c7bc44d5ad
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!
370 lines
10 KiB
C++
370 lines
10 KiB
C++
/*************************************************************************/
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/* haiku_direct_window.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 <UnicodeChar.h>
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#include "main/main.h"
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#include "os/keyboard.h"
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#include "haiku_direct_window.h"
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#include "key_mapping_haiku.h"
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HaikuDirectWindow::HaikuDirectWindow(BRect p_frame)
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: BDirectWindow(p_frame, "Godot", B_TITLED_WINDOW, B_QUIT_ON_WINDOW_CLOSE)
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{
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last_mouse_pos_valid = false;
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last_buttons_state = 0;
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last_button_mask = 0;
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last_key_modifier_state = 0;
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}
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HaikuDirectWindow::~HaikuDirectWindow() {
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delete update_runner;
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}
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void HaikuDirectWindow::SetHaikuGLView(HaikuGLView* p_view) {
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view = p_view;
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}
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void HaikuDirectWindow::StartMessageRunner() {
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update_runner = new BMessageRunner(BMessenger(this),
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new BMessage(REDRAW_MSG), 1000000/30 /* 30 fps */);
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}
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void HaikuDirectWindow::StopMessageRunner() {
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delete update_runner;
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}
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void HaikuDirectWindow::SetInput(InputDefault* p_input) {
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input = p_input;
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}
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void HaikuDirectWindow::SetMainLoop(MainLoop* p_main_loop) {
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main_loop = p_main_loop;
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}
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bool HaikuDirectWindow::QuitRequested() {
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main_loop->notification(MainLoop::NOTIFICATION_WM_QUIT_REQUEST);
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return false;
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}
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void HaikuDirectWindow::DirectConnected(direct_buffer_info* info) {
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view->DirectConnected(info);
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view->EnableDirectMode(true);
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}
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void HaikuDirectWindow::MessageReceived(BMessage* message) {
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switch (message->what) {
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case REDRAW_MSG:
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if (Main::iteration() == true) {
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view->EnableDirectMode(false);
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Quit();
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}
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break;
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default:
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BDirectWindow::MessageReceived(message);
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}
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}
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void HaikuDirectWindow::DispatchMessage(BMessage* message, BHandler* handler) {
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switch (message->what) {
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case B_MOUSE_DOWN:
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case B_MOUSE_UP:
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HandleMouseButton(message);
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break;
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case B_MOUSE_MOVED:
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HandleMouseMoved(message);
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break;
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case B_MOUSE_WHEEL_CHANGED:
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HandleMouseWheelChanged(message);
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break;
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case B_KEY_DOWN:
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case B_KEY_UP:
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HandleKeyboardEvent(message);
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break;
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case B_MODIFIERS_CHANGED:
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HandleKeyboardModifierEvent(message);
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break;
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case B_WINDOW_RESIZED:
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HandleWindowResized(message);
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break;
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case LOCKGL_MSG:
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view->LockGL();
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break;
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case UNLOCKGL_MSG:
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view->UnlockGL();
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break;
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default:
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BDirectWindow::DispatchMessage(message, handler);
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}
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}
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void HaikuDirectWindow::HandleMouseButton(BMessage* message) {
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BPoint where;
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if (message->FindPoint("where", &where) != B_OK) {
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return;
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}
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uint32 modifiers = message->FindInt32("modifiers");
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uint32 buttons = message->FindInt32("buttons");
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uint32 button = buttons ^ last_buttons_state;
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last_buttons_state = buttons;
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// TODO: implement the mouse_mode checks
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//if (mouse_mode == MOUSE_MODE_CAPTURED) {
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// event.xbutton.x=last_mouse_pos.x;
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// event.xbutton.y=last_mouse_pos.y;
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//}
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InputEvent mouse_event;
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mouse_event.ID = ++event_id;
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mouse_event.type = InputEvent::MOUSE_BUTTON;
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mouse_event.device = 0;
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mouse_event.mouse_button.mod = GetKeyModifierState(modifiers);
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mouse_event.mouse_button.button_mask = GetMouseButtonState(buttons);
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mouse_event.mouse_button.x = where.x;
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mouse_event.mouse_button.y = where.y;
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mouse_event.mouse_button.global_x = where.x;
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mouse_event.mouse_button.global_y = where.y;
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switch (button) {
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default:
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case B_PRIMARY_MOUSE_BUTTON:
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mouse_event.mouse_button.button_index = 1;
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break;
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case B_SECONDARY_MOUSE_BUTTON:
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mouse_event.mouse_button.button_index = 2;
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break;
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case B_TERTIARY_MOUSE_BUTTON:
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mouse_event.mouse_button.button_index = 3;
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break;
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}
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mouse_event.mouse_button.pressed = (message->what == B_MOUSE_DOWN);
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if (message->what == B_MOUSE_DOWN && mouse_event.mouse_button.button_index == 1) {
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int32 clicks = message->FindInt32("clicks");
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if (clicks > 1) {
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mouse_event.mouse_button.doubleclick=true;
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}
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}
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input->parse_input_event(mouse_event);
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}
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void HaikuDirectWindow::HandleMouseMoved(BMessage* message) {
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BPoint where;
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if (message->FindPoint("where", &where) != B_OK) {
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return;
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}
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Point2i pos(where.x, where.y);
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uint32 modifiers = message->FindInt32("modifiers");
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uint32 buttons = message->FindInt32("buttons");
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if (!last_mouse_pos_valid) {
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last_mouse_position = pos;
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last_mouse_pos_valid = true;
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}
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Point2i rel = pos - last_mouse_position;
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InputEvent motion_event;
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motion_event.ID = ++event_id;
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motion_event.type = InputEvent::MOUSE_MOTION;
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motion_event.device = 0;
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motion_event.mouse_motion.mod = GetKeyModifierState(modifiers);
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motion_event.mouse_motion.button_mask = GetMouseButtonState(buttons);
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motion_event.mouse_motion.x = pos.x;
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motion_event.mouse_motion.y = pos.y;
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input->set_mouse_pos(pos);
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motion_event.mouse_motion.global_x = pos.x;
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motion_event.mouse_motion.global_y = pos.y;
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motion_event.mouse_motion.speed_x = input->get_mouse_speed().x;
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motion_event.mouse_motion.speed_y = input->get_mouse_speed().y;
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motion_event.mouse_motion.relative_x = rel.x;
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motion_event.mouse_motion.relative_y = rel.y;
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last_mouse_position = pos;
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input->parse_input_event(motion_event);
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}
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void HaikuDirectWindow::HandleMouseWheelChanged(BMessage* message) {
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float wheel_delta_y = 0;
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if (message->FindFloat("be:wheel_delta_y", &wheel_delta_y) != B_OK) {
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return;
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}
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InputEvent mouse_event;
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mouse_event.ID = ++event_id;
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mouse_event.type = InputEvent::MOUSE_BUTTON;
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mouse_event.device = 0;
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mouse_event.mouse_button.button_index = wheel_delta_y < 0 ? 4 : 5;
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mouse_event.mouse_button.mod = GetKeyModifierState(last_key_modifier_state);
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mouse_event.mouse_button.button_mask = last_button_mask;
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mouse_event.mouse_button.x = last_mouse_position.x;
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mouse_event.mouse_button.y = last_mouse_position.y;
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mouse_event.mouse_button.global_x = last_mouse_position.x;
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mouse_event.mouse_button.global_y = last_mouse_position.y;
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mouse_event.mouse_button.pressed = true;
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input->parse_input_event(mouse_event);
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mouse_event.ID = ++event_id;
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mouse_event.mouse_button.pressed = false;
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input->parse_input_event(mouse_event);
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}
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void HaikuDirectWindow::HandleKeyboardEvent(BMessage* message) {
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int32 raw_char = 0;
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int32 key = 0;
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int32 modifiers = 0;
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if (message->FindInt32("raw_char", &raw_char) != B_OK) {
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return;
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}
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if (message->FindInt32("key", &key) != B_OK) {
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return;
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}
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if (message->FindInt32("modifiers", &modifiers) != B_OK) {
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return;
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}
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InputEvent event;
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event.ID = ++event_id;
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event.type = InputEvent::KEY;
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event.device = 0;
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event.key.mod = GetKeyModifierState(modifiers);
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event.key.pressed = (message->what == B_KEY_DOWN);
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event.key.scancode = KeyMappingHaiku::get_keysym(raw_char, key);
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event.key.echo = message->HasInt32("be:key_repeat");
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event.key.unicode = 0;
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const char* bytes = NULL;
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if (message->FindString("bytes", &bytes) == B_OK) {
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event.key.unicode = BUnicodeChar::FromUTF8(&bytes);
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}
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//make it consistent accross platforms.
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if (event.key.scancode==KEY_BACKTAB) {
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event.key.scancode=KEY_TAB;
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event.key.mod.shift=true;
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}
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input->parse_input_event(event);
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}
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void HaikuDirectWindow::HandleKeyboardModifierEvent(BMessage* message) {
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int32 old_modifiers = 0;
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int32 modifiers = 0;
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if (message->FindInt32("be:old_modifiers", &old_modifiers) != B_OK) {
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return;
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}
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if (message->FindInt32("modifiers", &modifiers) != B_OK) {
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return;
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}
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int32 key = old_modifiers ^ modifiers;
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InputEvent event;
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event.ID = ++event_id;
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event.type = InputEvent::KEY;
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event.device = 0;
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event.key.mod = GetKeyModifierState(modifiers);
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event.key.pressed = ((modifiers & key) != 0);
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event.key.scancode = KeyMappingHaiku::get_modifier_keysym(key);
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event.key.echo = false;
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event.key.unicode = 0;
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input->parse_input_event(event);
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}
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void HaikuDirectWindow::HandleWindowResized(BMessage* message) {
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int32 width = 0;
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int32 height = 0;
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if ((message->FindInt32("width", &width) != B_OK) || (message->FindInt32("height", &height) != B_OK)) {
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return;
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}
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current_video_mode->width = width;
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current_video_mode->height = height;
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}
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inline InputModifierState HaikuDirectWindow::GetKeyModifierState(uint32 p_state) {
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last_key_modifier_state = p_state;
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InputModifierState state;
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state.shift = (p_state & B_SHIFT_KEY) != 0;
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state.control = (p_state & B_CONTROL_KEY) != 0;
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state.alt = (p_state & B_OPTION_KEY) != 0;
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state.meta = (p_state & B_COMMAND_KEY) != 0;
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return state;
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}
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inline int HaikuDirectWindow::GetMouseButtonState(uint32 p_state) {
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int state = 0;
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if (p_state & B_PRIMARY_MOUSE_BUTTON) {
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state |= 1 << 0;
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}
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if (p_state & B_SECONDARY_MOUSE_BUTTON) {
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state |= 1 << 1;
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}
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if (p_state & B_TERTIARY_MOUSE_BUTTON) {
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state |= 1 << 2;
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}
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last_button_mask = state;
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return state;
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}
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