chore(build): use SDL3

This commit is contained in:
phaneron 2025-04-12 04:38:19 -04:00
parent 9d04a35d87
commit b3c0734a9e
3286 changed files with 866354 additions and 554996 deletions

View file

@ -0,0 +1,426 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_BAPP_H
#define SDL_BAPP_H
#include <Path.h>
#include <InterfaceKit.h>
#include <LocaleRoster.h>
#ifdef SDL_VIDEO_OPENGL
#include <OpenGLKit.h>
#endif
#include "../../video/haiku/SDL_bkeyboard.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "SDL_internal.h"
// Local includes
#include "../../events/SDL_events_c.h"
#include "../../video/haiku/SDL_bframebuffer.h"
#ifdef __cplusplus
}
#endif
#include <vector>
// Forward declarations
class SDL_BLooper;
class SDL_BWin;
// Message constants
enum ToSDL
{
// Intercepted by BWindow on its way to BView
BAPP_MOUSE_MOVED,
BAPP_MOUSE_BUTTON,
BAPP_MOUSE_WHEEL,
BAPP_KEY,
BAPP_REPAINT, // from _UPDATE_
// From BWindow
BAPP_MAXIMIZE, // from B_ZOOM
BAPP_MINIMIZE,
BAPP_RESTORE, // TODO: IMPLEMENT!
BAPP_SHOW,
BAPP_HIDE,
BAPP_MOUSE_FOCUS, // caused by MOUSE_MOVE
BAPP_KEYBOARD_FOCUS, // from WINDOW_ACTIVATED
BAPP_WINDOW_CLOSE_REQUESTED,
BAPP_WINDOW_MOVED,
BAPP_WINDOW_RESIZED,
BAPP_SCREEN_CHANGED
};
extern "C" SDL_BLooper *SDL_Looper;
// Create a descendant of BLooper
class SDL_BLooper : public BLooper
{
public:
SDL_BLooper(const char* name) : BLooper(name)
{
#ifdef SDL_VIDEO_OPENGL
_current_context = NULL;
#endif
}
virtual ~SDL_BLooper()
{
}
// Event-handling functions
virtual void MessageReceived(BMessage *message)
{
// Sort out SDL-related messages
switch (message->what) {
case BAPP_MOUSE_MOVED:
_HandleMouseMove(message);
break;
case BAPP_MOUSE_BUTTON:
_HandleMouseButton(message);
break;
case BAPP_MOUSE_WHEEL:
_HandleMouseWheel(message);
break;
case BAPP_KEY:
_HandleKey(message);
break;
case BAPP_REPAINT:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_EXPOSED);
break;
case BAPP_MAXIMIZE:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_MAXIMIZED);
break;
case BAPP_MINIMIZE:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_MINIMIZED);
break;
case BAPP_SHOW:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_SHOWN);
break;
case BAPP_HIDE:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_HIDDEN);
break;
case BAPP_MOUSE_FOCUS:
_HandleMouseFocus(message);
break;
case BAPP_KEYBOARD_FOCUS:
_HandleKeyboardFocus(message);
break;
case BAPP_WINDOW_CLOSE_REQUESTED:
_HandleBasicWindowEvent(message, SDL_EVENT_WINDOW_CLOSE_REQUESTED);
break;
case BAPP_WINDOW_MOVED:
_HandleWindowMoved(message);
break;
case BAPP_WINDOW_RESIZED:
_HandleWindowResized(message);
break;
case B_LOCALE_CHANGED:
SDL_SendLocaleChangedEvent();
break;
case BAPP_SCREEN_CHANGED:
// TODO: Handle screen resize or workspace change
break;
default:
BLooper::MessageReceived(message);
break;
}
}
// Window creation/destruction methods
int32 GetID(SDL_Window *win)
{
int32 i;
for (i = 0; i < _GetNumWindowSlots(); ++i) {
if (GetSDLWindow(i) == NULL) {
_SetSDLWindow(win, i);
return i;
}
}
// Expand the vector if all slots are full
if (i == _GetNumWindowSlots()) {
_PushBackWindow(win);
return i;
}
// TODO: error handling
return 0;
}
/* FIXME: Bad coding practice, but I can't include SDL_BWin.h here. Is
there another way to do this? */
void ClearID(SDL_BWin *bwin); // Defined in SDL_BeApp.cc
SDL_Window *GetSDLWindow(int32 winID)
{
return _window_map[winID];
}
#ifdef SDL_VIDEO_OPENGL
BGLView *GetCurrentContext()
{
return _current_context;
}
void SetCurrentContext(BGLView *newContext)
{
if (_current_context)
_current_context->UnlockGL();
_current_context = newContext;
if (_current_context)
_current_context->LockGL();
}
#endif
private:
// Event management
void _HandleBasicWindowEvent(BMessage *msg, SDL_EventType sdlEventType)
{
SDL_Window *win;
int32 winID;
if (
!_GetWinID(msg, &winID)) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, sdlEventType, 0, 0);
}
void _HandleMouseMove(BMessage *msg)
{
SDL_Window *win;
int32 winID;
int32 x = 0, y = 0;
if (
!_GetWinID(msg, &winID) ||
msg->FindInt32("x", &x) != B_OK || // x movement
msg->FindInt32("y", &y) != B_OK // y movement
) {
return;
}
win = GetSDLWindow(winID);
// Simple relative mode support for mouse.
if (SDL_GetMouse()->relative_mode) {
int winWidth, winHeight, winPosX, winPosY;
SDL_GetWindowSize(win, &winWidth, &winHeight);
SDL_GetWindowPosition(win, &winPosX, &winPosY);
int dx = x - (winWidth / 2);
int dy = y - (winHeight / 2);
SDL_SendMouseMotion(0, win, SDL_DEFAULT_MOUSE_ID, SDL_GetMouse()->relative_mode, (float)dx, (float)dy);
set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
if (!be_app->IsCursorHidden())
be_app->HideCursor();
} else {
SDL_SendMouseMotion(0, win, SDL_DEFAULT_MOUSE_ID, false, (float)x, (float)y);
if (SDL_CursorVisible() && be_app->IsCursorHidden())
be_app->ShowCursor();
}
}
void _HandleMouseButton(BMessage *msg)
{
SDL_Window *win;
int32 winID;
int32 button;
bool down;
if (
!_GetWinID(msg, &winID) ||
msg->FindInt32("button-id", &button) != B_OK ||
msg->FindBool("button-down", &down) != B_OK) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseButton(0, win, SDL_DEFAULT_MOUSE_ID, button, down);
}
void _HandleMouseWheel(BMessage *msg)
{
SDL_Window *win;
int32 winID;
int32 xTicks, yTicks;
if (
!_GetWinID(msg, &winID) ||
msg->FindInt32("xticks", &xTicks) != B_OK ||
msg->FindInt32("yticks", &yTicks) != B_OK) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseWheel(0, win, SDL_DEFAULT_MOUSE_ID, xTicks, -yTicks, SDL_MOUSEWHEEL_NORMAL);
}
void _HandleKey(BMessage *msg)
{
int32 scancode;
bool down;
if (
msg->FindInt32("key-scancode", &scancode) != B_OK ||
msg->FindBool("key-down", &down) != B_OK) {
return;
}
SDL_SendKeyboardKey(0, SDL_DEFAULT_KEYBOARD_ID, scancode, HAIKU_GetScancodeFromBeKey(scancode), down);
if (down) {
SDL_Window *win = SDL_GetKeyboardFocus();
if (win && SDL_TextInputActive(win)) {
const int8 *keyUtf8;
ssize_t count;
if (msg->FindData("key-utf8", B_INT8_TYPE, (const void **)&keyUtf8, &count) == B_OK) {
char text[64];
SDL_zeroa(text);
SDL_memcpy(text, keyUtf8, count);
SDL_SendKeyboardText(text);
}
}
}
}
void _HandleMouseFocus(BMessage *msg)
{
SDL_Window *win;
int32 winID;
bool bSetFocus; // If false, lose focus
if (
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK) {
return;
}
win = GetSDLWindow(winID);
if (bSetFocus) {
SDL_SetMouseFocus(win);
} else if (SDL_GetMouseFocus() == win) {
// Only lose all focus if this window was the current focus
SDL_SetMouseFocus(NULL);
}
}
void _HandleKeyboardFocus(BMessage *msg)
{
SDL_Window *win;
int32 winID;
bool bSetFocus; // If false, lose focus
if (
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK) {
return;
}
win = GetSDLWindow(winID);
if (bSetFocus) {
SDL_SetKeyboardFocus(win);
} else if (SDL_GetKeyboardFocus() == win) {
// Only lose all focus if this window was the current focus
SDL_SetKeyboardFocus(NULL);
}
}
void _HandleWindowMoved(BMessage *msg)
{
SDL_Window *win;
int32 winID;
int32 xPos, yPos;
// Get the window id and new x/y position of the window
if (
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-x", &xPos) != B_OK ||
msg->FindInt32("window-y", &yPos) != B_OK) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_EVENT_WINDOW_MOVED, xPos, yPos);
}
void _HandleWindowResized(BMessage *msg)
{
SDL_Window *win;
int32 winID;
int32 w, h;
// Get the window id ]and new x/y position of the window
if (
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-w", &w) != B_OK ||
msg->FindInt32("window-h", &h) != B_OK) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_EVENT_WINDOW_RESIZED, w, h);
}
bool _GetWinID(BMessage *msg, int32 *winID)
{
return msg->FindInt32("window-id", winID) == B_OK;
}
/* Vector functions: Wraps vector stuff in case we need to change
implementation */
void _SetSDLWindow(SDL_Window *win, int32 winID)
{
_window_map[winID] = win;
}
int32 _GetNumWindowSlots()
{
return _window_map.size();
}
void _PopBackWindow()
{
_window_map.pop_back();
}
void _PushBackWindow(SDL_Window *win)
{
_window_map.push_back(win);
}
// Members
std::vector<SDL_Window *> _window_map; // Keeps track of SDL_Windows by index-id
#ifdef SDL_VIDEO_OPENGL
BGLView *_current_context;
#endif
};
#endif

View file

@ -0,0 +1,182 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#ifdef SDL_PLATFORM_HAIKU
// Handle the BeApp specific portions of the application
#include <AppKit.h>
#include <storage/AppFileInfo.h>
#include <storage/Path.h>
#include <storage/Entry.h>
#include <storage/File.h>
#include <unistd.h>
#include <memory>
#include "SDL_BApp.h" // SDL_BLooper class definition
#include "SDL_BeApp.h"
#include "../../video/haiku/SDL_BWin.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../thread/SDL_systhread.h"
// Flag to tell whether or not the Be application and looper are active or not
static int SDL_BeAppActive = 0;
static SDL_Thread *SDL_AppThread = NULL;
SDL_BLooper *SDL_Looper = NULL;
// Default application signature
const char *SDL_signature = "application/x-SDL-executable";
// Create a descendant of BApplication
class SDL_BApp : public BApplication {
public:
SDL_BApp(const char* signature) :
BApplication(signature) {
}
virtual ~SDL_BApp() {
}
virtual void RefsReceived(BMessage* message) {
entry_ref entryRef;
for (int32 i = 0; message->FindRef("refs", i, &entryRef) == B_OK; i++) {
BPath referencePath = BPath(&entryRef);
SDL_SendDropFile(NULL, NULL, referencePath.Path());
}
return;
}
};
static int StartBeApp(void *unused)
{
std::unique_ptr<BApplication> App;
(void)unused;
// dig resources for correct signature
image_info info;
int32 cookie = 0;
if (get_next_image_info(B_CURRENT_TEAM, &cookie, &info) == B_OK) {
BFile f(info.name, O_RDONLY);
if (f.InitCheck() == B_OK) {
BAppFileInfo app_info(&f);
if (app_info.InitCheck() == B_OK) {
char sig[B_MIME_TYPE_LENGTH];
if (app_info.GetSignature(sig) == B_OK) {
SDL_signature = strndup(sig, B_MIME_TYPE_LENGTH);
}
}
}
}
App = std::unique_ptr<BApplication>(new SDL_BApp(SDL_signature));
App->Run();
return 0;
}
static bool StartBeLooper()
{
if (!be_app) {
SDL_AppThread = SDL_CreateThread(StartBeApp, "SDLApplication", NULL);
if (!SDL_AppThread) {
return SDL_SetError("Couldn't create BApplication thread");
}
do {
SDL_Delay(10);
} while ((!be_app) || be_app->IsLaunching());
}
SDL_Looper = new SDL_BLooper("SDLLooper");
SDL_Looper->Run();
return true;
}
// Initialize the Be Application, if it's not already started
bool SDL_InitBeApp(void)
{
// Create the BApplication that handles appserver interaction
if (SDL_BeAppActive <= 0) {
if (!StartBeLooper()) {
return false;
}
// Mark the application active
SDL_BeAppActive = 0;
}
// Increment the application reference count
++SDL_BeAppActive;
// The app is running, and we're ready to go
return true;
}
// Quit the Be Application, if there's nothing left to do
void SDL_QuitBeApp(void)
{
// Decrement the application reference count
--SDL_BeAppActive;
// If the reference count reached zero, clean up the app
if (SDL_BeAppActive == 0) {
SDL_Looper->Lock();
SDL_Looper->Quit();
SDL_Looper = NULL;
if (SDL_AppThread) {
if (be_app != NULL) { // Not tested
be_app->PostMessage(B_QUIT_REQUESTED);
}
SDL_WaitThread(SDL_AppThread, NULL);
SDL_AppThread = NULL;
}
// be_app should now be NULL since be_app has quit
}
}
#ifdef __cplusplus
}
#endif
// SDL_BApp functions
void SDL_BLooper::ClearID(SDL_BWin *bwin) {
_SetSDLWindow(NULL, bwin->GetID());
int32 i = _GetNumWindowSlots() - 1;
while (i >= 0 && GetSDLWindow(i) == NULL) {
_PopBackWindow();
--i;
}
}
#endif // SDL_PLATFORM_HAIKU

View file

@ -0,0 +1,40 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#ifdef __cplusplus
extern "C" {
#endif
// Handle the BeApp specific portions of the application
// Initialize the Be Application, if it's not already started
extern bool SDL_InitBeApp(void);
// Quit the Be Application, if there's nothing left to do
extern void SDL_QuitBeApp(void);
// Be Application Signature
extern const char *SDL_signature;
#ifdef __cplusplus
}
#endif