Renamed things named after BeOS to be named after Haiku instead.
--HG-- rename : src/audio/baudio/SDL_beaudio.cc => src/audio/haiku/SDL_haikuaudio.cc rename : src/audio/baudio/SDL_beaudio.h => src/audio/haiku/SDL_haikuaudio.h rename : src/filesystem/beos/SDL_sysfilesystem.cc => src/filesystem/haiku/SDL_sysfilesystem.cc rename : src/joystick/beos/SDL_bejoystick.cc => src/joystick/haiku/SDL_haikujoystick.cc rename : src/loadso/beos/SDL_sysloadso.c => src/loadso/haiku/SDL_sysloadso.c rename : src/main/beos/SDL_BApp.h => src/main/haiku/SDL_BApp.h rename : src/main/beos/SDL_BeApp.cc => src/main/haiku/SDL_BeApp.cc rename : src/main/beos/SDL_BeApp.h => src/main/haiku/SDL_BeApp.h rename : src/power/beos/SDL_syspower.c => src/power/haiku/SDL_syspower.c rename : src/timer/beos/SDL_systimer.c => src/timer/haiku/SDL_systimer.c rename : src/video/bwindow/SDL_BWin.h => src/video/haiku/SDL_BWin.h rename : src/video/bwindow/SDL_bclipboard.cc => src/video/haiku/SDL_bclipboard.cc rename : src/video/bwindow/SDL_bclipboard.h => src/video/haiku/SDL_bclipboard.h rename : src/video/bwindow/SDL_bevents.cc => src/video/haiku/SDL_bevents.cc rename : src/video/bwindow/SDL_bevents.h => src/video/haiku/SDL_bevents.h rename : src/video/bwindow/SDL_bframebuffer.cc => src/video/haiku/SDL_bframebuffer.cc rename : src/video/bwindow/SDL_bframebuffer.h => src/video/haiku/SDL_bframebuffer.h rename : src/video/bwindow/SDL_bkeyboard.cc => src/video/haiku/SDL_bkeyboard.cc rename : src/video/bwindow/SDL_bkeyboard.h => src/video/haiku/SDL_bkeyboard.h rename : src/video/bwindow/SDL_bmodes.cc => src/video/haiku/SDL_bmodes.cc rename : src/video/bwindow/SDL_bmodes.h => src/video/haiku/SDL_bmodes.h rename : src/video/bwindow/SDL_bopengl.cc => src/video/haiku/SDL_bopengl.cc rename : src/video/bwindow/SDL_bopengl.h => src/video/haiku/SDL_bopengl.h rename : src/video/bwindow/SDL_bvideo.cc => src/video/haiku/SDL_bvideo.cc rename : src/video/bwindow/SDL_bvideo.h => src/video/haiku/SDL_bvideo.h rename : src/video/bwindow/SDL_bwindow.cc => src/video/haiku/SDL_bwindow.cc rename : src/video/bwindow/SDL_bwindow.h => src/video/haiku/SDL_bwindow.h extra : rebase_source : afd5a42647878e283dbee3a666cef2214f0e7941
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45 changed files with 176 additions and 167 deletions
136
src/main/haiku/SDL_BeApp.cc
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136
src/main/haiku/SDL_BeApp.cc
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#if defined(__HAIKU__)
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/* Handle the BeApp specific portions of the application */
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#include <AppKit.h>
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#include <storage/Path.h>
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#include <storage/Entry.h>
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#include <unistd.h>
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#include "SDL_BApp.h" /* SDL_BApp class definition */
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#include "SDL_BeApp.h"
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#include "SDL_thread.h"
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#include "SDL_timer.h"
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#include "SDL_error.h"
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#include "../../video/haiku/SDL_BWin.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Flag to tell whether or not the Be application is active or not */
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int SDL_BeAppActive = 0;
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static SDL_Thread *SDL_AppThread = NULL;
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static int
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StartBeApp(void *unused)
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{
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BApplication *App;
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App = new SDL_BApp("application/x-SDL-executable");
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App->Run();
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delete App;
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return (0);
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}
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/* Initialize the Be Application, if it's not already started */
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int
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SDL_InitBeApp(void)
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{
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/* Create the BApplication that handles appserver interaction */
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if (SDL_BeAppActive <= 0) {
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SDL_AppThread = SDL_CreateThread(StartBeApp, "SDLApplication", NULL);
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if (SDL_AppThread == NULL) {
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return SDL_SetError("Couldn't create BApplication thread");
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}
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/* Change working to directory to that of executable */
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app_info info;
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if (B_OK == be_app->GetAppInfo(&info)) {
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entry_ref ref = info.ref;
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BEntry entry;
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if (B_OK == entry.SetTo(&ref)) {
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BPath path;
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if (B_OK == path.SetTo(&entry)) {
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if (B_OK == path.GetParent(&path)) {
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chdir(path.Path());
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}
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}
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}
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}
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do {
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SDL_Delay(10);
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} while ((be_app == NULL) || be_app->IsLaunching());
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/* Mark the application active */
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SDL_BeAppActive = 0;
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}
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/* Increment the application reference count */
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++SDL_BeAppActive;
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/* The app is running, and we're ready to go */
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return (0);
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}
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/* Quit the Be Application, if there's nothing left to do */
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void
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SDL_QuitBeApp(void)
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{
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/* Decrement the application reference count */
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--SDL_BeAppActive;
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/* If the reference count reached zero, clean up the app */
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if (SDL_BeAppActive == 0) {
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if (SDL_AppThread != NULL) {
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if (be_app != NULL) { /* Not tested */
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be_app->PostMessage(B_QUIT_REQUESTED);
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}
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SDL_WaitThread(SDL_AppThread, NULL);
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SDL_AppThread = NULL;
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}
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/* be_app should now be NULL since be_app has quit */
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}
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}
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#ifdef __cplusplus
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}
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#endif
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/* SDL_BApp functions */
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void SDL_BApp::ClearID(SDL_BWin *bwin) {
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_SetSDLWindow(NULL, bwin->GetID());
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int32 i = _GetNumWindowSlots() - 1;
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while(i >= 0 && GetSDLWindow(i) == NULL) {
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_PopBackWindow();
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--i;
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}
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}
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#endif /* __HAIKU__ */
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/* vi: set ts=4 sw=4 expandtab: */
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