SDL-1.2.14
[sdl_omap.git] / src / video / bwindow / SDL_sysvideo.cc
CommitLineData
e14743d1 1/*
2 SDL - Simple DirectMedia Layer
3 Copyright (C) 1997-2009 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);
60static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display);
61
62/* OpenGL functions */
63#if SDL_VIDEO_OPENGL
64static int BE_GL_LoadLibrary(_THIS, const char *path);
65static void* BE_GL_GetProcAddress(_THIS, const char *proc);
66static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
67static int BE_GL_MakeCurrent(_THIS);
68static void BE_GL_SwapBuffers(_THIS);
69#endif
70
71/* FB driver bootstrap functions */
72
73static int BE_Available(void)
74{
75 return(1);
76}
77
78static void BE_DeleteDevice(SDL_VideoDevice *device)
79{
80 SDL_free(device->hidden);
81 SDL_free(device);
82}
83
84static 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
159VideoBootStrap BWINDOW_bootstrap = {
160 "bwindow", "BDirectWindow graphics",
161 BE_Available, BE_CreateDevice
162};
163
164static 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 */
196static 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 */
211static 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
261int 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 */
326SDL_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 */
343static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
344
345
346/* Find the closest display mode for fullscreen */
347static 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
362 // find end of list (lowest-resolution mode; modes are ordered
363 // highest-to-lowest).
364 i = 0; while(modes[i]) i++;
365 if (!i) return false; // what? no modes at all?
366
367 // find first mode with resolution >= requested in both dimensions
368 for (--i; i >= 0; --i)
369 {
370 if (modes[i]->w >= width && modes[i]->h >= height)
371 break;
372 }
373
374 // unable to find any mode with that high a resolution!
375 if (i < 0)
376 return false;
377
378 width = modes[i]->w;
379 height = modes[i]->h;
380
381 bscreen.GetModeList(&dmodes, &nmodes);
382 for ( i = 0; i < nmodes; ++i ) {
383 if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
384 (width == dmodes[i].virtual_width) &&
385 (height == dmodes[i].virtual_height) ) {
386 break;
387 }
388 }
389 if ( i != nmodes ) {
390 *mode = dmodes[i];
391 if ((mode->virtual_width <= current.virtual_width) &&
392 (mode->virtual_height <= current.virtual_height)) {
393 float new_refresh = (1000 * mode->timing.pixel_clock) /
394 (mode->timing.h_total * mode->timing.v_total);
395 if (new_refresh < current_refresh) {
396 mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
397 * current_refresh / 1000);
398 }
399 }
400 return true;
401 } else {
402 return false;
403 }
404}
405
406static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
407{
408 // printf("SetFullScreen(%d)\n", fullscreen);
409 BScreen bscreen;
410
411 // SetFullSscreen() does not work as expected if called in a window
412 // that was never shown. This is probably a bug in the Haiku Game Kit that needs
413 // to be investigated.
414 if (SDL_Win->Lock()) {
415 // Show our window.
416 SDL_Win->Show();
417 }
418
419 if (SDL_Win->IsLocked()) {
420 // Unlock the window if it was locked. This is needed as only the
421 // first call to Show() unlocks the looper. All other calls to it
422 // will not.
423 SDL_Win->Unlock();
424 }
425
426 int width = screen->w;
427 int height = screen->h;
428
429 if (fullscreen) {
430 // Set resolution to the closest available one that matches the
431 // current SDL resolution.
432 display_mode mode;
433 bscreen.GetMode(&mode);
434
435 int bpp = screen->format->BitsPerPixel;
436 if (bpp != ColorSpaceToBitsPerPixel(mode.space) ||
437 width != mode.virtual_width || height != mode.virtual_height) {
438 if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
439 bscreen.SetMode(&mode);
440 } else {
441 // printf("Could not set new mode.\n");
442 return(0);
443 }
444 }
445 } else {
446 // Reset to the previous known resolution as we are now in window
447 // mode.
448 bscreen.SetMode(&saved_mode);
449 }
450
451 // Effectivelly set/reset full screen mode. If we are already in
452 // full screen mode, we reset back to windowed mode first so the
453 // window can resize when going fullscreen.
454 // if (fullscreen)
455 // printf("Going fullscreen\n");
456 // else
457 // printf("Going windowed\n");
458 SDL_Win->SetFullScreen(fullscreen);
459
460 // Calculate offsets for centering the window (in window mode) and for
461 // dentering the bitmap (in full screen mode).
462 BRect bounds = bscreen.Frame();
463 bounds.PrintToStream();
464 int32 cx = (bounds.IntegerWidth() - width)/2;
465 int32 cy = (bounds.IntegerHeight() - height)/2;
466
467 // printf ("cx = %d, cy = %d\n", cx, cy);
468 if (!SDL_Win->IsFullScreen()) {
469 // printf("Doing not fullscreen stuff.\n");
470 // We are not in full screen mode, so we want to change the window
471 // size to match the resolution in SDL.
472 SDL_Win->ResizeTo(width, height);
473
474 // And also center the window and reset the drawing offset.
475 SDL_Win->MoveTo(cx, cy);
476 SDL_Win->SetXYOffset(0, 0);
477 } else {
478 // printf("Doing fullscreen stuff.");
479 // Center the bitmap whenever we are in full screen mode.
480 SDL_Win->SetXYOffset(cx, cy);
481 }
482
483 // Set relevant internal SDL screen flags.
484 if (SDL_Win->IsFullScreen()) {
485 screen->flags |= SDL_FULLSCREEN;
486 } else {
487 screen->flags &= ~SDL_FULLSCREEN;
488 }
489
490 return(1);
491}
492
493static int BE_ToggleFullScreen(_THIS, int fullscreen)
494{
495 return BE_SetFullScreen(_this, _this->screen, fullscreen);
496}
497
498/* FIXME: check return values and cleanup here */
499SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
500 int width, int height, int bpp, Uint32 flags)
501{
502 BScreen bscreen;
503 BBitmap *bbitmap;
504 BRect bounds;
505 Uint32 gl_flags = 0;
506
507 /* Only RGB works on r5 currently */
508 gl_flags = BGL_RGB;
509 if (_this->gl_config.double_buffer)
510 gl_flags |= BGL_DOUBLE;
511 else
512 gl_flags |= BGL_SINGLE;
513 if (_this->gl_config.alpha_size > 0 || bpp == 32)
514 gl_flags |= BGL_ALPHA;
515 if (_this->gl_config.depth_size > 0)
516 gl_flags |= BGL_DEPTH;
517 if (_this->gl_config.stencil_size > 0)
518 gl_flags |= BGL_STENCIL;
519 if (_this->gl_config.accum_red_size > 0
520 || _this->gl_config.accum_green_size > 0
521 || _this->gl_config.accum_blue_size > 0
522 || _this->gl_config.accum_alpha_size > 0)
523 gl_flags |= BGL_ACCUM;
524
525 /* Create the view for this window, using found flags */
526 if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
527 return(NULL);
528 }
529
530 current->flags = 0; /* Clear flags */
531 current->w = width;
532 current->h = height;
533 SDL_Win->SetType(B_TITLED_WINDOW);
534 if ( flags & SDL_NOFRAME ) {
535 current->flags |= SDL_NOFRAME;
536 SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
537 } else {
538 if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) {
539 current->flags |= SDL_RESIZABLE;
540 /* We don't want opaque resizing (TM). :-) */
541 SDL_Win->SetFlags(B_OUTLINE_RESIZE);
542 } else {
543 SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
544 }
545 }
546
547 if ( flags & SDL_OPENGL ) {
548 current->flags |= SDL_OPENGL;
549 current->pitch = 0;
550 current->pixels = NULL;
551 _this->UpdateRects = NULL;
552 } else {
553 /* Create the BBitmap framebuffer */
554 bounds.top = 0; bounds.left = 0;
555 bounds.right = width-1;
556 bounds.bottom = height-1;
557 bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
558 if ( ! bbitmap->IsValid() ) {
559 SDL_SetError("Couldn't create screen bitmap");
560 delete bbitmap;
561 return(NULL);
562 }
563 current->pitch = bbitmap->BytesPerRow();
564 current->pixels = (void *)bbitmap->Bits();
565 SDL_Win->SetBitmap(bbitmap);
566 _this->UpdateRects = BE_NormalUpdate;
567 }
568
569 /* Set the correct fullscreen mode */
570 BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
571
572 /* We're done */
573 return(current);
574}
575
576/* Update the current mouse state and position */
577void BE_UpdateMouse(_THIS)
578{
579 BPoint point;
580 uint32 buttons;
581
582 if ( SDL_Win->Lock() ) {
583 /* Get new input state, if still active */
584 if ( SDL_Win->IsActive() ) {
585 (SDL_Win->View())->GetMouse(&point, &buttons, true);
586 } else {
587 point.x = -1;
588 point.y = -1;
589 }
590 SDL_Win->Unlock();
591
592 if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
593 (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
594 SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
595 SDL_PrivateMouseMotion(0, 0,
596 (Sint16)point.x, (Sint16)point.y);
597 } else {
598 SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
599 }
600 }
601}
602
603/* We don't actually allow hardware surfaces other than the main one */
604static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
605{
606 return(-1);
607}
608static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
609{
610 return;
611}
612static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
613{
614 return(0);
615}
616static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
617{
618 return;
619}
620
621static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
622{
623 if ( SDL_Win->BeginDraw() ) {
624 int i;
625
626 for ( i=0; i<numrects; ++i ) {
627 BRect rect;
628
629 rect.top = rects[i].y;
630 rect.left = rects[i].x;
631 rect.bottom = rect.top+rects[i].h-1;
632 rect.right = rect.left+rects[i].w-1;
633 SDL_Win->DrawAsync(rect);
634 }
635 SDL_Win->EndDraw();
636 }
637}
638
639#if SDL_VIDEO_OPENGL
640/* Passing a NULL path means load pointers from the application */
641int BE_GL_LoadLibrary(_THIS, const char *path)
642{
643 if (path == NULL) {
644 if (_this->gl_config.dll_handle == NULL) {
645 image_info info;
646 int32 cookie = 0;
647 while (get_next_image_info(0,&cookie,&info) == B_OK) {
648 void *location = NULL;
649#ifdef __HAIKU__
650 if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku
651#else
652 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
653#endif
654 _this->gl_config.dll_handle = (void*)info.id;
655 _this->gl_config.driver_loaded = 1;
656 SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
657 }
658 }
659 }
660 } else {
661 /*
662 FIXME None of BeOS libGL.so implementations have exported functions
663 to load BGLView, which should be reloaded from new lib.
664 So for now just "load" linked libGL.so :(
665 */
666 if (_this->gl_config.dll_handle == NULL) {
667 return BE_GL_LoadLibrary(_this, NULL);
668 }
669
670 /* Unload old first */
671 /*if (_this->gl_config.dll_handle != NULL) {*/
672 /* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
673 /* image_info info;
674 if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
675 if (info.type != B_APP_IMAGE) {
676 unload_add_on((image_id)_this->gl_config.dll_handle);
677 }
678 }
679
680 }
681
682 if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
683 _this->gl_config.driver_loaded = 1;
684 SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
685 }*/
686 }
687
688 if (_this->gl_config.dll_handle != NULL) {
689 return 0;
690 } else {
691 _this->gl_config.dll_handle = NULL;
692 _this->gl_config.driver_loaded = 0;
693 *_this->gl_config.driver_path = '\0';
694 return -1;
695 }
696}
697
698void* BE_GL_GetProcAddress(_THIS, const char *proc)
699{
700 if (_this->gl_config.dll_handle != NULL) {
701 void *location = NULL;
702 status_t err;
703 if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
704 return location;
705 } else {
706 SDL_SetError("Couldn't find OpenGL symbol");
707 return NULL;
708 }
709 } else {
710 SDL_SetError("OpenGL library not loaded");
711 return NULL;
712 }
713}
714
715int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
716{
717 /*
718 FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
719 */
720 switch (attrib)
721 {
722 case SDL_GL_RED_SIZE:
723 glGetIntegerv(GL_RED_BITS, (GLint*)value);
724 break;
725 case SDL_GL_GREEN_SIZE:
726 glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
727 break;
728 case SDL_GL_BLUE_SIZE:
729 glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
730 break;
731 case SDL_GL_ALPHA_SIZE:
732 glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
733 break;
734 case SDL_GL_DOUBLEBUFFER:
735 glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
736 break;
737 case SDL_GL_BUFFER_SIZE:
738 int v;
739 glGetIntegerv(GL_RED_BITS, (GLint*)&v);
740 *value = v;
741 glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
742 *value += v;
743 glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
744 *value += v;
745 glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
746 *value += v;
747 break;
748 case SDL_GL_DEPTH_SIZE:
749 glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
750 break;
751 case SDL_GL_STENCIL_SIZE:
752 glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
753 break;
754 case SDL_GL_ACCUM_RED_SIZE:
755 glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
756 break;
757 case SDL_GL_ACCUM_GREEN_SIZE:
758 glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
759 break;
760 case SDL_GL_ACCUM_BLUE_SIZE:
761 glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
762 break;
763 case SDL_GL_ACCUM_ALPHA_SIZE:
764 glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
765 break;
766 case SDL_GL_STEREO:
767 case SDL_GL_MULTISAMPLEBUFFERS:
768 case SDL_GL_MULTISAMPLESAMPLES:
769 default:
770 *value=0;
771 return(-1);
772 }
773 return 0;
774}
775
776int BE_GL_MakeCurrent(_THIS)
777{
778 /* FIXME: should we glview->unlock and then glview->lock()? */
779 return 0;
780}
781
782void BE_GL_SwapBuffers(_THIS)
783{
784 SDL_Win->SwapBuffers();
785}
786#endif
787
788/* Is the system palette settable? */
789int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
790{
791 int i;
792 SDL_Palette *palette;
793 const color_map *cmap = BScreen().ColorMap();
794
795 /* Get the screen colormap */
796 palette = _this->screen->format->palette;
797 for ( i=0; i<256; ++i ) {
798 palette->colors[i].r = cmap->color_list[i].red;
799 palette->colors[i].g = cmap->color_list[i].green;
800 palette->colors[i].b = cmap->color_list[i].blue;
801 }
802 return(0);
803}
804
805void BE_VideoQuit(_THIS)
806{
807 int i, j;
808
809 SDL_Win->Quit();
810 SDL_Win = NULL;
811
812 if ( SDL_BlankCursor != NULL ) {
813 BE_FreeWMCursor(_this, SDL_BlankCursor);
814 SDL_BlankCursor = NULL;
815 }
816 for ( i=0; i<NUM_MODELISTS; ++i ) {
817 if ( SDL_modelist[i] ) {
818 for ( j=0; SDL_modelist[i][j]; ++j ) {
819 SDL_free(SDL_modelist[i][j]);
820 }
821 SDL_free(SDL_modelist[i]);
822 SDL_modelist[i] = NULL;
823 }
824 }
825 /* Restore the original video mode */
826 if ( _this->screen ) {
827 if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
828 BScreen bscreen;
829 bscreen.SetMode(&saved_mode);
830 }
831 _this->screen->pixels = NULL;
832 }
833
834#if SDL_VIDEO_OPENGL
835 if (_this->gl_config.dll_handle != NULL)
836 unload_add_on((image_id)_this->gl_config.dll_handle);
837#endif
838
839 SDL_QuitBeApp();
840}
841
842}; /* Extern C */