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Diffstat (limited to 'apps/plugins/sdl/src/video/bwindow/SDL_sysvideo.cc')
-rw-r--r--apps/plugins/sdl/src/video/bwindow/SDL_sysvideo.cc841
1 files changed, 0 insertions, 841 deletions
diff --git a/apps/plugins/sdl/src/video/bwindow/SDL_sysvideo.cc b/apps/plugins/sdl/src/video/bwindow/SDL_sysvideo.cc
deleted file mode 100644
index c32b661d24..0000000000
--- a/apps/plugins/sdl/src/video/bwindow/SDL_sysvideo.cc
+++ /dev/null
@@ -1,841 +0,0 @@
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
31extern "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 */
46static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat);
47static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
48static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
49static void BE_UpdateMouse(_THIS);
50static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
51static void BE_VideoQuit(_THIS);
52
53/* Hardware surface functions */
54static int BE_AllocHWSurface(_THIS, SDL_Surface *surface);
55static int BE_LockHWSurface(_THIS, SDL_Surface *surface);
56static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
57static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
58
59static int BE_ToggleFullScreen(_THIS, int fullscreen);
60
61/* OpenGL functions */
62#if SDL_VIDEO_OPENGL
63static int BE_GL_LoadLibrary(_THIS, const char *path);
64static void* BE_GL_GetProcAddress(_THIS, const char *proc);
65static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
66static int BE_GL_MakeCurrent(_THIS);
67static void BE_GL_SwapBuffers(_THIS);
68#endif
69
70/* FB driver bootstrap functions */
71
72static int BE_Available(void)
73{
74 return(1);
75}
76
77static void BE_DeleteDevice(SDL_VideoDevice *device)
78{
79 SDL_free(device->hidden);
80 SDL_free(device);
81}
82
83static 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
158VideoBootStrap BWINDOW_bootstrap = {
159 "bwindow", "BDirectWindow graphics",
160 BE_Available, BE_CreateDevice
161};
162
163static 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 */
195static 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 */
210static 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
260int 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 */
325SDL_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 */
342static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
343
344
345/* Find the closest display mode for fullscreen */
346static 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
405static 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
492static 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 */
498SDL_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 */
576void 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 */
603static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
604{
605 return(-1);
606}
607static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
608{
609 return;
610}
611static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
612{
613 return(0);
614}
615static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
616{
617 return;
618}
619
620static 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 */
640int 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
697void* 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
714int 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
775int BE_GL_MakeCurrent(_THIS)
776{
777 /* FIXME: should we glview->unlock and then glview->lock()? */
778 return 0;
779}
780
781void BE_GL_SwapBuffers(_THIS)
782{
783 SDL_Win->SwapBuffers();
784}
785#endif
786
787/* Is the system palette settable? */
788int 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
804void 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 */