open_toontown_panda3d/panda/src/glxdisplay/glxGraphicsWindow.cxx

1189 lines
38 KiB
C++

// Filename: glxGraphicsWindow.cxx
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "glxGraphicsWindow.h"
#include "glxGraphicsStateGuardian.h"
#include "config_glxdisplay.h"
#include "glxGraphicsPipe.h"
#include "graphicsPipe.h"
#include "keyboardButton.h"
#include "mouseButton.h"
#include "glgsg.h"
#include "clockObject.h"
#include "pStatTimer.h"
#include "textEncoder.h"
#include "throw_event.h"
#include <errno.h>
#include <sys/time.h>
#include <X11/keysym.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
TypeHandle glxGraphicsWindow::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
glxGraphicsWindow::
glxGraphicsWindow(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
const string &name) :
GraphicsWindow(pipe, gsg, name)
{
glxGraphicsPipe *glx_pipe;
DCAST_INTO_V(glx_pipe, _pipe);
_display = glx_pipe->get_display();
_screen = glx_pipe->get_screen();
_xwindow = (Window)NULL;
_ic = (XIC)NULL;
_awaiting_configure = false;
_wm_delete_window = glx_pipe->_wm_delete_window;
_net_wm_window_type = glx_pipe->_net_wm_window_type;
_net_wm_window_type_splash = glx_pipe->_net_wm_window_type_splash;
_net_wm_window_type_fullscreen = glx_pipe->_net_wm_window_type_fullscreen;
GraphicsWindowInputDevice device =
GraphicsWindowInputDevice::pointer_and_keyboard("keyboard/mouse");
_input_devices.push_back(device);
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
glxGraphicsWindow::
~glxGraphicsWindow() {
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::move_pointer
// Access: Published, Virtual
// Description: Forces the pointer to the indicated position within
// the window, if possible.
//
// Returns true if successful, false on failure. This
// may fail if the mouse is not currently within the
// window, or if the API doesn't support this operation.
////////////////////////////////////////////////////////////////////
bool glxGraphicsWindow::
move_pointer(int device, int x, int y) {
// Note: this is not thread-safe; it should be called only from App.
// Probably not an issue.
nassertr(device == 0, false);
if (!_properties.get_foreground() ||
!_input_devices[0].get_pointer().get_in_window()) {
// If the window doesn't have input focus, or the mouse isn't
// currently within the window, forget it.
return false;
}
XWarpPointer(_display, None, _xwindow, 0, 0, 0, 0, x, y);
_input_devices[0].set_pointer_in_window(x, y);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::make_context
// Access: Public, Virtual
// Description: If _needs_context is true, this will be called
// in the draw thread prior to rendering into the
// window. It should attempt to create a graphics
// context, and return true if successful, false
// otherwise. If it returns false the window will be
// considered failed.
////////////////////////////////////////////////////////////////////
bool glxGraphicsWindow::
make_context() {
PStatTimer timer(_make_current_pcollector);
glxGraphicsStateGuardian *glxgsg;
DCAST_INTO_R(glxgsg, _gsg, false);
glXMakeCurrent(_display, _xwindow, glxgsg->_context);
_needs_context = false;
// 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.)
glxgsg->reset_if_new();
return glxgsg->is_valid();
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::make_current
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// during begin_frame() to ensure the graphics context
// is ready for drawing.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
make_current() {
PStatTimer timer(_make_current_pcollector);
glxGraphicsStateGuardian *glxgsg;
DCAST_INTO_V(glxgsg, _gsg);
glXMakeCurrent(_display, _xwindow, glxgsg->_context);
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::release_gsg
// Access: Public
// Description: Releases the current GSG pointer, if it is currently
// held, and resets the GSG to NULL. The window will be
// permanently unable to render; this is normally called
// only just before destroying the window. This should
// only be called from within the draw thread.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
release_gsg() {
glXMakeCurrent(_display, None, NULL);
GraphicsWindow::release_gsg();
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::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 glxGraphicsWindow::
begin_frame() {
if (_awaiting_configure) {
// Don't attempt to draw while we have just reconfigured the
// window and we haven't got the notification back yet.
return false;
}
return GraphicsWindow::begin_frame();
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::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 glxGraphicsWindow::
begin_flip() {
if (_gsg != (GraphicsStateGuardian *)NULL) {
// It doesn't appear to be necessary to ensure the graphics
// context is current before flipping the windows, and insisting
// on doing so can be a significant performance hit.
//make_current();
glXSwapBuffers(_display, _xwindow);
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::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 glxGraphicsWindow::
process_events() {
GraphicsWindow::process_events();
if (_xwindow == (Window)0) {
return;
}
XEvent event;
XKeyEvent keyrelease_event;
bool got_keyrelease_event = false;
while (XCheckIfEvent(_display, &event, check_event, (char *)this)) {
if (XFilterEvent(&event, None)) {
continue;
}
if (got_keyrelease_event) {
// If a keyrelease event is immediately followed by a matching
// keypress event, that's just key repeat and we should treat
// the two events accordingly. It would be nice if X provided a
// way to differentiate between keyrepeat and explicit
// keypresses more generally.
got_keyrelease_event = false;
if (event.type == KeyPress &&
event.xkey.keycode == keyrelease_event.keycode &&
(event.xkey.time - keyrelease_event.time <= 1)) {
// In particular, we only generate down messages for the
// repeated keys, not down-and-up messages.
handle_keystroke(event.xkey);
// We thought about not generating the keypress event, but we
// need that repeat for backspace. Rethink later.
handle_keypress(event.xkey);
continue;
} else {
// This keyrelease event is not immediately followed by a
// matching keypress event, so it's a genuine release.
handle_keyrelease(keyrelease_event);
}
}
WindowProperties properties;
ButtonHandle button;
switch (event.type) {
case ReparentNotify:
break;
case ConfigureNotify:
_awaiting_configure = false;
if (_properties.get_fixed_size()) {
// If the window properties indicate a fixed size only, undo
// any attempt by the user to change them. In X, there
// doesn't appear to be a way to universally disallow this
// directly (although we do set the min_size and max_size to
// the same value, which seems to work for most window
// managers.)
WindowProperties current_props = get_properties();
if (event.xconfigure.width != current_props.get_x_size() ||
event.xconfigure.height != current_props.get_y_size()) {
XWindowChanges changes;
changes.width = current_props.get_x_size();
changes.height = current_props.get_y_size();
int value_mask = (CWWidth | CWHeight);
XConfigureWindow(_display, _xwindow, value_mask, &changes);
}
} else {
// A normal window may be resized by the user at will.
properties.set_size(event.xconfigure.width, event.xconfigure.height);
system_changed_properties(properties);
}
break;
case ButtonPress:
// This refers to the mouse buttons.
button = MouseButton::button(event.xbutton.button - 1);
_input_devices[0].set_pointer_in_window(event.xbutton.x, event.xbutton.y);
_input_devices[0].button_down(button);
break;
case ButtonRelease:
button = MouseButton::button(event.xbutton.button - 1);
_input_devices[0].set_pointer_in_window(event.xbutton.x, event.xbutton.y);
_input_devices[0].button_up(button);
break;
case MotionNotify:
_input_devices[0].set_pointer_in_window(event.xmotion.x, event.xmotion.y);
break;
case KeyPress:
handle_keystroke(event.xkey);
handle_keypress(event.xkey);
break;
case KeyRelease:
// The KeyRelease can't be processed immediately, because we
// have to check first if it's immediately followed by a
// matching KeyPress event.
keyrelease_event = event.xkey;
got_keyrelease_event = true;
break;
case EnterNotify:
_input_devices[0].set_pointer_in_window(event.xcrossing.x, event.xcrossing.y);
break;
case LeaveNotify:
_input_devices[0].set_pointer_out_of_window();
break;
case FocusIn:
properties.set_foreground(true);
system_changed_properties(properties);
break;
case FocusOut:
properties.set_foreground(false);
system_changed_properties(properties);
break;
case UnmapNotify:
properties.set_minimized(true);
system_changed_properties(properties);
break;
case MapNotify:
properties.set_minimized(false);
system_changed_properties(properties);
break;
case ClientMessage:
if ((Atom)(event.xclient.data.l[0]) == _wm_delete_window) {
// This is a message from the window manager indicating that
// the user has requested to close the window.
string close_request_event = get_close_request_event();
if (!close_request_event.empty()) {
// In this case, the app has indicated a desire to intercept
// the request and process it directly.
throw_event(close_request_event);
} else {
// In this case, the default case, the app does not intend
// to service the request, so we do by closing the window.
// TODO: don't call release_gsg() in the window thread.
release_gsg();
close_window();
properties.set_open(false);
system_changed_properties(properties);
}
}
break;
case DestroyNotify:
// Apparently, we never get a DestroyNotify on a toplevel
// window. Instead, we rely on hints from the window manager
// (see above).
glxdisplay_cat.info()
<< "DestroyNotify\n";
break;
default:
glxdisplay_cat.error()
<< "unhandled X event type " << event.type << "\n";
}
}
if (got_keyrelease_event) {
// This keyrelease event is not immediately followed by a
// matching keypress event, so it's a genuine release.
handle_keyrelease(keyrelease_event);
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::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 glxGraphicsWindow::
set_properties_now(WindowProperties &properties) {
GraphicsWindow::set_properties_now(properties);
if (!properties.is_any_specified()) {
// The base class has already handled this case.
return;
}
// The window is already open; we are limited to what we can change
// on the fly.
glxGraphicsPipe *glx_pipe;
DCAST_INTO_V(glx_pipe, _pipe);
// The window title may be changed by issuing another hint request.
// Assume this will be honored.
if (properties.has_title()) {
WindowProperties wm_properties;
wm_properties.set_title(properties.get_title());
_properties.set_title(properties.get_title());
set_wm_properties(wm_properties);
properties.clear_title();
}
// The size and position of an already-open window are changed via
// explicit X calls. These may still get intercepted by the window
// manager. Rather than changing _properties immediately, we'll
// wait for the ConfigureNotify message to come back.
XWindowChanges changes;
int value_mask = 0;
if (properties.has_origin()) {
changes.x = properties.get_x_origin();
changes.y = properties.get_y_origin();
value_mask |= (CWX | CWY);
properties.clear_origin();
}
if (properties.has_size()) {
changes.width = properties.get_x_size();
changes.height = properties.get_y_size();
value_mask |= (CWWidth | CWHeight);
properties.clear_size();
}
if (value_mask != 0) {
XConfigureWindow(_display, _xwindow, value_mask, &changes);
// Don't draw anything until this is done reconfiguring.
_awaiting_configure = true;
}
// We hide the cursor by setting it to an invisible pixmap.
if (properties.has_cursor_hidden()) {
_properties.set_cursor_hidden(properties.get_cursor_hidden());
if (properties.get_cursor_hidden()) {
XDefineCursor(_display, _xwindow, glx_pipe->get_hidden_cursor());
} else {
XDefineCursor(_display, _xwindow, None);
}
properties.clear_cursor_hidden();
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::close_window
// Access: Protected, Virtual
// Description: Closes the window right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
close_window() {
if (_ic != (XIC)NULL) {
XDestroyIC(_ic);
_ic = (XIC)NULL;
}
if (_xwindow != (Window)NULL) {
XDestroyWindow(_display, _xwindow);
_xwindow = (Window)NULL;
// This may be necessary if we just closed the last X window in an
// application, so the server hears the close request.
XFlush(_display);
}
GraphicsWindow::close_window();
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::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 glxGraphicsWindow::
open_window() {
glxGraphicsPipe *glx_pipe;
DCAST_INTO_R(glx_pipe, _pipe, false);
glxGraphicsStateGuardian *glxgsg;
DCAST_INTO_R(glxgsg, _gsg, false);
XVisualInfo *visual_info = glxgsg->_visual;
if (visual_info == NULL) {
// No X visual for this fbconfig; how can we open the window?
glxdisplay_cat.error()
<< "Cannot open window without an X visual.\n";
return false;
}
Visual *visual = visual_info->visual;
int depth = visual_info->depth;
if (!_properties.has_origin()) {
_properties.set_origin(0, 0);
}
if (!_properties.has_size()) {
_properties.set_size(100, 100);
}
Window root_window = glx_pipe->get_root();
#ifdef HAVE_GLXFBCONFIG
if (glxgsg->_fbconfig != None) {
setup_colormap(glxgsg->_fbconfig);
} else {
setup_colormap(visual_info);
}
#else
setup_colormap(visual_info);
#endif // HAVE_GLXFBCONFIG
_event_mask =
ButtonPressMask | ButtonReleaseMask |
KeyPressMask | KeyReleaseMask |
EnterWindowMask | LeaveWindowMask |
PointerMotionMask |
FocusChangeMask |
StructureNotifyMask;
// Initialize window attributes
XSetWindowAttributes wa;
wa.background_pixel = XBlackPixel(_display, _screen);
wa.border_pixel = 0;
wa.colormap = _colormap;
wa.event_mask = _event_mask;
unsigned long attrib_mask =
CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
_xwindow = XCreateWindow
(_display, root_window,
_properties.get_x_origin(), _properties.get_y_origin(),
_properties.get_x_size(), _properties.get_y_size(),
0, depth, InputOutput, visual, attrib_mask, &wa);
if (_xwindow == (Window)0) {
glxdisplay_cat.error()
<< "failed to create X window.\n";
return false;
}
set_wm_properties(_properties);
// We don't specify any fancy properties of the XIC. It would be
// nicer if we could support fancy IM's that want preedit callbacks,
// etc., but that can wait until we have an X server that actually
// supports these to test it on.
_ic = XCreateIC
(glx_pipe->get_im(),
XNInputStyle, XIMPreeditNothing | XIMStatusNothing,
NULL);
if (_ic == (XIC)NULL) {
glxdisplay_cat.warning()
<< "Couldn't create input context.\n";
}
if (_properties.get_cursor_hidden()) {
XDefineCursor(_display, _xwindow, glx_pipe->get_hidden_cursor());
}
XMapWindow(_display, _xwindow);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::set_wm_properties
// Access: Private
// Description: Asks the window manager to set the appropriate
// properties. In X, these properties cannot be
// specified directly by the application; they must be
// requested via the window manager, which may or may
// not choose to honor the request.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
set_wm_properties(const WindowProperties &properties) {
// Name the window if there is a name
XTextProperty window_name;
XTextProperty *window_name_p = (XTextProperty *)NULL;
if (properties.has_title()) {
char *name = (char *)properties.get_title().c_str();
if (XStringListToTextProperty(&name, 1, &window_name) != 0) {
window_name_p = &window_name;
}
}
// The size hints request a window of a particular size and/or a
// particular placement onscreen.
XSizeHints *size_hints_p = NULL;
if (properties.has_origin() || properties.has_size()) {
size_hints_p = XAllocSizeHints();
if (size_hints_p != (XSizeHints *)NULL) {
if (properties.has_origin()) {
size_hints_p->x = properties.get_x_origin();
size_hints_p->y = properties.get_y_origin();
size_hints_p->flags |= USPosition;
}
if (properties.has_size()) {
size_hints_p->width = properties.get_x_size();
size_hints_p->height = properties.get_y_size();
size_hints_p->flags |= USSize;
if (properties.has_fixed_size()) {
size_hints_p->min_width = properties.get_x_size();
size_hints_p->min_height = properties.get_y_size();
size_hints_p->max_width = properties.get_x_size();
size_hints_p->max_height = properties.get_y_size();
size_hints_p->flags |= (PMinSize | PMaxSize);
}
}
}
}
// The window manager hints include requests to the window manager
// other than those specific to window geometry.
XWMHints *wm_hints_p = NULL;
wm_hints_p = XAllocWMHints();
if (wm_hints_p != (XWMHints *)NULL) {
if (properties.has_minimized() && properties.get_minimized()) {
wm_hints_p->initial_state = IconicState;
} else {
wm_hints_p->initial_state = NormalState;
}
wm_hints_p->flags = StateHint;
}
// If we asked for a window without a border, there's no excellent
// way to arrange that. For users whose window managers follow the
// EWMH specification, we can ask for a "splash" screen, which is
// usually undecorated. It's not exactly right, but the spec
// doesn't give us an exactly-right option.
// For other users, we'll totally punt and just set the window's
// Class to "Undecorated", and let the user configure his/her window
// manager not to put a border around windows of this class.
XClassHint *class_hints_p = NULL;
if (properties.get_undecorated()) {
class_hints_p = XAllocClassHint();
class_hints_p->res_class = "Undecorated";
long data[2];
data[0] = _net_wm_window_type_splash;
data[1] = None;
XChangeProperty(_display, _xwindow, _net_wm_window_type,
XA_ATOM, 32, PropModeReplace,
(unsigned char *)data, 1);
}
if (properties.get_fullscreen()) {
// For a "fullscreen" request, we pass this through, hoping the
// window manager will support EWMH.
long data[2];
data[0] = _net_wm_window_type_fullscreen;
data[1] = None;
XChangeProperty(_display, _xwindow, _net_wm_window_type,
XA_ATOM, 32, PropModeReplace,
(unsigned char *)data, 1);
}
XSetWMProperties(_display, _xwindow, window_name_p, window_name_p,
NULL, 0, size_hints_p, wm_hints_p, class_hints_p);
if (size_hints_p != (XSizeHints *)NULL) {
XFree(size_hints_p);
}
if (wm_hints_p != (XWMHints *)NULL) {
XFree(wm_hints_p);
}
if (class_hints_p != (XClassHint *)NULL) {
XFree(class_hints_p);
}
// Also, indicate to the window manager that we'd like to get a
// chance to close our windows cleanly, rather than being rudely
// disconnected from the X server if the user requests a window
// close.
Atom protocols[] = {
_wm_delete_window,
};
XSetWMProtocols(_display, _xwindow, protocols,
sizeof(protocols) / sizeof(Atom));
}
#ifdef HAVE_GLXFBCONFIG
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::setup_colormap
// Access: Private
// Description: Allocates a colormap appropriate to the fbconfig and
// stores in in the _colormap method.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
setup_colormap(GLXFBConfig fbconfig) {
XVisualInfo *visual_info = glXGetVisualFromFBConfig(_display, fbconfig);
if (visual_info == NULL) {
// No X visual; no need to set up a colormap.
return;
}
int visual_class = visual_info->c_class;
Visual *visual = visual_info->visual;
XFree(visual_info);
glxGraphicsPipe *glx_pipe;
DCAST_INTO_V(glx_pipe, _pipe);
Window root_window = glx_pipe->get_root();
int rc, is_rgb;
switch (visual_class) {
case PseudoColor:
rc = glXGetFBConfigAttrib(_display, fbconfig, GLX_RGBA, &is_rgb);
if (rc == 0 && is_rgb) {
glxdisplay_cat.warning()
<< "mesa pseudocolor not supported.\n";
// this is a terrible terrible hack, but it seems to work
_colormap = (Colormap)0;
} else {
_colormap = XCreateColormap(_display, root_window,
visual, AllocAll);
}
break;
case TrueColor:
case DirectColor:
_colormap = XCreateColormap(_display, root_window,
visual, AllocNone);
break;
case StaticColor:
case StaticGray:
case GrayScale:
_colormap = XCreateColormap(_display, root_window,
visual, AllocNone);
break;
default:
glxdisplay_cat.error()
<< "Could not allocate a colormap for visual class "
<< visual_class << ".\n";
break;
}
}
#endif // HAVE_GLXFBCONFIG
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::setup_colormap
// Access: Private
// Description: Allocates a colormap appropriate to the visual and
// stores in in the _colormap method.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
setup_colormap(XVisualInfo *visual) {
glxGraphicsPipe *glx_pipe;
DCAST_INTO_V(glx_pipe, _pipe);
Window root_window = glx_pipe->get_root();
int visual_class = visual->c_class;
int rc, is_rgb;
switch (visual_class) {
case PseudoColor:
rc = glXGetConfig(_display, visual, GLX_RGBA, &is_rgb);
if (rc == 0 && is_rgb) {
glxdisplay_cat.warning()
<< "mesa pseudocolor not supported.\n";
// this is a terrible terrible hack, but it seems to work
_colormap = (Colormap)0;
} else {
_colormap = XCreateColormap(_display, root_window,
visual->visual, AllocAll);
}
break;
case TrueColor:
case DirectColor:
_colormap = XCreateColormap(_display, root_window,
visual->visual, AllocNone);
break;
case StaticColor:
case StaticGray:
case GrayScale:
_colormap = XCreateColormap(_display, root_window,
visual->visual, AllocNone);
break;
default:
glxdisplay_cat.error()
<< "Could not allocate a colormap for visual class "
<< visual_class << ".\n";
break;
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::handle_keystroke
// Access: Private
// Description: Generates a keystroke corresponding to the indicated
// X KeyPress event.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
handle_keystroke(XKeyEvent &event) {
_input_devices[0].set_pointer_in_window(event.x, event.y);
// First, get the keystroke as a wide-character sequence.
static const int buffer_size = 256;
wchar_t buffer[buffer_size];
Status status;
int len = XwcLookupString(_ic, &event, buffer, buffer_size, NULL,
&status);
if (status == XBufferOverflow) {
glxdisplay_cat.error()
<< "Overflowed input buffer.\n";
}
// Now each of the returned wide characters represents a
// keystroke.
for (int i = 0; i < len; i++) {
_input_devices[0].keystroke(buffer[i]);
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::handle_keypress
// Access: Private
// Description: Generates a keypress corresponding to the indicated
// X KeyPress event.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
handle_keypress(XKeyEvent &event) {
_input_devices[0].set_pointer_in_window(event.x, event.y);
// Now get the raw unshifted button.
ButtonHandle button = get_button(&event);
if (button != ButtonHandle::none()) {
_input_devices[0].button_down(button);
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::handle_keyrelease
// Access: Private
// Description: Generates a keyrelease corresponding to the indicated
// X KeyRelease event.
////////////////////////////////////////////////////////////////////
void glxGraphicsWindow::
handle_keyrelease(XKeyEvent &event) {
_input_devices[0].set_pointer_in_window(event.x, event.y);
// Now get the raw unshifted button.
ButtonHandle button = get_button(&event);
if (button != ButtonHandle::none()) {
_input_devices[0].button_up(button);
}
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::get_button
// Access: Private
// Description: Returns the Panda ButtonHandle corresponding to the
// keyboard button indicated by the given key event.
////////////////////////////////////////////////////////////////////
ButtonHandle glxGraphicsWindow::
get_button(XKeyEvent *key_event) {
KeySym key = XLookupKeysym(key_event, 0);
switch (key) {
case XK_BackSpace:
return KeyboardButton::backspace();
case XK_Tab:
return KeyboardButton::tab();
case XK_Return:
return KeyboardButton::enter();
case XK_Escape:
return KeyboardButton::escape();
case XK_space:
return KeyboardButton::space();
case XK_exclam:
return KeyboardButton::ascii_key('!');
case XK_quotedbl:
return KeyboardButton::ascii_key('"');
case XK_numbersign:
return KeyboardButton::ascii_key('#');
case XK_dollar:
return KeyboardButton::ascii_key('$');
case XK_percent:
return KeyboardButton::ascii_key('%');
case XK_ampersand:
return KeyboardButton::ascii_key('&');
case XK_apostrophe: // == XK_quoteright
return KeyboardButton::ascii_key('\'');
case XK_parenleft:
return KeyboardButton::ascii_key('(');
case XK_parenright:
return KeyboardButton::ascii_key(')');
case XK_asterisk:
return KeyboardButton::ascii_key('*');
case XK_plus:
return KeyboardButton::ascii_key('+');
case XK_comma:
return KeyboardButton::ascii_key(',');
case XK_minus:
return KeyboardButton::ascii_key('-');
case XK_period:
return KeyboardButton::ascii_key('.');
case XK_slash:
return KeyboardButton::ascii_key('/');
case XK_0:
return KeyboardButton::ascii_key('0');
case XK_1:
return KeyboardButton::ascii_key('1');
case XK_2:
return KeyboardButton::ascii_key('2');
case XK_3:
return KeyboardButton::ascii_key('3');
case XK_4:
return KeyboardButton::ascii_key('4');
case XK_5:
return KeyboardButton::ascii_key('5');
case XK_6:
return KeyboardButton::ascii_key('6');
case XK_7:
return KeyboardButton::ascii_key('7');
case XK_8:
return KeyboardButton::ascii_key('8');
case XK_9:
return KeyboardButton::ascii_key('9');
case XK_colon:
return KeyboardButton::ascii_key(':');
case XK_semicolon:
return KeyboardButton::ascii_key(';');
case XK_less:
return KeyboardButton::ascii_key('<');
case XK_equal:
return KeyboardButton::ascii_key('=');
case XK_greater:
return KeyboardButton::ascii_key('>');
case XK_question:
return KeyboardButton::ascii_key('?');
case XK_at:
return KeyboardButton::ascii_key('@');
case XK_A:
return KeyboardButton::ascii_key('A');
case XK_B:
return KeyboardButton::ascii_key('B');
case XK_C:
return KeyboardButton::ascii_key('C');
case XK_D:
return KeyboardButton::ascii_key('D');
case XK_E:
return KeyboardButton::ascii_key('E');
case XK_F:
return KeyboardButton::ascii_key('F');
case XK_G:
return KeyboardButton::ascii_key('G');
case XK_H:
return KeyboardButton::ascii_key('H');
case XK_I:
return KeyboardButton::ascii_key('I');
case XK_J:
return KeyboardButton::ascii_key('J');
case XK_K:
return KeyboardButton::ascii_key('K');
case XK_L:
return KeyboardButton::ascii_key('L');
case XK_M:
return KeyboardButton::ascii_key('M');
case XK_N:
return KeyboardButton::ascii_key('N');
case XK_O:
return KeyboardButton::ascii_key('O');
case XK_P:
return KeyboardButton::ascii_key('P');
case XK_Q:
return KeyboardButton::ascii_key('Q');
case XK_R:
return KeyboardButton::ascii_key('R');
case XK_S:
return KeyboardButton::ascii_key('S');
case XK_T:
return KeyboardButton::ascii_key('T');
case XK_U:
return KeyboardButton::ascii_key('U');
case XK_V:
return KeyboardButton::ascii_key('V');
case XK_W:
return KeyboardButton::ascii_key('W');
case XK_X:
return KeyboardButton::ascii_key('X');
case XK_Y:
return KeyboardButton::ascii_key('Y');
case XK_Z:
return KeyboardButton::ascii_key('Z');
case XK_bracketleft:
return KeyboardButton::ascii_key('[');
case XK_backslash:
return KeyboardButton::ascii_key('\\');
case XK_bracketright:
return KeyboardButton::ascii_key(']');
case XK_asciicircum:
return KeyboardButton::ascii_key('^');
case XK_underscore:
return KeyboardButton::ascii_key('_');
case XK_grave: // == XK_quoteleft
return KeyboardButton::ascii_key('`');
case XK_a:
return KeyboardButton::ascii_key('a');
case XK_b:
return KeyboardButton::ascii_key('b');
case XK_c:
return KeyboardButton::ascii_key('c');
case XK_d:
return KeyboardButton::ascii_key('d');
case XK_e:
return KeyboardButton::ascii_key('e');
case XK_f:
return KeyboardButton::ascii_key('f');
case XK_g:
return KeyboardButton::ascii_key('g');
case XK_h:
return KeyboardButton::ascii_key('h');
case XK_i:
return KeyboardButton::ascii_key('i');
case XK_j:
return KeyboardButton::ascii_key('j');
case XK_k:
return KeyboardButton::ascii_key('k');
case XK_l:
return KeyboardButton::ascii_key('l');
case XK_m:
return KeyboardButton::ascii_key('m');
case XK_n:
return KeyboardButton::ascii_key('n');
case XK_o:
return KeyboardButton::ascii_key('o');
case XK_p:
return KeyboardButton::ascii_key('p');
case XK_q:
return KeyboardButton::ascii_key('q');
case XK_r:
return KeyboardButton::ascii_key('r');
case XK_s:
return KeyboardButton::ascii_key('s');
case XK_t:
return KeyboardButton::ascii_key('t');
case XK_u:
return KeyboardButton::ascii_key('u');
case XK_v:
return KeyboardButton::ascii_key('v');
case XK_w:
return KeyboardButton::ascii_key('w');
case XK_x:
return KeyboardButton::ascii_key('x');
case XK_y:
return KeyboardButton::ascii_key('y');
case XK_z:
return KeyboardButton::ascii_key('z');
case XK_braceleft:
return KeyboardButton::ascii_key('{');
case XK_bar:
return KeyboardButton::ascii_key('|');
case XK_braceright:
return KeyboardButton::ascii_key('}');
case XK_asciitilde:
return KeyboardButton::ascii_key('~');
case XK_F1:
return KeyboardButton::f1();
case XK_F2:
return KeyboardButton::f2();
case XK_F3:
return KeyboardButton::f3();
case XK_F4:
return KeyboardButton::f4();
case XK_F5:
return KeyboardButton::f5();
case XK_F6:
return KeyboardButton::f6();
case XK_F7:
return KeyboardButton::f7();
case XK_F8:
return KeyboardButton::f8();
case XK_F9:
return KeyboardButton::f9();
case XK_F10:
return KeyboardButton::f10();
case XK_F11:
return KeyboardButton::f11();
case XK_F12:
return KeyboardButton::f12();
case XK_KP_Left:
case XK_Left:
return KeyboardButton::left();
case XK_KP_Up:
case XK_Up:
return KeyboardButton::up();
case XK_KP_Right:
case XK_Right:
return KeyboardButton::right();
case XK_KP_Down:
case XK_Down:
return KeyboardButton::down();
case XK_KP_Prior:
case XK_Prior:
return KeyboardButton::page_up();
case XK_KP_Next:
case XK_Next:
return KeyboardButton::page_down();
case XK_KP_Home:
case XK_Home:
return KeyboardButton::home();
case XK_KP_End:
case XK_End:
return KeyboardButton::end();
case XK_KP_Insert:
case XK_Insert:
return KeyboardButton::insert();
case XK_KP_Delete:
case XK_Delete:
return KeyboardButton::del();
case XK_Shift_L:
case XK_Shift_R:
return KeyboardButton::shift();
case XK_Control_L:
case XK_Control_R:
return KeyboardButton::control();
case XK_Alt_L:
case XK_Alt_R:
return KeyboardButton::alt();
case XK_Meta_L:
case XK_Meta_R:
return KeyboardButton::meta();
case XK_Caps_Lock:
return KeyboardButton::caps_lock();
case XK_Shift_Lock:
return KeyboardButton::shift_lock();
}
return ButtonHandle::none();
}
////////////////////////////////////////////////////////////////////
// Function: glxGraphicsWindow::check_event
// Access: Private, Static
// Description: This function is used as a predicate to
// XCheckIfEvent() to determine if the indicated queued
// X event is relevant and should be returned to this
// window.
////////////////////////////////////////////////////////////////////
Bool glxGraphicsWindow::
check_event(Display *display, XEvent *event, char *arg) {
const glxGraphicsWindow *self = (glxGraphicsWindow *)arg;
// We accept any event that is sent to our window.
return (event->xany.window == self->_xwindow);
}