haiku/headers/os/game/WindowScreen.h
ejakowatz 52a3801208 It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
2002-07-09 12:24:59 +00:00

174 lines
7.6 KiB
C++

/*****************************************************************************/
// WindowScreen.h
//
// This is a "client window class for direct screen access."
//
//
// Copyright (c) 2001 OpenBeOS Project
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
/*****************************************************************************/
#ifndef GAME_KIT_WINDOW_SCREEN
#define GAME_KIT_WINDOW_SCREEN
#include <kernel/image.h>
#include <Accelerant.h>
#include <BeBuild.h>
#include <GraphicsCard.h>
#include <OS.h>
#include <SupportDefs.h>
#include <Window.h>
// Private struct.
typedef struct
{
area_id memory_area;
area_id io_area;
char addon_path[64+B_FILE_NAME_LENGTH];
} _direct_screen_info_;
// Private typedef.
typedef int32 (*_add_on_control_)( uint32,void* );
// Global function, allowing to move the position of the mouse when
// the GameKit is in control of the screen.
_IMPEXP_GAME void set_mouse_position( int32 x, int32 y );
//********************* WARNING - WARNING - WARNING ***********************************
// This is the current version of WindowScreen. The main purpose of this object is to
// establish a direct connexion between application and graphic driver, to increase
// efficiency and abilities. The graphic driver architecture will overcome serious
// changes in the next release, consequently this could only be a preview version of
// the real WindowScreen API.
//
// Question - is what follows below still true?
// Answer - to be determined.
//
// "Nevertheless, compatibility will be insured in future releases FOR MOST OF THE API,
// through the use of a compatibility library (the new game library having a name
// different from "libgame.so"), or a compatibility class (the new WindowScreen class
// using a different name). Part of the API for which compatibility will not be insure
// after the Preview Release are specifically pointed out in the following declarations."
//***************************************************************************************
enum
{
B_ENABLE_VIEW_DRAWING = 0x0001,
B_ENABLE_DEBUGGER = 0x0002
};
class BWindowScreen : public BWindow
{
public:
BWindowScreen( const char* pTitle, uint32 space, status_t* pError,
bool debug_enable = false );
BWindowScreen( const char *pTitle, uint32 space, uint32 attributes,
status_t* pError );
virtual ~BWindowScreen();
virtual void Quit();
virtual void ScreenConnected( bool active );
void Disconnect();
virtual void WindowActivated( bool active );
virtual void WorkspaceActivated( int32 workspace, bool state );
virtual void ScreenChanged( BRect screen_size, color_space depth );
virtual void Hide();
virtual void Show();
void SetColorList( rgb_color* pList, int32 first_index = 0, int32 last_index = 255 );
status_t SetSpace( uint32 space );
bool CanControlFrameBuffer();
status_t SetFrameBuffer( int32 width, int32 height );
status_t MoveDisplayArea( int32 x, int32 y );
// IOBase will not be supported in a future compatibility version of
// WindowScreen. Its features should be replaced by other functions
// of the new API.
void *IOBase();
rgb_color* ColorList();
frame_buffer_info* FrameBufferInfo();
graphics_card_hook CardHookAt( int32 index );
graphics_card_info* CardInfo();
//******************************* Debugger API Notice ********************************
// Those three calls, and the debug_enable flag in the constructor, have been added to
// help debugging a WindowScreen application without a cross-developement platform or
// the use of serial debug output.
//
// To use them, you need to :
// - enable the debug mode by setting the debug_enable flag of the constructor to "true".
// - register all threads that could be accessing the screen directly at any time. To do
// that, call RegisterThread after spawning the new thread and before resuming
// it (you should never draw from the Window thread itself, neither register it).
// - launch your application from Terminal. The GameKit will first swicth to another
// workspace before opening the WindowScreen. If you launch from workspace 0 [Alt-F1],
// it will choose the workspace 1 [Alt-F2]. For any other workspace, it will choose
// the previous one (for example, for workspace 3 (Alt-F4), it will choose workspace 2
// [Alt-F3]).
//
// Then :
// - You can use printf(...) anywhere to display informations that will be logged in the
// Terminal window. You can go back to the Terminal Window at any time (using the
// correct Alt-F?? key). Switching workspace will automatically suspend all the thread
// you registered and save the graphic context. Switching back to the WindowScreen
// workspace will restore everything and resume your application.
// - If you need to save and restore more states when your application is suspended and
// resumed, you can overwrite the ForceSwitchForDebug() method. This function is called
// with active == true just after suspending your app, and active == false just before
// resuming it.
// - You can suspend your application by calling the Debugger() method. This will also
// switch to the Terminal workspace. Then you can resume by just switchng back to the
// WindowScreen workspace (using the good Alt-F?? key). It's better not to call Debugger()
// with the WindowScreen locked.
//
// In case of crash :
// - Use the safety short-cut : All the left modifiers (Ctrl, Shift, Option, Command, Alt
// or equivalents) of your keyboard and F12. That should send you back to 640x480, and
// the debugger terminal should be visible (and usable) if any.
// - Then, you can also switch to your Terminal workspace to check the last printf infos.
// - After you got (we hope) more information about your (or our :-) bug, quit the debugger
// window. Then you should be able to change your code and run your application again.
// In any case, check the Error() function immediately after the WindowScreen constructor.
// A bad error code will mean that the GameKit is in a inconsistent state, and then you
// have better to reboot your machine. If you don't want to reboot, you can also try to
// run your application in a different workspace.
//
// It's far from perfect, but we hope it will still help.
//
// The Debug API will not be support after the Preview Release (replaced by the debug
// API in the new WindowScreen class).
//**************************************************************************************
void RegisterThread( thread_id id );
virtual void SuspensionHook( bool active );
void Suspend( char* pLabel );
virtual status_t Perform( perform_code d, void* pArg );
private:
BWindowScreen();
BWindowScreen( BWindowScreen& );
BWindowScreen& operator=( BWindowScreen& );
};
#endif // GAME_KIT_WINDOW_SCREEN