2c6856d660
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15673 a95241bf-73f2-0310-859d-f6bbb57e9c96
228 lines
8.4 KiB
C++
228 lines
8.4 KiB
C++
/*******************************************************************************
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/
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/ File: WindowScreen.h
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/
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/ Description: Client window class for direct screen access.
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/
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/ Copyright 1993-98, Be Incorporated, All Rights Reserved.
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/
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*******************************************************************************/
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#ifndef _WINDOW_SCREEN_H
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#define _WINDOW_SCREEN_H
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#include <BeBuild.h>
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#include <Window.h>
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#include <SupportDefs.h>
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#include <OS.h>
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#include <kernel/image.h>
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#include <GraphicsCard.h>
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#include <Accelerant.h>
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/* private struct */
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typedef struct {
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area_id memory_area;
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area_id io_area;
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char addon_path[64+B_FILE_NAME_LENGTH];
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} _direct_screen_info_;
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/* private typedef */
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typedef int32 (*_add_on_control_)(uint32,void *);
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/* Global function, allowing to move the position of the mouse when the GameKit is in
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control of the screen. */
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_IMPEXP_GAME
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void set_mouse_position(int32 x, int32 y);
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/********************** WARNING - WARNING - WARNING ***********************************
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This is the current version of WindowScreen. The main purpose of this object is to
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establish a direct connexion between application and graphic driver, to increase
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efficiency and abilities. The graphic driver architecture will overcome serious
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changes in the next release, consequently this could only be a preview version of
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the real WindowScreen API.
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Nevertheless, compatibility will be insure in future releases FOR MOST OF THE API,
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through the use of a compatibility library (the new game library having a name
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different from "libgame.so"), or a compatibility class (the new WindowScreen class
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using a different name). Part of the API for which compatibility will not be insure
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after the Preview Release are specifically pointed out in the following declarations.
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****************************************************************************************/
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enum {
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B_ENABLE_VIEW_DRAWING = 0x0001,
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B_ENABLE_DEBUGGER = 0x0002
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};
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class BWindowScreen : public BWindow {
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public:
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BWindowScreen(const char *title, uint32 space, status_t *error,
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bool debug_enable = false);
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BWindowScreen(const char *title, uint32 space, uint32 attributes,
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status_t *error);
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virtual ~BWindowScreen();
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virtual void Quit();
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virtual void ScreenConnected(bool active);
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void Disconnect();
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virtual void WindowActivated(bool active);
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virtual void WorkspaceActivated(int32 ws, bool state);
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virtual void ScreenChanged(BRect screen_size, color_space depth);
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virtual void Hide();
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virtual void Show();
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void SetColorList(rgb_color *list,int32 first_index = 0,int32 last_index = 255);
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status_t SetSpace(uint32 space);
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bool CanControlFrameBuffer();
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status_t SetFrameBuffer(int32 width, int32 height);
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status_t MoveDisplayArea(int32 x, int32 y);
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void *IOBase(); // Not supported anymore. It always returns NULL
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rgb_color *ColorList();
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frame_buffer_info *FrameBufferInfo();
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graphics_card_hook CardHookAt(int32 index);
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graphics_card_info *CardInfo();
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/******************************* Debugger API Notice ********************************
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Those three calls, and the debug_enable flag in the constructor, have been added to
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help debugging a WindowScreen application without a cross-developement platform or
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the use of serial debug output.
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To use them, you need to :
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- enable the debug mode by setting the debug_enable flag of the constructor to "true".
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- register all threads that could be accessing the screen directly at any time. To do
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that, call RegisterThread after spawning the new thread and before resuming
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it (you should never draw from the Window thread itself, neither register it).
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- launch your application from Terminal. The GameKit will first swicth to another
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workspace before opening the WindowScreen. If you launch from workspace 0 [Alt-F1],
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it will choose the workspace 1 [Alt-F2]. For any other workspace, it will choose
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the previous one (for example, for workspace 3 (Alt-F4), it will choose workspace 2
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[Alt-F3]).
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Then :
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- You can use printf(...) anywhere to display informations that will be logged in the
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Terminal window. You can go back to the Terminal Window at any time (using the
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correct Alt-F?? key). Switching workspace will automatically suspend all the thread
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you registered and save the graphic context. Switching back to the WindowScreen
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workspace will restore everything and resume your application.
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- If you need to save and restore more states when your application is suspended and
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resumed, you can overwrite the ForceSwitchForDebug() method. This function is called
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with active == true just after suspending your app, and active == false just before
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resuming it.
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- You can suspend your application by calling the Debugger() method. This will also
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switch to the Terminal workspace. Then you can resume by just switchng back to the
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WindowScreen workspace (using the good Alt-F?? key). It's better not to call Debugger()
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with the WindowScreen locked.
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In case of crash :
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- Use the safety short-cut : All the left modifiers (Ctrl, Shift, Option, Command, Alt
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or equivalents) of your keyboard and F12. That should send you back to 640x480, and
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the debugger terminal should be visible (and usable) if any.
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- Then, you can also switch to your Terminal workspace to check the last printf infos.
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- After you got (we hope) more information about your (or our :-) bug, quit the debugger
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window. Then you should be able to change your code and run your application again.
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In any case, check the Error() function immediately after the WindowScreen constructor.
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A bad error code will mean that the GameKit is in a inconsistent state, and then you
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have better to reboot your machine. If you don't wnat to reboot, you can also try to
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run your application in a different workspace.
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It's far to be perfect, but we hope it will still help.
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The Debug API will not be support after the Preview Release (replaced by the debug
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API in the new WindowScreen class).
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***************************************************************************************/
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void RegisterThread(thread_id id);
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virtual void SuspensionHook(bool active);
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void Suspend(char *label);
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virtual status_t Perform(perform_code d, void *arg);
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private:
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typedef BWindow inherited;
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virtual void _ReservedWindowScreen1();
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virtual void _ReservedWindowScreen2();
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virtual void _ReservedWindowScreen3();
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virtual void _ReservedWindowScreen4();
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BWindowScreen();
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BWindowScreen(BWindowScreen &);
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BWindowScreen &operator=(BWindowScreen &);
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char _unused;
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char space_mode;
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bool direct_enable;
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bool fWorkState;
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bool fWindowState;
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bool fActivateState;
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int32 fLockState;
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int32 fScreenIndex;
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display_mode *fOldDisplayMode;
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display_mode *fDisplayMode;
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uint32 space0;
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sem_id fActivateSem;
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sem_id fDebugSem;
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image_id fAddonImage;
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rgb_color fColorList[256];
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GetAccelerantHook fGetAccelerantHook;
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graphics_card_info fCardInfo;
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graphics_card_hook hooks[B_HOOK_COUNT];
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_direct_screen_info_ info;
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frame_buffer_info fFrameBufferInfo;
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char *fDebugBuffer;
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bool fDebugState;
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bool fDebugFirst;
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int32 fDebugListCount;
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int32 fDebugWorkspace;
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thread_id *fDebugList;
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uint32 fAttributes;
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uint32 fModeCount;
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display_mode *fModeList;
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engine_token *fEngineToken;
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wait_engine_idle m_wei;
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acquire_engine m_ae;
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release_engine m_re;
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fill_rectangle fill_rect;
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screen_to_screen_blit blit_rect;
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screen_to_screen_transparent_blit trans_blit_rect;
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screen_to_screen_scaled_filtered_blit scaled_filtered_blit_rect;
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uint32 _reserved_[24];
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static BRect CalcFrame(int32 index, int32 space, display_mode *dmode);
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status_t InitData(uint32 space, uint32 attributes);
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status_t SetActiveState(int32 state);
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status_t SetupAccelerantHooks(bool enable);
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status_t GetCardInfo();
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void Suspend();
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void Resume();
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status_t GetModeFromSpace(uint32 space, display_mode *dmode);
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status_t InitClone();
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status_t AssertDisplayMode(display_mode *dmode);
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};
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#endif
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