Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_BWin.h @ 4582:a17fbd25767b
It seems that the off-screen buffers (or pixmaps) only need to be cleared while initializing.
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
---|---|
date | Wed, 02 Jun 2010 11:55:40 +0530 |
parents | f7b03b6838cb |
children | 67acc9ab60ff |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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 */ #ifndef _SDL_BWin_h #define _SDL_BWin_h #include "SDL_config.h" #include <stdio.h> #include <AppKit.h> #include <InterfaceKit.h> #include <be/game/DirectWindow.h> #if SDL_VIDEO_OPENGL #include <be/opengl/GLView.h> #endif #include <support/UTF8.h> #include "../../main/beos/SDL_BeApp.h" #include "SDL_events.h" #include "SDL_BView.h" extern "C" { #include "../../events/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; #if SDL_VIDEO_OPENGL SDL_GLView = NULL; #endif SDL_View = NULL; Unlock(); shown = false; inhibit_resize = false; } virtual ~ SDL_BWin() { Lock(); if (the_view) { #if SDL_VIDEO_OPENGL if (the_view == SDL_GLView) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); the_view = NULL; } Unlock(); #if SDL_VIDEO_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_INTERNALOPENGL) { #if SDL_VIDEO_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) { #if SDL_VIDEO_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) { #if SDL_VIDEO_OPENGL if (the_view == SDL_GLView) { return; } #endif SDL_View->SetXYOffset(x, y); } virtual void GetXYOffset(int &x, int &y) { #if SDL_VIDEO_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(); } #if SDL_VIDEO_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 = SDL_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 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 for first button down (ie. it's no send if we click another button without releasing previous one first) - but that's probably because of how drivers are written?, not BeOS itself. */ 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; int32 key_repeat; /* Workaround for SDL message queue being filled too fast because of BeOS own key-repeat mechanism */ if (msg->FindInt32("be:key_repeat", &key_repeat) == B_OK && key_repeat > 0) break; if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) { SDL_keysym keysym; keysym.scancode = key; if ((key > 0) && (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 > 0) && (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: #if SDL_VIDEO_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 */ /* vi: set ts=4 sw=4 expandtab: */