#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
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
- /* TODO: only one full-screen window possible? */
- if (fgDisplay.pDisplay.single_native_window != NULL) {
- 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);
- fgError("Could not create window");
- return;
- }
- fgDisplay.pDisplay.single_native_window = sWindow;
-
- /* Set window properties */
- int screenFormat = SCREEN_FORMAT_RGBA8888;
+ /* TODO: only one full-screen window possible? */
+ if (fgDisplay.pDisplay.single_native_window != NULL) {
+ fgWarning("You can't have more than one window on BlackBerry");
+ return;
+ }
+
+ /* Create window */
+ screen_window_t sWindow;
+ 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; //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__
- screenUsage |= SCREEN_USAGE_DISPLAY; // Physical device copy directly into physical display
+#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)) {
- 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)) {
- 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 */
- window->Window.Handle = fgDisplay.pDisplay.single_native_window;
- window->State.WorkMask |= GLUT_INIT_WORK;
-
- /* Create context */
- fghChooseConfig(&window->Window.pContext.egl.Config);
- window->Window.Context = fghCreateNewContextEGL(window);
-
- /* Create EGL window */
- fghPlatformOpenWindowEGL(window);
-
- window->State.Visible = GL_TRUE;
+ if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_FORMAT, &screenFormat)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not set window format");
+ return;
+ }
+ if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_USAGE, &screenUsage)) {
+ screen_destroy_window(sWindow);
+ fgError("Could not set window usage");
+ return;
+ }
+
+ 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);
+ 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);
+ fgError("Could not create window buffers");
+ return;
+ }
+
+ /* Save window and set state */
+ 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 = 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");
+ }
}
/*
*/
void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height )
{
- fprintf(stderr, "fgPlatformReshapeWindow: STUB\n");
+ fprintf(stderr, "fgPlatformReshapeWindow: STUB\n");
}
/*
*/
void fgPlatformCloseWindow( SFG_Window* window )
{
- fghPlatformCloseWindowEGL(window);
-
- screen_stop_events(window->Window.pContext.screenContext);
+ fghPlatformCloseWindowEGL(window);
- screen_destroy_window((screen_window_t)window->Window.Handle);
-
- screen_destroy_context(window->Window.pContext.screenContext);
+ screen_destroy_window((screen_window_t)window->Window.Handle);
}
/*
*/
void fgPlatformShowWindow( void )
{
- fprintf(stderr, "fgPlatformShowWindow: STUB\n");
+ fprintf(stderr, "fgPlatformShowWindow: STUB\n");
}
/*
*/
void fgPlatformHideWindow( SFG_Window *window )
{
- fprintf(stderr, "fgPlatformHideWindow: STUB\n");
+ fprintf(stderr, "fgPlatformHideWindow: STUB\n");
}
/*
*/
void fgPlatformIconifyWindow( SFG_Window *window )
{
- fprintf(stderr, "fgPlatformGlutIconifyWindow: STUB\n");
+ //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");
}
/*
*/
void fgPlatformGlutSetWindowTitle( const char* title )
{
- fprintf(stderr, "fgPlatformGlutSetWindowTitle: STUB\n");
+ fprintf(stderr, "fgPlatformGlutSetWindowTitle: STUB\n");
}
/*
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
- fprintf(stderr, "fgPlatformGlutSetIconTitle: STUB\n");}
+ fprintf(stderr, "fgPlatformGlutSetIconTitle: STUB\n");
+}
/*
* Change the specified window's position
*/
void fgPlatformPositionWindow( SFG_Window *window, int x, int y )
{
- fprintf(stderr, "fgPlatformPositionWindow: STUB\n");
+ fprintf(stderr, "fgPlatformPositionWindow: STUB\n");
}
/*
*/
void fgPlatformPushWindow( SFG_Window *window )
{
- fprintf(stderr, "fgPlatformPushWindow: STUB\n");
+ fprintf(stderr, "fgPlatformPushWindow: STUB\n");
}
/*
*/
void fgPlatformPopWindow( SFG_Window *window )
{
- fprintf(stderr, "fgPlatformPopWindow: STUB\n");
+ fprintf(stderr, "fgPlatformPopWindow: STUB\n");
}
/*
*/
void fgPlatformFullScreenToggle( SFG_Window *win )
{
- fprintf(stderr, "fgPlatformFullScreenToggle: STUB\n");
+ fprintf(stderr, "fgPlatformFullScreenToggle: STUB\n");
}