diff options
Diffstat (limited to 'source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp')
-rw-r--r-- | source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp b/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp new file mode 100644 index 00000000000..56b1340eb92 --- /dev/null +++ b/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp @@ -0,0 +1,307 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + */ + +#include <assert.h> +#include <unistd.h> + +#include "GPU_Engine.h" + +#include "GPC_MouseDevice.h" + +#include "GPU_Canvas.h" +#include "GPU_KeyboardDevice.h" +#include "GPU_System.h" + +#include "BLI_blenlib.h" +#include "BLO_readfile.h" + +#include "SND_DeviceManager.h" + +#include "NG_NetworkScene.h" +#include "NG_LoopBackNetworkDeviceInterface.h" +#include "SND_DeviceManager.h" +#include "KX_BlenderSceneConverter.h" +#include "SM_Scene.h" +#include "KX_KetsjiEngine.h" + +#include "GPC_RenderTools.h" +#include "GPC_RawImage.h" + + +void Redraw(GPU_Engine *engine); // -the- redraw function + +// callback functions +/* +void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch); + +void KeyDownCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); +void KeyUpCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); + +void ButtonPressReleaseCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); +void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); + +void TimeOutCallback(XtPointer closure, XtIntervalId *id); +*/ + +GPU_Engine::GPU_Engine(char *customLoadingAnimationURL, + int foregroundColor, int backgroundColor, int frameRate) : + GPC_Engine(customLoadingAnimationURL, foregroundColor, backgroundColor, + frameRate), m_timerTimeOutMsecs(10) +{ +} + + +GPU_Engine::~GPU_Engine() +{ +} + +/* +bool GPU_Engine::Initialize(Display *display, Window window, int width, int height) +{ + SND_DeviceManager::Subscribe(); + m_audiodevice = SND_DeviceManager::Instance(); + + m_keyboarddev = new GPU_KeyboardDevice(); + m_mousedev = new GPC_MouseDevice(); + + // constructor only initializes data + // m_canvas = new GPU_Canvas(display, window, width, height); + //m_canvas->Init(); // create the actual visual and rendering context + //cout << "GPU_Canvas created and initialized, m_canvas " << m_canvas << endl; + //AddEventHandlers(); // done here (in GPU_Engine) since the event handlers need access to 'this', ie the engine + + // put the Blender logo in the topleft corner + if(m_BlenderLogo != 0) + // adding a banner automatically enables them + m_BlenderLogoId = m_canvas->AddBanner(m_BlenderLogo->Width(), m_BlenderLogo->Height(), + m_BlenderLogo->Width(), m_BlenderLogo->Height(), + m_BlenderLogo->Data(), GPC_Canvas::alignTopLeft); + + // put the Blender3D logo in the bottom right corner + if(m_Blender3DLogo != 0) + // adding a banner automatically enables them + m_Blender3DLogoId = m_canvas->AddBanner(m_Blender3DLogo->Width(), m_Blender3DLogo->Height(), + m_Blender3DLogo->Width(), m_Blender3DLogo->Height(), + m_Blender3DLogo->Data(), GPC_Canvas::alignTopLeft); + +#if 0 + // put the NaN logo in the bottom right corner + if(m_NaNLogo != 0) + // adding a banner automatically enables them + m_NaNLogoId = m_canvas->AddBanner(m_NaNLogo->Width(), m_NaNLogo->Height(), + m_NaNLogo->Width(), m_NaNLogo->Height(), + m_NaNLogo->Data(), GPC_Canvas::alignBottomRight); +#endif + // enable the display of all banners + m_canvas->SetBannerDisplayEnabled(true); + + m_rendertools = new GPC_RenderTools(); + + m_networkdev = new NG_LoopBackNetworkDeviceInterface(); + assert(m_networkdev); + + // creation of system needs 'current rendering context', this is taken care + // of by the GPU_Canvas::Init() + m_system = new GPU_System(); + + m_system->SetKeyboardDevice((GPU_KeyboardDevice *)m_keyboarddev); + m_system->SetMouseDevice(m_mousedev); + m_system->SetNetworkDevice(m_networkdev); + + m_initialized = true; + + return m_initialized; +} +*/ + +/* +void GPU_Engine::HandleNewWindow(Window window) +{ + // everything only if it's really a new window + if(window != ((GPU_Canvas *)m_canvas)->GetWindow()) + { + cout << "GPU_Engine::HandleNewWindow(), new window so calling SetNewWindowMakeNewWidgetAndMakeCurrent()" << endl; + // We don't have to remove the event handlers ourselves, they are destroyed by X11 + + // make canvas aware of new window, and make it current + ((GPU_Canvas *)m_canvas)->SetNewWindowMakeNewWidgetAndMakeCurrent(window); + + // and add event handlers to new widget + AddEventHandlers(); + cout << "GPU_Engine::HandleNewWindow(), event handlers added" << endl; + } +} +*/ +/* +void GPU_Engine::AddEventHandlers(void) +{ + Widget widget = ((GPU_Canvas *)m_canvas)->GetWidget(); + + // redraw + // MUST be the *Raw* event handler, the normal one doesn't work! + XtAddRawEventHandler(widget, ExposureMask, FALSE, RedrawCallback, this); +#if 0 + // key down + XtAddRawEventHandler(widget, KeyPressMask, FALSE, KeyDownCallback, this); + // key up + XtAddRawEventHandler(widget, KeyReleaseMask, FALSE, KeyUpCallback, this); + + // mouse button press + XtAddRawEventHandler(widget, ButtonPressMask, FALSE, ButtonPressReleaseCallback, this); + // mouse button release + XtAddRawEventHandler(widget, ButtonReleaseMask, FALSE, ButtonPressReleaseCallback, this); + // mouse motion + XtAddRawEventHandler(widget, PointerMotionMask, FALSE, PointerMotionCallback, this); +#endif +#if 0 + // time out, not a real timer. New time out will be set in callback + m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext(widget), + m_timerTimeOutMsecs, TimeOutCallback, this); +#endif +} +*/ + +void Redraw(GPU_Engine *engine) +{ +/* if(engine->Running()) + { + if(engine->Loading()) + { + engine->UpdateLoadingAnimation(); + } + + engine->m_system->DoMainLoopCallback(); + }*/ +} + + +/*+++++++++++++++++++++++++++++++++++++++++++++++++ + * Callback functions + +++++++++++++++++++++++++++++++++++++++++++++++++*/ +void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch) +{ + GPU_Engine *engine = (GPU_Engine *)closure; + + Redraw(engine); + + *continue_to_dispatch = True; +} + + +void KeyDownCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) +{ +/* GPU_Engine *engine = (GPU_Engine *)closure; + XKeyEvent *keyEvent = (XKeyEvent *)event; + + if(engine->Running()) + engine->m_system->AddKey(int(keyEvent->keycode), 1); + + *continue_to_dispatch = True;*/ +} + + +void KeyUpCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) +{ +/* GPU_Engine *engine = (GPU_Engine *)closure; + XKeyEvent *keyEvent = (XKeyEvent *)event; + + if(engine->Running()) + engine->m_system->AddKey(int(keyEvent->keycode), 0); + + *continue_to_dispatch = True;*/ +} + + +void ButtonPressReleaseCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) +{ + GPU_Engine *engine = (GPU_Engine *)closure; + XButtonEvent *buttonEvent = (XButtonEvent *)event; + bool isDown; + GPC_MouseDevice::TButtonId button; + + if(engine->Running()) + { + // determine type of event, press or release + isDown = false; + if(buttonEvent->type == ButtonPress) + isDown = true; + // determine which button exactly generated this event + switch(buttonEvent->button) + { + case 1: + button = GPC_MouseDevice::buttonLeft; + break; + case 2: + button = GPC_MouseDevice::buttonMiddle; + break; + case 3: + button = GPC_MouseDevice::buttonRight; + break; + } + engine->m_mousedev->ConvertButtonEvent(button, + isDown, buttonEvent->x, buttonEvent->y); + } + + *continue_to_dispatch = True; +} + + +void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) +{ + GPU_Engine *engine = (GPU_Engine *)closure; + XButtonEvent *buttonEvent = (XButtonEvent *)event; + + if(engine->Running()) + { + engine->m_mousedev->ConvertMoveEvent(buttonEvent->x, buttonEvent->y); + } + + *continue_to_dispatch = True; +} + +/* +void TimeOutCallback(XtPointer closure, XtIntervalId *id) +{ + GPU_Engine *engine = (GPU_Engine *)closure; + + Redraw(engine); + // add a new time out since there is no real timer for X (not a simple one like under windows) + // TODO Have to get faster timer ! + + if(engine->Running()) + engine->m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext( + ((GPU_Canvas *)engine->m_canvas)->GetWidget()), + engine->m_timerTimeOutMsecs, TimeOutCallback, + closure); +} + +*/ |