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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(&current);
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