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git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
174 lines
7.6 KiB
C++
174 lines
7.6 KiB
C++
/*****************************************************************************/
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// WindowScreen.h
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//
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// This is a "client window class for direct screen access."
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//
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//
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// Copyright (c) 2001 OpenBeOS Project
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included
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// in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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/*****************************************************************************/
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#ifndef GAME_KIT_WINDOW_SCREEN
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#define GAME_KIT_WINDOW_SCREEN
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#include <kernel/image.h>
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#include <Accelerant.h>
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#include <BeBuild.h>
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#include <GraphicsCard.h>
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#include <OS.h>
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#include <SupportDefs.h>
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#include <Window.h>
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// Private struct.
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typedef struct
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{
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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
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// the GameKit is in control of the screen.
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_IMPEXP_GAME 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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//
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// Question - is what follows below still true?
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// Answer - to be determined.
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//
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// "Nevertheless, compatibility will be insured 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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{
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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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{
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public:
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BWindowScreen( const char* pTitle, uint32 space, status_t* pError,
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bool debug_enable = false );
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BWindowScreen( const char *pTitle, uint32 space, uint32 attributes,
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status_t* pError );
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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 workspace, 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* pList, 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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// IOBase will not be supported in a future compatibility version of
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// WindowScreen. Its features should be replaced by other functions
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// of the new API.
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void *IOBase();
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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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//
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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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//
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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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//
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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 want to reboot, you can also try to
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// run your application in a different workspace.
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//
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// It's far from perfect, but we hope it will still help.
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//
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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* pLabel );
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virtual status_t Perform( perform_code d, void* pArg );
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private:
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BWindowScreen();
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BWindowScreen( BWindowScreen& );
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BWindowScreen& operator=( BWindowScreen& );
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};
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#endif // GAME_KIT_WINDOW_SCREEN
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