📄 sdl_sysvideo.cc
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bpp = screen->format->BitsPerPixel; bscreen.GetMode(&mode); if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) || (width != mode.virtual_width) || (height != mode.virtual_height)) { if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) { bscreen.SetMode(&mode); /* This simply stops the next resize event from being * sent to the SDL handler. */ SDL_Win->InhibitResize(); } else { fullscreen = 0; SDL_Win->SetFullScreen(fullscreen); } } } if ( was_fullscreen && ! fullscreen ) { bscreen.SetMode(&saved_mode); } if ( SDL_Win->Lock() ) { int cx, cy; if ( SDL_Win->Shown() ) { needs_unlock = 1; SDL_Win->Hide(); } else { needs_unlock = 0; } /* This resizes the window and view area, but inhibits resizing * of the BBitmap due to the InhibitResize call above. Thus the * bitmap (pixel data) never changes. */ SDL_Win->ResizeTo(width, height); bounds = bscreen.Frame(); /* Calculate offsets - used either to center window * (windowed mode) or to set drawing offsets (fullscreen mode) */ cx = (bounds.IntegerWidth() - width)/2; cy = (bounds.IntegerHeight() - height)/2; if ( fullscreen ) { /* Set offset for drawing */ SDL_Win->SetXYOffset(cx, cy); } else { SDL_Win->SetXYOffset(0, 0); } if ( ! needs_unlock || was_fullscreen ) { /* Center the window the first time */ SDL_Win->MoveTo(cx, cy); } SDL_Win->Show(); /* Unlock the window manually after the first Show() */ if ( needs_unlock ) { SDL_Win->Unlock(); } } /* Set the fullscreen flag in the screen surface */ if ( fullscreen ) { screen->flags |= SDL_FULLSCREEN; } else { screen->flags &= ~SDL_FULLSCREEN; } return(1);}static int BE_ToggleFullScreen(_THIS, int fullscreen){ return BE_SetFullScreen(_this, _this->screen, fullscreen);}/* FIXME: check return values and cleanup here */SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags){ BScreen bscreen; BBitmap *bbitmap; BRect bounds; Uint32 gl_flags = 0; /* Only RGB works on r5 currently */ gl_flags = BGL_RGB; if (_this->gl_config.double_buffer) gl_flags |= BGL_DOUBLE; else gl_flags |= BGL_SINGLE; if (_this->gl_config.alpha_size > 0 || bpp == 32) gl_flags |= BGL_ALPHA; if (_this->gl_config.depth_size > 0) gl_flags |= BGL_DEPTH; if (_this->gl_config.stencil_size > 0) gl_flags |= BGL_STENCIL; if (_this->gl_config.accum_red_size > 0 || _this->gl_config.accum_green_size > 0 || _this->gl_config.accum_blue_size > 0 || _this->gl_config.accum_alpha_size > 0) gl_flags |= BGL_ACCUM; /* Create the view for this window, using found flags */ if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) { return(NULL); } current->flags = 0; /* Clear flags */ current->w = width; current->h = height; SDL_Win->SetType(B_TITLED_WINDOW); if ( flags & SDL_NOFRAME ) { current->flags |= SDL_NOFRAME; SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK); } else { if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) { current->flags |= SDL_RESIZABLE; /* We don't want opaque resizing (TM). :-) */ SDL_Win->SetFlags(B_OUTLINE_RESIZE); } else { SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE); } } if ( flags & SDL_OPENGL ) { current->flags |= SDL_OPENGL; current->pitch = 0; current->pixels = NULL; _this->UpdateRects = NULL; } else { /* Create the BBitmap framebuffer */ bounds.top = 0; bounds.left = 0; bounds.right = width-1; bounds.bottom = height-1; bbitmap = new BBitmap(bounds, bscreen.ColorSpace()); if ( ! bbitmap->IsValid() ) { SDL_SetError("Couldn't create screen bitmap"); delete bbitmap; return(NULL); } current->pitch = bbitmap->BytesPerRow(); current->pixels = (void *)bbitmap->Bits(); SDL_Win->SetBitmap(bbitmap); _this->UpdateRects = BE_NormalUpdate; } /* Set the correct fullscreen mode */ BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0); /* We're done */ return(current);}/* Update the current mouse state and position */void BE_UpdateMouse(_THIS){ BPoint point; uint32 buttons; if ( SDL_Win->Lock() ) { /* Get new input state, if still active */ if ( SDL_Win->IsActive() ) { (SDL_Win->View())->GetMouse(&point, &buttons, true); } else { point.x = -1; point.y = -1; } SDL_Win->Unlock(); if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) && (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) { SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); SDL_PrivateMouseMotion(0, 0, (Sint16)point.x, (Sint16)point.y); } else { SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); } }}/* We don't actually allow hardware surfaces other than the main one */static int BE_AllocHWSurface(_THIS, SDL_Surface *surface){ return(-1);}static void BE_FreeHWSurface(_THIS, SDL_Surface *surface){ return;}static int BE_LockHWSurface(_THIS, SDL_Surface *surface){ return(0);}static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface){ return;}static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects){ if ( SDL_Win->BeginDraw() ) { int i; for ( i=0; i<numrects; ++i ) { BRect rect; rect.top = rects[i].y; rect.left = rects[i].x; rect.bottom = rect.top+rects[i].h-1; rect.right = rect.left+rects[i].w-1; SDL_Win->DrawAsync(rect); } SDL_Win->EndDraw(); }}#if SDL_VIDEO_OPENGL/* Passing a NULL path means load pointers from the application */int BE_GL_LoadLibrary(_THIS, const char *path){ if (path == NULL) { if (_this->gl_config.dll_handle == NULL) { image_info info; int32 cookie = 0; while (get_next_image_info(0,&cookie,&info) == B_OK) { void *location = NULL; if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { _this->gl_config.dll_handle = (void*)cookie; _this->gl_config.driver_loaded = 1; SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path)); } } } } else { /* FIXME None of BeOS libGL.so implementations have exported functions to load BGLView, which should be reloaded from new lib. So for now just "load" linked libGL.so :( */ if (_this->gl_config.dll_handle == NULL) { return BE_GL_LoadLibrary(_this, NULL); } /* Unload old first */ /*if (_this->gl_config.dll_handle != NULL) {*/ /* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */ /* image_info info; if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) { if (info.type != B_APP_IMAGE) { unload_add_on((image_id)_this->gl_config.dll_handle); } } } if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) { _this->gl_config.driver_loaded = 1; SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path)); }*/ } if (_this->gl_config.dll_handle != NULL) { return 0; } else { _this->gl_config.dll_handle = NULL; _this->gl_config.driver_loaded = 0; *_this->gl_config.driver_path = '\0'; return -1; }}void* BE_GL_GetProcAddress(_THIS, const char *proc){ if (_this->gl_config.dll_handle != NULL) { void *location = NULL; status_t err; if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) { return location; } else { SDL_SetError("Couldn't find OpenGL symbol"); return NULL; } } else { SDL_SetError("OpenGL library not loaded"); return NULL; }}int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value){ /* FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values */ switch (attrib) { case SDL_GL_RED_SIZE: glGetIntegerv(GL_RED_BITS, (GLint*)value); break; case SDL_GL_GREEN_SIZE: glGetIntegerv(GL_GREEN_BITS, (GLint*)value); break; case SDL_GL_BLUE_SIZE: glGetIntegerv(GL_BLUE_BITS, (GLint*)value); break; case SDL_GL_ALPHA_SIZE: glGetIntegerv(GL_ALPHA_BITS, (GLint*)value); break; case SDL_GL_DOUBLEBUFFER: glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value); break; case SDL_GL_BUFFER_SIZE: int v; glGetIntegerv(GL_RED_BITS, (GLint*)&v); *value = v; glGetIntegerv(GL_GREEN_BITS, (GLint*)&v); *value += v; glGetIntegerv(GL_BLUE_BITS, (GLint*)&v); *value += v; glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v); *value += v; break; case SDL_GL_DEPTH_SIZE: glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */ break; case SDL_GL_STENCIL_SIZE: glGetIntegerv(GL_STENCIL_BITS, (GLint*)value); break; case SDL_GL_ACCUM_RED_SIZE: glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value); break; case SDL_GL_ACCUM_GREEN_SIZE: glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value); break; case SDL_GL_ACCUM_BLUE_SIZE: glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value); break; case SDL_GL_ACCUM_ALPHA_SIZE: glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value); break; case SDL_GL_STEREO: case SDL_GL_MULTISAMPLEBUFFERS: case SDL_GL_MULTISAMPLESAMPLES: default: *value=0; return(-1); } return 0;}int BE_GL_MakeCurrent(_THIS){ /* FIXME: should we glview->unlock and then glview->lock()? */ return 0;}void BE_GL_SwapBuffers(_THIS){ SDL_Win->SwapBuffers();}#endif/* Is the system palette settable? */int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors){ int i; SDL_Palette *palette; const color_map *cmap = BScreen().ColorMap(); /* Get the screen colormap */ palette = _this->screen->format->palette; for ( i=0; i<256; ++i ) { palette->colors[i].r = cmap->color_list[i].red; palette->colors[i].g = cmap->color_list[i].green; palette->colors[i].b = cmap->color_list[i].blue; } return(0);}void BE_VideoQuit(_THIS){ int i, j; SDL_Win->Quit(); SDL_Win = NULL; if ( SDL_BlankCursor != NULL ) { BE_FreeWMCursor(_this, SDL_BlankCursor); SDL_BlankCursor = NULL; } for ( i=0; i<NUM_MODELISTS; ++i ) { if ( SDL_modelist[i] ) { for ( j=0; SDL_modelist[i][j]; ++j ) { SDL_free(SDL_modelist[i][j]); } SDL_free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } /* Restore the original video mode */ if ( _this->screen ) { if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) { BScreen bscreen; bscreen.SetMode(&saved_mode); } _this->screen->pixels = NULL; }#if SDL_VIDEO_OPENGL if (_this->gl_config.dll_handle != NULL) unload_add_on((image_id)_this->gl_config.dll_handle);#endif SDL_QuitBeApp();}}; /* Extern C */
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