open_toontown_panda3d/panda/src/display/subprocessWindow.cxx

599 lines
22 KiB
C++

// Filename: subprocessWindow.cxx
// Created by: drose (11Jul09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "subprocessWindow.h"
#ifdef SUPPORT_SUBPROCESS_WINDOW
#include "graphicsEngine.h"
#include "config_display.h"
#include "nativeWindowHandle.h"
TypeHandle SubprocessWindow::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::Constructor
// Access: Protected
// Description: Normally, the SubprocessWindow constructor is not
// called directly; these are created instead via the
// GraphicsEngine::make_window() function.
////////////////////////////////////////////////////////////////////
SubprocessWindow::
SubprocessWindow(GraphicsEngine *engine, GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
GraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
{
GraphicsWindowInputDevice device =
GraphicsWindowInputDevice::pointer_and_keyboard(this, "keyboard/mouse");
_input_devices.push_back(device);
// This will be an offscreen buffer that we use to render the actual
// contents.
_buffer = NULL;
// Create a texture to receive the contents of the framebuffer from
// the offscreen buffer.
_texture = new Texture(name);
_fd = -1;
_mmap_size = 0;
_filename = string();
_swbuffer = NULL;
_last_event_flags = 0;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::Destructor
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
SubprocessWindow::
~SubprocessWindow() {
nassertv(_buffer == NULL);
nassertv(_swbuffer == NULL);
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::process_events
// Access: Public, Virtual
// Description: Do whatever processing is necessary to ensure that
// the window responds to user events. Also, honor any
// requests recently made via request_properties().
//
// This function is called only within the window
// thread.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
process_events() {
GraphicsWindow::process_events();
if (_swbuffer != NULL) {
SubprocessWindowBuffer::Event swb_event;
while (_swbuffer->get_event(swb_event)) {
// Deal with this event.
if (swb_event._flags & SubprocessWindowBuffer::EF_mouse_position) {
_input_devices[0].set_pointer_in_window(swb_event._x, swb_event._y);
} else if ((swb_event._flags & SubprocessWindowBuffer::EF_has_mouse) == 0) {
_input_devices[0].set_pointer_out_of_window();
}
unsigned int diff = swb_event._flags ^ _last_event_flags;
_last_event_flags = swb_event._flags;
if (diff & SubprocessWindowBuffer::EF_shift_held) {
transition_button(swb_event._flags & SubprocessWindowBuffer::EF_shift_held, KeyboardButton::shift());
}
if (diff & SubprocessWindowBuffer::EF_control_held) {
transition_button(swb_event._flags & SubprocessWindowBuffer::EF_control_held, KeyboardButton::control());
}
if (diff & SubprocessWindowBuffer::EF_alt_held) {
transition_button(swb_event._flags & SubprocessWindowBuffer::EF_alt_held, KeyboardButton::alt());
}
if (diff & SubprocessWindowBuffer::EF_meta_held) {
transition_button(swb_event._flags & SubprocessWindowBuffer::EF_meta_held, KeyboardButton::meta());
}
ButtonHandle button = ButtonHandle::none();
if (swb_event._source == SubprocessWindowBuffer::ES_mouse) {
button = MouseButton::button(swb_event._code);
} else if (swb_event._source == SubprocessWindowBuffer::ES_keyboard) {
int keycode;
button = translate_key(keycode, swb_event._code, swb_event._flags);
if (keycode != 0 && swb_event._type != SubprocessWindowBuffer::ET_button_up) {
_input_devices[0].keystroke(keycode);
}
}
if (swb_event._type == SubprocessWindowBuffer::ET_button_up) {
_input_devices[0].button_up(button);
} else if (swb_event._type == SubprocessWindowBuffer::ET_button_down) {
_input_devices[0].button_down(button);
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::begin_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// before beginning rendering for a given frame. It
// should do whatever setup is required, and return true
// if the frame should be rendered, or false if it
// should be skipped.
////////////////////////////////////////////////////////////////////
bool SubprocessWindow::
begin_frame(FrameMode mode, Thread *current_thread) {
if (_swbuffer == NULL || _buffer == NULL) {
return false;
}
bool result = _buffer->begin_frame(mode, current_thread);
return result;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::end_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after rendering is completed for a given frame. It
// should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
end_frame(FrameMode mode, Thread *current_thread) {
_buffer->end_frame(mode, current_thread);
if (mode == FM_render) {
_flip_ready = true;
}
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::begin_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after end_frame() has been called on all windows, to
// initiate the exchange of the front and back buffers.
//
// This should instruct the window to prepare for the
// flip at the next video sync, but it should not wait.
//
// We have the two separate functions, begin_flip() and
// end_flip(), to make it easier to flip all of the
// windows at the same time.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
begin_flip() {
nassertv(_buffer != (GraphicsBuffer *)NULL);
if (_swbuffer == NULL) {
return;
}
RenderBuffer buffer(_gsg, DrawableRegion::get_renderbuffer_type(RTP_color));
buffer = _gsg->get_render_buffer(_buffer->get_draw_buffer_type(),
_buffer->get_fb_properties());
bool copied =
_gsg->framebuffer_copy_to_ram(_texture, -1,
_default_display_region, buffer);
if (copied) {
CPTA_uchar image = _texture->get_ram_image();
size_t framebuffer_size = _swbuffer->get_framebuffer_size();
nassertv(image.size() == framebuffer_size);
if (!_swbuffer->ready_for_write()) {
// We have to wait for the other end to remove the last frame we
// rendered. We only wait so long before we give up, so we
// don't completely starve the Python process just because the
// render window is offscreen or something.
ClockObject *clock = ClockObject::get_global_clock();
double start = clock->get_real_time();
while (!_swbuffer->ready_for_write()) {
Thread::force_yield();
double now = clock->get_real_time();
if (now - start > subprocess_window_max_wait) {
// Never mind.
return;
}
}
}
// We're ready to go. Copy the image to our shared framebuffer.
void *target = _swbuffer->open_write_framebuffer();
memcpy(target, image.p(), framebuffer_size);
_swbuffer->close_write_framebuffer();
}
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::set_properties_now
// Access: Public, Virtual
// Description: Applies the requested set of properties to the
// window, if possible, for instance to request a change
// in size or minimization status.
//
// The window properties are applied immediately, rather
// than waiting until the next frame. This implies that
// this method may *only* be called from within the
// window thread.
//
// The properties that have been applied are cleared
// from the structure by this function; so on return,
// whatever remains in the properties structure are
// those that were unchanged for some reason (probably
// because the underlying interface does not support
// changing that property on an open window).
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
set_properties_now(WindowProperties &properties) {
Filename filename;
WindowHandle *window_handle = properties.get_parent_window();
if (window_handle != NULL) {
WindowHandle::OSHandle *os_handle = window_handle->get_os_handle();
if (os_handle != NULL) {
if (os_handle->is_of_type(NativeWindowHandle::SubprocessHandle::get_class_type())) {
NativeWindowHandle::SubprocessHandle *subprocess_handle = DCAST(NativeWindowHandle::SubprocessHandle, os_handle);
filename = subprocess_handle->get_filename();
}
}
}
if (!filename.empty() && filename != _filename) {
// We're changing the subprocess buffer filename; that means we
// might as well completely close and re-open the window.
display_cat.info() << "Re-opening SubprocessWindow\n";
internal_close_window();
_properties.add_properties(properties);
properties.clear();
internal_open_window();
set_size_and_recalc(_properties.get_x_size(), _properties.get_y_size());
throw_event(get_window_event(), this);
return;
}
GraphicsWindow::set_properties_now(properties);
if (!properties.is_any_specified()) {
// The base class has already handled this case.
return;
}
if (properties.has_parent_window()) {
// Redundant parent-window specification.
properties.clear_parent_window();
}
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::close_window
// Access: Protected, Virtual
// Description: Closes the window right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
close_window() {
internal_close_window();
WindowProperties properties;
properties.set_open(false);
properties.set_foreground(false);
system_changed_properties(properties);
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::open_window
// Access: Protected, Virtual
// Description: Opens the window right now. Called from the window
// thread. Returns true if the window is successfully
// opened, or false if there was a problem.
////////////////////////////////////////////////////////////////////
bool SubprocessWindow::
open_window() {
if (!internal_open_window()) {
return false;
}
WindowProperties properties;
properties.set_open(true);
properties.set_foreground(true);
system_changed_properties(properties);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::internal_close_window
// Access: Private
// Description: Closes the "window" and resets the buffer, without
// changing the WindowProperties.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
internal_close_window() {
if (_swbuffer != NULL) {
SubprocessWindowBuffer::close_buffer
(_fd, _mmap_size, _filename.to_os_specific(), _swbuffer);
_fd = -1;
_filename = string();
_swbuffer = NULL;
}
if (_buffer != NULL) {
_buffer->request_close();
_buffer->process_events();
_engine->remove_window(_buffer);
_buffer = NULL;
}
// Tell our parent window (if any) that we're no longer its child.
if (_window_handle != (WindowHandle *)NULL &&
_parent_window_handle != (WindowHandle *)NULL) {
_parent_window_handle->detach_child(_window_handle);
}
_window_handle = NULL;
_parent_window_handle = NULL;
_is_valid = false;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::internal_open_window
// Access: Private
// Description: Opens the "window" and the associated offscreen
// buffer, without changing the WindowProperties.
////////////////////////////////////////////////////////////////////
bool SubprocessWindow::
internal_open_window() {
nassertr(_buffer == NULL, false);
// Create a buffer with the same properties as the window.
int flags = _creation_flags;
flags = ((flags & ~GraphicsPipe::BF_require_window) | GraphicsPipe::BF_refuse_window);
GraphicsOutput *buffer =
_engine->make_output(_pipe, _name, 0, _fb_properties, _properties,
flags, _gsg, _host);
if (buffer != NULL) {
_buffer = DCAST(GraphicsBuffer, buffer);
// However, the buffer is not itself intended to be rendered. We
// only render it indirectly, via callbacks in here.
_buffer->set_active(false);
_buffer->request_open();
_buffer->process_events();
_is_valid = _buffer->is_valid();
}
if (!_is_valid) {
display_cat.error()
<< "Failed to open SubprocessWindowBuffer's internal offscreen buffer.\n";
return false;
}
_gsg = _buffer->get_gsg();
WindowHandle *window_handle = _properties.get_parent_window();
if (window_handle != NULL) {
WindowHandle::OSHandle *os_handle = window_handle->get_os_handle();
if (os_handle != NULL) {
if (os_handle->is_of_type(NativeWindowHandle::SubprocessHandle::get_class_type())) {
NativeWindowHandle::SubprocessHandle *subprocess_handle = DCAST(NativeWindowHandle::SubprocessHandle, os_handle);
_filename = subprocess_handle->get_filename();
}
}
}
_parent_window_handle = window_handle;
if (_filename.empty()) {
_is_valid = false;
display_cat.error()
<< "No filename given to SubprocessWindow.\n";
return false;
}
_swbuffer = SubprocessWindowBuffer::open_buffer
(_fd, _mmap_size, _filename.to_os_specific());
if (_swbuffer == NULL) {
close(_fd);
_fd = -1;
_filename = string();
_is_valid = false;
display_cat.error()
<< "Failed to open SubprocessWindowBuffer's shared-memory buffer "
<< _filename << "\n";
return false;
}
if (display_cat.is_debug()) {
display_cat.debug()
<< "SubprocessWindow reading " << _filename << "\n";
}
// Create a WindowHandle for ourselves
_window_handle = NativeWindowHandle::make_subprocess(_filename);
// And tell our parent window that we're now its child.
if (_parent_window_handle != (WindowHandle *)NULL) {
_parent_window_handle->attach_child(_window_handle);
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::translate_key
// Access: Private
// Description: Converts the os-specific keycode into the appropriate
// ButtonHandle object. Also stores the corresponding
// Unicode keycode in keycode, if any; or 0 otherwise.
////////////////////////////////////////////////////////////////////
ButtonHandle SubprocessWindow::
translate_key(int &keycode, int os_code, unsigned int flags) const {
keycode = 0;
ButtonHandle nk = ButtonHandle::none();
#ifdef __APPLE__
switch ((os_code >> 8) & 0xff) {
case 0: nk = KeyboardButton::ascii_key('a'); break;
case 11: nk = KeyboardButton::ascii_key('b'); break;
case 8: nk = KeyboardButton::ascii_key('c'); break;
case 2: nk = KeyboardButton::ascii_key('d'); break;
case 14: nk = KeyboardButton::ascii_key('e'); break;
case 3: nk = KeyboardButton::ascii_key('f'); break;
case 5: nk = KeyboardButton::ascii_key('g'); break;
case 4: nk = KeyboardButton::ascii_key('h'); break;
case 34: nk = KeyboardButton::ascii_key('i'); break;
case 38: nk = KeyboardButton::ascii_key('j'); break;
case 40: nk = KeyboardButton::ascii_key('k'); break;
case 37: nk = KeyboardButton::ascii_key('l'); break;
case 46: nk = KeyboardButton::ascii_key('m'); break;
case 45: nk = KeyboardButton::ascii_key('n'); break;
case 31: nk = KeyboardButton::ascii_key('o'); break;
case 35: nk = KeyboardButton::ascii_key('p'); break;
case 12: nk = KeyboardButton::ascii_key('q'); break;
case 15: nk = KeyboardButton::ascii_key('r'); break;
case 1: nk = KeyboardButton::ascii_key('s'); break;
case 17: nk = KeyboardButton::ascii_key('t'); break;
case 32: nk = KeyboardButton::ascii_key('u'); break;
case 9: nk = KeyboardButton::ascii_key('v'); break;
case 13: nk = KeyboardButton::ascii_key('w'); break;
case 7: nk = KeyboardButton::ascii_key('x'); break;
case 16: nk = KeyboardButton::ascii_key('y'); break;
case 6: nk = KeyboardButton::ascii_key('z'); break;
// top row numbers
case 29: nk = KeyboardButton::ascii_key('0'); break;
case 18: nk = KeyboardButton::ascii_key('1'); break;
case 19: nk = KeyboardButton::ascii_key('2'); break;
case 20: nk = KeyboardButton::ascii_key('3'); break;
case 21: nk = KeyboardButton::ascii_key('4'); break;
case 23: nk = KeyboardButton::ascii_key('5'); break;
case 22: nk = KeyboardButton::ascii_key('6'); break;
case 26: nk = KeyboardButton::ascii_key('7'); break;
case 28: nk = KeyboardButton::ascii_key('8'); break;
case 25: nk = KeyboardButton::ascii_key('9'); break;
// key pad ... do they really map to the top number in panda ?
case 82: nk = KeyboardButton::ascii_key('0'); break;
case 83: nk = KeyboardButton::ascii_key('1'); break;
case 84: nk = KeyboardButton::ascii_key('2'); break;
case 85: nk = KeyboardButton::ascii_key('3'); break;
case 86: nk = KeyboardButton::ascii_key('4'); break;
case 87: nk = KeyboardButton::ascii_key('5'); break;
case 88: nk = KeyboardButton::ascii_key('6'); break;
case 89: nk = KeyboardButton::ascii_key('7'); break;
case 91: nk = KeyboardButton::ascii_key('8'); break;
case 92: nk = KeyboardButton::ascii_key('9'); break;
// case 36: nk = KeyboardButton::ret(); break; // no return in panda ???
case 49: nk = KeyboardButton::space(); break;
case 51: nk = KeyboardButton::backspace(); break;
case 48: nk = KeyboardButton::tab(); break;
case 53: nk = KeyboardButton::escape(); break;
case 76: nk = KeyboardButton::enter(); break;
case 36: nk = KeyboardButton::enter(); break;
case 123: nk = KeyboardButton::left(); break;
case 124: nk = KeyboardButton::right(); break;
case 125: nk = KeyboardButton::down(); break;
case 126: nk = KeyboardButton::up(); break;
case 116: nk = KeyboardButton::page_up(); break;
case 121: nk = KeyboardButton::page_down(); break;
case 115: nk = KeyboardButton::home(); break;
case 119: nk = KeyboardButton::end(); break;
case 114: nk = KeyboardButton::help(); break;
case 117: nk = KeyboardButton::del(); break;
// case 71: nk = KeyboardButton::num_lock() break;
case 122: nk = KeyboardButton::f1(); break;
case 120: nk = KeyboardButton::f2(); break;
case 99: nk = KeyboardButton::f3(); break;
case 118: nk = KeyboardButton::f4(); break;
case 96: nk = KeyboardButton::f5(); break;
case 97: nk = KeyboardButton::f6(); break;
case 98: nk = KeyboardButton::f7(); break;
case 100: nk = KeyboardButton::f8(); break;
case 101: nk = KeyboardButton::f9(); break;
case 109: nk = KeyboardButton::f10(); break;
case 103: nk = KeyboardButton::f11(); break;
case 111: nk = KeyboardButton::f12(); break;
case 105: nk = KeyboardButton::f13(); break;
case 107: nk = KeyboardButton::f14(); break;
case 113: nk = KeyboardButton::f15(); break;
case 106: nk = KeyboardButton::f16(); break;
// shiftable chartablet
case 50: nk = KeyboardButton::ascii_key('`'); break;
case 27: nk = KeyboardButton::ascii_key('-'); break;
case 24: nk = KeyboardButton::ascii_key('='); break;
case 33: nk = KeyboardButton::ascii_key('['); break;
case 30: nk = KeyboardButton::ascii_key(']'); break;
case 42: nk = KeyboardButton::ascii_key('\\'); break;
case 41: nk = KeyboardButton::ascii_key(';'); break;
case 39: nk = KeyboardButton::ascii_key('\''); break;
case 43: nk = KeyboardButton::ascii_key(','); break;
case 47: nk = KeyboardButton::ascii_key('.'); break;
case 44: nk = KeyboardButton::ascii_key('/'); break;
default:
// Punt.
nk = KeyboardButton::ascii_key(os_code & 0xff);
}
if (nk.has_ascii_equivalent()) {
// If we assigned an ASCII button, then get the original ASCII
// code from the event (it will include shift et al).
// TODO: is it possible to get any international characters via
// this old EventRecord interface?
keycode = os_code & 0xff;
}
#endif __APPLE__
return nk;
}
////////////////////////////////////////////////////////////////////
// Function: SubprocessWindow::transition_button
// Access: Private
// Description: Sends the appropriate up/down transition for the
// indicated modifier key, as determined implicitly from
// the flags.
////////////////////////////////////////////////////////////////////
void SubprocessWindow::
transition_button(unsigned int flags, ButtonHandle button) {
if (flags) {
_input_devices[0].button_down(button);
} else {
_input_devices[0].button_up(button);
}
}
#endif // SUPPORT_SUBPROCESS_WINDOW