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1 /*
2     SDL - Simple DirectMedia Layer
3     Copyright (C) 1997-2012 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 
61 /* OpenGL functions */
62 #if SDL_VIDEO_OPENGL
63 static int BE_GL_LoadLibrary(_THIS, const char *path);
64 static void* BE_GL_GetProcAddress(_THIS, const char *proc);
65 static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
66 static int BE_GL_MakeCurrent(_THIS);
67 static void BE_GL_SwapBuffers(_THIS);
68 #endif
69 
70 /* FB driver bootstrap functions */
71 
BE_Available(void)72 static int BE_Available(void)
73 {
74 	return(1);
75 }
76 
BE_DeleteDevice(SDL_VideoDevice * device)77 static void BE_DeleteDevice(SDL_VideoDevice *device)
78 {
79 	SDL_free(device->hidden);
80 	SDL_free(device);
81 }
82 
BE_CreateDevice(int devindex)83 static SDL_VideoDevice *BE_CreateDevice(int devindex)
84 {
85 	SDL_VideoDevice *device;
86 
87 	/* Initialize all variables that we clean on shutdown */
88 	device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice));
89 	if ( device ) {
90 		SDL_memset(device, 0, (sizeof *device));
91 		device->hidden = (struct SDL_PrivateVideoData *)
92 				SDL_malloc((sizeof *device->hidden));
93 	}
94 	if ( (device == NULL) || (device->hidden == NULL) ) {
95 		SDL_OutOfMemory();
96 		if ( device ) {
97 			SDL_free(device);
98 		}
99 		return(0);
100 	}
101 	SDL_memset(device->hidden, 0, (sizeof *device->hidden));
102 
103 	/* Set the function pointers */
104 	/* Initialization/Query functions */
105 	device->VideoInit = BE_VideoInit;
106 	device->ListModes = BE_ListModes;
107 	device->SetVideoMode = BE_SetVideoMode;
108 	device->ToggleFullScreen = BE_ToggleFullScreen;
109 	device->UpdateMouse = BE_UpdateMouse;
110 	device->CreateYUVOverlay = BE_CreateYUVOverlay;
111 	device->SetColors = BE_SetColors;
112 	device->UpdateRects = NULL;
113 	device->VideoQuit = BE_VideoQuit;
114 	/* Hardware acceleration functions */
115 	device->AllocHWSurface = BE_AllocHWSurface;
116 	device->CheckHWBlit = NULL;
117 	device->FillHWRect = NULL;
118 	device->SetHWColorKey = NULL;
119 	device->SetHWAlpha = NULL;
120 	device->LockHWSurface = BE_LockHWSurface;
121 	device->UnlockHWSurface = BE_UnlockHWSurface;
122 	device->FlipHWSurface = NULL;
123 	device->FreeHWSurface = BE_FreeHWSurface;
124 	/* Gamma support */
125 #if SDL_VIDEO_OPENGL
126 	/* OpenGL support */
127 	device->GL_LoadLibrary = BE_GL_LoadLibrary;
128 	device->GL_GetProcAddress = BE_GL_GetProcAddress;
129 	device->GL_GetAttribute = BE_GL_GetAttribute;
130 	device->GL_MakeCurrent = BE_GL_MakeCurrent;
131 	device->GL_SwapBuffers = BE_GL_SwapBuffers;
132 #endif
133 	/* Window manager functions */
134 	device->SetCaption = BE_SetWMCaption;
135 	device->SetIcon = NULL;
136 	device->IconifyWindow = BE_IconifyWindow;
137 	device->GrabInput = BE_GrabInput;
138 	device->GetWMInfo = BE_GetWMInfo;
139 	/* Cursor manager functions */
140 	device->FreeWMCursor = BE_FreeWMCursor;
141 	device->CreateWMCursor = BE_CreateWMCursor;
142 	device->ShowWMCursor = BE_ShowWMCursor;
143 	device->WarpWMCursor = BE_WarpWMCursor;
144 	device->MoveWMCursor = NULL;
145 	device->CheckMouseMode = BE_CheckMouseMode;
146 	/* Event manager functions */
147 	device->InitOSKeymap = BE_InitOSKeymap;
148 	device->PumpEvents = BE_PumpEvents;
149 
150 	device->free = BE_DeleteDevice;
151 
152 	/* Set the driver flags */
153 	device->handles_any_size = 1;
154 
155 	return device;
156 }
157 
158 VideoBootStrap BWINDOW_bootstrap = {
159 	"bwindow", "BDirectWindow graphics",
160 	BE_Available, BE_CreateDevice
161 };
162 
ColorSpaceToBitsPerPixel(uint32 colorspace)163 static inline int ColorSpaceToBitsPerPixel(uint32 colorspace)
164 {
165 	int bitsperpixel;
166 
167 	bitsperpixel = 0;
168 	switch (colorspace) {
169 	    case B_CMAP8:
170 		bitsperpixel = 8;
171 		break;
172 	    case B_RGB15:
173 	    case B_RGBA15:
174 	    case B_RGB15_BIG:
175 	    case B_RGBA15_BIG:
176 		bitsperpixel = 15;
177 		break;
178 	    case B_RGB16:
179 	    case B_RGB16_BIG:
180 		bitsperpixel = 16;
181 		break;
182 	    case B_RGB32:
183 	    case B_RGBA32:
184 	    case B_RGB32_BIG:
185 	    case B_RGBA32_BIG:
186 		bitsperpixel = 32;
187 		break;
188 	    default:
189 		break;
190 	}
191 	return(bitsperpixel);
192 }
193 
194 /* Function to sort the display_list in bscreen */
CompareModes(const void * A,const void * B)195 static int CompareModes(const void *A, const void *B)
196 {
197 	const display_mode *a = (display_mode *)A;
198 	const display_mode *b = (display_mode *)B;
199 
200 	if ( a->space == b->space ) {
201 		return((b->virtual_width*b->virtual_height)-
202 		       (a->virtual_width*a->virtual_height));
203 	} else {
204 		return(ColorSpaceToBitsPerPixel(b->space)-
205 		       ColorSpaceToBitsPerPixel(a->space));
206 	}
207 }
208 
209 /* Yes, this isn't the fastest it could be, but it works nicely */
BE_AddMode(_THIS,int index,unsigned int w,unsigned int h)210 static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h)
211 {
212 	SDL_Rect *mode;
213 	int i;
214 	int next_mode;
215 
216 	/* Check to see if we already have this mode */
217 	if ( SDL_nummodes[index] > 0 ) {
218 		for ( i=SDL_nummodes[index]-1; i >= 0; --i ) {
219 			mode = SDL_modelist[index][i];
220 			if ( (mode->w == w) && (mode->h == h) ) {
221 #ifdef BWINDOW_DEBUG
222 				fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1);
223 #endif
224 				return(0);
225 			}
226 		}
227 	}
228 
229 	/* Set up the new video mode rectangle */
230 	mode = (SDL_Rect *)SDL_malloc(sizeof *mode);
231 	if ( mode == NULL ) {
232 		SDL_OutOfMemory();
233 		return(-1);
234 	}
235 	mode->x = 0;
236 	mode->y = 0;
237 	mode->w = w;
238 	mode->h = h;
239 #ifdef BWINDOW_DEBUG
240 	fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1);
241 #endif
242 
243 	/* Allocate the new list of modes, and fill in the new mode */
244 	next_mode = SDL_nummodes[index];
245 	SDL_modelist[index] = (SDL_Rect **)
246 	       SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *));
247 	if ( SDL_modelist[index] == NULL ) {
248 		SDL_OutOfMemory();
249 		SDL_nummodes[index] = 0;
250 		SDL_free(mode);
251 		return(-1);
252 	}
253 	SDL_modelist[index][next_mode] = mode;
254 	SDL_modelist[index][next_mode+1] = NULL;
255 	SDL_nummodes[index]++;
256 
257 	return(0);
258 }
259 
BE_VideoInit(_THIS,SDL_PixelFormat * vformat)260 int BE_VideoInit(_THIS, SDL_PixelFormat *vformat)
261 {
262 	display_mode *modes;
263 	uint32 i, nmodes;
264 	int bpp;
265 	BRect bounds;
266 
267 	/* Initialize the Be Application for appserver interaction */
268 	if ( SDL_InitBeApp() < 0 ) {
269 		return(-1);
270 	}
271 
272 	/* It is important that this be created after SDL_InitBeApp() */
273 	BScreen bscreen;
274 
275 	/* Save the current display mode */
276 	bscreen.GetMode(&saved_mode);
277 	_this->info.current_w = saved_mode.virtual_width;
278 	_this->info.current_h = saved_mode.virtual_height;
279 
280 	/* Determine the screen depth */
281 	vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace());
282 	if ( vformat->BitsPerPixel == 0 ) {
283 		SDL_SetError("Unknown BScreen colorspace: 0x%x",
284 						bscreen.ColorSpace());
285 		return(-1);
286 	}
287 
288 	/* Get the video modes we can switch to in fullscreen mode */
289 	bscreen.GetModeList(&modes, &nmodes);
290 	SDL_qsort(modes, nmodes, sizeof *modes, CompareModes);
291 	for ( i=0; i<nmodes; ++i ) {
292 		bpp = ColorSpaceToBitsPerPixel(modes[i].space);
293 		//if ( bpp != 0 ) { // There are bugs in changing colorspace
294 		if ( modes[i].space == saved_mode.space ) {
295 			BE_AddMode(_this, ((bpp+7)/8)-1,
296 				modes[i].virtual_width,
297 				modes[i].virtual_height);
298 		}
299 	}
300 
301 	/* Create the window and view */
302 	bounds.top = 0; bounds.left = 0;
303 	bounds.right = BEOS_HIDDEN_SIZE;
304 	bounds.bottom = BEOS_HIDDEN_SIZE;
305 	SDL_Win = new SDL_BWin(bounds);
306 
307 #if SDL_VIDEO_OPENGL
308 	/* testgl application doesn't load library, just tries to load symbols */
309 	/* is it correct? if so we have to load library here */
310 	BE_GL_LoadLibrary(_this, NULL);
311 #endif
312 
313 	/* Create the clear cursor */
314 	SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask,
315 			BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY);
316 
317 	/* Fill in some window manager capabilities */
318 	_this->info.wm_available = 1;
319 
320 	/* We're done! */
321 	return(0);
322 }
323 
324 /* We support any dimension at our bit-depth */
BE_ListModes(_THIS,SDL_PixelFormat * format,Uint32 flags)325 SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
326 {
327 	SDL_Rect **modes;
328 
329 	modes = ((SDL_Rect **)0);
330 	if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
331 		modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1];
332 	} else {
333 		if ( format->BitsPerPixel ==
334 			_this->screen->format->BitsPerPixel ) {
335 			modes = ((SDL_Rect **)-1);
336 		}
337 	}
338 	return(modes);
339 }
340 
341 /* Various screen update functions available */
342 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
343 
344 
345 /* Find the closest display mode for fullscreen */
BE_FindClosestFSMode(_THIS,int width,int height,int bpp,display_mode * mode)346 static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
347 					 display_mode *mode)
348 {
349 	BScreen bscreen;
350 	uint32 i, nmodes;
351 	SDL_Rect **modes;
352 	display_mode *dmodes;
353 	display_mode current;
354 	float current_refresh;
355 	bscreen.GetMode(&current);
356 	current_refresh = (1000 * current.timing.pixel_clock) /
357 	                  (current.timing.h_total * current.timing.v_total);
358 
359 	modes = SDL_modelist[((bpp+7)/8)-1];
360 
361 	// find end of list (lowest-resolution mode; modes are ordered
362 	// highest-to-lowest).
363 	i = 0; while(modes[i]) i++;
364 	if (!i) return false;		// what? no modes at all?
365 
366 	// find first mode with resolution >= requested in both dimensions
367 	for (--i; i >= 0; --i)
368 	{
369 		if (modes[i]->w >= width && modes[i]->h >= height)
370 			break;
371 	}
372 
373 	// unable to find any mode with that high a resolution!
374 	if (i < 0)
375 		return false;
376 
377 	width = modes[i]->w;
378 	height = modes[i]->h;
379 
380 	bscreen.GetModeList(&dmodes, &nmodes);
381 	for ( i = 0; i < nmodes; ++i ) {
382 		if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
383 		     (width == dmodes[i].virtual_width) &&
384 		     (height == dmodes[i].virtual_height) ) {
385 			break;
386 		}
387 	}
388 	if ( i != nmodes ) {
389 		*mode = dmodes[i];
390 		if ((mode->virtual_width <= current.virtual_width) &&
391 		    (mode->virtual_height <= current.virtual_height)) {
392 			float new_refresh = (1000 * mode->timing.pixel_clock) /
393 			                    (mode->timing.h_total * mode->timing.v_total);
394 			if (new_refresh < current_refresh) {
395 				mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
396 				                                    * current_refresh / 1000);
397 			}
398 		}
399 		return true;
400 	} else {
401 		return false;
402 	}
403 }
404 
BE_SetFullScreen(_THIS,SDL_Surface * screen,int fullscreen)405 static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
406 {
407 	// printf("SetFullScreen(%d)\n", fullscreen);
408 	BScreen bscreen;
409 
410 	// SetFullSscreen() does not work as expected if called in a window
411 	// that was never shown. This is probably a bug in the Haiku Game Kit that needs
412 	// to be investigated.
413 	if (SDL_Win->Lock()) {
414 		// Show our window.
415 		SDL_Win->Show();
416 	}
417 
418 	if (SDL_Win->IsLocked()) {
419 		// Unlock the window if it was locked. This is needed as only the
420 		// first call to Show() unlocks the looper. All other calls to it
421 		// will not.
422 		SDL_Win->Unlock();
423 	}
424 
425 	int width = screen->w;
426 	int height = screen->h;
427 
428 	if (fullscreen) {
429 		// Set resolution to the closest available one that matches the
430 		// current SDL resolution.
431 		display_mode mode;
432 		bscreen.GetMode(&mode);
433 
434 		int bpp = screen->format->BitsPerPixel;
435 		if (bpp != ColorSpaceToBitsPerPixel(mode.space) ||
436 			width != mode.virtual_width || height != mode.virtual_height) {
437 			if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
438 				bscreen.SetMode(&mode);
439 			} else {
440 				// printf("Could not set new mode.\n");
441 				return(0);
442 			}
443 		}
444 	} else {
445 		// Reset to the previous known resolution as we are now in window
446 		// mode.
447 		bscreen.SetMode(&saved_mode);
448 	}
449 
450 	// Effectivelly set/reset full screen mode. If we are already in
451 	// full screen mode, we reset back to windowed mode first so the
452 	// window can resize when going fullscreen.
453 	// if (fullscreen)
454 		// printf("Going fullscreen\n");
455 	// else
456 		// printf("Going windowed\n");
457 	SDL_Win->SetFullScreen(fullscreen);
458 
459 	// Calculate offsets for centering the window (in window mode) and for
460 	// dentering the bitmap (in full screen mode).
461 	BRect bounds = bscreen.Frame();
462 	bounds.PrintToStream();
463 	int32 cx = (bounds.IntegerWidth() - width)/2;
464 	int32 cy = (bounds.IntegerHeight() - height)/2;
465 
466 	// printf ("cx = %d, cy = %d\n", cx, cy);
467 	if (!SDL_Win->IsFullScreen()) {
468 		// printf("Doing not fullscreen stuff.\n");
469 		// We are not in full screen mode, so we want to change the window
470 		// size to match the resolution in SDL.
471 		SDL_Win->ResizeTo(width, height);
472 
473 		// And also center the window and reset the drawing offset.
474 		SDL_Win->MoveTo(cx, cy);
475 		SDL_Win->SetXYOffset(0, 0);
476 	} else {
477 		// printf("Doing fullscreen stuff.");
478 		// Center the bitmap whenever we are in full screen mode.
479 		SDL_Win->SetXYOffset(cx, cy);
480 	}
481 
482 	// Set relevant internal SDL screen flags.
483 	if (SDL_Win->IsFullScreen()) {
484 		screen->flags |= SDL_FULLSCREEN;
485 	} else {
486 		screen->flags &= ~SDL_FULLSCREEN;
487 	}
488 
489 	return(1);
490 }
491 
BE_ToggleFullScreen(_THIS,int fullscreen)492 static int BE_ToggleFullScreen(_THIS, int fullscreen)
493 {
494 	return BE_SetFullScreen(_this, _this->screen, fullscreen);
495 }
496 
497 /* FIXME: check return values and cleanup here */
BE_SetVideoMode(_THIS,SDL_Surface * current,int width,int height,int bpp,Uint32 flags)498 SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
499 				int width, int height, int bpp, Uint32 flags)
500 {
501 	BScreen bscreen;
502 	BBitmap *bbitmap;
503 	BRect bounds;
504 	Uint32 gl_flags = 0;
505 
506 	/* Only RGB works on r5 currently */
507 	gl_flags = BGL_RGB;
508 	if (_this->gl_config.double_buffer)
509 		gl_flags |= BGL_DOUBLE;
510 	else
511 		gl_flags |= BGL_SINGLE;
512 	if (_this->gl_config.alpha_size > 0 || bpp == 32)
513 		gl_flags |= BGL_ALPHA;
514 	if (_this->gl_config.depth_size > 0)
515 		gl_flags |= BGL_DEPTH;
516 	if (_this->gl_config.stencil_size > 0)
517 		gl_flags |= BGL_STENCIL;
518 	if (_this->gl_config.accum_red_size > 0
519 		|| _this->gl_config.accum_green_size > 0
520 		|| _this->gl_config.accum_blue_size > 0
521 		|| _this->gl_config.accum_alpha_size > 0)
522 		gl_flags |= BGL_ACCUM;
523 
524 	/* Create the view for this window, using found flags */
525 	if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
526 		return(NULL);
527 	}
528 
529 	current->flags = 0;		/* Clear flags */
530 	current->w = width;
531 	current->h = height;
532 	SDL_Win->SetType(B_TITLED_WINDOW);
533 	if ( flags & SDL_NOFRAME ) {
534 		current->flags |= SDL_NOFRAME;
535 		SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
536 	} else {
537 		if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) )  {
538 			current->flags |= SDL_RESIZABLE;
539 			/* We don't want opaque resizing (TM). :-) */
540 			SDL_Win->SetFlags(B_OUTLINE_RESIZE);
541 		} else {
542 			SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
543 		}
544 	}
545 
546 	if ( flags & SDL_OPENGL ) {
547 		current->flags |= SDL_OPENGL;
548 		current->pitch = 0;
549 		current->pixels = NULL;
550 		_this->UpdateRects = NULL;
551 	} else {
552 		/* Create the BBitmap framebuffer */
553 		bounds.top = 0; bounds.left = 0;
554 		bounds.right = width-1;
555 		bounds.bottom = height-1;
556 		bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
557 		if ( ! bbitmap->IsValid() ) {
558 			SDL_SetError("Couldn't create screen bitmap");
559 			delete bbitmap;
560 			return(NULL);
561 		}
562 		current->pitch = bbitmap->BytesPerRow();
563 		current->pixels = (void *)bbitmap->Bits();
564 		SDL_Win->SetBitmap(bbitmap);
565 		_this->UpdateRects = BE_NormalUpdate;
566 	}
567 
568 	/* Set the correct fullscreen mode */
569 	BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
570 
571 	/* We're done */
572 	return(current);
573 }
574 
575 /* Update the current mouse state and position */
BE_UpdateMouse(_THIS)576 void BE_UpdateMouse(_THIS)
577 {
578 	BPoint point;
579 	uint32 buttons;
580 
581 	if ( SDL_Win->Lock() ) {
582 		/* Get new input state, if still active */
583 		if ( SDL_Win->IsActive() ) {
584 			(SDL_Win->View())->GetMouse(&point, &buttons, true);
585 		} else {
586 			point.x = -1;
587 			point.y = -1;
588 		}
589 		SDL_Win->Unlock();
590 
591 		if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
592 		     (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
593 			SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
594 			SDL_PrivateMouseMotion(0, 0,
595 					(Sint16)point.x, (Sint16)point.y);
596 		} else {
597 			SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
598 		}
599 	}
600 }
601 
602 /* We don't actually allow hardware surfaces other than the main one */
BE_AllocHWSurface(_THIS,SDL_Surface * surface)603 static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
604 {
605 	return(-1);
606 }
BE_FreeHWSurface(_THIS,SDL_Surface * surface)607 static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
608 {
609 	return;
610 }
BE_LockHWSurface(_THIS,SDL_Surface * surface)611 static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
612 {
613 	return(0);
614 }
BE_UnlockHWSurface(_THIS,SDL_Surface * surface)615 static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
616 {
617 	return;
618 }
619 
BE_NormalUpdate(_THIS,int numrects,SDL_Rect * rects)620 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
621 {
622 	if ( SDL_Win->BeginDraw() ) {
623 		int i;
624 
625 		for ( i=0; i<numrects; ++i ) {
626 			BRect rect;
627 
628 			rect.top = rects[i].y;
629 			rect.left = rects[i].x;
630 			rect.bottom = rect.top+rects[i].h-1;
631 			rect.right = rect.left+rects[i].w-1;
632 			SDL_Win->DrawAsync(rect);
633 		}
634 		SDL_Win->EndDraw();
635 	}
636 }
637 
638 #if SDL_VIDEO_OPENGL
639 /* Passing a NULL path means load pointers from the application */
BE_GL_LoadLibrary(_THIS,const char * path)640 int BE_GL_LoadLibrary(_THIS, const char *path)
641 {
642 	if (path == NULL) {
643 		if (_this->gl_config.dll_handle == NULL) {
644 			image_info info;
645 			int32 cookie = 0;
646 			while (get_next_image_info(0,&cookie,&info) == B_OK) {
647 				void *location = NULL;
648 #ifdef __HAIKU__
649 				if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku
650 #else
651 				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
652 #endif
653 					_this->gl_config.dll_handle = (void*)info.id;
654 					_this->gl_config.driver_loaded = 1;
655 					SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
656 				}
657 			}
658 		}
659 	} else {
660 		/*
661 			FIXME None of BeOS libGL.so implementations have exported functions
662 			to load BGLView, which should be reloaded from new lib.
663 			So for now just "load" linked libGL.so :(
664 		*/
665 		if (_this->gl_config.dll_handle == NULL) {
666 			return BE_GL_LoadLibrary(_this, NULL);
667 		}
668 
669 		/* Unload old first */
670 		/*if (_this->gl_config.dll_handle != NULL) {*/
671 			/* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
672 		/*	image_info info;
673 			if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
674 				if (info.type != B_APP_IMAGE) {
675 					unload_add_on((image_id)_this->gl_config.dll_handle);
676 				}
677 			}
678 
679 		}
680 
681 		if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
682 			_this->gl_config.driver_loaded = 1;
683 			SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
684 		}*/
685 	}
686 
687 	if (_this->gl_config.dll_handle != NULL) {
688 		return 0;
689 	} else {
690 		_this->gl_config.dll_handle = NULL;
691 		_this->gl_config.driver_loaded = 0;
692 		*_this->gl_config.driver_path = '\0';
693 		return -1;
694 	}
695 }
696 
697 void* BE_GL_GetProcAddress(_THIS, const char *proc)
698 {
699 	if (_this->gl_config.dll_handle != NULL) {
700 		void *location = NULL;
701 		status_t err;
702 		if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
703 			return location;
704 		} else {
705 			SDL_SetError("Couldn't find OpenGL symbol");
706 			return NULL;
707 		}
708 	} else {
709 		SDL_SetError("OpenGL library not loaded");
710 		return NULL;
711 	}
712 }
713 
714 int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
715 {
716 	/*
717 		FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
718 	*/
719 	switch (attrib)
720     {
721 		case SDL_GL_RED_SIZE:
722 			glGetIntegerv(GL_RED_BITS, (GLint*)value);
723 			break;
724 		case SDL_GL_GREEN_SIZE:
725 			glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
726 			break;
727 		case SDL_GL_BLUE_SIZE:
728 			glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
729 			break;
730 		case SDL_GL_ALPHA_SIZE:
731 			glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
732 			break;
733 		case SDL_GL_DOUBLEBUFFER:
734 			glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
735 			break;
736 		case SDL_GL_BUFFER_SIZE:
737 			int v;
738 			glGetIntegerv(GL_RED_BITS, (GLint*)&v);
739 			*value = v;
740 			glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
741 			*value += v;
742 			glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
743 			*value += v;
744 			glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
745 			*value += v;
746 			break;
747 		case SDL_GL_DEPTH_SIZE:
748 			glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
749 			break;
750 		case SDL_GL_STENCIL_SIZE:
751 			glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
752 			break;
753 		case SDL_GL_ACCUM_RED_SIZE:
754 			glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
755 			break;
756 		case SDL_GL_ACCUM_GREEN_SIZE:
757 			glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
758 			break;
759 		case SDL_GL_ACCUM_BLUE_SIZE:
760 			glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
761 			break;
762 		case SDL_GL_ACCUM_ALPHA_SIZE:
763 			glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
764 			break;
765 		case SDL_GL_STEREO:
766 		case SDL_GL_MULTISAMPLEBUFFERS:
767 		case SDL_GL_MULTISAMPLESAMPLES:
768 		default:
769 			*value=0;
770 			return(-1);
771 	}
772 	return 0;
773 }
774 
775 int BE_GL_MakeCurrent(_THIS)
776 {
777 	/* FIXME: should we glview->unlock and then glview->lock()? */
778 	return 0;
779 }
780 
781 void BE_GL_SwapBuffers(_THIS)
782 {
783 	SDL_Win->SwapBuffers();
784 }
785 #endif
786 
787 /* Is the system palette settable? */
788 int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
789 {
790 	int i;
791 	SDL_Palette *palette;
792 	const color_map *cmap = BScreen().ColorMap();
793 
794 	/* Get the screen colormap */
795 	palette = _this->screen->format->palette;
796 	for ( i=0; i<256; ++i ) {
797 		palette->colors[i].r = cmap->color_list[i].red;
798 		palette->colors[i].g = cmap->color_list[i].green;
799 		palette->colors[i].b = cmap->color_list[i].blue;
800 	}
801 	return(0);
802 }
803 
804 void BE_VideoQuit(_THIS)
805 {
806 	int i, j;
807 
808 	SDL_Win->Quit();
809 	SDL_Win = NULL;
810 
811 	if ( SDL_BlankCursor != NULL ) {
812 		BE_FreeWMCursor(_this, SDL_BlankCursor);
813 		SDL_BlankCursor = NULL;
814 	}
815 	for ( i=0; i<NUM_MODELISTS; ++i ) {
816 		if ( SDL_modelist[i] ) {
817 			for ( j=0; SDL_modelist[i][j]; ++j ) {
818 				SDL_free(SDL_modelist[i][j]);
819 			}
820 			SDL_free(SDL_modelist[i]);
821 			SDL_modelist[i] = NULL;
822 		}
823 	}
824 	/* Restore the original video mode */
825 	if ( _this->screen ) {
826 		if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
827 			BScreen bscreen;
828 			bscreen.SetMode(&saved_mode);
829 		}
830 		_this->screen->pixels = NULL;
831 	}
832 
833 #if SDL_VIDEO_OPENGL
834 	if (_this->gl_config.dll_handle != NULL)
835 		unload_add_on((image_id)_this->gl_config.dll_handle);
836 #endif
837 
838 	SDL_QuitBeApp();
839 }
840 
841 }; /* Extern C */
842