view src/video/bwindow/SDL_sysvideo.cc @ 4355:9b464226e541 SDL-1.2

Fixed bug #855 Ludwig Nussel 2009-10-18 06:31:52 PDT an mprotect call was added to fix bug 528. However that results in a buffer that allows writing and code execution. Ie the no-execute security features of modern operating systems are defeated this way. Two mprotect calls are needed. One to make the buffer executable but not writeable when done and another one to make the buffer writeable again if the content needs to be changed.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 18 Oct 2009 17:31:37 +0000
parents 0620847bf1a8
children 46fb637777ed
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 = BE_GrabInput;
	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 = BE_CheckMouseMode;
	/* 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];
	
	// find end of list (lowest-resolution mode; modes are ordered
	// highest-to-lowest).
	i = 0; while(modes[i]) i++;
	if (!i) return false;		// what? no modes at all?
	
	// find first mode with resolution >= requested in both dimensions
	for (--i; i >= 0; --i)
	{
		if (modes[i]->w >= width && modes[i]->h >= height)
			break;
	}
	
	// unable to find any mode with that high a resolution!
	if (i < 0)
		return false;
	
	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)
{
	// printf("SetFullScreen(%d)\n", fullscreen);
	BScreen bscreen;

	// SetFullSscreen() does not work as expected if called in a window
	// that was never shown. This is probably a bug in the Haiku Game Kit that needs
	// to be investigated.	
	if (SDL_Win->Lock()) {
		// Show our window.
		SDL_Win->Show();
	}	
	
	if (SDL_Win->IsLocked()) {
		// Unlock the window if it was locked. This is needed as only the
		// first call to Show() unlocks the looper. All other calls to it
		// will not.
		SDL_Win->Unlock();
	}

	int width = screen->w;
	int height = screen->h;
	
	if (fullscreen) {
		// Set resolution to the closest available one that matches the
		// current SDL resolution.
		display_mode mode;
		bscreen.GetMode(&mode);

		int bpp = screen->format->BitsPerPixel;
		if (bpp != ColorSpaceToBitsPerPixel(mode.space) ||
			width != mode.virtual_width || height != mode.virtual_height) {
			if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
				bscreen.SetMode(&mode);
			} else {
				// printf("Could not set new mode.\n");
				return(0);
			}			
		}
	} else {
		// Reset to the previous known resolution as we are now in window
		// mode.
		bscreen.SetMode(&saved_mode);	
	}
	
	// Effectivelly set/reset full screen mode. If we are already in
	// full screen mode, we reset back to windowed mode first so the
	// window can resize when going fullscreen.
	// if (fullscreen)
		// printf("Going fullscreen\n");
	// else
		// printf("Going windowed\n"); 
	SDL_Win->SetFullScreen(fullscreen);
	
	// Calculate offsets for centering the window (in window mode) and for
	// dentering the bitmap (in full screen mode).
	BRect bounds = bscreen.Frame();
	bounds.PrintToStream();
	int32 cx = (bounds.IntegerWidth() - width)/2;
	int32 cy = (bounds.IntegerHeight() - height)/2;
	
	// printf ("cx = %d, cy = %d\n", cx, cy);
	if (!SDL_Win->IsFullScreen()) {
		// printf("Doing not fullscreen stuff.\n");
		// We are not in full screen mode, so we want to change the window
		// size to match the resolution in SDL.
		SDL_Win->ResizeTo(width, height);
		
		// And also center the window and reset the drawing offset.
		SDL_Win->MoveTo(cx, cy);
		SDL_Win->SetXYOffset(0, 0);
	} else {
		// printf("Doing fullscreen stuff.");
		// Center the bitmap whenever we are in full screen mode.
		SDL_Win->SetXYOffset(cx, cy);
	}
	
	// Set relevant internal SDL screen flags.
	if (SDL_Win->IsFullScreen()) {
		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_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;
	} 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;
#ifdef __HAIKU__
				if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku
#else
				if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // I don't know if that *did* work in BeOS
#endif
					_this->gl_config.dll_handle = (void*)info.id;
					_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 */