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Diffstat (limited to 'source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp299
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);
-}
-
-*/