open_toontown_panda3d/panda/src/tinydisplay/tinySDLGraphicsWindow.cxx

569 lines
21 KiB
C++

// Filename: tinySDLGraphicsWindow.cxx
// Created by: drose (24Apr08)
//
////////////////////////////////////////////////////////////////////
//
// 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 "pandabase.h"
#ifdef HAVE_SDL
#include "tinySDLGraphicsWindow.h"
#include "tinyGraphicsStateGuardian.h"
#include "config_tinydisplay.h"
#include "tinySDLGraphicsPipe.h"
#include "mouseButton.h"
#include "keyboardButton.h"
#include "graphicsPipe.h"
TypeHandle TinySDLGraphicsWindow::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
TinySDLGraphicsWindow::
TinySDLGraphicsWindow(GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
GraphicsWindow(pipe, name, fb_prop, win_prop, flags, gsg, host)
{
_screen = NULL;
_frame_buffer = NULL;
_pitch = 0;
update_pixel_factor();
GraphicsWindowInputDevice device =
GraphicsWindowInputDevice::pointer_and_keyboard(this, "keyboard_mouse");
add_input_device(device);
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
TinySDLGraphicsWindow::
~TinySDLGraphicsWindow() {
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 TinySDLGraphicsWindow::
begin_frame(FrameMode mode, Thread *current_thread) {
begin_frame_spam(mode);
if (_gsg == (GraphicsStateGuardian *)NULL) {
return false;
}
TinyGraphicsStateGuardian *tinygsg;
DCAST_INTO_R(tinygsg, _gsg, false);
tinygsg->_current_frame_buffer = _frame_buffer;
tinygsg->reset_if_new();
_gsg->set_current_properties(&get_fb_properties());
return _gsg->begin_frame(current_thread);
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 TinySDLGraphicsWindow::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
if (mode == FM_render) {
// end_render_texture();
copy_to_textures();
}
_gsg->end_frame(current_thread);
if (mode == FM_render) {
trigger_flip();
if (_one_shot) {
prepare_for_deletion();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 TinySDLGraphicsWindow::
begin_flip() {
int fb_xsize = get_fb_x_size();
int fb_ysize = get_fb_y_size();
if (fb_xsize == _frame_buffer->xsize) {
// No zooming is necessary--copy directly to the screen.
if (SDL_MUSTLOCK(_screen)) {
if (SDL_LockSurface(_screen) < 0) {
tinydisplay_cat.error()
<< "Can't lock screen: " << SDL_GetError() << "\n";
}
}
ZB_copyFrameBuffer(_frame_buffer, _screen->pixels, _pitch);
if (SDL_MUSTLOCK(_screen)) {
SDL_UnlockSurface(_screen);
}
} else {
// Copy to another surface, then scale it onto the screen.
SDL_Surface *temp =
SDL_CreateRGBSurfaceFrom(_frame_buffer->pbuf, _frame_buffer->xsize, _frame_buffer->ysize,
32, _frame_buffer->linesize, 0xff0000, 0x00ff00, 0x0000ff, 0xff000000);
SDL_SetAlpha(temp, SDL_RLEACCEL, 0);
SDL_BlitSurface(temp, NULL, _screen, NULL);
SDL_FreeSurface(temp);
}
SDL_Flip(_screen);
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 TinySDLGraphicsWindow::
process_events() {
GraphicsWindow::process_events();
if (_screen == NULL) {
return;
}
WindowProperties properties;
SDL_Event evt;
ButtonHandle button;
while (SDL_PollEvent(&evt)) {
switch(evt.type) {
case SDL_KEYDOWN:
if (evt.key.keysym.unicode) {
_input_devices[0].keystroke(evt.key.keysym.unicode);
}
button = get_keyboard_button(evt.key.keysym.sym);
if (button != ButtonHandle::none()) {
_input_devices[0].button_down(button);
}
break;
case SDL_KEYUP:
button = get_keyboard_button(evt.key.keysym.sym);
if (button != ButtonHandle::none()) {
_input_devices[0].button_up(button);
}
break;
case SDL_MOUSEBUTTONDOWN:
button = get_mouse_button(evt.button.button);
_input_devices[0].set_pointer_in_window(evt.button.x, evt.button.y);
_input_devices[0].button_down(button);
break;
case SDL_MOUSEBUTTONUP:
button = get_mouse_button(evt.button.button);
_input_devices[0].set_pointer_in_window(evt.button.x, evt.button.y);
_input_devices[0].button_up(button);
break;
case SDL_MOUSEMOTION:
_input_devices[0].set_pointer_in_window(evt.motion.x, evt.motion.y);
break;
case SDL_VIDEORESIZE:
properties.set_size(evt.resize.w, evt.resize.h);
system_changed_properties(properties);
_screen = SDL_SetVideoMode(_properties.get_x_size(), _properties.get_y_size(), 32, _flags);
ZB_resize(_frame_buffer, NULL, _properties.get_x_size(), _properties.get_y_size());
_pitch = _screen->pitch * 32 / _screen->format->BitsPerPixel;
break;
case SDL_QUIT:
// The window was closed by the user.
close_window();
properties.set_open(false);
system_changed_properties(properties);
break;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 return value is true if the properties are set,
// false if they are ignored. This is mainly useful for
// derived classes to implement extensions to this
// function.
////////////////////////////////////////////////////////////////////
void TinySDLGraphicsWindow::
set_properties_now(WindowProperties &properties) {
GraphicsWindow::set_properties_now(properties);
if (!properties.is_any_specified()) {
// The base class has already handled this case.
return;
}
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::supports_pixel_zoom
// Access: Published, Virtual
// Description: Returns true if a call to set_pixel_zoom() will be
// respected, false if it will be ignored. If this
// returns false, then get_pixel_factor() will always
// return 1.0, regardless of what value you specify for
// set_pixel_zoom().
//
// This may return false if the underlying renderer
// doesn't support pixel zooming, or if you have called
// this on a DisplayRegion that doesn't have both
// set_clear_color() and set_clear_depth() enabled.
////////////////////////////////////////////////////////////////////
bool TinySDLGraphicsWindow::
supports_pixel_zoom() const {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::close_window
// Access: Protected, Virtual
// Description: Closes the window right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void TinySDLGraphicsWindow::
close_window() {
GraphicsWindow::close_window();
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::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 TinySDLGraphicsWindow::
open_window() {
// GSG Creation/Initialization
TinyGraphicsStateGuardian *tinygsg;
if (_gsg == 0) {
// There is no old gsg. Create a new one.
tinygsg = new TinyGraphicsStateGuardian(_pipe, NULL);
_gsg = tinygsg;
} else {
DCAST_INTO_R(tinygsg, _gsg, false);
}
_flags = SDL_SWSURFACE;
if (_properties.get_fullscreen()) {
_flags |= SDL_FULLSCREEN;
}
if (!_properties.get_fixed_size()) {
_flags |= SDL_RESIZABLE;
}
if (_properties.get_undecorated()) {
_flags |= SDL_NOFRAME;
}
_screen = SDL_SetVideoMode(_properties.get_x_size(), _properties.get_y_size(), 32, _flags);
if (_screen == NULL) {
tinydisplay_cat.error()
<< "Video mode set failed.\n";
return false;
}
create_frame_buffer();
if (_frame_buffer == NULL) {
tinydisplay_cat.error()
<< "Could not create frame buffer.\n";
return false;
}
tinygsg->_current_frame_buffer = _frame_buffer;
// Now that we have made the context current to a window, we can
// reset the GSG state if this is the first time it has been used.
// (We can't just call reset() when we construct the GSG, because
// reset() requires having a current context.)
tinygsg->reset_if_new();
return true;
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::create_frame_buffer
// Access: Private
// Description: Creates a suitable frame buffer for the current
// window size.
////////////////////////////////////////////////////////////////////
void TinySDLGraphicsWindow::
create_frame_buffer() {
if (_frame_buffer != NULL) {
ZB_close(_frame_buffer);
_frame_buffer = NULL;
}
int mode;
switch (_screen->format->BitsPerPixel) {
case 8:
tinydisplay_cat.error()
<< "SDL Palettes are currently not supported.\n";
return;
case 16:
mode = ZB_MODE_5R6G5B;
break;
case 24:
mode = ZB_MODE_RGB24;
break;
case 32:
mode = ZB_MODE_RGBA;
break;
default:
return;
}
_frame_buffer = ZB_open(_properties.get_x_size(), _properties.get_y_size(), mode, 0, 0, 0, 0);
_pitch = _screen->pitch * 32 / _screen->format->BitsPerPixel;
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::get_keyboard_button
// Access: Private, Static
// Description: Maps from an SDL keysym to the corresponding Panda
// ButtonHandle.
////////////////////////////////////////////////////////////////////
ButtonHandle TinySDLGraphicsWindow::
get_keyboard_button(SDLKey sym) {
switch (sym) {
case SDLK_BACKSPACE: return KeyboardButton::backspace();
case SDLK_TAB: return KeyboardButton::tab();
// case SDLK_CLEAR: return KeyboardButton::clear();
case SDLK_RETURN: return KeyboardButton::enter();
// case SDLK_PAUSE: return KeyboardButton::pause();
case SDLK_ESCAPE: return KeyboardButton::escape();
case SDLK_SPACE: return KeyboardButton::space();
case SDLK_EXCLAIM: return KeyboardButton::ascii_key('!');
case SDLK_QUOTEDBL: return KeyboardButton::ascii_key('"');
case SDLK_HASH: return KeyboardButton::ascii_key('#');
case SDLK_DOLLAR: return KeyboardButton::ascii_key('$');
case SDLK_AMPERSAND: return KeyboardButton::ascii_key('&');
case SDLK_QUOTE: return KeyboardButton::ascii_key('\'');
case SDLK_LEFTPAREN: return KeyboardButton::ascii_key('(');
case SDLK_RIGHTPAREN: return KeyboardButton::ascii_key(')');
case SDLK_ASTERISK: return KeyboardButton::ascii_key('*');
case SDLK_PLUS: return KeyboardButton::ascii_key('+');
case SDLK_COMMA: return KeyboardButton::ascii_key(',');
case SDLK_MINUS: return KeyboardButton::ascii_key('-');
case SDLK_PERIOD: return KeyboardButton::ascii_key('.');
case SDLK_SLASH: return KeyboardButton::ascii_key('/');
case SDLK_0: return KeyboardButton::ascii_key('0');
case SDLK_1: return KeyboardButton::ascii_key('1');
case SDLK_2: return KeyboardButton::ascii_key('2');
case SDLK_3: return KeyboardButton::ascii_key('3');
case SDLK_4: return KeyboardButton::ascii_key('4');
case SDLK_5: return KeyboardButton::ascii_key('5');
case SDLK_6: return KeyboardButton::ascii_key('6');
case SDLK_7: return KeyboardButton::ascii_key('7');
case SDLK_8: return KeyboardButton::ascii_key('8');
case SDLK_9: return KeyboardButton::ascii_key('9');
case SDLK_COLON: return KeyboardButton::ascii_key(':');
case SDLK_SEMICOLON: return KeyboardButton::ascii_key(';');
case SDLK_LESS: return KeyboardButton::ascii_key('<');
case SDLK_EQUALS: return KeyboardButton::ascii_key('=');
case SDLK_GREATER: return KeyboardButton::ascii_key('>');
case SDLK_QUESTION: return KeyboardButton::ascii_key('?');
case SDLK_AT: return KeyboardButton::ascii_key('@');
case SDLK_LEFTBRACKET: return KeyboardButton::ascii_key('[');
case SDLK_BACKSLASH: return KeyboardButton::ascii_key('\\');
case SDLK_RIGHTBRACKET: return KeyboardButton::ascii_key(']');
case SDLK_CARET: return KeyboardButton::ascii_key('^');
case SDLK_UNDERSCORE: return KeyboardButton::ascii_key('_');
case SDLK_BACKQUOTE: return KeyboardButton::ascii_key('`');
case SDLK_a: return KeyboardButton::ascii_key('a');
case SDLK_b: return KeyboardButton::ascii_key('b');
case SDLK_c: return KeyboardButton::ascii_key('c');
case SDLK_d: return KeyboardButton::ascii_key('d');
case SDLK_e: return KeyboardButton::ascii_key('e');
case SDLK_f: return KeyboardButton::ascii_key('f');
case SDLK_g: return KeyboardButton::ascii_key('g');
case SDLK_h: return KeyboardButton::ascii_key('h');
case SDLK_i: return KeyboardButton::ascii_key('i');
case SDLK_j: return KeyboardButton::ascii_key('j');
case SDLK_k: return KeyboardButton::ascii_key('k');
case SDLK_l: return KeyboardButton::ascii_key('l');
case SDLK_m: return KeyboardButton::ascii_key('m');
case SDLK_n: return KeyboardButton::ascii_key('n');
case SDLK_o: return KeyboardButton::ascii_key('o');
case SDLK_p: return KeyboardButton::ascii_key('p');
case SDLK_q: return KeyboardButton::ascii_key('q');
case SDLK_r: return KeyboardButton::ascii_key('r');
case SDLK_s: return KeyboardButton::ascii_key('s');
case SDLK_t: return KeyboardButton::ascii_key('t');
case SDLK_u: return KeyboardButton::ascii_key('u');
case SDLK_v: return KeyboardButton::ascii_key('v');
case SDLK_w: return KeyboardButton::ascii_key('w');
case SDLK_x: return KeyboardButton::ascii_key('x');
case SDLK_y: return KeyboardButton::ascii_key('y');
case SDLK_z: return KeyboardButton::ascii_key('z');
case SDLK_DELETE: return KeyboardButton::del();
case SDLK_KP0: return KeyboardButton::ascii_key('0');
case SDLK_KP1: return KeyboardButton::ascii_key('1');
case SDLK_KP2: return KeyboardButton::ascii_key('2');
case SDLK_KP3: return KeyboardButton::ascii_key('3');
case SDLK_KP4: return KeyboardButton::ascii_key('4');
case SDLK_KP5: return KeyboardButton::ascii_key('5');
case SDLK_KP6: return KeyboardButton::ascii_key('6');
case SDLK_KP7: return KeyboardButton::ascii_key('7');
case SDLK_KP8: return KeyboardButton::ascii_key('8');
case SDLK_KP9: return KeyboardButton::ascii_key('9');
case SDLK_KP_PERIOD: return KeyboardButton::ascii_key('.');
case SDLK_KP_DIVIDE: return KeyboardButton::ascii_key('/');
case SDLK_KP_MULTIPLY: return KeyboardButton::ascii_key('*');
case SDLK_KP_MINUS: return KeyboardButton::ascii_key('-');
case SDLK_KP_PLUS: return KeyboardButton::ascii_key('+');
case SDLK_KP_ENTER: return KeyboardButton::enter();
case SDLK_KP_EQUALS: return KeyboardButton::ascii_key('=');
case SDLK_UP: return KeyboardButton::up();
case SDLK_DOWN: return KeyboardButton::down();
case SDLK_RIGHT: return KeyboardButton::right();
case SDLK_LEFT: return KeyboardButton::left();
case SDLK_INSERT: return KeyboardButton::insert();
case SDLK_HOME: return KeyboardButton::home();
case SDLK_END: return KeyboardButton::end();
case SDLK_PAGEUP: return KeyboardButton::page_up();
case SDLK_PAGEDOWN: return KeyboardButton::page_down();
case SDLK_F1: return KeyboardButton::f1();
case SDLK_F2: return KeyboardButton::f2();
case SDLK_F3: return KeyboardButton::f3();
case SDLK_F4: return KeyboardButton::f4();
case SDLK_F5: return KeyboardButton::f5();
case SDLK_F6: return KeyboardButton::f6();
case SDLK_F7: return KeyboardButton::f7();
case SDLK_F8: return KeyboardButton::f8();
case SDLK_F9: return KeyboardButton::f9();
case SDLK_F10: return KeyboardButton::f10();
case SDLK_F11: return KeyboardButton::f11();
case SDLK_F12: return KeyboardButton::f12();
case SDLK_F13: return KeyboardButton::f13();
case SDLK_F14: return KeyboardButton::f14();
case SDLK_F15: return KeyboardButton::f15();
// case SDLK_NUMLOCK: return KeyboardButton::numlock();
// case SDLK_CAPSLOCK: return KeyboardButton::capslock();
// case SDLK_SCROLLOCK: return KeyboardButton::scrollock();
case SDLK_RSHIFT: return KeyboardButton::rshift();
case SDLK_LSHIFT: return KeyboardButton::lshift();
case SDLK_RCTRL: return KeyboardButton::rcontrol();
case SDLK_LCTRL: return KeyboardButton::lcontrol();
case SDLK_RALT: return KeyboardButton::ralt();
case SDLK_LALT: return KeyboardButton::lalt();
case SDLK_RMETA: return KeyboardButton::ralt();
case SDLK_LMETA: return KeyboardButton::lalt();
// case SDLK_LSUPER: return KeyboardButton::left();
// case SDLK_RSUPER: return KeyboardButton::right();
// case SDLK_MODE: return KeyboardButton::mode();
case SDLK_HELP: return KeyboardButton::help();
// case SDLK_PRINT: return KeyboardButton::print-screen();
// case SDLK_SYSREQ: return KeyboardButton::SysRq();
// case SDLK_BREAK: return KeyboardButton::break();
// case SDLK_MENU: return KeyboardButton::menu();
// case SDLK_POWER: return KeyboardButton::power();
// case SDLK_EURO: return KeyboardButton::euro();
}
tinydisplay_cat.info()
<< "unhandled keyboard button " << sym << "\n";
return ButtonHandle::none();
}
////////////////////////////////////////////////////////////////////
// Function: TinySDLGraphicsWindow::get_mouse_button
// Access: Private, Static
// Description: Maps from an SDL mouse button index to the
// corresponding Panda ButtonHandle.
////////////////////////////////////////////////////////////////////
ButtonHandle TinySDLGraphicsWindow::
get_mouse_button(Uint8 button) {
switch (button) {
case SDL_BUTTON_LEFT:
return MouseButton::one();
case SDL_BUTTON_MIDDLE:
return MouseButton::two();
case SDL_BUTTON_RIGHT:
return MouseButton::three();
case SDL_BUTTON_WHEELUP:
return MouseButton::wheel_up();
case SDL_BUTTON_WHEELDOWN:
return MouseButton::wheel_down();
}
tinydisplay_cat.info()
<< "unhandled mouse button " << button << "\n";
return ButtonHandle::none();
}
#endif // HAVE_SDL