virtualx-engine/platform/haiku/os_haiku.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

127 lines
5.2 KiB
C++

/*************************************************************************/
/* os_haiku.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef OS_HAIKU_H
#define OS_HAIKU_H
#include "drivers/unix/os_unix.h"
#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "servers/physics_server.h"
#include "servers/physics_2d/physics_2d_server_sw.h"
#include "servers/audio/audio_server_sw.h"
#include "servers/audio/sample_manager_sw.h"
#include "servers/spatial_sound/spatial_sound_server_sw.h"
#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
#include "main/input_default.h"
#include "audio_driver_media_kit.h"
#include "context_gl_haiku.h"
#include "haiku_application.h"
#include "haiku_direct_window.h"
class OS_Haiku : public OS_Unix {
private:
HaikuApplication* app;
HaikuDirectWindow* window;
MainLoop* main_loop;
InputDefault* input;
Rasterizer* rasterizer;
VisualServer* visual_server;
VideoMode current_video_mode;
PhysicsServer* physics_server;
Physics2DServer* physics_2d_server;
AudioServerSW* audio_server;
SampleManagerMallocSW* sample_manager;
SpatialSoundServerSW* spatial_sound_server;
SpatialSound2DServerSW* spatial_sound_2d_server;
#ifdef MEDIA_KIT_ENABLED
AudioDriverMediaKit driver_media_kit;
#endif
#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
ContextGL_Haiku* context_gl;
#endif
virtual void delete_main_loop();
protected:
virtual int get_video_driver_count() const;
virtual const char* get_video_driver_name(int p_driver) const;
virtual VideoMode get_default_video_mode() const;
virtual void initialize(const VideoMode& p_desired, int p_video_driver, int p_audio_driver);
virtual void finalize();
virtual void set_main_loop(MainLoop* p_main_loop);
public:
OS_Haiku();
void run();
virtual String get_name();
virtual MainLoop* get_main_loop() const;
virtual bool can_draw() const;
virtual void release_rendering_thread();
virtual void make_rendering_thread();
virtual void swap_buffers();
virtual Point2 get_mouse_pos() const;
virtual int get_mouse_button_state() const;
virtual void set_cursor_shape(CursorShape p_shape);
virtual int get_screen_count() const;
virtual int get_current_screen() const;
virtual void set_current_screen(int p_screen);
virtual Point2 get_screen_position(int p_screen=0) const;
virtual Size2 get_screen_size(int p_screen=0) const;
virtual void set_window_title(const String& p_title);
virtual Size2 get_window_size() const;
virtual void set_window_size(const Size2 p_size);
virtual Point2 get_window_position() const;
virtual void set_window_position(const Point2& p_position);
virtual void set_window_fullscreen(bool p_enabled);
virtual bool is_window_fullscreen() const;
virtual void set_window_resizable(bool p_enabled);
virtual bool is_window_resizable() const;
virtual void set_window_minimized(bool p_enabled);
virtual bool is_window_minimized() const;
virtual void set_window_maximized(bool p_enabled);
virtual bool is_window_maximized() const;
virtual void set_video_mode(const VideoMode& p_video_mode, int p_screen=0);
virtual VideoMode get_video_mode(int p_screen=0) const;
virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen=0) const;
virtual String get_executable_path() const;
};
#endif