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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.cc841
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(&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 */