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kc3-lang/SDL/src/video/haiku/SDL_bvideo.cc

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  • Author : Pierre-Loup A. Griffais
    Date : 2014-09-11 19:24:42
    Hash : 24c86b55
    Message : [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam

  • src/video/haiku/SDL_bvideo.cc
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 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 SDL_VIDEO_DRIVER_HAIKU
    
    
    #ifdef __cplusplus
    extern "C" {
    #endif
    
    #include "SDL_bkeyboard.h"
    #include "SDL_bwindow.h"
    #include "SDL_bclipboard.h"
    #include "SDL_bvideo.h"
    #include "SDL_bopengl.h"
    #include "SDL_bmodes.h"
    #include "SDL_bframebuffer.h"
    #include "SDL_bevents.h"
    
    /* FIXME: Undefined functions */
    //    #define BE_PumpEvents NULL
        #define BE_StartTextInput NULL
        #define BE_StopTextInput NULL
        #define BE_SetTextInputRect NULL
    
    //    #define BE_DeleteDevice NULL
    
    /* End undefined functions */
    
    static SDL_VideoDevice *
    BE_CreateDevice(int devindex)
    {
        SDL_VideoDevice *device;
        /*SDL_VideoData *data;*/
    
        /* Initialize all variables that we clean on shutdown */
        device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
    
        device->driverdata = NULL; /* FIXME: Is this the cause of some of the
        							  SDL_Quit() errors? */
    
    /* TODO: Figure out if any initialization needs to go here */
    
        /* Set the function pointers */
        device->VideoInit = BE_VideoInit;
        device->VideoQuit = BE_VideoQuit;
        device->GetDisplayBounds = BE_GetDisplayBounds;
        device->GetDisplayModes = BE_GetDisplayModes;
        device->SetDisplayMode = BE_SetDisplayMode;
        device->PumpEvents = BE_PumpEvents;
    
        device->CreateWindow = BE_CreateWindow;
        device->CreateWindowFrom = BE_CreateWindowFrom;
        device->SetWindowTitle = BE_SetWindowTitle;
        device->SetWindowIcon = BE_SetWindowIcon;
        device->SetWindowPosition = BE_SetWindowPosition;
        device->SetWindowSize = BE_SetWindowSize;
        device->ShowWindow = BE_ShowWindow;
        device->HideWindow = BE_HideWindow;
        device->RaiseWindow = BE_RaiseWindow;
        device->MaximizeWindow = BE_MaximizeWindow;
        device->MinimizeWindow = BE_MinimizeWindow;
        device->RestoreWindow = BE_RestoreWindow;
        device->SetWindowBordered = BE_SetWindowBordered;
        device->SetWindowFullscreen = BE_SetWindowFullscreen;
        device->SetWindowGammaRamp = BE_SetWindowGammaRamp;
        device->GetWindowGammaRamp = BE_GetWindowGammaRamp;
        device->SetWindowGrab = BE_SetWindowGrab;
        device->DestroyWindow = BE_DestroyWindow;
        device->GetWindowWMInfo = BE_GetWindowWMInfo;
        device->CreateWindowFramebuffer = BE_CreateWindowFramebuffer;
        device->UpdateWindowFramebuffer = BE_UpdateWindowFramebuffer;
        device->DestroyWindowFramebuffer = BE_DestroyWindowFramebuffer;
        
        device->shape_driver.CreateShaper = NULL;
        device->shape_driver.SetWindowShape = NULL;
        device->shape_driver.ResizeWindowShape = NULL;
    
    
        device->GL_LoadLibrary = BE_GL_LoadLibrary;
        device->GL_GetProcAddress = BE_GL_GetProcAddress;
        device->GL_UnloadLibrary = BE_GL_UnloadLibrary;
        device->GL_CreateContext = BE_GL_CreateContext;
        device->GL_MakeCurrent = BE_GL_MakeCurrent;
        device->GL_SetSwapInterval = BE_GL_SetSwapInterval;
        device->GL_GetSwapInterval = BE_GL_GetSwapInterval;
        device->GL_SwapWindow = BE_GL_SwapWindow;
        device->GL_DeleteContext = BE_GL_DeleteContext;
    
        device->StartTextInput = BE_StartTextInput;
        device->StopTextInput = BE_StopTextInput;
        device->SetTextInputRect = BE_SetTextInputRect;
    
        device->SetClipboardText = BE_SetClipboardText;
        device->GetClipboardText = BE_GetClipboardText;
        device->HasClipboardText = BE_HasClipboardText;
    
        device->free = BE_DeleteDevice;
    
        return device;
    }
    
    VideoBootStrap HAIKU_bootstrap = {
    	"haiku", "Haiku graphics",
    	BE_Available, BE_CreateDevice
    };
    
    void BE_DeleteDevice(SDL_VideoDevice * device)
    {
    	SDL_free(device->driverdata);
    	SDL_free(device);
    }
    
    int BE_VideoInit(_THIS)
    {
    	/* Initialize the Be Application for appserver interaction */
    	if (SDL_InitBeApp() < 0) {
    		return -1;
    	}
    	
    	/* Initialize video modes */
    	BE_InitModes(_this);
    
    	/* Init the keymap */
    	BE_InitOSKeymap();
    	
    	
    #if SDL_VIDEO_OPENGL
            /* testgl application doesn't load library, just tries to load symbols */
            /* is it correct? if so we have to load library here */
        BE_GL_LoadLibrary(_this, NULL);
    #endif
    
            /* We're done! */
        return (0);
    }
    
    int BE_Available(void)
    {
        return (1);
    }
    
    void BE_VideoQuit(_THIS)
    {
    
        BE_QuitModes(_this);
    
        SDL_QuitBeApp();
    }
    
    #ifdef __cplusplus
    }
    #endif
    
    #endif /* SDL_VIDEO_DRIVER_HAIKU */