diff options
Diffstat (limited to 'source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp')
-rw-r--r-- | source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp | 299 |
1 files changed, 0 insertions, 299 deletions
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp b/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp deleted file mode 100644 index 3eb7147bd98..00000000000 --- a/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp +++ /dev/null @@ -1,299 +0,0 @@ -/** - * $Id$ - * - * ***** BEGIN GPL 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. - * - * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 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 "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); -} - -*/ |