#include "egl/fg_window_egl.h"
#include <slog2.h>
-#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__))
-#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__))
+#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__, SLOG2_FA_END))
+#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__, SLOG2_FA_END))
#include <sys/keycodes.h>
+#include <input/screen_helpers.h>
+#include <bps/bps.h>
+#include <bps/event.h>
+#include <bps/screen.h>
+#include <bps/navigator.h>
+#include <bps/virtualkeyboard.h>
extern void fghOnReshapeNotify(SFG_Window *window, int width, int height, GLboolean forceNotify);
extern void fghOnPositionNotify(SFG_Window *window, int x, int y, GLboolean forceNotify);
extern void fgPlatformHideWindow( SFG_Window *window );
extern void fgPlatformIconifyWindow( SFG_Window *window );
extern void fgPlatformShowWindow( SFG_Window *window );
+extern void fgPlatformMainLoopPostWork ( void );
+extern void fgPlatformRotateWindow( SFG_Window *window, int rotation );
+extern void fgPlatformFlushCommands ( void );
static struct touchscreen touchscreen;
-static unsigned char key_a2fg[256];
-/**
- * Initialize BlackBerry keycode to GLUT keycode mapping
- */
-static void key_init() {
- memset(key_a2fg, 0, sizeof(key_a2fg));
-
- //XXX Any others?
-
- key_a2fg[KEYCODE_F1] = GLUT_KEY_F1;
- key_a2fg[KEYCODE_F2] = GLUT_KEY_F2;
- key_a2fg[KEYCODE_F3] = GLUT_KEY_F3;
- key_a2fg[KEYCODE_F4] = GLUT_KEY_F4;
- key_a2fg[KEYCODE_F5] = GLUT_KEY_F5;
- key_a2fg[KEYCODE_F6] = GLUT_KEY_F6;
- key_a2fg[KEYCODE_F7] = GLUT_KEY_F7;
- key_a2fg[KEYCODE_F8] = GLUT_KEY_F8;
- key_a2fg[KEYCODE_F9] = GLUT_KEY_F9;
- key_a2fg[KEYCODE_F10] = GLUT_KEY_F10;
- key_a2fg[KEYCODE_F11] = GLUT_KEY_F11;
- key_a2fg[KEYCODE_F12] = GLUT_KEY_F12;
-
- key_a2fg[KEYCODE_PG_UP] = GLUT_KEY_PAGE_UP;
- key_a2fg[KEYCODE_PG_DOWN] = GLUT_KEY_PAGE_DOWN;
- key_a2fg[KEYCODE_HOME] = GLUT_KEY_HOME;
- key_a2fg[KEYCODE_END] = GLUT_KEY_END;
- key_a2fg[KEYCODE_INSERT] = GLUT_KEY_INSERT;
-
- key_a2fg[KEYCODE_UP] = GLUT_KEY_UP;
- key_a2fg[KEYCODE_DOWN] = GLUT_KEY_DOWN;
- key_a2fg[KEYCODE_LEFT] = GLUT_KEY_LEFT;
- key_a2fg[KEYCODE_RIGHT] = GLUT_KEY_RIGHT;
-
- key_a2fg[KEYCODE_LEFT_ALT] = GLUT_KEY_ALT_L;
- key_a2fg[KEYCODE_RIGHT_ALT] = GLUT_KEY_ALT_R;
- key_a2fg[KEYCODE_LEFT_SHIFT] = GLUT_KEY_SHIFT_L;
- key_a2fg[KEYCODE_RIGHT_SHIFT] = GLUT_KEY_SHIFT_R;
- key_a2fg[KEYCODE_LEFT_CTRL] = GLUT_KEY_CTRL_L;
- key_a2fg[KEYCODE_RIGHT_CTRL] = GLUT_KEY_CTRL_R;
+#define ESCAPE_BUTTON_KEY 0x001B
+
+unsigned int key_special(int qnxKeycode)
+{
+ switch(qnxKeycode) {
+ case KEYCODE_F1:
+ return GLUT_KEY_F1;
+ case KEYCODE_F2:
+ return GLUT_KEY_F2;
+ case KEYCODE_F3:
+ return GLUT_KEY_F3;
+ case KEYCODE_F4:
+ return GLUT_KEY_F4;
+ case KEYCODE_F5:
+ return GLUT_KEY_F5;
+ case KEYCODE_F6:
+ return GLUT_KEY_F6;
+ case KEYCODE_F7:
+ return GLUT_KEY_F7;
+ case KEYCODE_F8:
+ return GLUT_KEY_F8;
+ case KEYCODE_F9:
+ return GLUT_KEY_F9;
+ case KEYCODE_F10:
+ return GLUT_KEY_F10;
+ case KEYCODE_F11:
+ return GLUT_KEY_F11;
+ case KEYCODE_F12:
+ return GLUT_KEY_F12;
+ case KEYCODE_PG_UP:
+ return GLUT_KEY_PAGE_UP;
+ case KEYCODE_PG_DOWN:
+ return GLUT_KEY_PAGE_DOWN;
+ case KEYCODE_HOME:
+ return GLUT_KEY_HOME;
+ case KEYCODE_END:
+ return GLUT_KEY_END;
+ case KEYCODE_INSERT:
+ return GLUT_KEY_INSERT;
+ case KEYCODE_UP:
+ //case KEYCODE_KP_UP:
+ return GLUT_KEY_UP;
+ case KEYCODE_DOWN:
+ //case KEYCODE_KP_DOWN:
+ return GLUT_KEY_DOWN;
+ case KEYCODE_LEFT:
+ //case KEYCODE_KP_LEFT:
+ return GLUT_KEY_LEFT;
+ case KEYCODE_RIGHT:
+ //case KEYCODE_KP_RIGHT:
+ return GLUT_KEY_RIGHT;
+ case KEYCODE_NUM_LOCK:
+ return GLUT_KEY_NUM_LOCK;
+ case KEYCODE_LEFT_ALT:
+ return GLUT_KEY_ALT_L;
+ case KEYCODE_RIGHT_ALT:
+ return GLUT_KEY_ALT_R;
+ case KEYCODE_LEFT_SHIFT:
+ return GLUT_KEY_SHIFT_L;
+ case KEYCODE_RIGHT_SHIFT:
+ return GLUT_KEY_SHIFT_R;
+ case KEYCODE_LEFT_CTRL:
+ return GLUT_KEY_CTRL_L;
+ case KEYCODE_RIGHT_CTRL:
+ return GLUT_KEY_CTRL_R;
+ }
+ return 0;
}
-//XXX
-/* *
- * Convert an Android key event to ASCII.
- * /
-static unsigned char key_ascii(struct android_app* app, AInputEvent* event) {
- int32_t code = AKeyEvent_getKeyCode(event);
-
- /* Handle a few special cases: * /
- switch (code) {
- case AKEYCODE_DEL:
- return 8;
- case AKEYCODE_FORWARD_DEL:
- return 127;
- case AKEYCODE_ESCAPE:
- return 27;
- }
-
- /* Get usable JNI context * /
- JNIEnv* env = app->activity->env;
- JavaVM* vm = app->activity->vm;
- (*vm)->AttachCurrentThread(vm, &env, NULL);
-
- jclass KeyEventClass = (*env)->FindClass(env, "android/view/KeyEvent");
- jmethodID KeyEventConstructor = (*env)->GetMethodID(env, KeyEventClass, "<init>", "(II)V");
- jobject keyEvent = (*env)->NewObject(env, KeyEventClass, KeyEventConstructor,
- AKeyEvent_getAction(event), AKeyEvent_getKeyCode(event));
- jmethodID KeyEvent_getUnicodeChar = (*env)->GetMethodID(env, KeyEventClass, "getUnicodeChar", "(I)I");
- int ascii = (*env)->CallIntMethod(env, keyEvent, KeyEvent_getUnicodeChar, AKeyEvent_getMetaState(event));
-
- /* LOGI("getUnicodeChar(%d) = %d ('%c')", AKeyEvent_getKeyCode(event), ascii, ascii); * /
- (*vm)->DetachCurrentThread(vm);
-
- return ascii;
+unsigned char key_ascii(int qnxKeycode)
+{
+ if (qnxKeycode >= KEYCODE_PC_KEYS && qnxKeycode <= UNICODE_PRIVATE_USE_AREA_LAST) {
+ switch (qnxKeycode) {
+ case KEYCODE_BACKSPACE:
+ return 0x0008;
+ case KEYCODE_TAB:
+ return 0x0009;
+ case KEYCODE_KP_ENTER:
+ case KEYCODE_RETURN:
+ return 0x000A;
+ case KEYCODE_ESCAPE:
+ return ESCAPE_BUTTON_KEY;
+ }
+ }
+ return qnxKeycode;
}
-*/
-uint64_t fgPlatformSystemTime ( void )
+//From fg_main_x11
+fg_time_t fgPlatformSystemTime ( void )
{
- struct timeval now;
- gettimeofday( &now, NULL );
- return now.tv_usec / 1000 + now.tv_sec * 1000;
+#ifdef CLOCK_MONOTONIC
+ struct timespec now;
+ clock_gettime(CLOCK_MONOTONIC, &now);
+ return now.tv_nsec/1000000 + now.tv_sec*1000;
+#elif defined(HAVE_GETTIMEOFDAY)
+ struct timeval now;
+ gettimeofday( &now, NULL );
+ return now.tv_usec/1000 + now.tv_sec*1000;
+#endif
}
/*
* Does the magic required to relinquish the CPU until something interesting
* happens.
*/
-void fgPlatformSleepForEvents( long msec )
+void fgPlatformSleepForEvents( fg_time_t msec )
{
- //TODO
-}
-
-/* *
- * Process the next input event.
- * /
-int32_t handle_input(struct android_app* app, AInputEvent* event) {
- SFG_Window* window = fgWindowByHandle(app->window);
- if (window == NULL)
- return EVENT_NOT_HANDLED;
-
- /* FIXME: in Android, when a key is repeated, down
- and up events happen most often at the exact same time. This
- makes it impossible to animate based on key press time. * /
- /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up * /
- /* This looks like a bug in the Android virtual keyboard system :/
- Real buttons such as the Back button appear to work correctly
- (series of down events with proper getRepeatCount value). * /
-
- if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
- /* LOGI("action: %d", AKeyEvent_getAction(event)); */
- /* LOGI("keycode: %d", code); * /
- int32_t code = AKeyEvent_getKeyCode(event);
-
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) {
- int32_t keypress = 0;
- unsigned char ascii = 0;
- if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
- INVOKE_WCB(*window, Special, (keypress, window->State.MouseX, window->State.MouseY));
- return EVENT_HANDLED;
- } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
- INVOKE_WCB(*window, Keyboard, (ascii, window->State.MouseX, window->State.MouseY));
- return EVENT_HANDLED;
- }
+ if(fgStructure.CurrentWindow && fgDisplay.pDisplay.event == NULL && bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
+ LOGW("BPS couldn't get event");
}
- else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) {
- int32_t keypress = 0;
- unsigned char ascii = 0;
- if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
- INVOKE_WCB(*window, SpecialUp, (keypress, window->State.MouseX, window->State.MouseY));
- return EVENT_HANDLED;
- } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
- INVOKE_WCB(*window, KeyboardUp, (ascii, window->State.MouseX, window->State.MouseY));
- return EVENT_HANDLED;
- }
- }
- }
-
- int32_t source = AInputEvent_getSource(event);
- if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION
- && source == AINPUT_SOURCE_TOUCHSCREEN) {
- int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
- /* Pointer ID for clicks * /
- int32_t pidx = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
- /* TODO: Handle multi-touch; also handle multiple sources/devices */
- /* cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer * /
- if (0) {
- LOGI("motion action=%d index=%d source=%d", action, pidx, source);
- int count = AMotionEvent_getPointerCount(event);
- int i;
- for (i = 0; i < count; i++) {
- LOGI("multi(%d): %.01f,%.01f",
- AMotionEvent_getPointerId(event, i),
- AMotionEvent_getX(event, i), AMotionEvent_getY(event, i));
- }
- }
- float x = AMotionEvent_getX(event, 0);
- float y = AMotionEvent_getY(event, 0);
+}
+void handle_left_mouse(int x, int y, int height, int eventType, SFG_Window* window)
+{
+ bool handled = false;
/* Virtual arrows PAD */
- /* Don't interfere with existing mouse move event * /
+ /* Don't interfere with existing mouse move event */
if (!touchscreen.in_mmotion) {
- struct vpad_state prev_vpad = touchscreen.vpad;
- touchscreen.vpad.left = touchscreen.vpad.right
- = touchscreen.vpad.up = touchscreen.vpad.down = false;
-
- /* int32_t width = ANativeWindow_getWidth(window->Window.Handle); * /
- int32_t height = ANativeWindow_getHeight(window->Window.Handle);
- if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_MOVE) {
- if ((x > 0 && x < 100) && (y > (height - 100) && y < height))
- touchscreen.vpad.left = true;
- if ((x > 200 && x < 300) && (y > (height - 100) && y < height))
- touchscreen.vpad.right = true;
- if ((x > 100 && x < 200) && (y > (height - 100) && y < height))
- touchscreen.vpad.down = true;
- if ((x > 100 && x < 200) && (y > (height - 200) && y < (height - 100)))
- touchscreen.vpad.up = true;
- }
- if (action == AMOTION_EVENT_ACTION_DOWN &&
- (touchscreen.vpad.left || touchscreen.vpad.right || touchscreen.vpad.down || touchscreen.vpad.up))
- touchscreen.vpad.on = true;
- if (action == AMOTION_EVENT_ACTION_UP)
- touchscreen.vpad.on = false;
- if (prev_vpad.left != touchscreen.vpad.left
- || prev_vpad.right != touchscreen.vpad.right
- || prev_vpad.up != touchscreen.vpad.up
- || prev_vpad.down != touchscreen.vpad.down
- || prev_vpad.on != touchscreen.vpad.on) {
- if (FETCH_WCB(*window, Special)) {
- if (prev_vpad.left == false && touchscreen.vpad.left == true)
- INVOKE_WCB(*window, Special, (GLUT_KEY_LEFT, x, y));
- else if (prev_vpad.right == false && touchscreen.vpad.right == true)
- INVOKE_WCB(*window, Special, (GLUT_KEY_RIGHT, x, y));
- else if (prev_vpad.up == false && touchscreen.vpad.up == true)
- INVOKE_WCB(*window, Special, (GLUT_KEY_UP, x, y));
- else if (prev_vpad.down == false && touchscreen.vpad.down == true)
- INVOKE_WCB(*window, Special, (GLUT_KEY_DOWN, x, y));
- }
- if (FETCH_WCB(*window, SpecialUp)) {
- if (prev_vpad.left == true && touchscreen.vpad.left == false)
- INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_LEFT, x, y));
- if (prev_vpad.right == true && touchscreen.vpad.right == false)
- INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_RIGHT, x, y));
- if (prev_vpad.up == true && touchscreen.vpad.up == false)
- INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_UP, x, y));
- if (prev_vpad.down == true && touchscreen.vpad.down == false)
- INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_DOWN, x, y));
- }
- return EVENT_HANDLED;
- }
- }
+ struct vpad_state prev_vpad = touchscreen.vpad;
+ touchscreen.vpad.left = touchscreen.vpad.right = touchscreen.vpad.up = touchscreen.vpad.down = false;
+
+ if (eventType == SCREEN_EVENT_MTOUCH_TOUCH || eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+ if ((x > 0 && x < 100) && (y > (height - 100) && y < height))
+ {
+ touchscreen.vpad.left = true;
+ }
+ if ((x > 200 && x < 300) && (y > (height - 100) && y < height))
+ {
+ touchscreen.vpad.right = true;
+ }
+ if ((x > 100 && x < 200) && (y > (height - 100) && y < height))
+ {
+ touchscreen.vpad.down = true;
+ }
+ if ((x > 100 && x < 200) && (y > (height - 200) && y < (height - 100)))
+ {
+ touchscreen.vpad.up = true;
+ }
+ }
- /* Normal mouse events * /
- if (!touchscreen.vpad.on) {
- window->State.MouseX = x;
- window->State.MouseY = y;
- if (action == AMOTION_EVENT_ACTION_DOWN && FETCH_WCB(*window, Mouse)) {
- touchscreen.in_mmotion = true;
- INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_DOWN, x, y));
- } else if (action == AMOTION_EVENT_ACTION_UP && FETCH_WCB(*window, Mouse)) {
- touchscreen.in_mmotion = false;
- INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_UP, x, y));
- } else if (action == AMOTION_EVENT_ACTION_MOVE && FETCH_WCB(*window, Motion)) {
- INVOKE_WCB(*window, Motion, (x, y));
- }
- }
+ if (eventType == SCREEN_EVENT_MTOUCH_TOUCH &&
+ (touchscreen.vpad.left || touchscreen.vpad.right || touchscreen.vpad.down || touchscreen.vpad.up)) {
+ touchscreen.vpad.on = true;
+ }
+ if (eventType == SCREEN_EVENT_MTOUCH_RELEASE) {
+ touchscreen.vpad.on = false;
+ }
- return EVENT_HANDLED;
- }
+ if (prev_vpad.left != touchscreen.vpad.left
+ || prev_vpad.right != touchscreen.vpad.right
+ || prev_vpad.up != touchscreen.vpad.up
+ || prev_vpad.down != touchscreen.vpad.down
+ || prev_vpad.on != touchscreen.vpad.on) {
+ if (FETCH_WCB(*window, Special)) {
+ if (prev_vpad.left == false && touchscreen.vpad.left == true) {
+ INVOKE_WCB(*window, Special, (GLUT_KEY_LEFT, x, y));
+ }
+ else if (prev_vpad.right == false && touchscreen.vpad.right == true) {
+ INVOKE_WCB(*window, Special, (GLUT_KEY_RIGHT, x, y));
+ }
+ else if (prev_vpad.up == false && touchscreen.vpad.up == true) {
+ INVOKE_WCB(*window, Special, (GLUT_KEY_UP, x, y));
+ }
+ else if (prev_vpad.down == false && touchscreen.vpad.down == true) {
+ INVOKE_WCB(*window, Special, (GLUT_KEY_DOWN, x, y));
+ }
+ }
+ if (FETCH_WCB(*window, SpecialUp)) {
+ if (prev_vpad.left == true && touchscreen.vpad.left == false) {
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_LEFT, x, y));
+ }
+ if (prev_vpad.right == true && touchscreen.vpad.right == false) {
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_RIGHT, x, y));
+ }
+ if (prev_vpad.up == true && touchscreen.vpad.up == false) {
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_UP, x, y));
+ }
+ if (prev_vpad.down == true && touchscreen.vpad.down == false) {
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_DOWN, x, y));
+ }
+ }
+ handled = true;
+ }
+ }
- /* Let Android handle other events (e.g. Back and Menu buttons) * /
- return EVENT_NOT_HANDLED;
-}
-*/
-
-/* *
- * Process the next main command.
- * /
-void handle_cmd(struct android_app* app, int32_t cmd) {
- SFG_Window* window = fgWindowByHandle(app->window); /* may be NULL * /
- switch (cmd) {
- /* App life cycle, in that order: * /
- case APP_CMD_START:
- LOGI("handle_cmd: APP_CMD_START");
- break;
- case APP_CMD_RESUME:
- LOGI("handle_cmd: APP_CMD_RESUME");
- /* Cf. fgPlatformProcessSingleEvent * /
- break;
- case APP_CMD_INIT_WINDOW: /* surfaceCreated * /
- /* The window is being shown, get it ready. * /
- LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
- fgDisplay.pDisplay.single_native_window = app->window;
- /* start|resume: glPlatformOpenWindow was waiting for Handle to be
- defined and will now continue processing * /
- break;
- case APP_CMD_GAINED_FOCUS:
- LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
- break;
- case APP_CMD_WINDOW_RESIZED:
- LOGI("handle_cmd: APP_CMD_WINDOW_RESIZED");
- if (window->Window.pContext.egl.Surface != EGL_NO_SURFACE)
- /* Make ProcessSingleEvent detect the new size, only available
- after the next SwapBuffer * /
- glutPostRedisplay();
- break;
-
- case APP_CMD_SAVE_STATE: /* onSaveInstanceState */
- /* The system has asked us to save our current state, when it
- pauses the application without destroying it right after. * /
- app->savedState = strdup("Detect me as non-NULL on next android_main");
- app->savedStateSize = strlen(app->savedState) + 1;
- LOGI("handle_cmd: APP_CMD_SAVE_STATE");
- break;
- case APP_CMD_PAUSE:
- LOGI("handle_cmd: APP_CMD_PAUSE");
- /* Cf. fgPlatformProcessSingleEvent * /
- break;
- case APP_CMD_LOST_FOCUS:
- LOGI("handle_cmd: APP_CMD_LOST_FOCUS");
- break;
- case APP_CMD_TERM_WINDOW: /* surfaceDestroyed * /
- /* The application is being hidden, but may be restored * /
- LOGI("handle_cmd: APP_CMD_TERM_WINDOW");
- fghPlatformCloseWindowEGL(window);
- fgDisplay.pDisplay.single_native_window = NULL;
- break;
- case APP_CMD_STOP:
- LOGI("handle_cmd: APP_CMD_STOP");
- break;
- case APP_CMD_DESTROY: /* Activity.onDestroy * /
- LOGI("handle_cmd: APP_CMD_DESTROY");
- /* User closed the application for good, let's kill the window * /
- {
- /* Can't use fgWindowByHandle as app->window is NULL * /
- SFG_Window* window = fgStructure.CurrentWindow;
- if (window != NULL) {
- fgDestroyWindow(window);
- } else {
- LOGI("APP_CMD_DESTROY: No current window");
- }
+ /* Normal mouse events */
+ if (!handled && !touchscreen.vpad.on) {
+ window->State.MouseX = x;
+ window->State.MouseY = y;
+
+ if(eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+ INVOKE_WCB(*window, Motion, (x, y));
+ } else if(FETCH_WCB(*window, Mouse)) {
+ touchscreen.in_mmotion = eventType == SCREEN_EVENT_MTOUCH_TOUCH;
+ int glutTouchType = eventType == SCREEN_EVENT_MTOUCH_TOUCH ? GLUT_DOWN : GLUT_UP;
+ INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, glutTouchType, x, y));
+ }
}
- /* glue has already set android_app->destroyRequested=1 * /
- break;
-
- case APP_CMD_CONFIG_CHANGED:
- /* Handle rotation / orientation change * /
- LOGI("handle_cmd: APP_CMD_CONFIG_CHANGED");
- break;
- case APP_CMD_LOW_MEMORY:
- LOGI("handle_cmd: APP_CMD_LOW_MEMORY");
- break;
- default:
- LOGI("handle_cmd: unhandled cmd=%d", cmd);
- }
}
-*/
-void fgPlatformOpenWindow( SFG_Window* window, const char* title,
- GLboolean positionUse, int x, int y,
- GLboolean sizeUse, int w, int h,
- GLboolean gameMode, GLboolean isSubWindow );
+/*
+ * Determine a GLUT modifier mask based on BlackBerry modifier info.
+ */
+int fgPlatformGetModifiers (int mod)
+{
+ return (((mod & KEYMOD_SHIFT) ? GLUT_ACTIVE_SHIFT : 0) |
+ ((mod & KEYMOD_CTRL) ? GLUT_ACTIVE_CTRL : 0) |
+ ((mod & KEYMOD_ALT) ? GLUT_ACTIVE_ALT : 0));
+}
-void fgPlatformProcessSingleEvent ( void )
+void fgPlatformHandleKeyboardHeight(SFG_Window* window, int height)
{
- //TODO
- //--------------------------------
- /* When the screen is resized, the window handle still points to the
- old window until the next SwapBuffer, while it's crucial to set
- the size (onShape) correctly before the next onDisplay callback.
- Plus we don't know if the next SwapBuffer already occurred at the
- time we process the event (e.g. during onDisplay). * /
- /* So we do the check each time rather than on event. * /
- /* Interestingly, on a Samsung Galaxy S/PowerVR SGX540 GPU/Android
- 2.3, that next SwapBuffer is fake (but still necessary to get the
- new size). * /
- SFG_Window* window = fgStructure.CurrentWindow;
- if (window != NULL && window->Window.Handle != NULL) {
- int32_t width = ANativeWindow_getWidth(window->Window.Handle);
- int32_t height = ANativeWindow_getHeight(window->Window.Handle);
- fghOnReshapeNotify(window,width,height,GL_FALSE);
- }
-
- /* Read pending event. * /
- int ident;
- int events;
- struct android_poll_source* source;
- /* This is called "ProcessSingleEvent" but this means we'd only
- process ~60 (screen Hz) mouse events per second, plus other ports
- are processing all events already. So let's process all pending
- events. */
- /* if ((ident=ALooper_pollOnce(0, NULL, &events, (void**)&source)) >= 0) { * /
- while ((ident=ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0) {
- /* Process this event. * /
- if (source != NULL) {
- source->process(source->app, source);
+ int size[2];
+ int screenHeight;
+ int nScreenHeight = -1;
+
+ screenHeight = glutGet(GLUT_WINDOW_HEIGHT); //Using this takes rotation into account
+ if(height == 0) {
+ nScreenHeight = screenHeight;
+ }
+ else if(!screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_POSITION, size)) {
+ /* Calculate the new screen size */ //XXX Make sure to use display size instead of screen size
+ nScreenHeight = ((size[1] + screenHeight) - height) - size[1];
}
- }
-
- /* If we're not in RESUME state, Android paused us, so wait * /
- struct android_app* app = fgDisplay.pDisplay.app;
- if (app->destroyRequested != 1 && app->activityState != APP_CMD_RESUME) {
- INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_PAUSE));
-
- int FOREVER = -1;
- while (app->destroyRequested != 1 && (app->activityState != APP_CMD_RESUME)) {
- if ((ident=ALooper_pollOnce(FOREVER, NULL, &events, (void**)&source)) >= 0) {
- /* Process this event. * /
- if (source != NULL) {
- source->process(source->app, source);
+
+ if(nScreenHeight != -1) {
+ /* If nScreenHeight is less then zero then window is covered. If nScreenHeight == height, then no change in size. Else, change in size */
+
+ int screenWidth = glutGet(GLUT_WINDOW_WIDTH);
+ if(nScreenHeight < 0) {
+ LOGI("fgPlatformHandleKeyboardHeight: Covered window state");
+ window->State.Visible = GL_FALSE;
+ window->State.pWState.windowCovered = GL_TRUE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_COVERED));
+ fghOnReshapeNotify(window, screenWidth, 0, GL_FALSE);
+ } else {
+ if(window->State.pWState.windowCovered == GL_TRUE) {
+ LOGI("fgPlatformHandleKeyboardHeight: Resetting window state");
+
+ /* Reset window status if it was previously covered */
+ switch(window->State.pWState.windowState) {
+ case NAVIGATOR_WINDOW_FULLSCREEN:
+ window->State.Visible = GL_TRUE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_RETAINED));
+ break;
+ case NAVIGATOR_WINDOW_THUMBNAIL:
+ window->State.Visible = GL_TRUE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_PARTIALLY_RETAINED));
+ break;
+ case NAVIGATOR_WINDOW_INVISIBLE:
+ window->State.Visible = GL_FALSE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_HIDDEN));
+ break;
+ }
+ window->State.pWState.windowCovered = GL_FALSE;
+ }
+ fghOnReshapeNotify(window, screenWidth, nScreenHeight, GL_FALSE);
}
- }
}
- /* Coming back from a pause: * /
- /* - Recreate window context and surface */
- /* - Call user-defined hook to restore resources (textures...) * /
- /* - Exit pause loop * /
- if (app->destroyRequested != 1) {
- /* Android is full-screen only, simplified call.. * /
- /* Ideally we'd have a fgPlatformReopenWindow() * /
- /* If we're hidden by a non-fullscreen or translucent activity,
- we'll be paused but not stopped, and keep the current
- surface; in which case fgPlatformOpenWindow will no-op. * /
- fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
-
- /* TODO: should there be a whole GLUT_INIT_WORK forced? probably...
- * Could queue that up in APP_CMD_TERM_WINDOW handler, but it'll
- * be not possible to ensure InitContext CB gets called before
- * Resume CB like that.. so maybe just force calling initContext CB
- * here is best. Or we could force work on the window in question..
- * 1) save old work mask, 2) set mask to init only, 3) call fgProcessWork directly
- * 4) set work mask back to the one saved in step 1.
- /
- if (!FETCH_WCB(*window, InitContext))
- fgWarning("Resuming application, but no callback to reload context resources (glutInitContextFunc)");
+}
+
+void fgPlatformProcessSingleEvent ( void )
+{
+ if(fgStructure.CurrentWindow == NULL) {
+ //XXX Is this right? Would this just cause a whole lot of busy looping while we wait for events?
+ LOGW("fgPlatformProcessSingleEvent: Missing current window. Skipping event processing");
+ return;
}
- INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_RESUME));
- }
- */
+ if(fgDisplay.pDisplay.event == NULL)
+ /* Nothing to do */
+ return;
+
+ int domain;
+ do
+ {
+ SFG_Window* window = fgStructure.CurrentWindow;
+ domain = bps_event_get_domain(fgDisplay.pDisplay.event);
+ if (domain == screen_get_domain()) {
+ int eventType;
+ int mod;
+ screen_event_t screenEvent = screen_event_get_event(fgDisplay.pDisplay.event);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_TYPE, &eventType);
+ switch (eventType) {
+
+ //Mostly from fg_main_android
+ case SCREEN_EVENT_MTOUCH_TOUCH:
+ case SCREEN_EVENT_MTOUCH_RELEASE:
+ case SCREEN_EVENT_MTOUCH_MOVE:
+ {
+ mtouch_event_t touchEvent;
+ screen_get_mtouch_event(screenEvent, &touchEvent, 0);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+
+ LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_MTOUCH_*: Type: 0x%X, X: %d, Y: %d, Contact Id: %d, Mod: 0x%X", SLOG2_FA_SIGNED(eventType), SLOG2_FA_SIGNED(touchEvent.x), SLOG2_FA_SIGNED(touchEvent.y), SLOG2_FA_SIGNED(touchEvent.contact_id), SLOG2_FA_SIGNED(mod));
+
+ /* Remember the current modifiers state so user can query it from their callback */
+ fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+ if(touchEvent.contact_id == 0) {
+ int size[2];
+ screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+ handle_left_mouse(touchEvent.x, touchEvent.y, size[1], eventType, window);
+ }
+
+ //Now handle mutlitouch (adapted from fg_main_windows)
+ if (eventType == SCREEN_EVENT_MTOUCH_TOUCH) {
+ INVOKE_WCB( *window, MultiEntry, ( touchEvent.contact_id, GLUT_ENTERED ) );
+ INVOKE_WCB( *window, MultiButton, ( touchEvent.contact_id, touchEvent.x, touchEvent.y, 0, GLUT_DOWN ) );
+ } else if (eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+ INVOKE_WCB( *window, MultiMotion, ( touchEvent.contact_id, touchEvent.x, touchEvent.y ) );
+ //XXX No motion is performed without contact, thus MultiPassive is never used
+ } else if (eventType == SCREEN_EVENT_MTOUCH_RELEASE) {
+ INVOKE_WCB( *window, MultiButton, ( touchEvent.contact_id, touchEvent.x, touchEvent.y, 0, GLUT_UP ) );
+ INVOKE_WCB( *window, MultiEntry, ( touchEvent.contact_id, GLUT_LEFT ) );
+ }
+
+ fgState.Modifiers = INVALID_MODIFIERS;
+ break;
+ }
+
+ case SCREEN_EVENT_POINTER:
+ {
+ //Based off/part taken from GamePlay3d PlatformBlackBerry
+ static int mouse_pressed = 0;
+ int buttons;
+ int position[2];
+ int wheel;
+ // A move event will be fired unless a button state changed.
+ bool move = true;
+ bool left_move = false;
+ // This is a mouse move event, it is applicable to a device with a usb mouse or simulator.
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_BUTTONS, &buttons);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_SOURCE_POSITION, position);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_MOUSE_WHEEL, &wheel);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+ int size[2];
+ screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+
+ LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_POINTER: Buttons: 0x%X, X: %d, Y: %d, Wheel: %d, Mod: 0x%X", SLOG2_FA_SIGNED(buttons), SLOG2_FA_SIGNED(position[0]), SLOG2_FA_SIGNED(position[1]), SLOG2_FA_SIGNED(wheel), SLOG2_FA_SIGNED(mod));
+
+ //XXX Is multitouch be handled in a good way?
+
+ /* Remember the current modifiers state so user can query it from their callback */
+ fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+ // Handle left mouse. Interpret as touch if the left mouse event is not consumed.
+ if (buttons & SCREEN_LEFT_MOUSE_BUTTON) {
+ if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON) {
+ left_move = true;
+ } else {
+ move = false;
+ mouse_pressed |= SCREEN_LEFT_MOUSE_BUTTON;
+ handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_TOUCH, window);
+ }
+ } else if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON) {
+ move = false;
+ mouse_pressed &= ~SCREEN_LEFT_MOUSE_BUTTON;
+ handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_RELEASE, window);
+ }
+
+ // Handle right mouse.
+ if (buttons & SCREEN_RIGHT_MOUSE_BUTTON) {
+ if ((mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) == 0) {
+ move = false;
+ mouse_pressed |= SCREEN_RIGHT_MOUSE_BUTTON;
+ INVOKE_WCB(*window, Mouse, (GLUT_RIGHT_BUTTON, GLUT_DOWN, position[0], position[1]));
+ }
+ } else if (mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) {
+ move = false;
+ mouse_pressed &= ~SCREEN_RIGHT_MOUSE_BUTTON;
+ INVOKE_WCB(*window, Mouse, (GLUT_RIGHT_BUTTON, GLUT_UP, position[0], position[1]));
+ }
+
+ // Handle middle mouse.
+ if (buttons & SCREEN_MIDDLE_MOUSE_BUTTON) {
+ if ((mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON) == 0) {
+ move = false;
+ mouse_pressed |= SCREEN_MIDDLE_MOUSE_BUTTON;
+ INVOKE_WCB(*window, Mouse, (GLUT_MIDDLE_BUTTON, GLUT_DOWN, position[0], position[1]));
+ }
+ } else if (mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON) {
+ move = false;
+ mouse_pressed &= ~SCREEN_MIDDLE_MOUSE_BUTTON;
+ INVOKE_WCB(*window, Mouse, (GLUT_MIDDLE_BUTTON, GLUT_UP, position[0], position[1]));
+ }
+
+ // Fire a move event if none of the buttons changed.
+ if (left_move || move) {
+ handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_MOVE, window);
+ }
+
+ if (wheel) {
+ /* Very slightly modified from fg_main_mswin.
+ * Because we don't want MouseWheel to be called every. single. time.
+ * That the action occurs, we mimic the Windows version with "wheel deltas"
+ * XXX Do we even want this?
+ * XXX If we want this, it's possible to get horizontal scroll as well.
+ * XXX -Vertical scroll=wheel 0, horizontal=wheel 1? */
+ fgState.MouseWheelTicks -= wheel;
+ if (abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
+ {
+ int wheel_number = 0;
+ int direction = (fgState.MouseWheelTicks > 0) ? -1 : 1;
+
+ if (!FETCH_WCB(*window, MouseWheel) && !FETCH_WCB(*window, Mouse))
+ break;
+
+ //XXX fgSetWindow(window);
+
+ while(abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
+ {
+ if (FETCH_WCB(*window, MouseWheel))
+ INVOKE_WCB(*window, MouseWheel, (wheel_number, direction, window->State.MouseX, window->State.MouseY));
+ else /* No mouse wheel, call the mouse button callback twice */
+ {
+ /*
+ * Map wheel zero to button 3 and 4; +1 to 3, -1 to 4
+ * " " one +1 to 5, -1 to 6, ...
+ *
+ * XXX The below assumes that you have no more than 3 mouse
+ * XXX buttons. Sorry.
+ */
+ int button = wheel_number * 2 + 3;
+ if (direction < 0)
+ ++button;
+ INVOKE_WCB(*window, Mouse, (button, GLUT_DOWN, window->State.MouseX, window->State.MouseY));
+ INVOKE_WCB(*window, Mouse, (button, GLUT_UP, window->State.MouseX, window->State.MouseY));
+ }
+
+ fgState.MouseWheelTicks -= WHEEL_DELTA * direction;
+ }
+ }
+ }
+
+ fgState.Modifiers = INVALID_MODIFIERS;
+ break;
+ }
+
+ //Based off fg_main_android
+ case SCREEN_EVENT_KEYBOARD:
+ {
+ int flags;
+ int value;
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_FLAGS, &flags);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_SYM, &value);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+
+ LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_KEYBOARD. Flags: 0x%X, Sym: 0x%X, Mod: 0x%X", SLOG2_FA_SIGNED(flags), SLOG2_FA_SIGNED(value), SLOG2_FA_SIGNED(mod));
+
+ /* Suppress key repeats if desired. Based off fg_main_mswin */
+ if ((flags & KEY_REPEAT) == 0 || (fgState.KeyRepeat == GLUT_KEY_REPEAT_OFF && fgStructure.CurrentWindow->State.IgnoreKeyRepeat == GL_TRUE)) {
+ unsigned int keypress = 0;
+ unsigned char ascii = 0;
+
+ /* Remember the current modifiers state so user can query it from their callback */
+ fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+ /* Process keys */
+ if ((keypress = key_special(value))) {
+ if(flags & KEY_DOWN) {
+ INVOKE_WCB(*window, Special, (keypress, window->State.MouseX, window->State.MouseY));
+ } else {
+ INVOKE_WCB(*window, SpecialUp, (keypress, window->State.MouseX, window->State.MouseY));
+ }
+ } else if((flags & KEY_SYM_VALID) && (ascii = key_ascii(value))) {
+ if(flags & KEY_DOWN) {
+ INVOKE_WCB(*window, Keyboard, (ascii, window->State.MouseX, window->State.MouseY));
+ } else {
+ INVOKE_WCB(*window, KeyboardUp, (ascii, window->State.MouseX, window->State.MouseY));
+ }
+ } else {
+ LOGW("fgPlatformProcessSingleEvent: SCREEN_EVENT_KEYBOARD. Unhandled key event");
+ }
+
+ fgState.Modifiers = INVALID_MODIFIERS;
+ }
+ break;
+ }
+
+ case SCREEN_EVENT_PROPERTY:
+ case SCREEN_EVENT_IDLE:
+ break;
+
+ default:
+ LOGW("fgPlatformProcessSingleEvent: unknown screen event: 0x%X", SLOG2_FA_SIGNED(eventType));
+ break;
+ }
+ } else if (domain == navigator_get_domain()) {
+ int eventType = bps_event_get_code(fgDisplay.pDisplay.event);
+ switch (eventType) {
+
+ case NAVIGATOR_WINDOW_STATE:
+ {
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE");
+
+ /* Covered only happens due to keyboard. When the app is minimized, the keyboard is closed.
+ When the keyboard is open, and the app is fullscreened, the keyboard is also closed.
+ If a window is covered and the app is minimized, the state will be set and the keyboard event
+ will adjust the screen size and change window status. */
+ navigator_window_state_t state = navigator_event_get_window_state(fgDisplay.pDisplay.event);
+ if(window->State.pWState.windowCovered == GL_FALSE)
+ {
+ switch (state)
+ {
+ case NAVIGATOR_WINDOW_FULLSCREEN:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_FULLSCREEN");
+ window->State.Visible = GL_TRUE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_RETAINED));
+ break;
+ case NAVIGATOR_WINDOW_THUMBNAIL:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_THUMBNAIL");
+ window->State.Visible = GL_TRUE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_PARTIALLY_RETAINED));
+ break;
+ case NAVIGATOR_WINDOW_INVISIBLE:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_INVISIBLE");
+ window->State.Visible = GL_FALSE;
+ INVOKE_WCB(*window, WindowStatus, (GLUT_HIDDEN));
+ break;
+ default:
+ LOGW("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE unknown: 0x%X", SLOG2_FA_SIGNED(state));
+ break;
+ }
+ }
+ window->State.pWState.windowState = state;
+ break;
+ }
+
+ case NAVIGATOR_EXIT:
+ {
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_EXIT");
+
+ fgPlatformMainLoopPostWork();
+
+ /* User closed the application for good, let's kill the window */
+ SFG_Window* window = fgStructure.CurrentWindow;
+ if (window != NULL) {
+ fgDestroyWindow(window);
+ } else {
+ LOGW("NAVIGATOR_EXIT: No current window");
+ }
+ break;
+ }
+
+ case NAVIGATOR_SWIPE_DOWN:
+ /* XXX Open app menu */
+ break;
+
+ /* Orientation is a bunch of handshakes.
+ - First the app get's asked if it wants to rotate (NAVIGATOR_ORIENTATION_CHECK)
+ - If the app wants to rotate, then it will be told what size it will be after rotate (NAVIGATOR_ORIENTATION_SIZE).
+ - Once the OS confirms that it's ready to rotate, it tells the app to handle rotation (NAVIGATOR_ORIENTATION).
+ - Once rotation is complete, the OS tells the app it's done (NAVIGATOR_ORIENTATION_DONE) */
+ case NAVIGATOR_ORIENTATION_CHECK:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_CHECK");
+
+ /* Reset sizes */
+ window->State.pWState.newWidth = 0;
+ window->State.pWState.newHeight = 0;
+
+ /* Notify that we want to rotate */
+ navigator_orientation_check_response(fgDisplay.pDisplay.event, true);
+ break;
+
+ case NAVIGATOR_ORIENTATION:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION");
+
+ /* NAVIGATOR_ORIENTATION occurs before NAVIGATOR_KEYBOARD_POSITION */
+
+ /* Rotate and resize the window */
+ fgPlatformRotateWindow(window, navigator_event_get_orientation_angle(fgDisplay.pDisplay.event));
+ fgPlatformFlushCommands();
+ fghOnReshapeNotify(window, window->State.pWState.newWidth, window->State.pWState.newHeight, GL_FALSE);
+
+ /* Reset sizes */
+ window->State.pWState.newWidth = 0;
+ window->State.pWState.newHeight = 0;
+
+ /* Done rotating */
+ navigator_done_orientation(fgDisplay.pDisplay.event);
+ break;
+
+ case NAVIGATOR_BACK:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_BACK");
+ INVOKE_WCB(*window, Keyboard, (ESCAPE_BUTTON_KEY, window->State.MouseX, window->State.MouseY));
+ INVOKE_WCB(*window, KeyboardUp, (ESCAPE_BUTTON_KEY, window->State.MouseX, window->State.MouseY));
+ break;
+
+ case NAVIGATOR_WINDOW_ACTIVE:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_ACTIVE");
+ INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_RESUME));
+ break;
+
+ case NAVIGATOR_WINDOW_INACTIVE:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_INACTIVE");
+ INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_PAUSE));
+ break;
+
+ case NAVIGATOR_ORIENTATION_DONE:
+ case NAVIGATOR_ORIENTATION_RESULT:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_DONE/NAVIGATOR_ORIENTATION_RESULT");
+ break;
+
+ case NAVIGATOR_KEYBOARD_STATE:
+ {
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_STATE");
+
+ navigator_keyboard_state_t state = navigator_event_get_keyboard_state(fgDisplay.pDisplay.event);
+ switch (state)
+ {
+ case NAVIGATOR_KEYBOARD_CLOSED:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_STATE-NAVIGATOR_KEYBOARD_CLOSED");
+ /* NAVIGATOR_KEYBOARD_POSITION only occurs on open, so on keyboard close we need to reset the keyboard height */
+ fgPlatformHandleKeyboardHeight(window, 0);
+ break;
+ case NAVIGATOR_KEYBOARD_OPENING:
+ case NAVIGATOR_KEYBOARD_OPENED:
+ case NAVIGATOR_KEYBOARD_CLOSING:
+ break;
+ case NAVIGATOR_KEYBOARD_UNRECOGNIZED:
+ LOGW("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_STATE-NAVIGATOR_KEYBOARD_UNRECOGNIZED");
+ break;
+ default:
+ LOGW("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_STATE unknown: 0x%X", SLOG2_FA_SIGNED(state));
+ break;
+ }
+ break;
+ }
+
+ case NAVIGATOR_KEYBOARD_POSITION:
+ {
+ /* Occurs only when keyboard has opened or resizes */
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_POSITION");
+
+ int keyboardOffset = navigator_event_get_keyboard_position(fgDisplay.pDisplay.event);
+ if(keyboardOffset == BPS_FAILURE) {
+ LOGW("fgPlatformProcessSingleEvent: NAVIGATOR_KEYBOARD_POSITION: getting keyboard offset failed");
+ } else {
+ /* keyboardOffset is the offset from the top of the screen to the top of the keyboard, AKA the size of the uncovered screen
+ We want the height of the keyboard. So instead of determining the orientation, getting the right display size, and subtracting;
+ we just get the keyboard height which may be slower but easier to understand and work with */
+ virtualkeyboard_get_height(&keyboardOffset);
+ fgPlatformHandleKeyboardHeight(window, keyboardOffset);
+ }
+ break;
+ }
+
+ case NAVIGATOR_DEVICE_LOCK_STATE:
+ break;
+
+ case NAVIGATOR_WINDOW_COVER:
+ case NAVIGATOR_WINDOW_COVER_ENTER:
+ case NAVIGATOR_WINDOW_COVER_EXIT:
+ /* BlackBerry specific. Let app status and window status take care of everything */
+ break;
+
+ case NAVIGATOR_APP_STATE:
+ /* Can do the same as NAVIGATOR_WINDOW_ACTIVE/NAVIGATOR_WINDOW_INACTIVE but
+ seems like it doesn't work when the app comes to the foreground. Might be a bug */
+ break;
+
+ case NAVIGATOR_ORIENTATION_SIZE:
+ LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_SIZE");
+
+ /* Get new window size */
+ window->State.pWState.newWidth = navigator_event_get_orientation_size_width(fgDisplay.pDisplay.event);
+ window->State.pWState.newHeight = navigator_event_get_orientation_size_height(fgDisplay.pDisplay.event);
+ break;
+
+ case 0: //Doesn't exist in header, but shows up when keyboard shows and resizes
+ break;
+
+ default:
+ LOGW("fgPlatformProcessSingleEvent: unknown navigator event: 0x%X", SLOG2_FA_SIGNED(eventType));
+ break;
+ }
+ }
+ } while(bps_get_event(&fgDisplay.pDisplay.event, 1) == BPS_SUCCESS && fgDisplay.pDisplay.event != NULL);
+
+ /* Reset event to reduce chances of triggering something */
+ fgDisplay.pDisplay.event = NULL;
}
void fgPlatformMainLoopPreliminaryWork ( void )
{
- LOGI("fgPlatformMainLoopPreliminaryWork\n", SLOG2_FA_END);
+ LOGI("fgPlatformMainLoopPreliminaryWork");
- key_init();
+ /* Request navigator events */
+ navigator_request_events(0);
+
+ /* Allow rotation */
+ navigator_rotation_lock(false);
+
+ /* Request window events */
+ screen_request_events(fgDisplay.pDisplay.screenContext);
}
+void fgPlatformMainLoopPostWork ( void )
+{
+ LOGI("fgPlatformMainLoopPostWork");
+
+ /* Stop all events */
+ screen_stop_events(fgDisplay.pDisplay.screenContext);
+
+ navigator_stop_events(0);
+}
/* deal with work list items */
void fgPlatformInitWork(SFG_Window* window)
{
- /* notify windowStatus/visibility */
- INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
+ LOGI("fgPlatformInitWork");
/* Position callback, always at 0,0 */
fghOnPositionNotify(window, 0, 0, GL_TRUE);
+ /* Get window size */
+ int size[2];
+ screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+ fghOnReshapeNotify(window, size[0], size[1], GL_FALSE);
+
/* Size gets notified on window creation with size detection in mainloop above
* XXX CHECK: does this messages happen too early like on windows,
* so client code cannot have registered a callback yet and the message
break;
}
}
-