blender/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
Campbell Barton 8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00

304 lines
8.7 KiB
C++

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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);
}
*/