/** * $Id: GPU_Engine.cpp 28254 2010-04-18 10:28:37Z campbellbarton $ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "GPU_Engine.h" #include "GPC_MouseDevice.h" #include "GPU_Canvas.h" #include "GPU_KeyboardDevice.h" #include "GPU_System.h" #include "BLI_blenlib.h" #include "BLO_readfile.h" #include "SND_DeviceManager.h" #include "NG_NetworkScene.h" #include "NG_LoopBackNetworkDeviceInterface.h" #include "SND_DeviceManager.h" #include "KX_BlenderSceneConverter.h" #include "KX_KetsjiEngine.h" #include "GPC_RenderTools.h" #include "GPC_RawImage.h" void Redraw(GPU_Engine *engine); // -the- redraw function // callback functions /* void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch); void KeyDownCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); void KeyUpCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); void ButtonPressReleaseCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch); void TimeOutCallback(XtPointer closure, XtIntervalId *id); */ GPU_Engine::GPU_Engine(char *customLoadingAnimationURL, int foregroundColor, int backgroundColor, int frameRate) : GPC_Engine(customLoadingAnimationURL, foregroundColor, backgroundColor, frameRate), m_timerTimeOutMsecs(10) { } GPU_Engine::~GPU_Engine() { } /* bool GPU_Engine::Initialize(Display *display, Window window, int width, int height) { SND_DeviceManager::Subscribe(); m_audiodevice = SND_DeviceManager::Instance(); m_keyboarddev = new GPU_KeyboardDevice(); m_mousedev = new GPC_MouseDevice(); // constructor only initializes data // m_canvas = new GPU_Canvas(display, window, width, height); //m_canvas->Init(); // create the actual visual and rendering context //cout << "GPU_Canvas created and initialized, m_canvas " << m_canvas << endl; //AddEventHandlers(); // done here (in GPU_Engine) since the event handlers need access to 'this', ie the engine // put the Blender logo in the topleft corner if(m_BlenderLogo != 0) // adding a banner automatically enables them m_BlenderLogoId = m_canvas->AddBanner(m_BlenderLogo->Width(), m_BlenderLogo->Height(), m_BlenderLogo->Width(), m_BlenderLogo->Height(), m_BlenderLogo->Data(), GPC_Canvas::alignTopLeft); // put the Blender3D logo in the bottom right corner if(m_Blender3DLogo != 0) // adding a banner automatically enables them m_Blender3DLogoId = m_canvas->AddBanner(m_Blender3DLogo->Width(), m_Blender3DLogo->Height(), m_Blender3DLogo->Width(), m_Blender3DLogo->Height(), m_Blender3DLogo->Data(), GPC_Canvas::alignTopLeft); #if 0 // put the NaN logo in the bottom right corner if(m_NaNLogo != 0) // adding a banner automatically enables them m_NaNLogoId = m_canvas->AddBanner(m_NaNLogo->Width(), m_NaNLogo->Height(), m_NaNLogo->Width(), m_NaNLogo->Height(), m_NaNLogo->Data(), GPC_Canvas::alignBottomRight); #endif // enable the display of all banners m_canvas->SetBannerDisplayEnabled(true); m_rendertools = new GPC_RenderTools(); m_networkdev = new NG_LoopBackNetworkDeviceInterface(); assert(m_networkdev); // creation of system needs 'current rendering context', this is taken care // of by the GPU_Canvas::Init() m_system = new GPU_System(); m_system->SetKeyboardDevice((GPU_KeyboardDevice *)m_keyboarddev); m_system->SetMouseDevice(m_mousedev); m_system->SetNetworkDevice(m_networkdev); m_initialized = true; return m_initialized; } */ /* void GPU_Engine::HandleNewWindow(Window window) { // everything only if it's really a new window if(window != ((GPU_Canvas *)m_canvas)->GetWindow()) { cout << "GPU_Engine::HandleNewWindow(), new window so calling SetNewWindowMakeNewWidgetAndMakeCurrent()" << endl; // We don't have to remove the event handlers ourselves, they are destroyed by X11 // make canvas aware of new window, and make it current ((GPU_Canvas *)m_canvas)->SetNewWindowMakeNewWidgetAndMakeCurrent(window); // and add event handlers to new widget AddEventHandlers(); cout << "GPU_Engine::HandleNewWindow(), event handlers added" << endl; } } */ /* void GPU_Engine::AddEventHandlers(void) { Widget widget = ((GPU_Canvas *)m_canvas)->GetWidget(); // redraw // MUST be the *Raw* event handler, the normal one doesn't work! XtAddRawEventHandler(widget, ExposureMask, FALSE, RedrawCallback, this); #if 0 // key down XtAddRawEventHandler(widget, KeyPressMask, FALSE, KeyDownCallback, this); // key up XtAddRawEventHandler(widget, KeyReleaseMask, FALSE, KeyUpCallback, this); // mouse button press XtAddRawEventHandler(widget, ButtonPressMask, FALSE, ButtonPressReleaseCallback, this); // mouse button release XtAddRawEventHandler(widget, ButtonReleaseMask, FALSE, ButtonPressReleaseCallback, this); // mouse motion XtAddRawEventHandler(widget, PointerMotionMask, FALSE, PointerMotionCallback, this); #endif #if 0 // time out, not a real timer. New time out will be set in callback m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext(widget), m_timerTimeOutMsecs, TimeOutCallback, this); #endif } */ void Redraw(GPU_Engine *engine) { /* if(engine->Running()) { if(engine->Loading()) { engine->UpdateLoadingAnimation(); } engine->m_system->DoMainLoopCallback(); }*/ } /*+++++++++++++++++++++++++++++++++++++++++++++++++ * Callback functions +++++++++++++++++++++++++++++++++++++++++++++++++*/ void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch) { GPU_Engine *engine = (GPU_Engine *)closure; Redraw(engine); *continue_to_dispatch = True; } void KeyDownCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) { /* GPU_Engine *engine = (GPU_Engine *)closure; XKeyEvent *keyEvent = (XKeyEvent *)event; if(engine->Running()) engine->m_system->AddKey(int(keyEvent->keycode), 1); *continue_to_dispatch = True;*/ } void KeyUpCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) { /* GPU_Engine *engine = (GPU_Engine *)closure; XKeyEvent *keyEvent = (XKeyEvent *)event; if(engine->Running()) engine->m_system->AddKey(int(keyEvent->keycode), 0); *continue_to_dispatch = True;*/ } void ButtonPressReleaseCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) { GPU_Engine *engine = (GPU_Engine *)closure; XButtonEvent *buttonEvent = (XButtonEvent *)event; bool isDown; GPC_MouseDevice::TButtonId button; if(engine->Running()) { // determine type of event, press or release isDown = false; if(buttonEvent->type == ButtonPress) isDown = true; // determine which button exactly generated this event switch(buttonEvent->button) { case 1: button = GPC_MouseDevice::buttonLeft; break; case 2: button = GPC_MouseDevice::buttonMiddle; break; case 3: button = GPC_MouseDevice::buttonRight; break; } engine->m_mousedev->ConvertButtonEvent(button, isDown, buttonEvent->x, buttonEvent->y); } *continue_to_dispatch = True; } void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch) { GPU_Engine *engine = (GPU_Engine *)closure; XButtonEvent *buttonEvent = (XButtonEvent *)event; if(engine->Running()) { engine->m_mousedev->ConvertMoveEvent(buttonEvent->x, buttonEvent->y); } *continue_to_dispatch = True; } /* void TimeOutCallback(XtPointer closure, XtIntervalId *id) { GPU_Engine *engine = (GPU_Engine *)closure; Redraw(engine); // add a new time out since there is no real timer for X (not a simple one like under windows) // TODO Have to get faster timer ! if(engine->Running()) engine->m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext( ((GPU_Canvas *)engine->m_canvas)->GetWidget()), engine->m_timerTimeOutMsecs, TimeOutCallback, closure); } */