Fix E32PATH to make bootstrap compile correctly, tidy up other extension option paths
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
/* BWindow based framebuffer implementation */
#include <unistd.h>
#include "SDL_BWin.h"
#include "SDL_timer.h"
extern "C" {
#include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
#include "SDL_sysevents_c.h"
#include "SDL_sysmouse_c.h"
#include "SDL_syswm_c.h"
#include "SDL_lowvideo.h"
#include "../SDL_yuvfuncs.h"
#include "SDL_sysyuv.h"
#include "../blank_cursor.h"
#define BEOS_HIDDEN_SIZE 32 /* starting hidden window size */
/* Initialization/Query functions */
static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat);
static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
static void BE_UpdateMouse(_THIS);
static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
static void BE_VideoQuit(_THIS);
/* Hardware surface functions */
static int BE_AllocHWSurface(_THIS, SDL_Surface *surface);
static int BE_LockHWSurface(_THIS, SDL_Surface *surface);
static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
static int BE_ToggleFullScreen(_THIS, int fullscreen);
static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display);
/* OpenGL functions */
#if SDL_VIDEO_OPENGL
static int BE_GL_LoadLibrary(_THIS, const char *path);
static void* BE_GL_GetProcAddress(_THIS, const char *proc);
static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
static int BE_GL_MakeCurrent(_THIS);
static void BE_GL_SwapBuffers(_THIS);
#endif
/* FB driver bootstrap functions */
static int BE_Available(void)
{
return(1);
}
static void BE_DeleteDevice(SDL_VideoDevice *device)
{
SDL_free(device->hidden);
SDL_free(device);
}
static SDL_VideoDevice *BE_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
/* Initialize all variables that we clean on shutdown */
device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice));
if ( device ) {
SDL_memset(device, 0, (sizeof *device));
device->hidden = (struct SDL_PrivateVideoData *)
SDL_malloc((sizeof *device->hidden));
}
if ( (device == NULL) || (device->hidden == NULL) ) {
SDL_OutOfMemory();
if ( device ) {
SDL_free(device);
}
return(0);
}
SDL_memset(device->hidden, 0, (sizeof *device->hidden));
/* Set the function pointers */
/* Initialization/Query functions */
device->VideoInit = BE_VideoInit;
device->ListModes = BE_ListModes;
device->SetVideoMode = BE_SetVideoMode;
device->ToggleFullScreen = BE_ToggleFullScreen;
device->UpdateMouse = BE_UpdateMouse;
device->CreateYUVOverlay = BE_CreateYUVOverlay;
device->SetColors = BE_SetColors;
device->UpdateRects = NULL;
device->VideoQuit = BE_VideoQuit;
/* Hardware acceleration functions */
device->AllocHWSurface = BE_AllocHWSurface;
device->CheckHWBlit = NULL;
device->FillHWRect = NULL;
device->SetHWColorKey = NULL;
device->SetHWAlpha = NULL;
device->LockHWSurface = BE_LockHWSurface;
device->UnlockHWSurface = BE_UnlockHWSurface;
device->FlipHWSurface = NULL;
device->FreeHWSurface = BE_FreeHWSurface;
/* Gamma support */
#if SDL_VIDEO_OPENGL
/* OpenGL support */
device->GL_LoadLibrary = BE_GL_LoadLibrary;
device->GL_GetProcAddress = BE_GL_GetProcAddress;
device->GL_GetAttribute = BE_GL_GetAttribute;
device->GL_MakeCurrent = BE_GL_MakeCurrent;
device->GL_SwapBuffers = BE_GL_SwapBuffers;
#endif
/* Window manager functions */
device->SetCaption = BE_SetWMCaption;
device->SetIcon = NULL;
device->IconifyWindow = BE_IconifyWindow;
device->GrabInput = BE_GrabInput;
device->GetWMInfo = BE_GetWMInfo;
/* Cursor manager functions */
device->FreeWMCursor = BE_FreeWMCursor;
device->CreateWMCursor = BE_CreateWMCursor;
device->ShowWMCursor = BE_ShowWMCursor;
device->WarpWMCursor = BE_WarpWMCursor;
device->MoveWMCursor = NULL;
device->CheckMouseMode = BE_CheckMouseMode;
/* Event manager functions */
device->InitOSKeymap = BE_InitOSKeymap;
device->PumpEvents = BE_PumpEvents;
device->free = BE_DeleteDevice;
/* Set the driver flags */
device->handles_any_size = 1;
return device;
}
VideoBootStrap BWINDOW_bootstrap = {
"bwindow", "BDirectWindow graphics",
BE_Available, BE_CreateDevice
};
static inline int ColorSpaceToBitsPerPixel(uint32 colorspace)
{
int bitsperpixel;
bitsperpixel = 0;
switch (colorspace) {
case B_CMAP8:
bitsperpixel = 8;
break;
case B_RGB15:
case B_RGBA15:
case B_RGB15_BIG:
case B_RGBA15_BIG:
bitsperpixel = 15;
break;
case B_RGB16:
case B_RGB16_BIG:
bitsperpixel = 16;
break;
case B_RGB32:
case B_RGBA32:
case B_RGB32_BIG:
case B_RGBA32_BIG:
bitsperpixel = 32;
break;
default:
break;
}
return(bitsperpixel);
}
/* Function to sort the display_list in bscreen */
static int CompareModes(const void *A, const void *B)
{
const display_mode *a = (display_mode *)A;
const display_mode *b = (display_mode *)B;
if ( a->space == b->space ) {
return((b->virtual_width*b->virtual_height)-
(a->virtual_width*a->virtual_height));
} else {
return(ColorSpaceToBitsPerPixel(b->space)-
ColorSpaceToBitsPerPixel(a->space));
}
}
/* Yes, this isn't the fastest it could be, but it works nicely */
static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h)
{
SDL_Rect *mode;
int i;
int next_mode;
/* Check to see if we already have this mode */
if ( SDL_nummodes[index] > 0 ) {
for ( i=SDL_nummodes[index]-1; i >= 0; --i ) {
mode = SDL_modelist[index][i];
if ( (mode->w == w) && (mode->h == h) ) {
#ifdef BWINDOW_DEBUG
fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1);
#endif
return(0);
}
}
}
/* Set up the new video mode rectangle */
mode = (SDL_Rect *)SDL_malloc(sizeof *mode);
if ( mode == NULL ) {
SDL_OutOfMemory();
return(-1);
}
mode->x = 0;
mode->y = 0;
mode->w = w;
mode->h = h;
#ifdef BWINDOW_DEBUG
fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1);
#endif
/* Allocate the new list of modes, and fill in the new mode */
next_mode = SDL_nummodes[index];
SDL_modelist[index] = (SDL_Rect **)
SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *));
if ( SDL_modelist[index] == NULL ) {
SDL_OutOfMemory();
SDL_nummodes[index] = 0;
SDL_free(mode);
return(-1);
}
SDL_modelist[index][next_mode] = mode;
SDL_modelist[index][next_mode+1] = NULL;
SDL_nummodes[index]++;
return(0);
}
int BE_VideoInit(_THIS, SDL_PixelFormat *vformat)
{
display_mode *modes;
uint32 i, nmodes;
int bpp;
BRect bounds;
/* Initialize the Be Application for appserver interaction */
if ( SDL_InitBeApp() < 0 ) {
return(-1);
}
/* It is important that this be created after SDL_InitBeApp() */
BScreen bscreen;
/* Save the current display mode */
bscreen.GetMode(&saved_mode);
_this->info.current_w = saved_mode.virtual_width;
_this->info.current_h = saved_mode.virtual_height;
/* Determine the screen depth */
vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace());
if ( vformat->BitsPerPixel == 0 ) {
SDL_SetError("Unknown BScreen colorspace: 0x%x",
bscreen.ColorSpace());
return(-1);
}
/* Get the video modes we can switch to in fullscreen mode */
bscreen.GetModeList(&modes, &nmodes);
SDL_qsort(modes, nmodes, sizeof *modes, CompareModes);
for ( i=0; i<nmodes; ++i ) {
bpp = ColorSpaceToBitsPerPixel(modes[i].space);
//if ( bpp != 0 ) { // There are bugs in changing colorspace
if ( modes[i].space == saved_mode.space ) {
BE_AddMode(_this, ((bpp+7)/8)-1,
modes[i].virtual_width,
modes[i].virtual_height);
}
}
/* Create the window and view */
bounds.top = 0; bounds.left = 0;
bounds.right = BEOS_HIDDEN_SIZE;
bounds.bottom = BEOS_HIDDEN_SIZE;
SDL_Win = new SDL_BWin(bounds);
#if SDL_VIDEO_OPENGL
/* testgl application doesn't load library, just tries to load symbols */
/* is it correct? if so we have to load library here */
BE_GL_LoadLibrary(_this, NULL);
#endif
/* Create the clear cursor */
SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask,
BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY);
/* Fill in some window manager capabilities */
_this->info.wm_available = 1;
/* We're done! */
return(0);
}
/* We support any dimension at our bit-depth */
SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
{
SDL_Rect **modes;
modes = ((SDL_Rect **)0);
if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1];
} else {
if ( format->BitsPerPixel ==
_this->screen->format->BitsPerPixel ) {
modes = ((SDL_Rect **)-1);
}
}
return(modes);
}
/* Various screen update functions available */
static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
/* Find the closest display mode for fullscreen */
static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
display_mode *mode)
{
BScreen bscreen;
uint32 i, nmodes;
SDL_Rect **modes;
display_mode *dmodes;
display_mode current;
float current_refresh;
bscreen.GetMode(¤t);
current_refresh = (1000 * current.timing.pixel_clock) /
(current.timing.h_total * current.timing.v_total);
modes = SDL_modelist[((bpp+7)/8)-1];
for ( i=0; modes[i] && (modes[i]->w > width) &&
(modes[i]->h > height); ++i ) {
/* still looking */
}
if ( ! modes[i] || (modes[i]->w < width) || (modes[i]->h < width) ) {
--i; /* We went too far */
}
width = modes[i]->w;
height = modes[i]->h;
bscreen.GetModeList(&dmodes, &nmodes);
for ( i = 0; i < nmodes; ++i ) {
if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
(width == dmodes[i].virtual_width) &&
(height == dmodes[i].virtual_height) ) {
break;
}
}
if ( i != nmodes ) {
*mode = dmodes[i];
if ((mode->virtual_width <= current.virtual_width) &&
(mode->virtual_height <= current.virtual_height)) {
float new_refresh = (1000 * mode->timing.pixel_clock) /
(mode->timing.h_total * mode->timing.v_total);
if (new_refresh < current_refresh) {
mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
* current_refresh / 1000);
}
}
return true;
} else {
return false;
}
}
static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
{
int was_fullscreen;
bool needs_unlock;
BScreen bscreen;
BRect bounds;
display_mode mode;
int width, height, bpp;
/* Set the fullscreen mode */
was_fullscreen = SDL_Win->IsFullScreen();
SDL_Win->SetFullScreen(fullscreen);
fullscreen = SDL_Win->IsFullScreen();
width = screen->w;
height = screen->h;
/* Set the appropriate video mode */
if ( fullscreen ) {
bpp = screen->format->BitsPerPixel;
bscreen.GetMode(&mode);
if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) ||
(width != mode.virtual_width) ||
(height != mode.virtual_height)) {
if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
bscreen.SetMode(&mode);
/* This simply stops the next resize event from being
* sent to the SDL handler.
*/
SDL_Win->InhibitResize();
} else {
fullscreen = 0;
SDL_Win->SetFullScreen(fullscreen);
}
}
}
if ( was_fullscreen && ! fullscreen ) {
bscreen.SetMode(&saved_mode);
}
if ( SDL_Win->Lock() ) {
int cx, cy;
if ( SDL_Win->Shown() ) {
needs_unlock = 1;
SDL_Win->Hide();
} else {
needs_unlock = 0;
}
/* This resizes the window and view area, but inhibits resizing
* of the BBitmap due to the InhibitResize call above. Thus the
* bitmap (pixel data) never changes.
*/
SDL_Win->ResizeTo(width, height);
bounds = bscreen.Frame();
/* Calculate offsets - used either to center window
* (windowed mode) or to set drawing offsets (fullscreen mode)
*/
cx = (bounds.IntegerWidth() - width)/2;
cy = (bounds.IntegerHeight() - height)/2;
if ( fullscreen ) {
/* Set offset for drawing */
SDL_Win->SetXYOffset(cx, cy);
} else {
SDL_Win->SetXYOffset(0, 0);
}
if ( ! needs_unlock || was_fullscreen ) {
/* Center the window the first time */
SDL_Win->MoveTo(cx, cy);
}
SDL_Win->Show();
/* Unlock the window manually after the first Show() */
if ( needs_unlock ) {
SDL_Win->Unlock();
}
}
/* Set the fullscreen flag in the screen surface */
if ( fullscreen ) {
screen->flags |= SDL_FULLSCREEN;
} else {
screen->flags &= ~SDL_FULLSCREEN;
}
return(1);
}
static int BE_ToggleFullScreen(_THIS, int fullscreen)
{
return BE_SetFullScreen(_this, _this->screen, fullscreen);
}
/* FIXME: check return values and cleanup here */
SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
int width, int height, int bpp, Uint32 flags)
{
BScreen bscreen;
BBitmap *bbitmap;
BRect bounds;
Uint32 gl_flags = 0;
/* Only RGB works on r5 currently */
gl_flags = BGL_RGB;
if (_this->gl_config.double_buffer)
gl_flags |= BGL_DOUBLE;
else
gl_flags |= BGL_SINGLE;
if (_this->gl_config.alpha_size > 0 || bpp == 32)
gl_flags |= BGL_ALPHA;
if (_this->gl_config.depth_size > 0)
gl_flags |= BGL_DEPTH;
if (_this->gl_config.stencil_size > 0)
gl_flags |= BGL_STENCIL;
if (_this->gl_config.accum_red_size > 0
|| _this->gl_config.accum_green_size > 0
|| _this->gl_config.accum_blue_size > 0
|| _this->gl_config.accum_alpha_size > 0)
gl_flags |= BGL_ACCUM;
/* Create the view for this window, using found flags */
if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
return(NULL);
}
current->flags = 0; /* Clear flags */
current->w = width;
current->h = height;
SDL_Win->SetType(B_TITLED_WINDOW);
if ( flags & SDL_NOFRAME ) {
current->flags |= SDL_NOFRAME;
SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
} else {
if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) {
current->flags |= SDL_RESIZABLE;
/* We don't want opaque resizing (TM). :-) */
SDL_Win->SetFlags(B_OUTLINE_RESIZE);
} else {
SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
}
}
if ( flags & SDL_OPENGL ) {
current->flags |= SDL_OPENGL;
current->pitch = 0;
current->pixels = NULL;
_this->UpdateRects = NULL;
} else {
/* Create the BBitmap framebuffer */
bounds.top = 0; bounds.left = 0;
bounds.right = width-1;
bounds.bottom = height-1;
bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
if ( ! bbitmap->IsValid() ) {
SDL_SetError("Couldn't create screen bitmap");
delete bbitmap;
return(NULL);
}
current->pitch = bbitmap->BytesPerRow();
current->pixels = (void *)bbitmap->Bits();
SDL_Win->SetBitmap(bbitmap);
_this->UpdateRects = BE_NormalUpdate;
}
/* Set the correct fullscreen mode */
BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
/* We're done */
return(current);
}
/* Update the current mouse state and position */
void BE_UpdateMouse(_THIS)
{
BPoint point;
uint32 buttons;
if ( SDL_Win->Lock() ) {
/* Get new input state, if still active */
if ( SDL_Win->IsActive() ) {
(SDL_Win->View())->GetMouse(&point, &buttons, true);
} else {
point.x = -1;
point.y = -1;
}
SDL_Win->Unlock();
if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
(point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
SDL_PrivateMouseMotion(0, 0,
(Sint16)point.x, (Sint16)point.y);
} else {
SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
}
}
}
/* We don't actually allow hardware surfaces other than the main one */
static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
{
return(-1);
}
static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
{
return;
}
static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
{
return(0);
}
static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
return;
}
static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
{
if ( SDL_Win->BeginDraw() ) {
int i;
for ( i=0; i<numrects; ++i ) {
BRect rect;
rect.top = rects[i].y;
rect.left = rects[i].x;
rect.bottom = rect.top+rects[i].h-1;
rect.right = rect.left+rects[i].w-1;
SDL_Win->DrawAsync(rect);
}
SDL_Win->EndDraw();
}
}
#if SDL_VIDEO_OPENGL
/* Passing a NULL path means load pointers from the application */
int BE_GL_LoadLibrary(_THIS, const char *path)
{
if (path == NULL) {
if (_this->gl_config.dll_handle == NULL) {
image_info info;
int32 cookie = 0;
while (get_next_image_info(0,&cookie,&info) == B_OK) {
void *location = NULL;
if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) {
_this->gl_config.dll_handle = (void*)cookie;
_this->gl_config.driver_loaded = 1;
SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
}
}
}
} else {
/*
FIXME None of BeOS libGL.so implementations have exported functions
to load BGLView, which should be reloaded from new lib.
So for now just "load" linked libGL.so :(
*/
if (_this->gl_config.dll_handle == NULL) {
return BE_GL_LoadLibrary(_this, NULL);
}
/* Unload old first */
/*if (_this->gl_config.dll_handle != NULL) {*/
/* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
/* image_info info;
if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
if (info.type != B_APP_IMAGE) {
unload_add_on((image_id)_this->gl_config.dll_handle);
}
}
}
if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
_this->gl_config.driver_loaded = 1;
SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
}*/
}
if (_this->gl_config.dll_handle != NULL) {
return 0;
} else {
_this->gl_config.dll_handle = NULL;
_this->gl_config.driver_loaded = 0;
*_this->gl_config.driver_path = '\0';
return -1;
}
}
void* BE_GL_GetProcAddress(_THIS, const char *proc)
{
if (_this->gl_config.dll_handle != NULL) {
void *location = NULL;
status_t err;
if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
return location;
} else {
SDL_SetError("Couldn't find OpenGL symbol");
return NULL;
}
} else {
SDL_SetError("OpenGL library not loaded");
return NULL;
}
}
int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
{
/*
FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
*/
switch (attrib)
{
case SDL_GL_RED_SIZE:
glGetIntegerv(GL_RED_BITS, (GLint*)value);
break;
case SDL_GL_GREEN_SIZE:
glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
break;
case SDL_GL_BLUE_SIZE:
glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
break;
case SDL_GL_ALPHA_SIZE:
glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
break;
case SDL_GL_DOUBLEBUFFER:
glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
break;
case SDL_GL_BUFFER_SIZE:
int v;
glGetIntegerv(GL_RED_BITS, (GLint*)&v);
*value = v;
glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
*value += v;
glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
*value += v;
glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
*value += v;
break;
case SDL_GL_DEPTH_SIZE:
glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
break;
case SDL_GL_STENCIL_SIZE:
glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
break;
case SDL_GL_ACCUM_RED_SIZE:
glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
break;
case SDL_GL_ACCUM_GREEN_SIZE:
glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
break;
case SDL_GL_ACCUM_BLUE_SIZE:
glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
break;
case SDL_GL_ACCUM_ALPHA_SIZE:
glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
break;
case SDL_GL_STEREO:
case SDL_GL_MULTISAMPLEBUFFERS:
case SDL_GL_MULTISAMPLESAMPLES:
default:
*value=0;
return(-1);
}
return 0;
}
int BE_GL_MakeCurrent(_THIS)
{
/* FIXME: should we glview->unlock and then glview->lock()? */
return 0;
}
void BE_GL_SwapBuffers(_THIS)
{
SDL_Win->SwapBuffers();
}
#endif
/* Is the system palette settable? */
int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
{
int i;
SDL_Palette *palette;
const color_map *cmap = BScreen().ColorMap();
/* Get the screen colormap */
palette = _this->screen->format->palette;
for ( i=0; i<256; ++i ) {
palette->colors[i].r = cmap->color_list[i].red;
palette->colors[i].g = cmap->color_list[i].green;
palette->colors[i].b = cmap->color_list[i].blue;
}
return(0);
}
void BE_VideoQuit(_THIS)
{
int i, j;
SDL_Win->Quit();
SDL_Win = NULL;
if ( SDL_BlankCursor != NULL ) {
BE_FreeWMCursor(_this, SDL_BlankCursor);
SDL_BlankCursor = NULL;
}
for ( i=0; i<NUM_MODELISTS; ++i ) {
if ( SDL_modelist[i] ) {
for ( j=0; SDL_modelist[i][j]; ++j ) {
SDL_free(SDL_modelist[i][j]);
}
SDL_free(SDL_modelist[i]);
SDL_modelist[i] = NULL;
}
}
/* Restore the original video mode */
if ( _this->screen ) {
if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
BScreen bscreen;
bscreen.SetMode(&saved_mode);
}
_this->screen->pixels = NULL;
}
#if SDL_VIDEO_OPENGL
if (_this->gl_config.dll_handle != NULL)
unload_add_on((image_id)_this->gl_config.dll_handle);
#endif
SDL_QuitBeApp();
}
}; /* Extern C */