blob: 66ea2a00a83ee601c262e56116d301e6d854b3b8 [file] [log] [blame]
/***********************************************************
* Copyright (C) 1997, Be Inc. Copyright (C) 1999, Jake Hamby.
*
* This program is freely distributable without licensing fees
* and is provided without guarantee or warrantee expressed or
* implied. This program is -not- in the public domain.
*
*
* FILE: glutWindow.cpp
*
* DESCRIPTION: all the routines for dealing with GlutWindows
***********************************************************/
/***********************************************************
* Headers
***********************************************************/
#include <GL/glut.h>
#include <stdlib.h>
#include "glutint.h"
#include "glutState.h"
#include "glutBlocker.h"
/***********************************************************
* FUNCTION: getUnusedWindowSlot
*
* DESCRIPTION: helper function to get a new window slot
***********************************************************/
static int
getUnusedWindowSlot()
{
int i;
/* Look for allocated, unused slot. */
for (i = 0; i < gState.windowListSize; i++) {
if (!gState.windowList[i]) {
return i;
}
}
/* Allocate a new slot. */
gState.windowListSize++;
gState.windowList = (GlutWindow **)
realloc(gState.windowList,
gState.windowListSize * sizeof(GlutWindow *));
if (!gState.windowList)
__glutFatalError("out of memory.");
gState.windowList[gState.windowListSize - 1] = NULL;
return gState.windowListSize - 1;
}
/***********************************************************
* FUNCTION: __glutDefaultDisplay
* __glutDefaultReshape
*
* DESCRIPTION: default display and reshape functions
***********************************************************/
static void
__glutDefaultDisplay(void)
{
/* XXX Remove the warning after GLUT 3.0. */
__glutWarning("The following is a new check for GLUT 3.0; update your code.");
__glutFatalError(
"redisplay needed for window %d, but no display callback.",
gState.currentWindow->num + 1);
}
void
__glutDefaultReshape(int width, int height)
{
/* Adjust the viewport of the window */
glViewport(0, 0, (GLsizei) width, (GLsizei) height);
}
/***********************************************************
* CLASS: GlutWindow
*
* FUNCTION: (constructor)
*
* DESCRIPTION: creates a new GLUT window
* note: subwindows don't resize, but top-level windows
* follow all sides
***********************************************************/
GlutWindow::GlutWindow(GlutWindow *nparent, char *name,
int x, int y, int width, int height, ulong options) :
BGLView(
(nparent ? BRect(x,y,x+width-1,y+height-1) :
BRect(0,0,width-1,height-1)), name,
(nparent ? B_FOLLOW_NONE : B_FOLLOW_ALL_SIDES),
B_WILL_DRAW|B_FRAME_EVENTS|B_FULL_UPDATE_ON_RESIZE|B_PULSE_NEEDED,
options)
{
// add myself to window list
num = getUnusedWindowSlot();
gState.windowList[num] = this;
// set up parent/children relationships
parent = nparent;
if (parent) {
siblings = parent->children;
parent->children = this;
} else {
siblings = 0;
}
children = 0;
// initialize variables
cursor = GLUT_CURSOR_INHERIT; // default cursor
for (int i = 0; i < GLUT_MAX_MENUS; i++) {
menu[i] = 0;
}
m_width = width;
m_height = height;
m_buttons = 0;
// clear callbacks
display = __glutDefaultDisplay;
reshape = __glutDefaultReshape;
mouse = 0;
motion = 0;
passive = 0;
entry = 0;
keyboard = 0;
visibility = 0;
special = 0;
windowStatus = 0;
// clear event counters
anyevents = 1;
displayEvent = 1; // get a reshape and a display event right away
reshapeEvent = 1;
mouseEvent = 0;
motionEvent = 0;
passiveEvent = 0;
entryEvent = 0;
keybEvent = 0;
windowStatusEvent = 0; // DirectConnected() will report change in
visState = -1; // visibility
specialEvent = 0;
statusEvent = 0;
menuEvent = 0;
visible = true;
gBlock.QuickNewEvent();
// if i'm a subwindow, add me to my parent view
if (parent) {
parent->Window()->Lock();
parent->AddChild(this);
parent->Window()->Unlock();
} else {
// if I'm a top-level window, create my BWindow
GlutBWindow *mybwindow = new GlutBWindow(
BRect(x,y,x+width-1,y+height-1), name);
mybwindow->AddChild(this);
mybwindow->bgl = this;
mybwindow->Show();
}
// give me the keyboard focus (focus follows mouse, X style, as
// implemented in GlutWindow::MouseMoved())
Window()->Lock();
MakeFocus();
Window()->Unlock();
// make myself the default window
__glutSetWindow(this);
}
/***********************************************************
* FUNCTION: glutCreateWindow (4.1)
*
* DESCRIPTION: creates a new GLUT window
***********************************************************/
int glutCreateWindow(const char *name) {
if (!be_app)
__glutInit();
ulong options;
if (!__glutConvertDisplayMode(&options)) {
__glutWarning("visual with necessary capabilities not found.");
}
// if X or Y is negative, then start at a reasonable position
bool defaultxy = (gState.initX < 0) || (gState.initY < 0);
GlutWindow *window = new GlutWindow(0, const_cast<char*>(name),
(defaultxy ? 50 : gState.initX), (defaultxy ? 50 : gState.initY),
gState.initWidth, gState.initHeight, options);
return window->num + 1;
}
/***********************************************************
* FUNCTION: glutCreateSubWindow (4.2)
*
* DESCRIPTION: creates a new GLUT subwindow
* Note: a subwindow is a GlutWindow (which is actually
* a BGLView) without its own BWindow
***********************************************************/
int glutCreateSubWindow(int win, int x, int y, int width, int height) {
ulong options;
if (!__glutConvertDisplayMode(&options)) {
__glutFatalError("visual with necessary capabilities not found.");
}
GlutWindow *window = new GlutWindow(gState.windowList[win-1], "child",
x, y, width, height, options);
return window->num + 1;
}
/***********************************************************
* FUNCTION: __glutSetWindow
*
* DESCRIPTION: set the current window (utility function)
***********************************************************/
void
__glutSetWindow(GlutWindow * window)
{
if (gState.currentWindow)
gState.currentWindow->UnlockGL();
gState.currentWindow = window;
gState.currentWindow->LockGL();
}
/***********************************************************
* FUNCTION: glutSetWindow (4.3)
* glutGetWindow
*
* DESCRIPTION: set and get the current window
***********************************************************/
void glutSetWindow(int win) {
GlutWindow *window;
if (win < 1 || win > gState.windowListSize) {
__glutWarning("glutSetWindow attempted on bogus window.");
return;
}
window = gState.windowList[win - 1];
if (!window) {
__glutWarning("glutSetWindow attempted on bogus window.");
return;
}
__glutSetWindow(window);
}
int glutGetWindow() {
if (gState.currentWindow) {
return gState.currentWindow->num + 1;
} else {
return 0;
}
}
/***********************************************************
* FUNCTION: __glutDestroyWindow
*
* DESCRIPTION: recursively set entries to 0
***********************************************************/
static void
__glutDestroyWindow(GlutWindow *window, GlutWindow *initialWindow) {
// first, find all children recursively and set their entries to 0
GlutWindow *cur = window->children;
while (cur) {
GlutWindow *siblings = cur->siblings;
__glutDestroyWindow(cur, initialWindow);
cur = siblings;
}
/* Remove from parent's children list (only necessary for
non-initial windows and subwindows!). */
GlutWindow *parent = window->parent;
if (parent && parent == initialWindow->parent) {
GlutWindow **prev = &parent->children;
cur = parent->children;
while (cur) {
if (cur == window) {
*prev = cur->siblings;
break;
}
prev = &(cur->siblings);
cur = cur->siblings;
}
}
// finally, check if we are the current window, and set to 0
if (gState.currentWindow == window) {
gState.currentWindow = 0;
}
gState.windowList[window->num] = 0;
}
/***********************************************************
* FUNCTION: glutDestroyWindow (4.4)
*
* DESCRIPTION: destroy window and all its children
***********************************************************/
void glutDestroyWindow(int win) {
// can't destroy a window if another window has the GL context
if (gState.currentWindow)
gState.currentWindow->UnlockGL();
// lock the window
GlutWindow *window = gState.windowList[win-1];
BWindow *bwindow = window->Window();
bwindow->Lock();
// if win is the current window, set current window to 0
if (gState.currentWindow == window) {
gState.currentWindow = 0;
}
// recursively set child entries to 0
__glutDestroyWindow(window, window);
// try flushing OpenGL
window->LockGL();
glFlush();
window->UnlockGL();
// now, if the window was top-level, delete its BWindow
if(!window->parent) {
bwindow->Quit();
} else {
// else, detach it from the BWindow and delete it
window->RemoveSelf();
delete window;
bwindow->Unlock();
}
// relock GL if the current window is still valid
if(gState.currentWindow)
gState.currentWindow->LockGL();
}
/***********************************************************
* FUNCTION: __glutDestroyAllWindows
*
* DESCRIPTION: destroy all windows when exit() is called
* this seems to be necessary to avoid delays
* and crashes when using BDirectWindow
***********************************************************/
void __glutDestroyAllWindows() {
for(int i=0; i<gState.windowListSize; i++) {
if (gState.windowList[i]) {
glutDestroyWindow(i + 1);
}
}
gState.display->Lock();
gState.display->Quit();
status_t ignored;
wait_for_thread(gState.appthread, &ignored);
}
/***********************************************************
* FUNCTION: glutPostRedisplay (4.5)
*
* DESCRIPTION: mark window as needing redisplay
***********************************************************/
void glutPostRedisplay() {
gState.currentWindow->Window()->Lock();
gState.currentWindow->anyevents = true;
gState.currentWindow->displayEvent = true;
gState.currentWindow->Window()->Unlock();
gBlock.QuickNewEvent();
}
/***********************************************************
* FUNCTION: glutPostWindowRedisplay
*
* DESCRIPTION: mark window as needing redisplay
***********************************************************/
void glutPostWindowRedisplay(int win) {
GlutWindow *gwin = gState.windowList[win - 1];
gwin->Window()->Lock();
gwin->anyevents = true;
gwin->displayEvent = true;
gwin->Window()->Unlock();
gBlock.QuickNewEvent();
}
/***********************************************************
* FUNCTION: glutSwapBuffers (4.6)
*
* DESCRIPTION: swap buffers
***********************************************************/
void glutSwapBuffers() {
gState.currentWindow->SwapBuffers();
}
/***********************************************************
* FUNCTION: glutPositionWindow (4.7)
*
* DESCRIPTION: move window
***********************************************************/
void glutPositionWindow(int x, int y) {
BDirectWindow *win = dynamic_cast<BDirectWindow*>(gState.currentWindow->Window());
win->Lock();
if (gState.currentWindow->parent)
gState.currentWindow->MoveTo(x, y); // move the child view
else {
if(win->IsFullScreen()) {
win->SetFullScreen(false);
}
win->MoveTo(x, y); // move the window
}
win->Unlock();
}
/***********************************************************
* FUNCTION: glutReshapeWindow (4.8)
*
* DESCRIPTION: reshape window (we'll catch the callback
* when the view gets a Draw() message
***********************************************************/
void glutReshapeWindow(int width, int height) {
BDirectWindow *win = dynamic_cast<BDirectWindow*>(gState.currentWindow->Window());
win->Lock();
if (gState.currentWindow->parent)
gState.currentWindow->ResizeTo(width-1, height-1); // resize the child
else {
if(win->IsFullScreen()) {
win->SetFullScreen(false);
}
win->ResizeTo(width-1, height-1); // resize the parent
}
win->Unlock();
}
/***********************************************************
* FUNCTION: glutFullScreen (4.9)
*
* DESCRIPTION: makes the window full screen
***********************************************************/
void glutFullScreen() {
BDirectWindow *win = dynamic_cast<BDirectWindow*>(gState.currentWindow->Window());
win->Lock();
win->SetFullScreen(true);
win->Unlock();
}
/***********************************************************
* FUNCTION: glutPopWindow (4.10)
* glutPushWindow
*
* DESCRIPTION: change the stacking order of the current window
* NOTE: I can't figure out how to do this for windows,
* and there is no concept of "stacking order" for
* subwindows, so these are currently no-ops.
***********************************************************/
void glutPopWindow() { }
void glutPushWindow() { }
/***********************************************************
* FUNCTION: glutShowWindow (4.11)
* glutHideWindow
* glutIconifyWindow
*
* DESCRIPTION: change display status of current window
***********************************************************/
void glutShowWindow() {
gState.currentWindow->Window()->Lock();
if (gState.currentWindow->parent) // subwindow
gState.currentWindow->Show();
else {
if(gState.currentWindow->Window()->IsHidden())
gState.currentWindow->Window()->Show(); // show the actual BWindow
gState.currentWindow->Window()->Minimize(false);
}
gState.currentWindow->Window()->Unlock();
}
void glutHideWindow() {
gState.currentWindow->Window()->Lock();
if (gState.currentWindow->parent) // subwindow
gState.currentWindow->Hide();
else
gState.currentWindow->Window()->Hide(); // show the actual BWindow
gState.currentWindow->Window()->Unlock();
}
void glutIconifyWindow() {
if(gState.currentWindow->parent)
__glutFatalError("can't iconify a subwindow");
gState.currentWindow->Window()->Lock();
gState.currentWindow->Window()->Minimize(true);
gState.currentWindow->Window()->Unlock();
}
/***********************************************************
* FUNCTION: glutSetWindowTitle (4.12)
* glutSetIconTitle
*
* DESCRIPTION: set the window title (icon title is same)
***********************************************************/
void glutSetWindowTitle(const char *name) {
if (gState.currentWindow->parent)
__glutFatalError("glutSetWindowTitle: isn't a top-level window");
gState.currentWindow->Window()->Lock();
gState.currentWindow->Window()->SetTitle(name);
gState.currentWindow->Window()->Unlock();
}
void glutSetIconTitle(const char *name) {
glutSetWindowTitle(name);
}
/***********************************************************
* FUNCTION: __glutConvertDisplayMode
*
* DESCRIPTION: converts the current display mode into a BGLView
* display mode, printing warnings as appropriate.
*
* PARAMETERS: if options is non-NULL, the current display mode is
* returned in it.
*
* RETURNS: 1 if the current display mode is possible, else 0
***********************************************************/
int __glutConvertDisplayMode(unsigned long *options) {
if (gState.displayString) {
/* __glutDisplayString should be NULL except if
glutInitDisplayString has been called to register a
different display string. Calling glutInitDisplayString
means using a string instead of an integer mask determine
the visual to use. This big ugly code is in glutDstr.cpp */
return __glutConvertDisplayModeFromString(options);
}
if(options) {
ulong newoptions = 0;
if(gState.displayMode & GLUT_ACCUM)
newoptions |= BGL_ACCUM;
if(gState.displayMode & GLUT_ALPHA)
newoptions |= BGL_ALPHA;
if(gState.displayMode & GLUT_DEPTH)
newoptions |= BGL_DEPTH;
if(gState.displayMode & GLUT_DOUBLE)
newoptions |= BGL_DOUBLE;
if(gState.displayMode & GLUT_STENCIL)
newoptions |= BGL_STENCIL;
*options = newoptions;
}
if(gState.displayMode & GLUT_INDEX) {
__glutWarning("BeOS doesn't support indexed color");
return 0;
}
if(gState.displayMode & GLUT_MULTISAMPLE) {
return 1; // try to go without multisampling
}
if(gState.displayMode & GLUT_STEREO) {
__glutWarning("BeOS doesn't support stereo windows");
return 0;
}
if(gState.displayMode & GLUT_LUMINANCE) {
__glutWarning("BeOS doesn't support luminance color model");
return 0;
}
return 1; // visual supported
}
/***********************************************************
* CLASS: GlutBWindow
*
* DESCRIPTION: very thin wrapper around BWindow
***********************************************************/
GlutBWindow::GlutBWindow(BRect frame, char *name) :
BDirectWindow(frame, name, B_TITLED_WINDOW, 0) {
fConnectionDisabled = false;
bgl = 0;
SetPulseRate(100000);
if (!SupportsWindowMode()) {
__glutFatalError("video card doesn't support windowed operation");
}
}
void GlutBWindow::DirectConnected( direct_buffer_info *info ) {
bgl->DirectConnected(info);
if(bgl && !fConnectionDisabled) {
bgl->EnableDirectMode(true);
}
int newVisState;
if((info->buffer_state & B_DIRECT_MODE_MASK) == B_DIRECT_START) {
bgl->visible = true;
}
if(!bgl->visible || info->buffer_state == B_DIRECT_STOP)
newVisState = GLUT_HIDDEN;
else {
if (info->clip_list_count == 0)
newVisState = GLUT_FULLY_COVERED;
else if (info->clip_list_count == 1)
newVisState = GLUT_FULLY_RETAINED;
else
newVisState = GLUT_PARTIALLY_RETAINED;
}
if(newVisState != bgl->visState) {
bgl->visState = newVisState;
bgl->anyevents = bgl->windowStatusEvent = true;
gBlock.NewEvent();
}
}
GlutBWindow::~GlutBWindow() {
fConnectionDisabled = true;
if(bgl) {
bgl->EnableDirectMode(false);
}
if(!IsHidden())
Hide();
Sync();
}
bool GlutBWindow::QuitRequested() {
gState.quitAll = true;
gBlock.NewEvent();
return false; // don't quit now, wait for main thread to do it
}
void GlutBWindow::Minimize(bool minimize) {
bgl->visible = !minimize;
BWindow::Minimize(minimize);
}
void GlutBWindow::Hide() {
BWindow::Hide();
bgl->visible = false;
}
void GlutBWindow::Show() {
BWindow::Show();
bgl->visible = true;
}