e9438a8659
and xserver)...
193 lines
4.7 KiB
C++
193 lines
4.7 KiB
C++
/*******************************************************************************
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/
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/ File: GLView.h
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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 BGLVIEW_H
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#define BGLVIEW_H
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#include <GL/gl.h>
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#define BGL_RGB 0
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#define BGL_INDEX 1
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#define BGL_SINGLE 0
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#define BGL_DOUBLE 2
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#define BGL_DIRECT 0
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#define BGL_INDIRECT 4
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#define BGL_ACCUM 8
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#define BGL_ALPHA 16
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#define BGL_DEPTH 32
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#define BGL_OVERLAY 64
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#define BGL_UNDERLAY 128
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#define BGL_STENCIL 512
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#ifdef __cplusplus
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#include <AppKit.h>
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#include <interface/Window.h>
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#include <interface/View.h>
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#include <interface/Bitmap.h>
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#include <game/WindowScreen.h>
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#include <game/DirectWindow.h>
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class BGLView : public BView {
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public:
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BGLView(BRect rect, char *name,
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ulong resizingMode, ulong mode,
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ulong options);
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virtual ~BGLView();
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void LockGL();
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void UnlockGL();
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void SwapBuffers();
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void SwapBuffers( bool vSync );
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BView * EmbeddedView();
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status_t CopyPixelsOut(BPoint source, BBitmap *dest);
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status_t CopyPixelsIn(BBitmap *source, BPoint dest);
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virtual void ErrorCallback(unsigned long errorCode); // Mesa's GLenum is uint where Be's ones was ulong!
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virtual void Draw(BRect updateRect);
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virtual void AttachedToWindow();
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virtual void AllAttached();
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virtual void DetachedFromWindow();
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virtual void AllDetached();
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virtual void FrameResized(float width, float height);
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virtual status_t Perform(perform_code d, void *arg);
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/* The public methods below, for the moment,
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are just pass-throughs to BView */
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virtual status_t Archive(BMessage *data, bool deep = true) const;
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virtual void MessageReceived(BMessage *msg);
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virtual void SetResizingMode(uint32 mode);
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virtual void Show();
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virtual void Hide();
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virtual BHandler *ResolveSpecifier(BMessage *msg, int32 index,
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BMessage *specifier, int32 form,
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const char *property);
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virtual status_t GetSupportedSuites(BMessage *data);
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/* New public functions */
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void DirectConnected( direct_buffer_info *info );
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void EnableDirectMode( bool enabled );
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void * getGC() { return m_gc; }
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private:
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virtual void _ReservedGLView1();
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virtual void _ReservedGLView2();
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virtual void _ReservedGLView3();
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virtual void _ReservedGLView4();
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virtual void _ReservedGLView5();
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virtual void _ReservedGLView6();
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virtual void _ReservedGLView7();
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virtual void _ReservedGLView8();
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BGLView(const BGLView &);
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BGLView &operator=(const BGLView &);
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void dither_front();
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bool confirm_dither();
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void draw(BRect r);
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void * m_gc;
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uint32 m_options;
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uint32 m_ditherCount;
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BLocker m_drawLock;
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BLocker m_displayLock;
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void * m_clip_info;
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void * _Unused1;
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BBitmap * m_ditherMap;
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BRect m_bounds;
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int16 * m_errorBuffer[2];
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uint64 _reserved[8];
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/* Direct Window stuff */
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private:
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void drawScanline( int x1, int x2, int y, void *data );
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static void scanlineHandler(struct rasStateRec *state, GLint x1, GLint x2);
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void lock_draw();
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void unlock_draw();
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bool validateView();
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};
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class BGLScreen : public BWindowScreen {
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public:
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BGLScreen(char *name,
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ulong screenMode, ulong options,
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status_t *error, bool debug=false);
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~BGLScreen();
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void LockGL();
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void UnlockGL();
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void SwapBuffers();
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virtual void ErrorCallback(GLenum errorCode);
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virtual void ScreenConnected(bool connected);
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virtual void FrameResized(float width, float height);
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virtual status_t Perform(perform_code d, void *arg);
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/* The public methods below, for the moment,
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are just pass-throughs to BWindowScreen */
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virtual status_t Archive(BMessage *data, bool deep = true) const;
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virtual void MessageReceived(BMessage *msg);
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virtual void Show();
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virtual void Hide();
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virtual BHandler *ResolveSpecifier(BMessage *msg,
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int32 index,
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BMessage *specifier,
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int32 form,
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const char *property);
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virtual status_t GetSupportedSuites(BMessage *data);
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private:
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virtual void _ReservedGLScreen1();
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virtual void _ReservedGLScreen2();
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virtual void _ReservedGLScreen3();
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virtual void _ReservedGLScreen4();
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virtual void _ReservedGLScreen5();
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virtual void _ReservedGLScreen6();
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virtual void _ReservedGLScreen7();
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virtual void _ReservedGLScreen8();
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BGLScreen(const BGLScreen &);
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BGLScreen &operator=(const BGLScreen &);
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void * m_gc;
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long m_options;
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BLocker m_drawLock;
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int32 m_colorSpace;
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uint32 m_screen_mode;
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uint64 _reserved[7];
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};
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#endif // __cplusplus
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#endif // BGLVIEW_H
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