* 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);
        SDL_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);

#if SDL_VIDEO_OPENGL
        /* testgl application doesn't load library, just tries to load symbols */
        /* is it correct? if so we have to load library here */
        BE_GL_LoadLibrary(_this, NULL);
#endif

        /* 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;
        display_mode current;
        float current_refresh;
        bscreen.GetMode(&current);
        current_refresh = (1000 * current.timing.pixel_clock) /
            (current.timing.h_total * current.timing.v_total);

        modes = SDL_modelist[((bpp + 7) / 8) - 1];

        bool exactmatch = false;
        for (uint32 x = 0; modes[x]; x++) {
            if (modes[x]->w == width && modes[x]->h == height) {
                exactmatch = true;
                i = x;
                break;
            }
        }
        if (!exactmatch) {
            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 < height)) {
                /* We went too far */
                --i;
            }
        }
        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];
            if ((mode->virtual_width <= current.virtual_width) &&
                (mode->virtual_height <= current.virtual_height)) {
                float new_refresh = (1000 * mode->timing.pixel_clock) /
                    (mode->timing.h_total * mode->timing.v_total);
                if (new_refresh < current_refresh) {
                    mode->timing.pixel_clock =
                        (uint32) ((mode->timing.h_total *
                                   mode->timing.v_total) *
                                  current_refresh / 1000);
                }
            }
            return true;
        } else {
            return false;
        }
    }

    static int BE_SetFullScreen(_THIS, SDL_Surface * screen, int fullscreen)
    {
        int was_fullscreen;
        bool needs_unlock;
        BScreen bscreen;
        BRect bounds;
        display_mode mode;
        int width, height, bpp;

        /* Set the fullscreen mode */
        was_fullscreen = SDL_Win->IsFullScreen();
        SDL_Win->SetFullScreen(fullscreen);
        fullscreen = SDL_Win->IsFullScreen();

        width = screen->w;
        height = screen->h;

        /* Set the appropriate video mode */
        if (fullscreen) {
            bpp = 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 {
                    fullscreen = 0;
                    SDL_Win->SetFullScreen(fullscreen);
                }
            }
        }
        if (was_fullscreen && !fullscreen) {
            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() - width) / 2;
            yoff = (bounds.IntegerHeight() - height) / 2;
            if (fullscreen) {
                /* Set offset for drawing */
                SDL_Win->SetXYOffset(xoff, yoff);
            } else {
                /* Center window and reset the drawing offset */
                SDL_Win->SetXYOffset(0, 0);
            }
            if (!needs_unlock || was_fullscreen) {
                /* Center the window the first time */
                SDL_Win->MoveTo(xoff > 0 ? (float) xoff : 0.0f,
                                yoff > 0 ? (float) yoff : 0.0f);
            }
            SDL_Win->Show();

            /* Unlock the window manually after the first Show() */
            if (needs_unlock) {
                SDL_Win->Unlock();
            }
        }

        /* Set the fullscreen flag in the screen surface */
        if (fullscreen) {
            screen->flags |= SDL_FULLSCREEN;
        } else {
            screen->flags &= ~SDL_FULLSCREEN;
        }
        return (1);
    }

    static int BE_ToggleFullScreen(_THIS, int fullscreen)
    {
        return BE_SetFullScreen(_this, _this->screen, fullscreen);
    }

/* 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;
        BBitmap *bbitmap;
        BRect bounds;
        Uint32 gl_flags = 0;

        /* Only RGB works on r5 currently */
        gl_flags = BGL_RGB;
        if (_this->gl_config.double_buffer)
            gl_flags |= BGL_DOUBLE;
        else
            gl_flags |= BGL_SINGLE;
        if (_this->gl_config.alpha_size > 0 || bpp == 32)
            gl_flags |= BGL_ALPHA;
        if (_this->gl_config.depth_size > 0)
            gl_flags |= BGL_DEPTH;
        if (_this->gl_config.stencil_size > 0)
            gl_flags |= BGL_STENCIL;
        if (_this->gl_config.accum_red_size > 0
            || _this->gl_config.accum_green_size > 0
            || _this->gl_config.accum_blue_size > 0
            || _this->gl_config.accum_alpha_size > 0)
            gl_flags |= BGL_ACCUM;

        /* Create the view for this window, using found flags */
        if (SDL_Win->CreateView(flags, gl_flags) < 0) {
            return (NULL);
        }

        current->flags = 0;     /* Clear flags */
        current->w = width;
        current->h = height;
        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_INTERNALOPENGL)) {
                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_INTERNALOPENGL) {
            current->flags |= SDL_INTERNALOPENGL;
            current->pitch = 0;
            current->pixels = NULL;
            _this->UpdateRects = 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;
        }

        /* Set the correct fullscreen mode */
        BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);

        /* 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();
        }
    }

#if SDL_VIDEO_OPENGL
/* Passing a NULL path means load pointers from the application */
    int BE_GL_LoadLibrary(_THIS, const char *path)
    {
        if (path == NULL) {
            if (_this->gl_config.dll_handle == NULL) {
                image_info info;
                int32 cookie = 0;
                while (get_next_image_info(0, &cookie, &info) == B_OK) {
                    void *location = NULL;
                    if (get_image_symbol
                        ((image_id) cookie, "glBegin",
                         B_SYMBOL_TYPE_ANY, &location) == B_OK) {
                        _this->gl_config.dll_handle = (void *) cookie;
                        _this->gl_config.driver_loaded = 1;
                        SDL_strlcpy(_this->gl_config.driver_path,
                                    "libGL.so",
                                    SDL_arraysize(_this->
                                                  gl_config.driver_path));
                    }
                }
            }
        } else {
            /*
               FIXME None of BeOS libGL.so implementations have exported functions 
               to load BGLView, which should be reloaded from new lib.
               So for now just "load" linked libGL.so :(
             */
            if (_this->gl_config.dll_handle == NULL) {
                return BE_GL_LoadLibrary(_this, NULL);
            }

            /* Unload old first */
            /*if (_this->gl_config.dll_handle != NULL) { */
            /* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
            /*      image_info info;
               if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
               if (info.type != B_APP_IMAGE) {
               unload_add_on((image_id)_this->gl_config.dll_handle);
               }
               }

               }

               if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
               _this->gl_config.driver_loaded = 1;
               SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
               } */
        }

        if (_this->gl_config.dll_handle != NULL) {
            return 0;
        } else {
            _this->gl_config.dll_handle = NULL;
            _this->gl_config.driver_loaded = 0;
            *_this->gl_config.driver_path = '\0';
            return -1;
        }
    }

    void *BE_GL_GetProcAddress(_THIS, const char *proc)
    {
        if (_this->gl_config.dll_handle != NULL) {
            void *location = NULL;
            status_t err;
            if ((err =
                 get_image_symbol((image_id) _this->gl_config.dll_handle,
                                  proc, B_SYMBOL_TYPE_ANY,
                                  &location)) == B_OK) {
                return location;
            } else {
                SDL_SetError("Couldn't find OpenGL symbol");
                return NULL;
            }
        } else {
            SDL_SetError("OpenGL library not loaded");
            return NULL;
        }
    }

    int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int *value)
    {
        /*
           FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
         */
        switch (attrib) {
        case SDL_GL_RED_SIZE:
            glGetIntegerv(GL_RED_BITS, (GLint *) value);
            break;
        case SDL_GL_GREEN_SIZE:
            glGetIntegerv(GL_GREEN_BITS, (GLint *) value);
            break;
        case SDL_GL_BLUE_SIZE:
            glGetIntegerv(GL_BLUE_BITS, (GLint *) value);
            break;
        case SDL_GL_ALPHA_SIZE:
            glGetIntegerv(GL_ALPHA_BITS, (GLint *) value);
            break;
        case SDL_GL_DOUBLEBUFFER:
            glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean *) value);
            break;
        case SDL_GL_BUFFER_SIZE:
            int v;
            glGetIntegerv(GL_RED_BITS, (GLint *) & v);
            *value = v;
            glGetIntegerv(GL_GREEN_BITS, (GLint *) & v);
            *value += v;
            glGetIntegerv(GL_BLUE_BITS, (GLint *) & v);
            *value += v;
            glGetIntegerv(GL_ALPHA_BITS, (GLint *) & v);
            *value += v;
            break;
        case SDL_GL_DEPTH_SIZE:
            glGetIntegerv(GL_DEPTH_BITS, (GLint *) value);      /* Mesa creates 16 only? r5 always 32 */
            break;
        case SDL_GL_STENCIL_SIZE:
            glGetIntegerv(GL_STENCIL_BITS, (GLint *) value);
            break;
        case SDL_GL_ACCUM_RED_SIZE:
            glGetIntegerv(GL_ACCUM_RED_BITS, (GLint *) value);
            break;
        case SDL_GL_ACCUM_GREEN_SIZE:
            glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint *) value);
            break;
        case SDL_GL_ACCUM_BLUE_SIZE:
            glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint *) value);
            break;
        case SDL_GL_ACCUM_ALPHA_SIZE:
            glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint *) value);
            break;
        case SDL_GL_STEREO:
        case SDL_GL_MULTISAMPLEBUFFERS:
        case SDL_GL_MULTISAMPLESAMPLES:
        default:
            *value = 0;
            return (-1);
        }
        return 0;
    }

    int BE_GL_MakeCurrent(_THIS)
    {
        /* FIXME: should we glview->unlock and then glview->lock()? */
        return 0;
    }

    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;

        SDL_Win->Quit();
        SDL_Win = NULL;

        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) {
                    SDL_free(SDL_modelist[i][j]);
                }
                SDL_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;
        }
#if SDL_VIDEO_OPENGL
        if (_this->gl_config.dll_handle != NULL)
            unload_add_on((image_id) _this->gl_config.dll_handle);
#endif

        SDL_QuitBeApp();
    }

};                              /* Extern C */

/* vi: set ts=4 sw=4 expandtab: */