1 /*
2 SDL - Simple DirectMedia Layer
3 Copyright (C) 1997-2006 Sam Lantinga
4
5 This library is free software; you can redistribute it and/or
6 modify it under the terms of the GNU Lesser General Public
7 License as published by the Free Software Foundation; either
8 version 2.1 of the License, or (at your option) any later version.
9
10 This library is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public
16 License along with this library; if not, write to the Free Software
17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
18
19 Sam Lantinga
20 slouken@libsdl.org
21 */
22 #include "SDL_config.h"
23
24 /* BWindow based framebuffer implementation */
25
26 #include <unistd.h>
27
28 #include "SDL_BWin.h"
29 #include "SDL_timer.h"
30
31 extern "C" {
32
33 #include "../SDL_sysvideo.h"
34 #include "../../events/SDL_events_c.h"
35 #include "SDL_sysevents_c.h"
36 #include "SDL_sysmouse_c.h"
37 #include "SDL_syswm_c.h"
38 #include "SDL_lowvideo.h"
39 #include "../SDL_yuvfuncs.h"
40 #include "SDL_sysyuv.h"
41 #include "../blank_cursor.h"
42
43 #define BEOS_HIDDEN_SIZE 32 /* starting hidden window size */
44
45 /* Initialization/Query functions */
46 static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat);
47 static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
48 static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
49 static void BE_UpdateMouse(_THIS);
50 static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
51 static void BE_VideoQuit(_THIS);
52
53 /* Hardware surface functions */
54 static int BE_AllocHWSurface(_THIS, SDL_Surface *surface);
55 static int BE_LockHWSurface(_THIS, SDL_Surface *surface);
56 static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
57 static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
58
59 static int BE_ToggleFullScreen(_THIS, int fullscreen);
60 static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display);
61
62 /* OpenGL functions */
63 #if SDL_VIDEO_OPENGL
64 static int BE_GL_LoadLibrary(_THIS, const char *path);
65 static void* BE_GL_GetProcAddress(_THIS, const char *proc);
66 static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
67 static int BE_GL_MakeCurrent(_THIS);
68 static void BE_GL_SwapBuffers(_THIS);
69 #endif
70
71 /* FB driver bootstrap functions */
72
BE_Available(void)73 static int BE_Available(void)
74 {
75 return(1);
76 }
77
BE_DeleteDevice(SDL_VideoDevice * device)78 static void BE_DeleteDevice(SDL_VideoDevice *device)
79 {
80 SDL_free(device->hidden);
81 SDL_free(device);
82 }
83
BE_CreateDevice(int devindex)84 static SDL_VideoDevice *BE_CreateDevice(int devindex)
85 {
86 SDL_VideoDevice *device;
87
88 /* Initialize all variables that we clean on shutdown */
89 device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice));
90 if ( device ) {
91 SDL_memset(device, 0, (sizeof *device));
92 device->hidden = (struct SDL_PrivateVideoData *)
93 SDL_malloc((sizeof *device->hidden));
94 }
95 if ( (device == NULL) || (device->hidden == NULL) ) {
96 SDL_OutOfMemory();
97 if ( device ) {
98 SDL_free(device);
99 }
100 return(0);
101 }
102 SDL_memset(device->hidden, 0, (sizeof *device->hidden));
103
104 /* Set the function pointers */
105 /* Initialization/Query functions */
106 device->VideoInit = BE_VideoInit;
107 device->ListModes = BE_ListModes;
108 device->SetVideoMode = BE_SetVideoMode;
109 device->ToggleFullScreen = BE_ToggleFullScreen;
110 device->UpdateMouse = BE_UpdateMouse;
111 device->CreateYUVOverlay = BE_CreateYUVOverlay;
112 device->SetColors = BE_SetColors;
113 device->UpdateRects = NULL;
114 device->VideoQuit = BE_VideoQuit;
115 /* Hardware acceleration functions */
116 device->AllocHWSurface = BE_AllocHWSurface;
117 device->CheckHWBlit = NULL;
118 device->FillHWRect = NULL;
119 device->SetHWColorKey = NULL;
120 device->SetHWAlpha = NULL;
121 device->LockHWSurface = BE_LockHWSurface;
122 device->UnlockHWSurface = BE_UnlockHWSurface;
123 device->FlipHWSurface = NULL;
124 device->FreeHWSurface = BE_FreeHWSurface;
125 /* Gamma support */
126 #if SDL_VIDEO_OPENGL
127 /* OpenGL support */
128 device->GL_LoadLibrary = BE_GL_LoadLibrary;
129 device->GL_GetProcAddress = BE_GL_GetProcAddress;
130 device->GL_GetAttribute = BE_GL_GetAttribute;
131 device->GL_MakeCurrent = BE_GL_MakeCurrent;
132 device->GL_SwapBuffers = BE_GL_SwapBuffers;
133 #endif
134 /* Window manager functions */
135 device->SetCaption = BE_SetWMCaption;
136 device->SetIcon = NULL;
137 device->IconifyWindow = BE_IconifyWindow;
138 device->GrabInput = BE_GrabInput;
139 device->GetWMInfo = BE_GetWMInfo;
140 /* Cursor manager functions */
141 device->FreeWMCursor = BE_FreeWMCursor;
142 device->CreateWMCursor = BE_CreateWMCursor;
143 device->ShowWMCursor = BE_ShowWMCursor;
144 device->WarpWMCursor = BE_WarpWMCursor;
145 device->MoveWMCursor = NULL;
146 device->CheckMouseMode = BE_CheckMouseMode;
147 /* Event manager functions */
148 device->InitOSKeymap = BE_InitOSKeymap;
149 device->PumpEvents = BE_PumpEvents;
150
151 device->free = BE_DeleteDevice;
152
153 /* Set the driver flags */
154 device->handles_any_size = 1;
155
156 return device;
157 }
158
159 VideoBootStrap BWINDOW_bootstrap = {
160 "bwindow", "BDirectWindow graphics",
161 BE_Available, BE_CreateDevice
162 };
163
ColorSpaceToBitsPerPixel(uint32 colorspace)164 static inline int ColorSpaceToBitsPerPixel(uint32 colorspace)
165 {
166 int bitsperpixel;
167
168 bitsperpixel = 0;
169 switch (colorspace) {
170 case B_CMAP8:
171 bitsperpixel = 8;
172 break;
173 case B_RGB15:
174 case B_RGBA15:
175 case B_RGB15_BIG:
176 case B_RGBA15_BIG:
177 bitsperpixel = 15;
178 break;
179 case B_RGB16:
180 case B_RGB16_BIG:
181 bitsperpixel = 16;
182 break;
183 case B_RGB32:
184 case B_RGBA32:
185 case B_RGB32_BIG:
186 case B_RGBA32_BIG:
187 bitsperpixel = 32;
188 break;
189 default:
190 break;
191 }
192 return(bitsperpixel);
193 }
194
195 /* Function to sort the display_list in bscreen */
CompareModes(const void * A,const void * B)196 static int CompareModes(const void *A, const void *B)
197 {
198 const display_mode *a = (display_mode *)A;
199 const display_mode *b = (display_mode *)B;
200
201 if ( a->space == b->space ) {
202 return((b->virtual_width*b->virtual_height)-
203 (a->virtual_width*a->virtual_height));
204 } else {
205 return(ColorSpaceToBitsPerPixel(b->space)-
206 ColorSpaceToBitsPerPixel(a->space));
207 }
208 }
209
210 /* Yes, this isn't the fastest it could be, but it works nicely */
BE_AddMode(_THIS,int index,unsigned int w,unsigned int h)211 static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h)
212 {
213 SDL_Rect *mode;
214 int i;
215 int next_mode;
216
217 /* Check to see if we already have this mode */
218 if ( SDL_nummodes[index] > 0 ) {
219 for ( i=SDL_nummodes[index]-1; i >= 0; --i ) {
220 mode = SDL_modelist[index][i];
221 if ( (mode->w == w) && (mode->h == h) ) {
222 #ifdef BWINDOW_DEBUG
223 fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1);
224 #endif
225 return(0);
226 }
227 }
228 }
229
230 /* Set up the new video mode rectangle */
231 mode = (SDL_Rect *)SDL_malloc(sizeof *mode);
232 if ( mode == NULL ) {
233 SDL_OutOfMemory();
234 return(-1);
235 }
236 mode->x = 0;
237 mode->y = 0;
238 mode->w = w;
239 mode->h = h;
240 #ifdef BWINDOW_DEBUG
241 fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1);
242 #endif
243
244 /* Allocate the new list of modes, and fill in the new mode */
245 next_mode = SDL_nummodes[index];
246 SDL_modelist[index] = (SDL_Rect **)
247 SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *));
248 if ( SDL_modelist[index] == NULL ) {
249 SDL_OutOfMemory();
250 SDL_nummodes[index] = 0;
251 SDL_free(mode);
252 return(-1);
253 }
254 SDL_modelist[index][next_mode] = mode;
255 SDL_modelist[index][next_mode+1] = NULL;
256 SDL_nummodes[index]++;
257
258 return(0);
259 }
260
BE_VideoInit(_THIS,SDL_PixelFormat * vformat)261 int BE_VideoInit(_THIS, SDL_PixelFormat *vformat)
262 {
263 display_mode *modes;
264 uint32 i, nmodes;
265 int bpp;
266 BRect bounds;
267
268 /* Initialize the Be Application for appserver interaction */
269 if ( SDL_InitBeApp() < 0 ) {
270 return(-1);
271 }
272
273 /* It is important that this be created after SDL_InitBeApp() */
274 BScreen bscreen;
275
276 /* Save the current display mode */
277 bscreen.GetMode(&saved_mode);
278 _this->info.current_w = saved_mode.virtual_width;
279 _this->info.current_h = saved_mode.virtual_height;
280
281 /* Determine the screen depth */
282 vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace());
283 if ( vformat->BitsPerPixel == 0 ) {
284 SDL_SetError("Unknown BScreen colorspace: 0x%x",
285 bscreen.ColorSpace());
286 return(-1);
287 }
288
289 /* Get the video modes we can switch to in fullscreen mode */
290 bscreen.GetModeList(&modes, &nmodes);
291 SDL_qsort(modes, nmodes, sizeof *modes, CompareModes);
292 for ( i=0; i<nmodes; ++i ) {
293 bpp = ColorSpaceToBitsPerPixel(modes[i].space);
294 //if ( bpp != 0 ) { // There are bugs in changing colorspace
295 if ( modes[i].space == saved_mode.space ) {
296 BE_AddMode(_this, ((bpp+7)/8)-1,
297 modes[i].virtual_width,
298 modes[i].virtual_height);
299 }
300 }
301
302 /* Create the window and view */
303 bounds.top = 0; bounds.left = 0;
304 bounds.right = BEOS_HIDDEN_SIZE;
305 bounds.bottom = BEOS_HIDDEN_SIZE;
306 SDL_Win = new SDL_BWin(bounds);
307
308 #if SDL_VIDEO_OPENGL
309 /* testgl application doesn't load library, just tries to load symbols */
310 /* is it correct? if so we have to load library here */
311 BE_GL_LoadLibrary(_this, NULL);
312 #endif
313
314 /* Create the clear cursor */
315 SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask,
316 BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY);
317
318 /* Fill in some window manager capabilities */
319 _this->info.wm_available = 1;
320
321 /* We're done! */
322 return(0);
323 }
324
325 /* We support any dimension at our bit-depth */
BE_ListModes(_THIS,SDL_PixelFormat * format,Uint32 flags)326 SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
327 {
328 SDL_Rect **modes;
329
330 modes = ((SDL_Rect **)0);
331 if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
332 modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1];
333 } else {
334 if ( format->BitsPerPixel ==
335 _this->screen->format->BitsPerPixel ) {
336 modes = ((SDL_Rect **)-1);
337 }
338 }
339 return(modes);
340 }
341
342 /* Various screen update functions available */
343 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
344
345
346 /* Find the closest display mode for fullscreen */
BE_FindClosestFSMode(_THIS,int width,int height,int bpp,display_mode * mode)347 static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
348 display_mode *mode)
349 {
350 BScreen bscreen;
351 uint32 i, nmodes;
352 SDL_Rect **modes;
353 display_mode *dmodes;
354 display_mode current;
355 float current_refresh;
356 bscreen.GetMode(¤t);
357 current_refresh = (1000 * current.timing.pixel_clock) /
358 (current.timing.h_total * current.timing.v_total);
359
360 modes = SDL_modelist[((bpp+7)/8)-1];
361 for ( i=0; modes[i] && (modes[i]->w > width) &&
362 (modes[i]->h > height); ++i ) {
363 /* still looking */
364 }
365 if ( ! modes[i] || (modes[i]->w < width) || (modes[i]->h < width) ) {
366 --i; /* We went too far */
367 }
368
369 width = modes[i]->w;
370 height = modes[i]->h;
371
372 bscreen.GetModeList(&dmodes, &nmodes);
373 for ( i = 0; i < nmodes; ++i ) {
374 if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
375 (width == dmodes[i].virtual_width) &&
376 (height == dmodes[i].virtual_height) ) {
377 break;
378 }
379 }
380 if ( i != nmodes ) {
381 *mode = dmodes[i];
382 if ((mode->virtual_width <= current.virtual_width) &&
383 (mode->virtual_height <= current.virtual_height)) {
384 float new_refresh = (1000 * mode->timing.pixel_clock) /
385 (mode->timing.h_total * mode->timing.v_total);
386 if (new_refresh < current_refresh) {
387 mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
388 * current_refresh / 1000);
389 }
390 }
391 return true;
392 } else {
393 return false;
394 }
395 }
396
BE_SetFullScreen(_THIS,SDL_Surface * screen,int fullscreen)397 static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
398 {
399 int was_fullscreen;
400 bool needs_unlock;
401 BScreen bscreen;
402 BRect bounds;
403 display_mode mode;
404 int width, height, bpp;
405
406 /* Set the fullscreen mode */
407 was_fullscreen = SDL_Win->IsFullScreen();
408 SDL_Win->SetFullScreen(fullscreen);
409 fullscreen = SDL_Win->IsFullScreen();
410
411 width = screen->w;
412 height = screen->h;
413
414 /* Set the appropriate video mode */
415 if ( fullscreen ) {
416 bpp = screen->format->BitsPerPixel;
417 bscreen.GetMode(&mode);
418 if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) ||
419 (width != mode.virtual_width) ||
420 (height != mode.virtual_height)) {
421 if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
422 bscreen.SetMode(&mode);
423 /* This simply stops the next resize event from being
424 * sent to the SDL handler.
425 */
426 SDL_Win->InhibitResize();
427 } else {
428 fullscreen = 0;
429 SDL_Win->SetFullScreen(fullscreen);
430 }
431 }
432 }
433 if ( was_fullscreen && ! fullscreen ) {
434 bscreen.SetMode(&saved_mode);
435 }
436
437 if ( SDL_Win->Lock() ) {
438 int cx, cy;
439 if ( SDL_Win->Shown() ) {
440 needs_unlock = 1;
441 SDL_Win->Hide();
442 } else {
443 needs_unlock = 0;
444 }
445 /* This resizes the window and view area, but inhibits resizing
446 * of the BBitmap due to the InhibitResize call above. Thus the
447 * bitmap (pixel data) never changes.
448 */
449 SDL_Win->ResizeTo(width, height);
450 bounds = bscreen.Frame();
451 /* Calculate offsets - used either to center window
452 * (windowed mode) or to set drawing offsets (fullscreen mode)
453 */
454 cx = (bounds.IntegerWidth() - width)/2;
455 cy = (bounds.IntegerHeight() - height)/2;
456
457 if ( fullscreen ) {
458 /* Set offset for drawing */
459 SDL_Win->SetXYOffset(cx, cy);
460 } else {
461 SDL_Win->SetXYOffset(0, 0);
462 }
463 if ( ! needs_unlock || was_fullscreen ) {
464 /* Center the window the first time */
465 SDL_Win->MoveTo(cx, cy);
466 }
467 SDL_Win->Show();
468
469 /* Unlock the window manually after the first Show() */
470 if ( needs_unlock ) {
471 SDL_Win->Unlock();
472 }
473 }
474
475 /* Set the fullscreen flag in the screen surface */
476 if ( fullscreen ) {
477 screen->flags |= SDL_FULLSCREEN;
478 } else {
479 screen->flags &= ~SDL_FULLSCREEN;
480 }
481 return(1);
482 }
483
BE_ToggleFullScreen(_THIS,int fullscreen)484 static int BE_ToggleFullScreen(_THIS, int fullscreen)
485 {
486 return BE_SetFullScreen(_this, _this->screen, fullscreen);
487 }
488
489 /* FIXME: check return values and cleanup here */
BE_SetVideoMode(_THIS,SDL_Surface * current,int width,int height,int bpp,Uint32 flags)490 SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
491 int width, int height, int bpp, Uint32 flags)
492 {
493 BScreen bscreen;
494 BBitmap *bbitmap;
495 BRect bounds;
496 Uint32 gl_flags = 0;
497
498 /* Only RGB works on r5 currently */
499 gl_flags = BGL_RGB;
500 if (_this->gl_config.double_buffer)
501 gl_flags |= BGL_DOUBLE;
502 else
503 gl_flags |= BGL_SINGLE;
504 if (_this->gl_config.alpha_size > 0 || bpp == 32)
505 gl_flags |= BGL_ALPHA;
506 if (_this->gl_config.depth_size > 0)
507 gl_flags |= BGL_DEPTH;
508 if (_this->gl_config.stencil_size > 0)
509 gl_flags |= BGL_STENCIL;
510 if (_this->gl_config.accum_red_size > 0
511 || _this->gl_config.accum_green_size > 0
512 || _this->gl_config.accum_blue_size > 0
513 || _this->gl_config.accum_alpha_size > 0)
514 gl_flags |= BGL_ACCUM;
515
516 /* Create the view for this window, using found flags */
517 if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
518 return(NULL);
519 }
520
521 current->flags = 0; /* Clear flags */
522 current->w = width;
523 current->h = height;
524 SDL_Win->SetType(B_TITLED_WINDOW);
525 if ( flags & SDL_NOFRAME ) {
526 current->flags |= SDL_NOFRAME;
527 SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
528 } else {
529 if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) {
530 current->flags |= SDL_RESIZABLE;
531 /* We don't want opaque resizing (TM). :-) */
532 SDL_Win->SetFlags(B_OUTLINE_RESIZE);
533 } else {
534 SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
535 }
536 }
537
538 if ( flags & SDL_OPENGL ) {
539 current->flags |= SDL_OPENGL;
540 current->pitch = 0;
541 current->pixels = NULL;
542 _this->UpdateRects = NULL;
543 } else {
544 /* Create the BBitmap framebuffer */
545 bounds.top = 0; bounds.left = 0;
546 bounds.right = width-1;
547 bounds.bottom = height-1;
548 bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
549 if ( ! bbitmap->IsValid() ) {
550 SDL_SetError("Couldn't create screen bitmap");
551 delete bbitmap;
552 return(NULL);
553 }
554 current->pitch = bbitmap->BytesPerRow();
555 current->pixels = (void *)bbitmap->Bits();
556 SDL_Win->SetBitmap(bbitmap);
557 _this->UpdateRects = BE_NormalUpdate;
558 }
559
560 /* Set the correct fullscreen mode */
561 BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
562
563 /* We're done */
564 return(current);
565 }
566
567 /* Update the current mouse state and position */
BE_UpdateMouse(_THIS)568 void BE_UpdateMouse(_THIS)
569 {
570 BPoint point;
571 uint32 buttons;
572
573 if ( SDL_Win->Lock() ) {
574 /* Get new input state, if still active */
575 if ( SDL_Win->IsActive() ) {
576 (SDL_Win->View())->GetMouse(&point, &buttons, true);
577 } else {
578 point.x = -1;
579 point.y = -1;
580 }
581 SDL_Win->Unlock();
582
583 if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
584 (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
585 SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
586 SDL_PrivateMouseMotion(0, 0,
587 (Sint16)point.x, (Sint16)point.y);
588 } else {
589 SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
590 }
591 }
592 }
593
594 /* We don't actually allow hardware surfaces other than the main one */
BE_AllocHWSurface(_THIS,SDL_Surface * surface)595 static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
596 {
597 return(-1);
598 }
BE_FreeHWSurface(_THIS,SDL_Surface * surface)599 static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
600 {
601 return;
602 }
BE_LockHWSurface(_THIS,SDL_Surface * surface)603 static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
604 {
605 return(0);
606 }
BE_UnlockHWSurface(_THIS,SDL_Surface * surface)607 static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
608 {
609 return;
610 }
611
BE_NormalUpdate(_THIS,int numrects,SDL_Rect * rects)612 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
613 {
614 if ( SDL_Win->BeginDraw() ) {
615 int i;
616
617 for ( i=0; i<numrects; ++i ) {
618 BRect rect;
619
620 rect.top = rects[i].y;
621 rect.left = rects[i].x;
622 rect.bottom = rect.top+rects[i].h-1;
623 rect.right = rect.left+rects[i].w-1;
624 SDL_Win->DrawAsync(rect);
625 }
626 SDL_Win->EndDraw();
627 }
628 }
629
630 #if SDL_VIDEO_OPENGL
631 /* Passing a NULL path means load pointers from the application */
BE_GL_LoadLibrary(_THIS,const char * path)632 int BE_GL_LoadLibrary(_THIS, const char *path)
633 {
634 if (path == NULL) {
635 if (_this->gl_config.dll_handle == NULL) {
636 image_info info;
637 int32 cookie = 0;
638 while (get_next_image_info(0,&cookie,&info) == B_OK) {
639 void *location = NULL;
640 if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) {
641 _this->gl_config.dll_handle = (void*)cookie;
642 _this->gl_config.driver_loaded = 1;
643 SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
644 }
645 }
646 }
647 } else {
648 /*
649 FIXME None of BeOS libGL.so implementations have exported functions
650 to load BGLView, which should be reloaded from new lib.
651 So for now just "load" linked libGL.so :(
652 */
653 if (_this->gl_config.dll_handle == NULL) {
654 return BE_GL_LoadLibrary(_this, NULL);
655 }
656
657 /* Unload old first */
658 /*if (_this->gl_config.dll_handle != NULL) {*/
659 /* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
660 /* image_info info;
661 if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
662 if (info.type != B_APP_IMAGE) {
663 unload_add_on((image_id)_this->gl_config.dll_handle);
664 }
665 }
666
667 }
668
669 if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
670 _this->gl_config.driver_loaded = 1;
671 SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
672 }*/
673 }
674
675 if (_this->gl_config.dll_handle != NULL) {
676 return 0;
677 } else {
678 _this->gl_config.dll_handle = NULL;
679 _this->gl_config.driver_loaded = 0;
680 *_this->gl_config.driver_path = '\0';
681 return -1;
682 }
683 }
684
BE_GL_GetProcAddress(_THIS,const char * proc)685 void* BE_GL_GetProcAddress(_THIS, const char *proc)
686 {
687 if (_this->gl_config.dll_handle != NULL) {
688 void *location = NULL;
689 status_t err;
690 if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
691 return location;
692 } else {
693 SDL_SetError("Couldn't find OpenGL symbol");
694 return NULL;
695 }
696 } else {
697 SDL_SetError("OpenGL library not loaded");
698 return NULL;
699 }
700 }
701
BE_GL_GetAttribute(_THIS,SDL_GLattr attrib,int * value)702 int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
703 {
704 /*
705 FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
706 */
707 switch (attrib)
708 {
709 case SDL_GL_RED_SIZE:
710 glGetIntegerv(GL_RED_BITS, (GLint*)value);
711 break;
712 case SDL_GL_GREEN_SIZE:
713 glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
714 break;
715 case SDL_GL_BLUE_SIZE:
716 glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
717 break;
718 case SDL_GL_ALPHA_SIZE:
719 glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
720 break;
721 case SDL_GL_DOUBLEBUFFER:
722 glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
723 break;
724 case SDL_GL_BUFFER_SIZE:
725 int v;
726 glGetIntegerv(GL_RED_BITS, (GLint*)&v);
727 *value = v;
728 glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
729 *value += v;
730 glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
731 *value += v;
732 glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
733 *value += v;
734 break;
735 case SDL_GL_DEPTH_SIZE:
736 glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
737 break;
738 case SDL_GL_STENCIL_SIZE:
739 glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
740 break;
741 case SDL_GL_ACCUM_RED_SIZE:
742 glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
743 break;
744 case SDL_GL_ACCUM_GREEN_SIZE:
745 glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
746 break;
747 case SDL_GL_ACCUM_BLUE_SIZE:
748 glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
749 break;
750 case SDL_GL_ACCUM_ALPHA_SIZE:
751 glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
752 break;
753 case SDL_GL_STEREO:
754 case SDL_GL_MULTISAMPLEBUFFERS:
755 case SDL_GL_MULTISAMPLESAMPLES:
756 default:
757 *value=0;
758 return(-1);
759 }
760 return 0;
761 }
762
BE_GL_MakeCurrent(_THIS)763 int BE_GL_MakeCurrent(_THIS)
764 {
765 /* FIXME: should we glview->unlock and then glview->lock()? */
766 return 0;
767 }
768
BE_GL_SwapBuffers(_THIS)769 void BE_GL_SwapBuffers(_THIS)
770 {
771 SDL_Win->SwapBuffers();
772 }
773 #endif
774
775 /* Is the system palette settable? */
BE_SetColors(_THIS,int firstcolor,int ncolors,SDL_Color * colors)776 int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
777 {
778 int i;
779 SDL_Palette *palette;
780 const color_map *cmap = BScreen().ColorMap();
781
782 /* Get the screen colormap */
783 palette = _this->screen->format->palette;
784 for ( i=0; i<256; ++i ) {
785 palette->colors[i].r = cmap->color_list[i].red;
786 palette->colors[i].g = cmap->color_list[i].green;
787 palette->colors[i].b = cmap->color_list[i].blue;
788 }
789 return(0);
790 }
791
BE_VideoQuit(_THIS)792 void BE_VideoQuit(_THIS)
793 {
794 int i, j;
795
796 SDL_Win->Quit();
797 SDL_Win = NULL;
798
799 if ( SDL_BlankCursor != NULL ) {
800 BE_FreeWMCursor(_this, SDL_BlankCursor);
801 SDL_BlankCursor = NULL;
802 }
803 for ( i=0; i<NUM_MODELISTS; ++i ) {
804 if ( SDL_modelist[i] ) {
805 for ( j=0; SDL_modelist[i][j]; ++j ) {
806 SDL_free(SDL_modelist[i][j]);
807 }
808 SDL_free(SDL_modelist[i]);
809 SDL_modelist[i] = NULL;
810 }
811 }
812 /* Restore the original video mode */
813 if ( _this->screen ) {
814 if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
815 BScreen bscreen;
816 bscreen.SetMode(&saved_mode);
817 }
818 _this->screen->pixels = NULL;
819 }
820
821 #if SDL_VIDEO_OPENGL
822 if (_this->gl_config.dll_handle != NULL)
823 unload_add_on((image_id)_this->gl_config.dll_handle);
824 #endif
825
826 SDL_QuitBeApp();
827 }
828
829 }; /* Extern C */
830