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      1 /*
      2     SDL - Simple DirectMedia Layer
      3     Copyright (C) 1997-2012 Sam Lantinga
      4 
      5     This library is free software; you can redistribute it and/or
      6     modify it under the terms of the GNU Lesser General Public
      7     License as published by the Free Software Foundation; either
      8     version 2.1 of the License, or (at your option) any later version.
      9 
     10     This library is distributed in the hope that it will be useful,
     11     but WITHOUT ANY WARRANTY; without even the implied warranty of
     12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13     Lesser General Public License for more details.
     14 
     15     You should have received a copy of the GNU Lesser General Public
     16     License along with this library; if not, write to the Free Software
     17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
     18 
     19     Sam Lantinga
     20     slouken (at) libsdl.org
     21 */
     22 #include "SDL_config.h"
     23 
     24 /* BWindow based framebuffer implementation */
     25 
     26 #include <unistd.h>
     27 
     28 #include "SDL_BWin.h"
     29 #include "SDL_timer.h"
     30 
     31 extern "C" {
     32 
     33 #include "../SDL_sysvideo.h"
     34 #include "../../events/SDL_events_c.h"
     35 #include "SDL_sysevents_c.h"
     36 #include "SDL_sysmouse_c.h"
     37 #include "SDL_syswm_c.h"
     38 #include "SDL_lowvideo.h"
     39 #include "../SDL_yuvfuncs.h"
     40 #include "SDL_sysyuv.h"
     41 #include "../blank_cursor.h"
     42 
     43 #define BEOS_HIDDEN_SIZE	32	/* starting hidden window size */
     44 
     45 /* Initialization/Query functions */
     46 static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat);
     47 static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
     48 static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
     49 static void BE_UpdateMouse(_THIS);
     50 static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
     51 static void BE_VideoQuit(_THIS);
     52 
     53 /* Hardware surface functions */
     54 static int BE_AllocHWSurface(_THIS, SDL_Surface *surface);
     55 static int BE_LockHWSurface(_THIS, SDL_Surface *surface);
     56 static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
     57 static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
     58 
     59 static int BE_ToggleFullScreen(_THIS, int fullscreen);
     60 
     61 /* OpenGL functions */
     62 #if SDL_VIDEO_OPENGL
     63 static int BE_GL_LoadLibrary(_THIS, const char *path);
     64 static void* BE_GL_GetProcAddress(_THIS, const char *proc);
     65 static int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
     66 static int BE_GL_MakeCurrent(_THIS);
     67 static void BE_GL_SwapBuffers(_THIS);
     68 #endif
     69 
     70 /* FB driver bootstrap functions */
     71 
     72 static int BE_Available(void)
     73 {
     74 	return(1);
     75 }
     76 
     77 static void BE_DeleteDevice(SDL_VideoDevice *device)
     78 {
     79 	SDL_free(device->hidden);
     80 	SDL_free(device);
     81 }
     82 
     83 static SDL_VideoDevice *BE_CreateDevice(int devindex)
     84 {
     85 	SDL_VideoDevice *device;
     86 
     87 	/* Initialize all variables that we clean on shutdown */
     88 	device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice));
     89 	if ( device ) {
     90 		SDL_memset(device, 0, (sizeof *device));
     91 		device->hidden = (struct SDL_PrivateVideoData *)
     92 				SDL_malloc((sizeof *device->hidden));
     93 	}
     94 	if ( (device == NULL) || (device->hidden == NULL) ) {
     95 		SDL_OutOfMemory();
     96 		if ( device ) {
     97 			SDL_free(device);
     98 		}
     99 		return(0);
    100 	}
    101 	SDL_memset(device->hidden, 0, (sizeof *device->hidden));
    102 
    103 	/* Set the function pointers */
    104 	/* Initialization/Query functions */
    105 	device->VideoInit = BE_VideoInit;
    106 	device->ListModes = BE_ListModes;
    107 	device->SetVideoMode = BE_SetVideoMode;
    108 	device->ToggleFullScreen = BE_ToggleFullScreen;
    109 	device->UpdateMouse = BE_UpdateMouse;
    110 	device->CreateYUVOverlay = BE_CreateYUVOverlay;
    111 	device->SetColors = BE_SetColors;
    112 	device->UpdateRects = NULL;
    113 	device->VideoQuit = BE_VideoQuit;
    114 	/* Hardware acceleration functions */
    115 	device->AllocHWSurface = BE_AllocHWSurface;
    116 	device->CheckHWBlit = NULL;
    117 	device->FillHWRect = NULL;
    118 	device->SetHWColorKey = NULL;
    119 	device->SetHWAlpha = NULL;
    120 	device->LockHWSurface = BE_LockHWSurface;
    121 	device->UnlockHWSurface = BE_UnlockHWSurface;
    122 	device->FlipHWSurface = NULL;
    123 	device->FreeHWSurface = BE_FreeHWSurface;
    124 	/* Gamma support */
    125 #if SDL_VIDEO_OPENGL
    126 	/* OpenGL support */
    127 	device->GL_LoadLibrary = BE_GL_LoadLibrary;
    128 	device->GL_GetProcAddress = BE_GL_GetProcAddress;
    129 	device->GL_GetAttribute = BE_GL_GetAttribute;
    130 	device->GL_MakeCurrent = BE_GL_MakeCurrent;
    131 	device->GL_SwapBuffers = BE_GL_SwapBuffers;
    132 #endif
    133 	/* Window manager functions */
    134 	device->SetCaption = BE_SetWMCaption;
    135 	device->SetIcon = NULL;
    136 	device->IconifyWindow = BE_IconifyWindow;
    137 	device->GrabInput = BE_GrabInput;
    138 	device->GetWMInfo = BE_GetWMInfo;
    139 	/* Cursor manager functions */
    140 	device->FreeWMCursor = BE_FreeWMCursor;
    141 	device->CreateWMCursor = BE_CreateWMCursor;
    142 	device->ShowWMCursor = BE_ShowWMCursor;
    143 	device->WarpWMCursor = BE_WarpWMCursor;
    144 	device->MoveWMCursor = NULL;
    145 	device->CheckMouseMode = BE_CheckMouseMode;
    146 	/* Event manager functions */
    147 	device->InitOSKeymap = BE_InitOSKeymap;
    148 	device->PumpEvents = BE_PumpEvents;
    149 
    150 	device->free = BE_DeleteDevice;
    151 
    152 	/* Set the driver flags */
    153 	device->handles_any_size = 1;
    154 
    155 	return device;
    156 }
    157 
    158 VideoBootStrap BWINDOW_bootstrap = {
    159 	"bwindow", "BDirectWindow graphics",
    160 	BE_Available, BE_CreateDevice
    161 };
    162 
    163 static inline int ColorSpaceToBitsPerPixel(uint32 colorspace)
    164 {
    165 	int bitsperpixel;
    166 
    167 	bitsperpixel = 0;
    168 	switch (colorspace) {
    169 	    case B_CMAP8:
    170 		bitsperpixel = 8;
    171 		break;
    172 	    case B_RGB15:
    173 	    case B_RGBA15:
    174 	    case B_RGB15_BIG:
    175 	    case B_RGBA15_BIG:
    176 		bitsperpixel = 15;
    177 		break;
    178 	    case B_RGB16:
    179 	    case B_RGB16_BIG:
    180 		bitsperpixel = 16;
    181 		break;
    182 	    case B_RGB32:
    183 	    case B_RGBA32:
    184 	    case B_RGB32_BIG:
    185 	    case B_RGBA32_BIG:
    186 		bitsperpixel = 32;
    187 		break;
    188 	    default:
    189 		break;
    190 	}
    191 	return(bitsperpixel);
    192 }
    193 
    194 /* Function to sort the display_list in bscreen */
    195 static int CompareModes(const void *A, const void *B)
    196 {
    197 	const display_mode *a = (display_mode *)A;
    198 	const display_mode *b = (display_mode *)B;
    199 
    200 	if ( a->space == b->space ) {
    201 		return((b->virtual_width*b->virtual_height)-
    202 		       (a->virtual_width*a->virtual_height));
    203 	} else {
    204 		return(ColorSpaceToBitsPerPixel(b->space)-
    205 		       ColorSpaceToBitsPerPixel(a->space));
    206 	}
    207 }
    208 
    209 /* Yes, this isn't the fastest it could be, but it works nicely */
    210 static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h)
    211 {
    212 	SDL_Rect *mode;
    213 	int i;
    214 	int next_mode;
    215 
    216 	/* Check to see if we already have this mode */
    217 	if ( SDL_nummodes[index] > 0 ) {
    218 		for ( i=SDL_nummodes[index]-1; i >= 0; --i ) {
    219 			mode = SDL_modelist[index][i];
    220 			if ( (mode->w == w) && (mode->h == h) ) {
    221 #ifdef BWINDOW_DEBUG
    222 				fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1);
    223 #endif
    224 				return(0);
    225 			}
    226 		}
    227 	}
    228 
    229 	/* Set up the new video mode rectangle */
    230 	mode = (SDL_Rect *)SDL_malloc(sizeof *mode);
    231 	if ( mode == NULL ) {
    232 		SDL_OutOfMemory();
    233 		return(-1);
    234 	}
    235 	mode->x = 0;
    236 	mode->y = 0;
    237 	mode->w = w;
    238 	mode->h = h;
    239 #ifdef BWINDOW_DEBUG
    240 	fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1);
    241 #endif
    242 
    243 	/* Allocate the new list of modes, and fill in the new mode */
    244 	next_mode = SDL_nummodes[index];
    245 	SDL_modelist[index] = (SDL_Rect **)
    246 	       SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *));
    247 	if ( SDL_modelist[index] == NULL ) {
    248 		SDL_OutOfMemory();
    249 		SDL_nummodes[index] = 0;
    250 		SDL_free(mode);
    251 		return(-1);
    252 	}
    253 	SDL_modelist[index][next_mode] = mode;
    254 	SDL_modelist[index][next_mode+1] = NULL;
    255 	SDL_nummodes[index]++;
    256 
    257 	return(0);
    258 }
    259 
    260 int BE_VideoInit(_THIS, SDL_PixelFormat *vformat)
    261 {
    262 	display_mode *modes;
    263 	uint32 i, nmodes;
    264 	int bpp;
    265 	BRect bounds;
    266 
    267 	/* Initialize the Be Application for appserver interaction */
    268 	if ( SDL_InitBeApp() < 0 ) {
    269 		return(-1);
    270 	}
    271 
    272 	/* It is important that this be created after SDL_InitBeApp() */
    273 	BScreen bscreen;
    274 
    275 	/* Save the current display mode */
    276 	bscreen.GetMode(&saved_mode);
    277 	_this->info.current_w = saved_mode.virtual_width;
    278 	_this->info.current_h = saved_mode.virtual_height;
    279 
    280 	/* Determine the screen depth */
    281 	vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace());
    282 	if ( vformat->BitsPerPixel == 0 ) {
    283 		SDL_SetError("Unknown BScreen colorspace: 0x%x",
    284 						bscreen.ColorSpace());
    285 		return(-1);
    286 	}
    287 
    288 	/* Get the video modes we can switch to in fullscreen mode */
    289 	bscreen.GetModeList(&modes, &nmodes);
    290 	SDL_qsort(modes, nmodes, sizeof *modes, CompareModes);
    291 	for ( i=0; i<nmodes; ++i ) {
    292 		bpp = ColorSpaceToBitsPerPixel(modes[i].space);
    293 		//if ( bpp != 0 ) { // There are bugs in changing colorspace
    294 		if ( modes[i].space == saved_mode.space ) {
    295 			BE_AddMode(_this, ((bpp+7)/8)-1,
    296 				modes[i].virtual_width,
    297 				modes[i].virtual_height);
    298 		}
    299 	}
    300 
    301 	/* Create the window and view */
    302 	bounds.top = 0; bounds.left = 0;
    303 	bounds.right = BEOS_HIDDEN_SIZE;
    304 	bounds.bottom = BEOS_HIDDEN_SIZE;
    305 	SDL_Win = new SDL_BWin(bounds);
    306 
    307 #if SDL_VIDEO_OPENGL
    308 	/* testgl application doesn't load library, just tries to load symbols */
    309 	/* is it correct? if so we have to load library here */
    310 	BE_GL_LoadLibrary(_this, NULL);
    311 #endif
    312 
    313 	/* Create the clear cursor */
    314 	SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask,
    315 			BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY);
    316 
    317 	/* Fill in some window manager capabilities */
    318 	_this->info.wm_available = 1;
    319 
    320 	/* We're done! */
    321 	return(0);
    322 }
    323 
    324 /* We support any dimension at our bit-depth */
    325 SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
    326 {
    327 	SDL_Rect **modes;
    328 
    329 	modes = ((SDL_Rect **)0);
    330 	if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
    331 		modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1];
    332 	} else {
    333 		if ( format->BitsPerPixel ==
    334 			_this->screen->format->BitsPerPixel ) {
    335 			modes = ((SDL_Rect **)-1);
    336 		}
    337 	}
    338 	return(modes);
    339 }
    340 
    341 /* Various screen update functions available */
    342 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects);
    343 
    344 
    345 /* Find the closest display mode for fullscreen */
    346 static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
    347 					 display_mode *mode)
    348 {
    349 	BScreen bscreen;
    350 	uint32 i, nmodes;
    351 	SDL_Rect **modes;
    352 	display_mode *dmodes;
    353 	display_mode current;
    354 	float current_refresh;
    355 	bscreen.GetMode(&current);
    356 	current_refresh = (1000 * current.timing.pixel_clock) /
    357 	                  (current.timing.h_total * current.timing.v_total);
    358 
    359 	modes = SDL_modelist[((bpp+7)/8)-1];
    360 
    361 	// find end of list (lowest-resolution mode; modes are ordered
    362 	// highest-to-lowest).
    363 	i = 0; while(modes[i]) i++;
    364 	if (!i) return false;		// what? no modes at all?
    365 
    366 	// find first mode with resolution >= requested in both dimensions
    367 	for (--i; i >= 0; --i)
    368 	{
    369 		if (modes[i]->w >= width && modes[i]->h >= height)
    370 			break;
    371 	}
    372 
    373 	// unable to find any mode with that high a resolution!
    374 	if (i < 0)
    375 		return false;
    376 
    377 	width = modes[i]->w;
    378 	height = modes[i]->h;
    379 
    380 	bscreen.GetModeList(&dmodes, &nmodes);
    381 	for ( i = 0; i < nmodes; ++i ) {
    382 		if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) &&
    383 		     (width == dmodes[i].virtual_width) &&
    384 		     (height == dmodes[i].virtual_height) ) {
    385 			break;
    386 		}
    387 	}
    388 	if ( i != nmodes ) {
    389 		*mode = dmodes[i];
    390 		if ((mode->virtual_width <= current.virtual_width) &&
    391 		    (mode->virtual_height <= current.virtual_height)) {
    392 			float new_refresh = (1000 * mode->timing.pixel_clock) /
    393 			                    (mode->timing.h_total * mode->timing.v_total);
    394 			if (new_refresh < current_refresh) {
    395 				mode->timing.pixel_clock = (uint32)((mode->timing.h_total * mode->timing.v_total)
    396 				                                    * current_refresh / 1000);
    397 			}
    398 		}
    399 		return true;
    400 	} else {
    401 		return false;
    402 	}
    403 }
    404 
    405 static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
    406 {
    407 	// printf("SetFullScreen(%d)\n", fullscreen);
    408 	BScreen bscreen;
    409 
    410 	// SetFullSscreen() does not work as expected if called in a window
    411 	// that was never shown. This is probably a bug in the Haiku Game Kit that needs
    412 	// to be investigated.
    413 	if (SDL_Win->Lock()) {
    414 		// Show our window.
    415 		SDL_Win->Show();
    416 	}
    417 
    418 	if (SDL_Win->IsLocked()) {
    419 		// Unlock the window if it was locked. This is needed as only the
    420 		// first call to Show() unlocks the looper. All other calls to it
    421 		// will not.
    422 		SDL_Win->Unlock();
    423 	}
    424 
    425 	int width = screen->w;
    426 	int height = screen->h;
    427 
    428 	if (fullscreen) {
    429 		// Set resolution to the closest available one that matches the
    430 		// current SDL resolution.
    431 		display_mode mode;
    432 		bscreen.GetMode(&mode);
    433 
    434 		int bpp = screen->format->BitsPerPixel;
    435 		if (bpp != ColorSpaceToBitsPerPixel(mode.space) ||
    436 			width != mode.virtual_width || height != mode.virtual_height) {
    437 			if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
    438 				bscreen.SetMode(&mode);
    439 			} else {
    440 				// printf("Could not set new mode.\n");
    441 				return(0);
    442 			}
    443 		}
    444 	} else {
    445 		// Reset to the previous known resolution as we are now in window
    446 		// mode.
    447 		bscreen.SetMode(&saved_mode);
    448 	}
    449 
    450 	// Effectivelly set/reset full screen mode. If we are already in
    451 	// full screen mode, we reset back to windowed mode first so the
    452 	// window can resize when going fullscreen.
    453 	// if (fullscreen)
    454 		// printf("Going fullscreen\n");
    455 	// else
    456 		// printf("Going windowed\n");
    457 	SDL_Win->SetFullScreen(fullscreen);
    458 
    459 	// Calculate offsets for centering the window (in window mode) and for
    460 	// dentering the bitmap (in full screen mode).
    461 	BRect bounds = bscreen.Frame();
    462 	bounds.PrintToStream();
    463 	int32 cx = (bounds.IntegerWidth() - width)/2;
    464 	int32 cy = (bounds.IntegerHeight() - height)/2;
    465 
    466 	// printf ("cx = %d, cy = %d\n", cx, cy);
    467 	if (!SDL_Win->IsFullScreen()) {
    468 		// printf("Doing not fullscreen stuff.\n");
    469 		// We are not in full screen mode, so we want to change the window
    470 		// size to match the resolution in SDL.
    471 		SDL_Win->ResizeTo(width, height);
    472 
    473 		// And also center the window and reset the drawing offset.
    474 		SDL_Win->MoveTo(cx, cy);
    475 		SDL_Win->SetXYOffset(0, 0);
    476 	} else {
    477 		// printf("Doing fullscreen stuff.");
    478 		// Center the bitmap whenever we are in full screen mode.
    479 		SDL_Win->SetXYOffset(cx, cy);
    480 	}
    481 
    482 	// Set relevant internal SDL screen flags.
    483 	if (SDL_Win->IsFullScreen()) {
    484 		screen->flags |= SDL_FULLSCREEN;
    485 	} else {
    486 		screen->flags &= ~SDL_FULLSCREEN;
    487 	}
    488 
    489 	return(1);
    490 }
    491 
    492 static int BE_ToggleFullScreen(_THIS, int fullscreen)
    493 {
    494 	return BE_SetFullScreen(_this, _this->screen, fullscreen);
    495 }
    496 
    497 /* FIXME: check return values and cleanup here */
    498 SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
    499 				int width, int height, int bpp, Uint32 flags)
    500 {
    501 	BScreen bscreen;
    502 	BBitmap *bbitmap;
    503 	BRect bounds;
    504 	Uint32 gl_flags = 0;
    505 
    506 	/* Only RGB works on r5 currently */
    507 	gl_flags = BGL_RGB;
    508 	if (_this->gl_config.double_buffer)
    509 		gl_flags |= BGL_DOUBLE;
    510 	else
    511 		gl_flags |= BGL_SINGLE;
    512 	if (_this->gl_config.alpha_size > 0 || bpp == 32)
    513 		gl_flags |= BGL_ALPHA;
    514 	if (_this->gl_config.depth_size > 0)
    515 		gl_flags |= BGL_DEPTH;
    516 	if (_this->gl_config.stencil_size > 0)
    517 		gl_flags |= BGL_STENCIL;
    518 	if (_this->gl_config.accum_red_size > 0
    519 		|| _this->gl_config.accum_green_size > 0
    520 		|| _this->gl_config.accum_blue_size > 0
    521 		|| _this->gl_config.accum_alpha_size > 0)
    522 		gl_flags |= BGL_ACCUM;
    523 
    524 	/* Create the view for this window, using found flags */
    525 	if ( SDL_Win->CreateView(flags, gl_flags) < 0 ) {
    526 		return(NULL);
    527 	}
    528 
    529 	current->flags = 0;		/* Clear flags */
    530 	current->w = width;
    531 	current->h = height;
    532 	SDL_Win->SetType(B_TITLED_WINDOW);
    533 	if ( flags & SDL_NOFRAME ) {
    534 		current->flags |= SDL_NOFRAME;
    535 		SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK);
    536 	} else {
    537 		if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) )  {
    538 			current->flags |= SDL_RESIZABLE;
    539 			/* We don't want opaque resizing (TM). :-) */
    540 			SDL_Win->SetFlags(B_OUTLINE_RESIZE);
    541 		} else {
    542 			SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE);
    543 		}
    544 	}
    545 
    546 	if ( flags & SDL_OPENGL ) {
    547 		current->flags |= SDL_OPENGL;
    548 		current->pitch = 0;
    549 		current->pixels = NULL;
    550 		_this->UpdateRects = NULL;
    551 	} else {
    552 		/* Create the BBitmap framebuffer */
    553 		bounds.top = 0; bounds.left = 0;
    554 		bounds.right = width-1;
    555 		bounds.bottom = height-1;
    556 		bbitmap = new BBitmap(bounds, bscreen.ColorSpace());
    557 		if ( ! bbitmap->IsValid() ) {
    558 			SDL_SetError("Couldn't create screen bitmap");
    559 			delete bbitmap;
    560 			return(NULL);
    561 		}
    562 		current->pitch = bbitmap->BytesPerRow();
    563 		current->pixels = (void *)bbitmap->Bits();
    564 		SDL_Win->SetBitmap(bbitmap);
    565 		_this->UpdateRects = BE_NormalUpdate;
    566 	}
    567 
    568 	/* Set the correct fullscreen mode */
    569 	BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
    570 
    571 	/* We're done */
    572 	return(current);
    573 }
    574 
    575 /* Update the current mouse state and position */
    576 void BE_UpdateMouse(_THIS)
    577 {
    578 	BPoint point;
    579 	uint32 buttons;
    580 
    581 	if ( SDL_Win->Lock() ) {
    582 		/* Get new input state, if still active */
    583 		if ( SDL_Win->IsActive() ) {
    584 			(SDL_Win->View())->GetMouse(&point, &buttons, true);
    585 		} else {
    586 			point.x = -1;
    587 			point.y = -1;
    588 		}
    589 		SDL_Win->Unlock();
    590 
    591 		if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) &&
    592 		     (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) {
    593 			SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
    594 			SDL_PrivateMouseMotion(0, 0,
    595 					(Sint16)point.x, (Sint16)point.y);
    596 		} else {
    597 			SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
    598 		}
    599 	}
    600 }
    601 
    602 /* We don't actually allow hardware surfaces other than the main one */
    603 static int BE_AllocHWSurface(_THIS, SDL_Surface *surface)
    604 {
    605 	return(-1);
    606 }
    607 static void BE_FreeHWSurface(_THIS, SDL_Surface *surface)
    608 {
    609 	return;
    610 }
    611 static int BE_LockHWSurface(_THIS, SDL_Surface *surface)
    612 {
    613 	return(0);
    614 }
    615 static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface)
    616 {
    617 	return;
    618 }
    619 
    620 static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
    621 {
    622 	if ( SDL_Win->BeginDraw() ) {
    623 		int i;
    624 
    625 		for ( i=0; i<numrects; ++i ) {
    626 			BRect rect;
    627 
    628 			rect.top = rects[i].y;
    629 			rect.left = rects[i].x;
    630 			rect.bottom = rect.top+rects[i].h-1;
    631 			rect.right = rect.left+rects[i].w-1;
    632 			SDL_Win->DrawAsync(rect);
    633 		}
    634 		SDL_Win->EndDraw();
    635 	}
    636 }
    637 
    638 #if SDL_VIDEO_OPENGL
    639 /* Passing a NULL path means load pointers from the application */
    640 int BE_GL_LoadLibrary(_THIS, const char *path)
    641 {
    642 	if (path == NULL) {
    643 		if (_this->gl_config.dll_handle == NULL) {
    644 			image_info info;
    645 			int32 cookie = 0;
    646 			while (get_next_image_info(0,&cookie,&info) == B_OK) {
    647 				void *location = NULL;
    648 #ifdef __HAIKU__
    649 				if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku
    650 #else
    651 				if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // I don't know if that *did* work in BeOS
    652 #endif
    653 					_this->gl_config.dll_handle = (void*)info.id;
    654 					_this->gl_config.driver_loaded = 1;
    655 					SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
    656 				}
    657 			}
    658 		}
    659 	} else {
    660 		/*
    661 			FIXME None of BeOS libGL.so implementations have exported functions
    662 			to load BGLView, which should be reloaded from new lib.
    663 			So for now just "load" linked libGL.so :(
    664 		*/
    665 		if (_this->gl_config.dll_handle == NULL) {
    666 			return BE_GL_LoadLibrary(_this, NULL);
    667 		}
    668 
    669 		/* Unload old first */
    670 		/*if (_this->gl_config.dll_handle != NULL) {*/
    671 			/* Do not try to unload application itself (if LoadLibrary was called before with NULL ;) */
    672 		/*	image_info info;
    673 			if (get_image_info((image_id)_this->gl_config.dll_handle, &info) == B_OK) {
    674 				if (info.type != B_APP_IMAGE) {
    675 					unload_add_on((image_id)_this->gl_config.dll_handle);
    676 				}
    677 			}
    678 
    679 		}
    680 
    681 		if ((_this->gl_config.dll_handle = (void*)load_add_on(path)) != (void*)B_ERROR) {
    682 			_this->gl_config.driver_loaded = 1;
    683 			SDL_strlcpy(_this->gl_config.driver_path, path, SDL_arraysize(_this->gl_config.driver_path));
    684 		}*/
    685 	}
    686 
    687 	if (_this->gl_config.dll_handle != NULL) {
    688 		return 0;
    689 	} else {
    690 		_this->gl_config.dll_handle = NULL;
    691 		_this->gl_config.driver_loaded = 0;
    692 		*_this->gl_config.driver_path = '\0';
    693 		return -1;
    694 	}
    695 }
    696 
    697 void* BE_GL_GetProcAddress(_THIS, const char *proc)
    698 {
    699 	if (_this->gl_config.dll_handle != NULL) {
    700 		void *location = NULL;
    701 		status_t err;
    702 		if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
    703 			return location;
    704 		} else {
    705 			SDL_SetError("Couldn't find OpenGL symbol");
    706 			return NULL;
    707 		}
    708 	} else {
    709 		SDL_SetError("OpenGL library not loaded");
    710 		return NULL;
    711 	}
    712 }
    713 
    714 int BE_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
    715 {
    716 	/*
    717 		FIXME? Right now BE_GL_GetAttribute shouldn't be called between glBegin() and glEnd() - it doesn't use "cached" values
    718 	*/
    719 	switch (attrib)
    720     {
    721 		case SDL_GL_RED_SIZE:
    722 			glGetIntegerv(GL_RED_BITS, (GLint*)value);
    723 			break;
    724 		case SDL_GL_GREEN_SIZE:
    725 			glGetIntegerv(GL_GREEN_BITS, (GLint*)value);
    726 			break;
    727 		case SDL_GL_BLUE_SIZE:
    728 			glGetIntegerv(GL_BLUE_BITS, (GLint*)value);
    729 			break;
    730 		case SDL_GL_ALPHA_SIZE:
    731 			glGetIntegerv(GL_ALPHA_BITS, (GLint*)value);
    732 			break;
    733 		case SDL_GL_DOUBLEBUFFER:
    734 			glGetBooleanv(GL_DOUBLEBUFFER, (GLboolean*)value);
    735 			break;
    736 		case SDL_GL_BUFFER_SIZE:
    737 			int v;
    738 			glGetIntegerv(GL_RED_BITS, (GLint*)&v);
    739 			*value = v;
    740 			glGetIntegerv(GL_GREEN_BITS, (GLint*)&v);
    741 			*value += v;
    742 			glGetIntegerv(GL_BLUE_BITS, (GLint*)&v);
    743 			*value += v;
    744 			glGetIntegerv(GL_ALPHA_BITS, (GLint*)&v);
    745 			*value += v;
    746 			break;
    747 		case SDL_GL_DEPTH_SIZE:
    748 			glGetIntegerv(GL_DEPTH_BITS, (GLint*)value); /* Mesa creates 16 only? r5 always 32 */
    749 			break;
    750 		case SDL_GL_STENCIL_SIZE:
    751 			glGetIntegerv(GL_STENCIL_BITS, (GLint*)value);
    752 			break;
    753 		case SDL_GL_ACCUM_RED_SIZE:
    754 			glGetIntegerv(GL_ACCUM_RED_BITS, (GLint*)value);
    755 			break;
    756 		case SDL_GL_ACCUM_GREEN_SIZE:
    757 			glGetIntegerv(GL_ACCUM_GREEN_BITS, (GLint*)value);
    758 			break;
    759 		case SDL_GL_ACCUM_BLUE_SIZE:
    760 			glGetIntegerv(GL_ACCUM_BLUE_BITS, (GLint*)value);
    761 			break;
    762 		case SDL_GL_ACCUM_ALPHA_SIZE:
    763 			glGetIntegerv(GL_ACCUM_ALPHA_BITS, (GLint*)value);
    764 			break;
    765 		case SDL_GL_STEREO:
    766 		case SDL_GL_MULTISAMPLEBUFFERS:
    767 		case SDL_GL_MULTISAMPLESAMPLES:
    768 		default:
    769 			*value=0;
    770 			return(-1);
    771 	}
    772 	return 0;
    773 }
    774 
    775 int BE_GL_MakeCurrent(_THIS)
    776 {
    777 	/* FIXME: should we glview->unlock and then glview->lock()? */
    778 	return 0;
    779 }
    780 
    781 void BE_GL_SwapBuffers(_THIS)
    782 {
    783 	SDL_Win->SwapBuffers();
    784 }
    785 #endif
    786 
    787 /* Is the system palette settable? */
    788 int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
    789 {
    790 	int i;
    791 	SDL_Palette *palette;
    792 	const color_map *cmap = BScreen().ColorMap();
    793 
    794 	/* Get the screen colormap */
    795 	palette = _this->screen->format->palette;
    796 	for ( i=0; i<256; ++i ) {
    797 		palette->colors[i].r = cmap->color_list[i].red;
    798 		palette->colors[i].g = cmap->color_list[i].green;
    799 		palette->colors[i].b = cmap->color_list[i].blue;
    800 	}
    801 	return(0);
    802 }
    803 
    804 void BE_VideoQuit(_THIS)
    805 {
    806 	int i, j;
    807 
    808 	SDL_Win->Quit();
    809 	SDL_Win = NULL;
    810 
    811 	if ( SDL_BlankCursor != NULL ) {
    812 		BE_FreeWMCursor(_this, SDL_BlankCursor);
    813 		SDL_BlankCursor = NULL;
    814 	}
    815 	for ( i=0; i<NUM_MODELISTS; ++i ) {
    816 		if ( SDL_modelist[i] ) {
    817 			for ( j=0; SDL_modelist[i][j]; ++j ) {
    818 				SDL_free(SDL_modelist[i][j]);
    819 			}
    820 			SDL_free(SDL_modelist[i]);
    821 			SDL_modelist[i] = NULL;
    822 		}
    823 	}
    824 	/* Restore the original video mode */
    825 	if ( _this->screen ) {
    826 		if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) {
    827 			BScreen bscreen;
    828 			bscreen.SetMode(&saved_mode);
    829 		}
    830 		_this->screen->pixels = NULL;
    831 	}
    832 
    833 #if SDL_VIDEO_OPENGL
    834 	if (_this->gl_config.dll_handle != NULL)
    835 		unload_add_on((image_id)_this->gl_config.dll_handle);
    836 #endif
    837 
    838 	SDL_QuitBeApp();
    839 }
    840 
    841 }; /* Extern C */
    842