fgWarning("You can't have more than one window on BlackBerry");
return;
}
- window->Window.pContext.event = NULL; //XXX Should probably be done elsewhere. Done here so there is no event at the moment
/* Create window */
- if (screen_create_context(&window->Window.pContext.screenContext, 0)) {
- fgError("Could not create screen context");
- return;
- }
screen_window_t sWindow;
- if (screen_create_window(&sWindow, window->Window.pContext.screenContext)) {
- screen_destroy_context(window->Window.pContext.screenContext);
+ if (screen_create_window(&sWindow, fgDisplay.pDisplay.screenContext)) {
fgError("Could not create window");
return;
}
fgDisplay.pDisplay.single_native_window = sWindow;
/* Set window properties */
+ int orientation = atoi(getenv("ORIENTATION"));
int screenFormat = SCREEN_FORMAT_RGBA8888; //XXX Should this be determined by config?
#ifdef GL_ES_VERSION_2_0
- int screenUsage = SCREEN_USAGE_OPENGL_ES2;
+ int screenUsage = SCREEN_USAGE_OPENGL_ES2 | SCREEN_USAGE_ROTATION;
#elif GL_VERSION_ES_CM_1_0 || GL_VERSION_ES_CL_1_0 || GL_VERSION_ES_CM_1_1 || GL_VERSION_ES_CL_1_1
- int screenUsage = SCREEN_USAGE_OPENGL_ES1;
+ int screenUsage = SCREEN_USAGE_OPENGL_ES1 | SCREEN_USAGE_ROTATION;
#endif
#ifndef __X86__
screenUsage |= SCREEN_USAGE_DISPLAY; // Physical device copy directly into physical display
#endif
if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_FORMAT, &screenFormat)) {
screen_destroy_window(sWindow);
- screen_destroy_context(window->Window.pContext.screenContext);
fgError("Could not set window format");
return;
}
if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_USAGE, &screenUsage)) {
screen_destroy_window(sWindow);
- screen_destroy_context(window->Window.pContext.screenContext);
fgError("Could not set window usage");
return;
}
- /* Could set size based on what is specified for window. Work on another time
- int size[2];
- size[0] = w;
- size[1] = h;
- if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, size)) {
+ int value[2];
+ /* Uncomment when multiple windows are supported
+ if(positionUse) {
+ value[0] = x;
+ value[1] = y;
+ if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_POSITION, value)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not set window position");
+ return;
+ }
+ }*/
+
+ if(sizeUse) {
+ /* Uncomment when multiple windows are supported
+ value[0] = w;
+ value[1] = h;
+ */
+ //TEMP until ^^ is uncommented
+ if (screen_get_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not get window mode");
+ return;
+ }
+ } else {
+ /* From PlatformBlackBerry in GamePlay3d */
+ screen_display_t display;
+ if (screen_get_window_property_pv(sWindow, SCREEN_PROPERTY_DISPLAY, (void**)&display)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not get window display");
+ return;
+ }
+
+ screen_display_mode_t displayMode;
+ if (screen_get_display_property_pv(display, SCREEN_PROPERTY_MODE, (void**)&displayMode)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not get display mode");
+ return;
+ }
+
+ if (screen_get_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not get window mode");
+ return;
+ }
+
+ /* Adjust buffer sizes based on rotation */
+ if ((orientation == 0) || (orientation == 180))
+ {
+ if (((displayMode.width > displayMode.height) && (value[0] < value[1])) ||
+ ((displayMode.width < displayMode.height) && (value[0] > value[1])))
+ {
+ int tmp = value[1];
+ value[1] = value[0];
+ value[0] = tmp;
+ }
+ }
+ else if ((orientation == 90) || (orientation == 270))
+ {
+ if (((displayMode.width > displayMode.height) && (value[0] > value[1])) ||
+ ((displayMode.width < displayMode.height) && (value[0] < value[1])))
+ {
+ int tmp = value[1];
+ value[1] = value[0];
+ value[0] = tmp;
+ }
+ }
+ else
+ {
+ screen_destroy_window(sWindow);
+ fgError("Unexpected rotation angle");
+ return;
+ }
+ }
+
+ /* Set rotation if usage allows it */
+ if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_ROTATION, &orientation)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not set window rotation");
+ return;
+ }
+ window->State.pWState.originalRotation = orientation;
+
+ /* Set buffer sizes */
+ if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
screen_destroy_window(sWindow);
- screen_destroy_context(window->Window.pContext.screenContext);
fgError("Could not set window buffer size");
return;
- }*/
+ }
/* Create window buffers */
if (screen_create_window_buffers(sWindow, (fgState.DisplayMode & GLUT_DOUBLE) ? 2 : 1)) {
screen_destroy_window(sWindow);
- screen_destroy_context(window->Window.pContext.screenContext);
fgError("Could not create window buffers");
return;
}
- /* Request window events */
- screen_request_events(window->Window.pContext.screenContext);
-
/* Save window and set state */
- window->Window.Handle = fgDisplay.pDisplay.single_native_window;
+ window->Window.Handle = sWindow;
window->State.WorkMask |= GLUT_INIT_WORK;
window->State.IsFullscreen = GL_TRUE; //XXX Always fullscreen for now
window->State.Visible = GL_TRUE;
}
+void fgPlatformFlushCommands()
+{
+ if(screen_flush_context(fgDisplay.pDisplay.screenContext, 0)) {
+ fgWarning("Could not flush screen context");
+ }
+}
+
+void fgPlatformRotateWindow(SFG_Window* window, int rotation)
+{
+ if(screen_set_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_ROTATION, &rotation)) {
+ fgWarning("Could not set window rotation");
+ }
+}
+
/*
* Request a window resize
*/
{
fghPlatformCloseWindowEGL(window);
- screen_stop_events(window->Window.pContext.screenContext);
-
screen_destroy_window((screen_window_t)window->Window.Handle);
-
- screen_destroy_context(window->Window.pContext.screenContext);
}
/*
void fgPlatformIconifyWindow( SFG_Window *window )
{
//XXX This is possible via Cascades, but can't seem to find a C-level API
+ //XXX bb::Application::instance()->minimize();
fprintf(stderr, "fgPlatformGlutIconifyWindow: STUB\n");
}