d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
349 lines
9.3 KiB
C++
349 lines
9.3 KiB
C++
/*************************************************************************/
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/* os_haiku.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included 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, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include <Screen.h>
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#include "servers/visual/visual_server_raster.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "drivers/gles2/rasterizer_gles2.h"
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#include "servers/physics/physics_server_sw.h"
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//#include "servers/physics_2d/physics_2d_server_wrap_mt.h"
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#include "main/main.h"
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#include "os_haiku.h"
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OS_Haiku::OS_Haiku() {
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#ifdef MEDIA_KIT_ENABLED
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AudioDriverManagerSW::add_driver(&driver_media_kit);
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#endif
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};
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void OS_Haiku::run() {
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if (!main_loop) {
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return;
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}
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main_loop->init();
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context_gl->release_current();
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// TODO: clean up
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BMessenger* bms = new BMessenger(window);
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BMessage* msg = new BMessage();
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bms->SendMessage(LOCKGL_MSG, msg);
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window->StartMessageRunner();
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app->Run();
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window->StopMessageRunner();
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delete app;
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delete bms;
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delete msg;
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main_loop->finish();
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}
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String OS_Haiku::get_name() {
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return "Haiku";
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}
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int OS_Haiku::get_video_driver_count() const {
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return 1;
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}
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const char* OS_Haiku::get_video_driver_name(int p_driver) const {
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return "GLES2";
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}
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OS::VideoMode OS_Haiku::get_default_video_mode() const {
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return OS::VideoMode(800, 600, false);
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}
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void OS_Haiku::initialize(const VideoMode& p_desired, int p_video_driver, int p_audio_driver) {
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main_loop = NULL;
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current_video_mode = p_desired;
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app = new HaikuApplication();
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BRect frame;
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frame.Set(50, 50, 50 + current_video_mode.width - 1, 50 + current_video_mode.height - 1);
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window = new HaikuDirectWindow(frame);
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window->SetVideoMode(¤t_video_mode);
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if (current_video_mode.fullscreen) {
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window->SetFullScreen(true);
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}
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if (!current_video_mode.resizable) {
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uint32 flags = window->Flags();
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flags |= B_NOT_RESIZABLE;
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window->SetFlags(flags);
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}
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#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
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context_gl = memnew(ContextGL_Haiku(window));
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context_gl->initialize();
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context_gl->make_current();
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rasterizer = memnew(RasterizerGLES2);
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#endif
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visual_server = memnew(VisualServerRaster(rasterizer));
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ERR_FAIL_COND(!visual_server);
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// TODO: enable multithreaded VS
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//if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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// visual_server = memnew(VisualServerWrapMT(visual_server, get_render_thread_mode() == RENDER_SEPARATE_THREAD));
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//}
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input = memnew(InputDefault);
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window->SetInput(input);
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window->Show();
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visual_server->init();
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physics_server = memnew(PhysicsServerSW);
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physics_server->init();
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physics_2d_server = memnew(Physics2DServerSW);
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// TODO: enable multithreaded PS
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//physics_2d_server = Physics2DServerWrapMT::init_server<Physics2DServerSW>();
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physics_2d_server->init();
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AudioDriverManagerSW::get_driver(p_audio_driver)->set_singleton();
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if (AudioDriverManagerSW::get_driver(p_audio_driver)->init() != OK) {
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ERR_PRINT("Initializing audio failed.");
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}
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sample_manager = memnew(SampleManagerMallocSW);
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audio_server = memnew(AudioServerSW(sample_manager));
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audio_server->init();
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spatial_sound_server = memnew(SpatialSoundServerSW);
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spatial_sound_server->init();
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spatial_sound_2d_server = memnew(SpatialSound2DServerSW);
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spatial_sound_2d_server->init();
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}
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void OS_Haiku::finalize() {
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if (main_loop) {
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memdelete(main_loop);
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}
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main_loop = NULL;
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spatial_sound_server->finish();
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memdelete(spatial_sound_server);
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spatial_sound_2d_server->finish();
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memdelete(spatial_sound_2d_server);
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memdelete(sample_manager);
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audio_server->finish();
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memdelete(audio_server);
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visual_server->finish();
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memdelete(visual_server);
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memdelete(rasterizer);
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physics_server->finish();
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memdelete(physics_server);
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physics_2d_server->finish();
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memdelete(physics_2d_server);
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memdelete(input);
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#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
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memdelete(context_gl);
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#endif
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}
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void OS_Haiku::set_main_loop(MainLoop* p_main_loop) {
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main_loop = p_main_loop;
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input->set_main_loop(p_main_loop);
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window->SetMainLoop(p_main_loop);
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}
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MainLoop* OS_Haiku::get_main_loop() const {
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return main_loop;
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}
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void OS_Haiku::delete_main_loop() {
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if (main_loop) {
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memdelete(main_loop);
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}
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main_loop = NULL;
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window->SetMainLoop(NULL);
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}
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void OS_Haiku::release_rendering_thread() {
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context_gl->release_current();
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}
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void OS_Haiku::make_rendering_thread() {
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context_gl->make_current();
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}
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bool OS_Haiku::can_draw() const {
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// TODO: implement
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return true;
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}
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void OS_Haiku::swap_buffers() {
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context_gl->swap_buffers();
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}
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Point2 OS_Haiku::get_mouse_pos() const {
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return window->GetLastMousePosition();
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}
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int OS_Haiku::get_mouse_button_state() const {
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return window->GetLastButtonMask();
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}
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void OS_Haiku::set_cursor_shape(CursorShape p_shape) {
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//ERR_PRINT("set_cursor_shape() NOT IMPLEMENTED");
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}
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int OS_Haiku::get_screen_count() const {
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// TODO: implement get_screen_count()
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return 1;
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}
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int OS_Haiku::get_current_screen() const {
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// TODO: implement get_current_screen()
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return 0;
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}
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void OS_Haiku::set_current_screen(int p_screen) {
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// TODO: implement set_current_screen()
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}
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Point2 OS_Haiku::get_screen_position(int p_screen) const {
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// TODO: make this work with the p_screen parameter
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BScreen* screen = new BScreen(window);
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BRect frame = screen->Frame();
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delete screen;
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return Point2i(frame.left, frame.top);
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}
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Size2 OS_Haiku::get_screen_size(int p_screen) const {
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// TODO: make this work with the p_screen parameter
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BScreen* screen = new BScreen(window);
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BRect frame = screen->Frame();
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delete screen;
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return Size2i(frame.IntegerWidth() + 1, frame.IntegerHeight() + 1);
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}
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void OS_Haiku::set_window_title(const String& p_title) {
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window->SetTitle(p_title.utf8().get_data());
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}
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Size2 OS_Haiku::get_window_size() const {
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BSize size = window->Size();
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return Size2i(size.IntegerWidth() + 1, size.IntegerHeight() + 1);
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}
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void OS_Haiku::set_window_size(const Size2 p_size) {
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// TODO: why does it stop redrawing after this is called?
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window->ResizeTo(p_size.x, p_size.y);
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}
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Point2 OS_Haiku::get_window_position() const {
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BPoint point(0, 0);
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window->ConvertToScreen(&point);
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return Point2i(point.x, point.y);
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}
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void OS_Haiku::set_window_position(const Point2& p_position) {
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window->MoveTo(p_position.x, p_position.y);
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}
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void OS_Haiku::set_window_fullscreen(bool p_enabled) {
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window->SetFullScreen(p_enabled);
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current_video_mode.fullscreen = p_enabled;
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visual_server->init();
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}
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bool OS_Haiku::is_window_fullscreen() const {
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return current_video_mode.fullscreen;
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}
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void OS_Haiku::set_window_resizable(bool p_enabled) {
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uint32 flags = window->Flags();
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if (p_enabled) {
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flags &= ~(B_NOT_RESIZABLE);
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} else {
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flags |= B_NOT_RESIZABLE;
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}
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window->SetFlags(flags);
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current_video_mode.resizable = p_enabled;
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}
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bool OS_Haiku::is_window_resizable() const {
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return current_video_mode.resizable;
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}
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void OS_Haiku::set_window_minimized(bool p_enabled) {
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window->Minimize(p_enabled);
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}
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bool OS_Haiku::is_window_minimized() const {
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return window->IsMinimized();
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}
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void OS_Haiku::set_window_maximized(bool p_enabled) {
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window->Minimize(!p_enabled);
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}
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bool OS_Haiku::is_window_maximized() const {
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return !window->IsMinimized();
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}
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void OS_Haiku::set_video_mode(const VideoMode& p_video_mode, int p_screen) {
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ERR_PRINT("set_video_mode() NOT IMPLEMENTED");
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}
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OS::VideoMode OS_Haiku::get_video_mode(int p_screen) const {
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return current_video_mode;
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}
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void OS_Haiku::get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen) const {
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ERR_PRINT("get_fullscreen_mode_list() NOT IMPLEMENTED");
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}
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String OS_Haiku::get_executable_path() const {
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return OS::get_executable_path();
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}
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