diff options
Diffstat (limited to 'distrib/sdl-1.2.15/src/video/bwindow/SDL_sysvideo.cc')
-rw-r--r-- | distrib/sdl-1.2.15/src/video/bwindow/SDL_sysvideo.cc | 841 |
1 files changed, 841 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/src/video/bwindow/SDL_sysvideo.cc b/distrib/sdl-1.2.15/src/video/bwindow/SDL_sysvideo.cc new file mode 100644 index 0000000..c32b661 --- /dev/null +++ b/distrib/sdl-1.2.15/src/video/bwindow/SDL_sysvideo.cc @@ -0,0 +1,841 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2012 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); + +/* 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(¤t); + 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 */ |