view src/video/bwindow/SDL_BWin.h @ 4179:d7294b7c732d SDL-1.2

Date: Fri, 24 Apr 2009 17:47:07 +0200 From: Stefan Klug Subject: Re: [SDL] SVN doesn't compile for wince the patch applied for Revision 4483 was seemingly not checked for side effects. It broke the WinCE build. The attached patch should fix these problems. I'm not using SDL 1.2 on CE anymore, and therefore haven't tested the patch... but at least it compiles ;-) Regards Stefan
author Sam Lantinga <slouken@libsdl.org>
date Thu, 07 May 2009 12:40:16 +0000
parents a1b03ba2fcd0
children 0620847bf1a8
line wrap: on
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/*
    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
*/

#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"

extern int mouse_relative;
};

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

	/* 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 ) {
#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);
				SDL_GLView->EnableDirectMode(true);
			}
			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 void GetXYOffset(float &x, float &y) {
#if SDL_VIDEO_OPENGL
		if ( the_view == SDL_GLView ) {
			x = 0.0f;
			y = 0.0f;
			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);

private:
#if SDL_VIDEO_OPENGL
	BGLView *SDL_GLView;
#endif
	SDL_BView *SDL_View;
	BView *the_view;
	bool shown;
	bool inhibit_resize;
	int32 last_buttons;
};

#endif /* _SDL_BWin_h */