blender/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp

300 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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"
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);
}
*/