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
)
127 lines
5.2 KiB
C++
127 lines
5.2 KiB
C++
/*************************************************************************/
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/* os_haiku.h */
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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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#ifndef OS_HAIKU_H
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#define OS_HAIKU_H
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#include "drivers/unix/os_unix.h"
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#include "servers/visual_server.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/physics_server.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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#include "servers/audio/audio_server_sw.h"
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#include "servers/audio/sample_manager_sw.h"
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#include "servers/spatial_sound/spatial_sound_server_sw.h"
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#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
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#include "main/input_default.h"
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#include "audio_driver_media_kit.h"
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#include "context_gl_haiku.h"
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#include "haiku_application.h"
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#include "haiku_direct_window.h"
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class OS_Haiku : public OS_Unix {
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private:
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HaikuApplication* app;
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HaikuDirectWindow* window;
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MainLoop* main_loop;
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InputDefault* input;
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Rasterizer* rasterizer;
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VisualServer* visual_server;
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VideoMode current_video_mode;
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PhysicsServer* physics_server;
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Physics2DServer* physics_2d_server;
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AudioServerSW* audio_server;
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SampleManagerMallocSW* sample_manager;
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SpatialSoundServerSW* spatial_sound_server;
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SpatialSound2DServerSW* spatial_sound_2d_server;
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#ifdef MEDIA_KIT_ENABLED
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AudioDriverMediaKit driver_media_kit;
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#endif
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#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
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ContextGL_Haiku* context_gl;
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#endif
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virtual void delete_main_loop();
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protected:
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virtual int get_video_driver_count() const;
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virtual const char* get_video_driver_name(int p_driver) const;
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virtual VideoMode get_default_video_mode() const;
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virtual void initialize(const VideoMode& p_desired, int p_video_driver, int p_audio_driver);
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virtual void finalize();
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virtual void set_main_loop(MainLoop* p_main_loop);
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public:
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OS_Haiku();
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void run();
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virtual String get_name();
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virtual MainLoop* get_main_loop() const;
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virtual bool can_draw() const;
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virtual void release_rendering_thread();
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virtual void make_rendering_thread();
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virtual void swap_buffers();
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virtual Point2 get_mouse_pos() const;
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virtual int get_mouse_button_state() const;
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virtual void set_cursor_shape(CursorShape p_shape);
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virtual int get_screen_count() const;
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virtual int get_current_screen() const;
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virtual void set_current_screen(int p_screen);
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virtual Point2 get_screen_position(int p_screen=0) const;
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virtual Size2 get_screen_size(int p_screen=0) const;
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virtual void set_window_title(const String& p_title);
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virtual Size2 get_window_size() const;
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virtual void set_window_size(const Size2 p_size);
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virtual Point2 get_window_position() const;
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virtual void set_window_position(const Point2& p_position);
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virtual void set_window_fullscreen(bool p_enabled);
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virtual bool is_window_fullscreen() const;
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virtual void set_window_resizable(bool p_enabled);
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virtual bool is_window_resizable() const;
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virtual void set_window_minimized(bool p_enabled);
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virtual bool is_window_minimized() const;
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virtual void set_window_maximized(bool p_enabled);
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virtual bool is_window_maximized() const;
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virtual void set_video_mode(const VideoMode& p_video_mode, int p_screen=0);
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virtual VideoMode get_video_mode(int p_screen=0) const;
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen=0) const;
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virtual String get_executable_path() const;
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};
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#endif
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