Cleaned up a bit PageFlipper sources.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@19112 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -1,6 +1,6 @@
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SubDir HAIKU_TOP src tests kits game page_flipper ;
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SimpleTest page_flipper
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SimpleTest PageFlipper
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: page_flip.cpp
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: game be root
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;
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@ -13,215 +13,263 @@ typedef long (*sync_hook)();
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class NApplication:public BApplication {
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public:
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NApplication();
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bool is_quitting; // So that the WindowScreen knows what
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NApplication();
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bool is_quitting; // So that the WindowScreen knows what
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// to do when disconnected.
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private:
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bool QuitRequested();
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void ReadyToRun();
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bool QuitRequested();
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void ReadyToRun();
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};
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class NWindowScreen:public BWindowScreen {
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public:
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NWindowScreen(status_t*);
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NWindowScreen(status_t*);
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private:
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void ScreenConnected(bool);
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long MyCode();
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static long Entry(void*);
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thread_id tid;
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sem_id sem;
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area_id area;
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uint8* save_buffer;
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uint8* frame_buffer;
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ulong line_length;
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bool thread_is_locked; // small hack to allow to quit the
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// app from ScreenConnected()
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blit_hook blit; // hooks to the graphics driver functions
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sync_hook sync;
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void ScreenConnected(bool);
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int32 DrawingCode();
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static int32 Entry(void*);
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thread_id fThreadId;
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sem_id fSem;
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area_id fArea;
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uint8* fSaveBuffer;
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uint8* fFrameBuffer;
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ulong fLineLength;
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bool fThreadIsLocked; // small hack to allow to quit the
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// app from ScreenConnected()
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blit_hook fBlitHook; // hooks to the graphics driver functions
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sync_hook fSyncHook;
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};
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int main(int, char**) {
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NApplication app;
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int
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main()
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{
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NApplication app;
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}
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NApplication::NApplication()
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:BApplication("application/x-vnd.Be-sample-jbq1") {
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Run(); // see you in ReadyToRun()
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:BApplication("application/x-vnd.Be-sample-jbq1")
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{
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Run(); // see you in ReadyToRun()
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}
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void NApplication::ReadyToRun() {
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status_t ret=B_ERROR;
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is_quitting=false;
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NWindowScreen* ws=new NWindowScreen(&ret);
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// exit if constructing the WindowScreen failed.
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if ((ws==NULL)||(ret<B_OK))
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PostMessage(B_QUIT_REQUESTED);
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void
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NApplication::ReadyToRun()
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{
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status_t ret = B_ERROR;
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is_quitting = false;
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NWindowScreen* windowScreen = new NWindowScreen(&ret);
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// exit if constructing the WindowScreen failed.
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if (windowScreen == NULL || ret < B_OK)
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PostMessage(B_QUIT_REQUESTED);
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}
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bool NApplication::QuitRequested() {
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is_quitting=true;
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return true;
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bool
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NApplication::QuitRequested()
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{
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is_quitting = true;
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return true;
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}
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NWindowScreen::NWindowScreen(status_t* ret)
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:BWindowScreen("Example",B_8_BIT_640x480,ret) {
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thread_is_locked=true;
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tid=0;
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if (*ret==B_OK) {
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// this semaphore controls the access to the WindowScreen
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sem=create_sem(0,"WindowScreen Access");
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// this area is used to save the whole framebuffer when
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// switching workspaces. (better than malloc()).
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area=create_area("save",(void**)&save_buffer,B_ANY_ADDRESS
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,640*2048,B_NO_LOCK,B_READ_AREA|B_WRITE_AREA);
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// exit if an error occured.
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if ((sem<B_OK)||(area<B_OK)) *ret=B_ERROR;
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else Show(); // let's go. See you in ScreenConnected.
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}
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:
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BWindowScreen("Example", B_8_BIT_640x480, ret),
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fThreadId(-1),
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fSem(-1),
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fArea(-1),
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fSaveBuffer(NULL),
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fFrameBuffer(NULL),
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fLineLength(0),
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fThreadIsLocked(true),
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fBlitHook(NULL),
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fSyncHook(NULL)
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{
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if (*ret < B_OK)
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return;
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// this semaphore controls the access to the WindowScreen
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fSem = create_sem(0, "WindowScreen Access");
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if (fSem < B_OK) {
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*ret = fSem;
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return;
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}
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// this area is used to save the whole framebuffer when
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// switching workspaces. (better than malloc()).
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fArea = create_area("save", (void**)&fSaveBuffer, B_ANY_ADDRESS,
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640 * 2048, B_NO_LOCK, B_READ_AREA|B_WRITE_AREA);
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if (fArea < B_OK) {
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*ret = fArea;
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delete_sem(fSem);
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fSem = -1;
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return;
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}
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Show(); // let's go. See you in ScreenConnected.
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}
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void NWindowScreen::ScreenConnected(bool connected) {
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if (connected) {
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if ((SetSpace(B_8_BIT_640x480)<B_OK)
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||(SetFrameBuffer(640,2048)<B_OK)) {
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// properly set the framebuffer. exit if an error occurs.
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be_app->PostMessage(B_QUIT_REQUESTED);
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return;
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}
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// get the hardware acceleration hooks. get them each time
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// the WindowScreen is connected, because of multiple
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// monitor support
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blit=(blit_hook)CardHookAt(7);
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sync=(sync_hook)CardHookAt(10);
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// cannot work with no hardware blitting
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if (blit==NULL) {
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be_app->PostMessage(B_QUIT_REQUESTED);
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return;
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}
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// get the framebuffer-related info, each time the
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// WindowScreen is connected (multiple monitor)
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frame_buffer=(uint8*)(CardInfo()->frame_buffer);
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line_length=FrameBufferInfo()->bytes_per_row;
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if (tid==0) {
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// clean the framebuffer
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memset(frame_buffer,0,2048*line_length);
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// spawn the rendering thread. exit if an error occurs.
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if (((tid=spawn_thread(Entry,"rendering thread",
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B_URGENT_DISPLAY_PRIORITY,this))<B_OK)
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||(resume_thread(tid)<B_OK))
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be_app->PostMessage(B_QUIT_REQUESTED);
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} else for (int y=0;y<2048;y++)
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// restore the framebuffer when switching back from
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// another workspace.
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memcpy(frame_buffer+y*line_length,
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save_buffer+640*y,640);
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// set our color list.
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rgb_color palette[256];
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for (int i=0;i<128;i++) {
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rgb_color c1={i*2,i*2,i*2};
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rgb_color c2={127+i,2*i,254};
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palette[i]=c1;
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palette[i+128]=c2;
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}
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SetColorList(palette);
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// allow the rendering thread to run.
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thread_is_locked=false;
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release_sem(sem);
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} else {
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// block the rendering thread.
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if (!thread_is_locked) {
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acquire_sem(sem);
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thread_is_locked=true;
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}
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// kill the rendering and clean up when quitting
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if ((((NApplication*)be_app)->is_quitting)) {
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status_t ret;
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kill_thread(tid);
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wait_for_thread(tid,&ret);
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delete_sem(sem);
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delete_area(area);
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} else {
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// set the color list black so that the screen doesn't seem
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// to freeze while saving the framebuffer
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rgb_color c={0,0,0};
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rgb_color palette[256];
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for (int i=0;i<256;i++)
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palette[i]=c;
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SetColorList(palette);
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// save the framebuffer
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for (int y=0;y<2048;y++)
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memcpy(save_buffer+640*y,
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frame_buffer+y*line_length,640);
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}
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}
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void
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NWindowScreen::ScreenConnected(bool connected)
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{
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if (connected) {
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if (SetSpace(B_8_BIT_640x480) < B_OK || SetFrameBuffer(640, 2048) < B_OK) {
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// properly set the framebuffer. exit if an error occurs.
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be_app->PostMessage(B_QUIT_REQUESTED);
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return;
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}
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// get the hardware acceleration hooks. get them each time
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// the WindowScreen is connected, because of multiple
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// monitor support
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fBlitHook = (blit_hook)CardHookAt(7);
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fSyncHook = (sync_hook)CardHookAt(10);
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// cannot work with no hardware blitting
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if (fBlitHook == NULL) {
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be_app->PostMessage(B_QUIT_REQUESTED);
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return;
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}
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// get the framebuffer-related info, each time the
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// WindowScreen is connected (multiple monitor)
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fFrameBuffer = (uint8 *)(CardInfo()->frame_buffer);
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fLineLength = FrameBufferInfo()->bytes_per_row;
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if (fThreadId == 0) {
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// clean the framebuffer
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memset(fFrameBuffer, 0, 2048 * fLineLength);
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// spawn the rendering thread. exit if an error occurs.
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fThreadId = spawn_thread(Entry, "rendering thread", B_URGENT_DISPLAY_PRIORITY, this);
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if (fThreadId < B_OK || resume_thread(fThreadId) < B_OK)
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be_app->PostMessage(B_QUIT_REQUESTED);
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} else {
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for (int y = 0; y < 2048; y++) {
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// restore the framebuffer when switching back from
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// another workspace.
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memcpy(fFrameBuffer + y * fLineLength, fSaveBuffer + 640 * y, 640);
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}
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}
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// set our color list.
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rgb_color palette[256];
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for (int i = 0; i < 128; i++) {
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rgb_color c1 = {i * 2, i * 2, i * 2};
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rgb_color c2 = {127 + i, 2 * i, 254};
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palette[i] = c1;
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palette[i + 128] = c2;
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}
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SetColorList(palette);
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// allow the rendering thread to run.
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fThreadIsLocked = false;
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release_sem(fSem);
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} else {
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// block the rendering thread.
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if (!fThreadIsLocked) {
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acquire_sem(fSem);
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fThreadIsLocked = true;
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}
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// kill the rendering and clean up when quitting
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if ((((NApplication*)be_app)->is_quitting)) {
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status_t ret;
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kill_thread(fThreadId);
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wait_for_thread(fThreadId, &ret);
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delete_sem(fSem);
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delete_area(fArea);
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} else {
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// set the color list black so that the screen doesn't seem
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// to freeze while saving the framebuffer
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rgb_color c = { 0, 0, 0 };
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rgb_color palette[256];
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for (int i = 0; i < 256; i++)
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palette[i] = c;
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SetColorList(palette);
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// save the framebuffer
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for (int y = 0; y < 2048; y++)
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memcpy(fSaveBuffer + 640 * y, fFrameBuffer + y * fLineLength, 640);
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}
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}
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}
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long NWindowScreen::Entry(void* p) {
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return ((NWindowScreen*)p)->MyCode();
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int32
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NWindowScreen::Entry(void* castToThis)
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{
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return ((NWindowScreen *)castToThis)->DrawingCode();
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}
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long NWindowScreen::MyCode() {
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// gain access to the framebuffer before writing to it.
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acquire_sem(sem);
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int32
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NWindowScreen::DrawingCode()
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{
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// gain access to the framebuffer before writing to it.
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for (int j=1440;j<2048;j++) {
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for (int i=0;i<640;i++) {
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// draw the backgroud ripple pattern
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float val=63.99*(1+cos(2*M_PI*((i-320)*(i-320)
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+(j-1744)*(j-1744))/1216));
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frame_buffer[i+line_length*j]=int(val);
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}
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}
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ulong numframe=0;
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bigtime_t trgt=0;
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ulong y_origin;
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uint8* current_frame;
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while(true) {
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// the framebuffer coordinates of the next frame
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y_origin=480*(numframe%3);
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// and a pointer to it
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current_frame=frame_buffer+y_origin*line_length;
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// copy the background
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int ytop=numframe%608,ybot=ytop+479;
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if (ybot<608) {
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blit(0,1440+ytop,0,y_origin,639,479);
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} else {
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blit(0,1440+ytop,0,y_origin,639,1086-ybot);
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blit(0,1440,0,y_origin+1087-ybot,639,ybot-608);
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}
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// calculate the circle position. doing such calculations
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// between blit() and sync() is a good idea.
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uint32 x=(uint32)(287.99*(1+sin(numframe/72.)));
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uint32 y=(uint32)(207.99*(1+sin(numframe/52.)));
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if (sync) sync();
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// draw the circle
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for (int j=0;j<64;j++) {
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for (int i=0;i<64;i++) {
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if ((i-31)*(i-32)+(j-31)*(j-32)<=1024)
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current_frame[x+i+line_length*(y+j)]+=128;
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}
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}
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// release the semaphore while waiting. gotta release it
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// at some point or nasty things will happen!
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release_sem(sem);
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// try to sync with the vertical retrace
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if (BScreen(this).WaitForRetrace()!=B_OK) {
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// we're doing some triple buffering. unwanted things would
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// happen if we rendered more pictures than the card can
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// display. we here make sure not to render more than 55.5
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// pictures per second if the card does not support retrace
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// syncing
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if (system_time()<trgt) snooze(trgt-system_time());
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trgt=system_time()+18000;
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}
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// acquire the semaphore back before talking to the driver
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acquire_sem(sem);
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// do the page-flipping
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MoveDisplayArea(0,y_origin);
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// and go to the next frame!
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numframe++;
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}
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return 0;
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}
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acquire_sem(fSem);
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for (int j = 1440; j < 2048; j++) {
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for (int i; i < 640; i++) {
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// draw the backgroud ripple pattern
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float val=63.99*(1+cos(2*M_PI*((i-320)*(i-320)+(j-1744)*(j-1744))/1216));
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fFrameBuffer[i + fLineLength*j]=int(val);
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}
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}
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ulong numframe = 0;
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bigtime_t trgt = 0;
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ulong y_origin;
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uint8* current_frame;
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while (true) {
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// the framebuffer coordinates of the next frame
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y_origin = 480 * (numframe % 3);
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// and a pointer to it
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current_frame = fFrameBuffer + y_origin * fLineLength;
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// copy the background
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int ytop = numframe % 608, ybot = ytop + 479;
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if (ybot < 608) {
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fBlitHook(0,1440+ytop,0,y_origin,639,479);
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} else {
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fBlitHook(0,1440+ytop,0,y_origin,639,1086-ybot);
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fBlitHook(0,1440,0,y_origin+1087-ybot,639,ybot-608);
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}
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// calculate the circle position. doing such calculations
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// between blit() and sync() is a good idea.
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uint32 x=(uint32)(287.99*(1+sin(numframe/72.)));
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uint32 y=(uint32)(207.99*(1+sin(numframe/52.)));
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if (fSyncHook)
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fSyncHook();
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// draw the circle
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for (int j = 0; j < 64; j++) {
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for (int i = 0; i < 64; i++) {
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if ((i-31)*(i-32)+(j-31)*(j-32)<=1024)
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current_frame[x + i + fLineLength * (y + j)] += 128;
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}
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}
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// release the semaphore while waiting. gotta release it
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// at some point or nasty things will happen!
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release_sem(fSem);
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// try to sync with the vertical retrace
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if (BScreen(this).WaitForRetrace() != B_OK) {
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// we're doing some triple buffering. unwanted things would
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// happen if we rendered more pictures than the card can
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// display. we here make sure not to render more than 55.5
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// pictures per second if the card does not support retrace
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// syncing
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if (system_time() < trgt)
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snooze(trgt - system_time());
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trgt = system_time() + 18000;
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}
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// acquire the semaphore back before talking to the driver
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acquire_sem(fSem);
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// do the page-flipping
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MoveDisplayArea(0, y_origin);
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// and go to the next frame!
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numframe++;
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}
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return 0;
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}
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