/* 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 #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; iinfo.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; iDrawAsync(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; iscreen ) { 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 */