#include "fg_internal.h"
#include "egl/fg_window_egl.h"
+#ifdef NDEBUG
+#define LOGI(...)
+#endif
+
+#ifdef __PLAYBOOK__
+#include <sys/slog.h>
+#ifndef LOGI
+#define LOGI(...) ((void)slogf(1337, _SLOG_INFO, __VA_ARGS__))
+#endif
+#define LOGW(...) ((void)slogf(1337, _SLOG_WARNING, __VA_ARGS__))
+#ifndef SLOG2_FA_SIGNED
+#define SLOG2_FA_SIGNED(x) (x)
+#endif
+#else
#include <slog2.h>
+#ifndef LOGI
#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__, SLOG2_FA_END))
+#endif
#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__, SLOG2_FA_END))
+#endif
#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;
+#define ESCAPE_BUTTON_KEY 0x001B
+
unsigned int key_special(int qnxKeycode)
{
switch(qnxKeycode) {
case KEYCODE_RETURN:
return 0x000A;
case KEYCODE_ESCAPE:
- return 0x001B;
+ return ESCAPE_BUTTON_KEY;
}
}
return qnxKeycode;
*/
void fgPlatformSleepForEvents( fg_time_t msec )
{
- //XXX: Is this right? Is there a more direct way to access the context?
- if(fgStructure.CurrentWindow && bps_get_event(&fgStructure.CurrentWindow->Window.pContext.event, (int)msec) != BPS_SUCCESS) {
+ if(fgStructure.CurrentWindow && fgDisplay.pDisplay.event == NULL &&
+ bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
LOGW("BPS couldn't get event");
}
}
}
}
+/*
+ * 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 fgPlatformHandleKeyboardHeight(SFG_Window* window, int height)
+{
+ 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(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);
+ }
+ }
+}
+
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;
+ }
+
+ if(fgDisplay.pDisplay.event == NULL)
+ /* Nothing to do */
+ return;
+
int domain;
- bps_event_t** eventPtr = &fgStructure.CurrentWindow->Window.pContext.event; //XXX Is there a more direct way to access the context?
- bps_event_t* event;
do
{
- if(*eventPtr != NULL) {
- SFG_Window* window = fgStructure.CurrentWindow;
- if (window != NULL && window->Window.Handle != NULL) {
- int size[2];
- screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
- fghOnReshapeNotify(window,size[0],size[1],GL_FALSE);
- }
+ SFG_Window* window = fgStructure.CurrentWindow;
+ /* Get the keyboard height before doing anything since we otherwise don't get it until it changes */
+ if(window->State.pWState.keyboardHeight == 0) {
+ virtualkeyboard_get_height(&window->State.pWState.keyboardHeight);
+ }
+ 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);
+#ifndef __PLAYBOOK__
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+#else
+ mod = 0;
+#endif
- event = *eventPtr;
- domain = bps_event_get_domain(event);
- if (domain == screen_get_domain()) {
- int eventType;
- screen_event_t screenEvent = screen_event_get_event(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);
- LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_MTOUCH_*: Type: 0x%X, X: %d, Y: %d, Contact Id: %d", SLOG2_FA_SIGNED(eventType), SLOG2_FA_SIGNED(touchEvent.x), SLOG2_FA_SIGNED(touchEvent.y), SLOG2_FA_SIGNED(touchEvent.contact_id));
- 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);
- }
+ 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));
- //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 ) );
- }
- break;
- }
+ /* Remember the current modifiers state so user can query it from their callback */
+ fgState.Modifiers = fgPlatformGetModifiers(mod);
- 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);
+ 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);
+ }
- LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_POINTER: Buttons: 0x%X, X: %d, Y: %d, Wheel: %d", SLOG2_FA_SIGNED(buttons), SLOG2_FA_SIGNED(position[0]), SLOG2_FA_SIGNED(position[1]), SLOG2_FA_SIGNED(wheel));
+ //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 ) );
+ }
- //XXX Should multitouch be handled?
+ fgState.Modifiers = INVALID_MODIFIERS;
+ break;
+ }
- // 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);
- }
+ 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);
+#ifndef __PLAYBOOK__
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_MOUSE_WHEEL, &wheel);
+ screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+#else
+ wheel = mod = 0;
+#endif
+ int size[2];
+ screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
- // 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) {
+ 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_RIGHT_MOUSE_BUTTON;
- INVOKE_WCB(*window, Mouse, (GLUT_RIGHT_BUTTON, GLUT_UP, position[0], position[1]));
+ 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 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) {
+ // Handle right mouse.
+ if (buttons & SCREEN_RIGHT_MOUSE_BUTTON) {
+ if ((mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) == 0) {
move = false;
- mouse_pressed &= ~SCREEN_MIDDLE_MOUSE_BUTTON;
- INVOKE_WCB(*window, Mouse, (GLUT_MIDDLE_BUTTON, GLUT_UP, position[0], position[1]));
+ 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]));
+ }
- // 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);
+ // 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]));
+ }
- if (wheel) {
- fgState.MouseWheelTicks -= wheel;
- //TODO: Implement wheel support (based on fg_main_mswin... though it seems excessive)
- }
- break;
+ // 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);
}
- //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);
- LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_KEYBOARD. Flags: 0x%X, Sym: 0x%X", SLOG2_FA_SIGNED(flags), SLOG2_FA_SIGNED(value));
- // Suppress key repeats if desired
- if ((flags & KEY_REPEAT) == 0 || (fgState.KeyRepeat == GLUT_KEY_REPEAT_ON && !fgStructure.CurrentWindow->State.IgnoreKeyRepeat)) {
- unsigned int keypress = 0;
- unsigned char ascii = 0;
- 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));
+ 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;
}
}
- break;
}
- case SCREEN_EVENT_PROPERTY:
- case SCREEN_EVENT_IDLE:
- break;
+ fgState.Modifiers = INVALID_MODIFIERS;
+ break;
+ }
- default:
- LOGW("fgPlatformProcessSingleEvent: unknown screen event: 0x%X", SLOG2_FA_SIGNED(eventType));
- 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;
}
- } else if (domain == navigator_get_domain()) {
- int eventType = bps_event_get_code(event);
- switch (eventType) {
+ break;
+ }
+
+ case SCREEN_EVENT_PROPERTY:
+ case SCREEN_EVENT_IDLE:
+ break;
- case NAVIGATOR_WINDOW_STATE:
+ default:
+ LOGW("fgPlatformProcessSingleEvent: unknown screen event: 0x%X", SLOG2_FA_SIGNED(eventType));
+ break;
+ }
+ } else if (domain == navigator_get_domain()) {
+ unsigned 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)
{
- LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE");
- navigator_window_state_t state = navigator_event_get_window_state(event);
switch (state)
{
case NAVIGATOR_WINDOW_FULLSCREEN:
LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_FULLSCREEN");
- INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_RESUME));
+ 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_THUMBNAIL/NAVIGATOR_WINDOW_INVISIBLE");
- INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_PAUSE));
+ 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;
}
- break;
}
+ window->State.pWState.windowState = state;
+ break;
+ }
- case NAVIGATOR_EXIT:
- {
- LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_EXIT");
- /* 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_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");
}
- case NAVIGATOR_SWIPE_DOWN:
- case NAVIGATOR_BACK:
- case NAVIGATOR_WINDOW_ACTIVE:
- case NAVIGATOR_WINDOW_INACTIVE:
- case NAVIGATOR_DEVICE_LOCK_STATE:
- case NAVIGATOR_WINDOW_COVER:
- case NAVIGATOR_WINDOW_COVER_ENTER:
- case NAVIGATOR_WINDOW_COVER_EXIT:
- case NAVIGATOR_APP_STATE:
- //XXX Should probably do something with these
- break;
+ //XXX Should this be a bit more "forceful" so that it doesn't continue to loop through events?
+ break;
+ }
- default:
- LOGW("fgPlatformProcessSingleEvent: unknown navigator event: 0x%X", SLOG2_FA_SIGNED(eventType));
- 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;
+
+#ifdef __PLAYBOOK__
+ /* On rotation, the keyboard is closed. This prevents two resize calls */
+ window->State.pWState.keyboardOpen = GL_FALSE;
+#endif
+
+ /* 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();
+#ifdef __PLAYBOOK__
+ /* PlayBook doesn't indicate what the new size will be, so we need to retrieve it from the window itself */
+ window->State.pWState.newWidth = glutGet(GLUT_WINDOW_WIDTH);
+ window->State.pWState.newHeight = glutGet(GLUT_WINDOW_HEIGHT);
+ fghOnReshapeNotify(window, window->State.pWState.newWidth, window->State.pWState.newHeight, GL_FALSE);
+#else
+ if(window->State.pWState.keyboardOpen == GL_FALSE) {
+ /* On rotation, if the keyboard is open, it will get the keyboard resize events anyway. Otherwise, handle the resize. */
+ fghOnReshapeNotify(window, window->State.pWState.newWidth, window->State.pWState.newHeight, GL_FALSE);
}
+#endif
+
+ /* 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;
+
+#ifndef __PLAYBOOK__
+ case NAVIGATOR_KEYBOARD_STATE:
+ case NAVIGATOR_KEYBOARD_POSITION:
+ /* See virtual keyboard handling for info on why this is not used. */
+ 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;
+#endif
+
+ case 0: //Doesn't exist in header, but shows up when keyboard shows and resizes
+ case NAVIGATOR_OTHER:
+ break;
+
+ default:
+ LOGW("fgPlatformProcessSingleEvent: unknown navigator event: 0x%X", SLOG2_FA_SIGNED(eventType));
+ break;
}
}
- } while(bps_get_event(eventPtr, 1) == BPS_SUCCESS && *eventPtr != NULL);
+ /*
+ * BlackBerry 10 navigator provides keyboard events, but they conflict with how we handle keyboard events.
+ * Causing multiple reshape messages and can leave window state incorrectly setup.
+ */
+ else if(domain == virtualkeyboard_get_domain()) {
+ unsigned int eventType = bps_event_get_code(fgDisplay.pDisplay.event);
+ switch (eventType) {
+ case VIRTUALKEYBOARD_EVENT_VISIBLE:
+ LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_VISIBLE");
+ if(window->State.pWState.keyboardOpen != GL_TRUE) {
+ window->State.pWState.keyboardOpen = GL_TRUE;
+ fgPlatformHandleKeyboardHeight(window, window->State.pWState.keyboardHeight);
+ }
+ break;
+
+ case VIRTUALKEYBOARD_EVENT_HIDDEN:
+ LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_HIDDEN");
+ if(window->State.pWState.keyboardOpen != GL_FALSE) {
+ window->State.pWState.keyboardOpen = GL_FALSE;
+ fgPlatformHandleKeyboardHeight(window, 0);
+ }
+ break;
+
+ case VIRTUALKEYBOARD_EVENT_INFO:
+ LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_INFO");
+ window->State.pWState.keyboardHeight = virtualkeyboard_event_get_height(fgDisplay.pDisplay.event);
+ if(window->State.pWState.keyboardOpen == GL_TRUE) {
+ fgPlatformHandleKeyboardHeight(window, window->State.pWState.keyboardHeight);
+ }
+ break;
+
+ default:
+ LOGW("fgPlatformProcessSingleEvent: unknown virtualkeyboard event: 0x%X", eventType);
+ break;
+ }
+ }
+ } while(bps_get_event(&fgDisplay.pDisplay.event, 1) == BPS_SUCCESS && fgDisplay.pDisplay.event != NULL);
/* Reset event to reduce chances of triggering something */
- *eventPtr = NULL;
+ fgDisplay.pDisplay.event = NULL;
}
void fgPlatformMainLoopPreliminaryWork ( void )
{
LOGI("fgPlatformMainLoopPreliminaryWork");
+
+ /* Request navigator events */
+ navigator_request_events(NAVIGATOR_EXTENDED_DATA);
+
+ /* Allow rotation */
+ navigator_rotation_lock(false);
+
+ /* Request keyboard events */
+ virtualkeyboard_request_events(0);
+
+ /* Request window events */
+ screen_request_events(fgDisplay.pDisplay.screenContext);
}
+void fgPlatformMainLoopPostWork ( void )
+{
+ LOGI("fgPlatformMainLoopPostWork");
+
+ /* Stop all events */
+ screen_stop_events(fgDisplay.pDisplay.screenContext);
+
+#ifndef __PLAYBOOK__
+ navigator_stop_events(0);
+#endif
+}
/* 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;
}
}
-