#include "fg_internal.h"
#include "egl/fg_window_egl.h"
#include <screen/screen.h>
-#include <bps/screen.h>
/*
* Opens a window. Requires a SFG_Window object created and attached
fgDisplay.pDisplay.single_native_window = sWindow;
/* Set window properties */
- int screenFormat = SCREEN_FORMAT_RGBA8888; //XXX Should this be determined by config?
+ int orientation = atoi(getenv("ORIENTATION"));
+ int screenFormat = SCREEN_FORMAT_RGBA8888; //Only SCREEN_FORMAT_RGBA8888 and SCREEN_FORMAT_RGB565 are supported. See fg_window_egl for more info
#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__
+#if !defined(__X86__) && !defined(__PLAYBOOK__)
screenUsage |= SCREEN_USAGE_DISPLAY; // Physical device copy directly into physical display
#endif
if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_FORMAT, &screenFormat)) {
return;
}
- /* Uncomment when multiple windows are supported
int value[2];
+ /* Uncomment when multiple windows are supported
if(positionUse) {
value[0] = x;
value[1] = y;
fgError("Could not set window position");
return;
}
- }
+ }*/
if(sizeUse) {
+ /* Uncomment when multiple windows are supported
value[0] = w;
value[1] = h;
- if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
+ */
+ //TEMP until ^^ is uncommented
+ if (screen_get_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
screen_destroy_window(sWindow);
- fgError("Could not set window buffer size");
+ 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);
+ fgError("Could not set window buffer size");
+ return;
+ }
/* Create window buffers */
if (screen_create_window_buffers(sWindow, (fgState.DisplayMode & GLUT_DOUBLE) ? 2 : 1)) {
}
/* 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
/* Create context */
fghChooseConfig(&window->Window.pContext.egl.Config);
- window->Window.Context = fghCreateNewContextEGL(window);
+ window->Window.Context = EGL_NO_CONTEXT;
+ if( fgState.UseCurrentContext == GL_TRUE )
+ window->Window.Context = eglGetCurrentContext();
+ if( window->Window.Context == EGL_NO_CONTEXT )
+ window->Window.Context = fghCreateNewContextEGL(window);
/* Create EGL window */
fghPlatformOpenWindowEGL(window);
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
*/
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");
}