diff options
author | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
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committer | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
commit | 9645be0af1b1d5cb0ad5892d5464e1b23c51b550 (patch) | |
tree | 129c716bed8e93312421c3adb2f8e7c4f811602d /source/3rd-party/SDL2/src/main/haiku |
Diffstat (limited to 'source/3rd-party/SDL2/src/main/haiku')
-rw-r--r-- | source/3rd-party/SDL2/src/main/haiku/SDL_BApp.h | 399 | ||||
-rw-r--r-- | source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.cc | 157 | ||||
-rw-r--r-- | source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.h | 38 |
3 files changed, 594 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/main/haiku/SDL_BApp.h b/source/3rd-party/SDL2/src/main/haiku/SDL_BApp.h new file mode 100644 index 0000000..7adbd00 --- /dev/null +++ b/source/3rd-party/SDL2/src/main/haiku/SDL_BApp.h @@ -0,0 +1,399 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#ifndef SDL_BAPP_H +#define SDL_BAPP_H + +#include <InterfaceKit.h> +#if SDL_VIDEO_OPENGL +#include <OpenGLKit.h> +#endif + +#include "../../video/haiku/SDL_bkeyboard.h" + + +#ifdef __cplusplus +extern "C" { +#endif + +#include "../../SDL_internal.h" + +#include "SDL_video.h" + +/* Local includes */ +#include "../../events/SDL_events_c.h" +#include "../../video/haiku/SDL_bframebuffer.h" + +#ifdef __cplusplus +} +#endif + +#include <vector> + + + + +/* Forward declarations */ +class SDL_BWin; + +/* Message constants */ +enum ToSDL { + /* Intercepted by BWindow on its way to BView */ + BAPP_MOUSE_MOVED, + BAPP_MOUSE_BUTTON, + BAPP_MOUSE_WHEEL, + BAPP_KEY, + BAPP_REPAINT, /* from _UPDATE_ */ + /* From BWindow */ + BAPP_MAXIMIZE, /* from B_ZOOM */ + BAPP_MINIMIZE, + BAPP_RESTORE, /* TODO: IMPLEMENT! */ + BAPP_SHOW, + BAPP_HIDE, + BAPP_MOUSE_FOCUS, /* caused by MOUSE_MOVE */ + BAPP_KEYBOARD_FOCUS, /* from WINDOW_ACTIVATED */ + BAPP_WINDOW_CLOSE_REQUESTED, + BAPP_WINDOW_MOVED, + BAPP_WINDOW_RESIZED, + BAPP_SCREEN_CHANGED +}; + + + +/* Create a descendant of BApplication */ +class SDL_BApp : public BApplication { +public: + SDL_BApp(const char* signature) : + BApplication(signature) { +#if SDL_VIDEO_OPENGL + _current_context = NULL; +#endif + } + + + virtual ~SDL_BApp() { + } + + + + /* Event-handling functions */ + virtual void MessageReceived(BMessage* message) { + /* Sort out SDL-related messages */ + switch ( message->what ) { + case BAPP_MOUSE_MOVED: + _HandleMouseMove(message); + break; + + case BAPP_MOUSE_BUTTON: + _HandleMouseButton(message); + break; + + case BAPP_MOUSE_WHEEL: + _HandleMouseWheel(message); + break; + + case BAPP_KEY: + _HandleKey(message); + break; + + case BAPP_REPAINT: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_EXPOSED); + break; + + case BAPP_MAXIMIZE: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MAXIMIZED); + break; + + case BAPP_MINIMIZE: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MINIMIZED); + break; + + case BAPP_SHOW: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_SHOWN); + break; + + case BAPP_HIDE: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_HIDDEN); + break; + + case BAPP_MOUSE_FOCUS: + _HandleMouseFocus(message); + break; + + case BAPP_KEYBOARD_FOCUS: + _HandleKeyboardFocus(message); + break; + + case BAPP_WINDOW_CLOSE_REQUESTED: + _HandleBasicWindowEvent(message, SDL_WINDOWEVENT_CLOSE); + break; + + case BAPP_WINDOW_MOVED: + _HandleWindowMoved(message); + break; + + case BAPP_WINDOW_RESIZED: + _HandleWindowResized(message); + break; + + case BAPP_SCREEN_CHANGED: + /* TODO: Handle screen resize or workspace change */ + break; + + default: + BApplication::MessageReceived(message); + break; + } + } + + /* Window creation/destruction methods */ + int32 GetID(SDL_Window *win) { + int32 i; + for(i = 0; i < _GetNumWindowSlots(); ++i) { + if( GetSDLWindow(i) == NULL ) { + _SetSDLWindow(win, i); + return i; + } + } + + /* Expand the vector if all slots are full */ + if( i == _GetNumWindowSlots() ) { + _PushBackWindow(win); + return i; + } + + /* TODO: error handling */ + return 0; + } + + /* FIXME: Bad coding practice, but I can't include SDL_BWin.h here. Is + there another way to do this? */ + void ClearID(SDL_BWin *bwin); /* Defined in SDL_BeApp.cc */ + + + SDL_Window *GetSDLWindow(int32 winID) { + return _window_map[winID]; + } + +#if SDL_VIDEO_OPENGL + void SetCurrentContext(BGLView *newContext) { + if(_current_context) + _current_context->UnlockGL(); + _current_context = newContext; + if (_current_context) + _current_context->LockGL(); + } +#endif + +private: + /* Event management */ + void _HandleBasicWindowEvent(BMessage *msg, int32 sdlEventType) { + SDL_Window *win; + int32 winID; + if( + !_GetWinID(msg, &winID) + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendWindowEvent(win, sdlEventType, 0, 0); + } + + void _HandleMouseMove(BMessage *msg) { + SDL_Window *win; + int32 winID; + int32 x = 0, y = 0; + if( + !_GetWinID(msg, &winID) || + msg->FindInt32("x", &x) != B_OK || /* x movement */ + msg->FindInt32("y", &y) != B_OK /* y movement */ + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendMouseMotion(win, 0, 0, x, y); + + /* Tell the application that the mouse passed over, redraw needed */ + HAIKU_UpdateWindowFramebuffer(NULL,win,NULL,-1); + } + + void _HandleMouseButton(BMessage *msg) { + SDL_Window *win; + int32 winID; + int32 button, state; /* left/middle/right, pressed/released */ + if( + !_GetWinID(msg, &winID) || + msg->FindInt32("button-id", &button) != B_OK || + msg->FindInt32("button-state", &state) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendMouseButton(win, 0, state, button); + } + + void _HandleMouseWheel(BMessage *msg) { + SDL_Window *win; + int32 winID; + int32 xTicks, yTicks; + if( + !_GetWinID(msg, &winID) || + msg->FindInt32("xticks", &xTicks) != B_OK || + msg->FindInt32("yticks", &yTicks) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendMouseWheel(win, 0, xTicks, yTicks, SDL_MOUSEWHEEL_NORMAL); + } + + void _HandleKey(BMessage *msg) { + int32 scancode, state; /* scancode, pressed/released */ + if( + msg->FindInt32("key-state", &state) != B_OK || + msg->FindInt32("key-scancode", &scancode) != B_OK + ) { + return; + } + + /* Make sure this isn't a repeated event (key pressed and held) */ + if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) { + return; + } + HAIKU_SetKeyState(scancode, state); + SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode)); + + if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) { + const int8 *keyUtf8; + ssize_t count; + if (msg->FindData("key-utf8", B_INT8_TYPE, (const void**)&keyUtf8, &count) == B_OK) { + char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; + SDL_zero(text); + SDL_memcpy(text, keyUtf8, count); + SDL_SendKeyboardText(text); + } + } + } + + void _HandleMouseFocus(BMessage *msg) { + SDL_Window *win; + int32 winID; + bool bSetFocus; /* If false, lose focus */ + if( + !_GetWinID(msg, &winID) || + msg->FindBool("focusGained", &bSetFocus) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + if(bSetFocus) { + SDL_SetMouseFocus(win); + } else if(SDL_GetMouseFocus() == win) { + /* Only lose all focus if this window was the current focus */ + SDL_SetMouseFocus(NULL); + } + } + + void _HandleKeyboardFocus(BMessage *msg) { + SDL_Window *win; + int32 winID; + bool bSetFocus; /* If false, lose focus */ + if( + !_GetWinID(msg, &winID) || + msg->FindBool("focusGained", &bSetFocus) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + if(bSetFocus) { + SDL_SetKeyboardFocus(win); + } else if(SDL_GetKeyboardFocus() == win) { + /* Only lose all focus if this window was the current focus */ + SDL_SetKeyboardFocus(NULL); + } + } + + void _HandleWindowMoved(BMessage *msg) { + SDL_Window *win; + int32 winID; + int32 xPos, yPos; + /* Get the window id and new x/y position of the window */ + if( + !_GetWinID(msg, &winID) || + msg->FindInt32("window-x", &xPos) != B_OK || + msg->FindInt32("window-y", &yPos) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendWindowEvent(win, SDL_WINDOWEVENT_MOVED, xPos, yPos); + } + + void _HandleWindowResized(BMessage *msg) { + SDL_Window *win; + int32 winID; + int32 w, h; + /* Get the window id ]and new x/y position of the window */ + if( + !_GetWinID(msg, &winID) || + msg->FindInt32("window-w", &w) != B_OK || + msg->FindInt32("window-h", &h) != B_OK + ) { + return; + } + win = GetSDLWindow(winID); + SDL_SendWindowEvent(win, SDL_WINDOWEVENT_RESIZED, w, h); + } + + bool _GetWinID(BMessage *msg, int32 *winID) { + return msg->FindInt32("window-id", winID) == B_OK; + } + + + + /* Vector functions: Wraps vector stuff in case we need to change + implementation */ + void _SetSDLWindow(SDL_Window *win, int32 winID) { + _window_map[winID] = win; + } + + int32 _GetNumWindowSlots() { + return _window_map.size(); + } + + + void _PopBackWindow() { + _window_map.pop_back(); + } + + void _PushBackWindow(SDL_Window *win) { + _window_map.push_back(win); + } + + + /* Members */ + std::vector<SDL_Window*> _window_map; /* Keeps track of SDL_Windows by index-id */ + +#if SDL_VIDEO_OPENGL + BGLView *_current_context; +#endif +}; + +#endif diff --git a/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.cc b/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.cc new file mode 100644 index 0000000..cbd2129 --- /dev/null +++ b/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.cc @@ -0,0 +1,157 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#if defined(__HAIKU__) + +/* Handle the BeApp specific portions of the application */ + +#include <AppKit.h> +#include <storage/AppFileInfo.h> +#include <storage/Path.h> +#include <storage/Entry.h> +#include <storage/File.h> +#include <unistd.h> + +#include "SDL_BApp.h" /* SDL_BApp class definition */ +#include "SDL_BeApp.h" +#include "SDL_timer.h" +#include "SDL_error.h" + +#include "../../video/haiku/SDL_BWin.h" + +#ifdef __cplusplus +extern "C" { +#endif + +#include "../../thread/SDL_systhread.h" + +/* Flag to tell whether or not the Be application is active or not */ +static int SDL_BeAppActive = 0; +static SDL_Thread *SDL_AppThread = NULL; + +static int +StartBeApp(void *unused) +{ + BApplication *App; + + // default application signature + const char *signature = "application/x-SDL-executable"; + // dig resources for correct signature + image_info info; + int32 cookie = 0; + if (get_next_image_info(B_CURRENT_TEAM, &cookie, &info) == B_OK) { + BFile f(info.name, O_RDONLY); + if (f.InitCheck() == B_OK) { + BAppFileInfo app_info(&f); + if (app_info.InitCheck() == B_OK) { + char sig[B_MIME_TYPE_LENGTH]; + if (app_info.GetSignature(sig) == B_OK) + signature = strndup(sig, B_MIME_TYPE_LENGTH); + } + } + } + + App = new SDL_BApp(signature); + + App->Run(); + delete App; + return (0); +} + +/* Initialize the Be Application, if it's not already started */ +int +SDL_InitBeApp(void) +{ + /* Create the BApplication that handles appserver interaction */ + if (SDL_BeAppActive <= 0) { + SDL_AppThread = SDL_CreateThreadInternal(StartBeApp, "SDLApplication", 0, NULL); + if (SDL_AppThread == NULL) { + return SDL_SetError("Couldn't create BApplication thread"); + } + + /* Change working directory to that of executable */ + app_info info; + if (B_OK == be_app->GetAppInfo(&info)) { + entry_ref ref = info.ref; + BEntry entry; + if (B_OK == entry.SetTo(&ref)) { + BPath path; + if (B_OK == path.SetTo(&entry)) { + if (B_OK == path.GetParent(&path)) { + chdir(path.Path()); + } + } + } + } + + do { + SDL_Delay(10); + } while ((be_app == NULL) || be_app->IsLaunching()); + + /* Mark the application active */ + SDL_BeAppActive = 0; + } + + /* Increment the application reference count */ + ++SDL_BeAppActive; + + /* The app is running, and we're ready to go */ + return (0); +} + +/* Quit the Be Application, if there's nothing left to do */ +void +SDL_QuitBeApp(void) +{ + /* Decrement the application reference count */ + --SDL_BeAppActive; + + /* If the reference count reached zero, clean up the app */ + if (SDL_BeAppActive == 0) { + if (SDL_AppThread != NULL) { + if (be_app != NULL) { /* Not tested */ + be_app->PostMessage(B_QUIT_REQUESTED); + } + SDL_WaitThread(SDL_AppThread, NULL); + SDL_AppThread = NULL; + } + /* be_app should now be NULL since be_app has quit */ + } +} + +#ifdef __cplusplus +} +#endif + +/* SDL_BApp functions */ +void SDL_BApp::ClearID(SDL_BWin *bwin) { + _SetSDLWindow(NULL, bwin->GetID()); + int32 i = _GetNumWindowSlots() - 1; + while(i >= 0 && GetSDLWindow(i) == NULL) { + _PopBackWindow(); + --i; + } +} + +#endif /* __HAIKU__ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.h b/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.h new file mode 100644 index 0000000..83a2beb --- /dev/null +++ b/source/3rd-party/SDL2/src/main/haiku/SDL_BeApp.h @@ -0,0 +1,38 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#ifdef __cplusplus +extern "C" { +#endif +/* Handle the BeApp specific portions of the application */ + +/* Initialize the Be Application, if it's not already started */ +extern int SDL_InitBeApp(void); + +/* Quit the Be Application, if there's nothing left to do */ +extern void SDL_QuitBeApp(void); + +/* vi: set ts=4 sw=4 expandtab: */ + +#ifdef __cplusplus +} +#endif |