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chore(build): revert to sdl2
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2095 changed files with 244085 additions and 192940 deletions
319
vendor/sdl-2.30.5/src/video/haiku/SDL_bvideo.cc
vendored
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vendor/sdl-2.30.5/src/video/haiku/SDL_bvideo.cc
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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_internal.h"
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#include "../../main/haiku/SDL_BApp.h"
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#ifdef SDL_VIDEO_DRIVER_HAIKU
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#include "SDL_BWin.h"
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#include <Url.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "SDL_bkeyboard.h"
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#include "SDL_bwindow.h"
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#include "SDL_bclipboard.h"
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#include "SDL_bvideo.h"
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#include "SDL_bopengl.h"
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#include "SDL_bmodes.h"
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#include "SDL_bframebuffer.h"
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#include "SDL_bevents.h"
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#include "SDL_bmessagebox.h"
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static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
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return (SDL_BWin *)(window->driverdata);
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}
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/* FIXME: Undefined functions */
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// #define HAIKU_PumpEvents NULL
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#define HAIKU_StartTextInput NULL
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#define HAIKU_StopTextInput NULL
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#define HAIKU_SetTextInputRect NULL
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// #define HAIKU_DeleteDevice NULL
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/* End undefined functions */
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static SDL_VideoDevice * HAIKU_CreateDevice(void)
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{
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SDL_VideoDevice *device;
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/*SDL_VideoData *data;*/
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/* Initialize all variables that we clean on shutdown */
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device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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device->driverdata = NULL; /* FIXME: Is this the cause of some of the
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SDL_Quit() errors? */
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/* TODO: Figure out if any initialization needs to go here */
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/* Set the function pointers */
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device->VideoInit = HAIKU_VideoInit;
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device->VideoQuit = HAIKU_VideoQuit;
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device->GetDisplayBounds = HAIKU_GetDisplayBounds;
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device->GetDisplayModes = HAIKU_GetDisplayModes;
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device->SetDisplayMode = HAIKU_SetDisplayMode;
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device->PumpEvents = HAIKU_PumpEvents;
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device->CreateSDLWindow = HAIKU_CreateWindow;
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device->CreateSDLWindowFrom = HAIKU_CreateWindowFrom;
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device->SetWindowTitle = HAIKU_SetWindowTitle;
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device->SetWindowIcon = HAIKU_SetWindowIcon;
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device->SetWindowPosition = HAIKU_SetWindowPosition;
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device->SetWindowSize = HAIKU_SetWindowSize;
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device->ShowWindow = HAIKU_ShowWindow;
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device->HideWindow = HAIKU_HideWindow;
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device->RaiseWindow = HAIKU_RaiseWindow;
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device->MaximizeWindow = HAIKU_MaximizeWindow;
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device->MinimizeWindow = HAIKU_MinimizeWindow;
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device->RestoreWindow = HAIKU_RestoreWindow;
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device->SetWindowBordered = HAIKU_SetWindowBordered;
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device->SetWindowResizable = HAIKU_SetWindowResizable;
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device->SetWindowFullscreen = HAIKU_SetWindowFullscreen;
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device->SetWindowGammaRamp = HAIKU_SetWindowGammaRamp;
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device->GetWindowGammaRamp = HAIKU_GetWindowGammaRamp;
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device->SetWindowMouseGrab = HAIKU_SetWindowMouseGrab;
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device->SetWindowMinimumSize = HAIKU_SetWindowMinimumSize;
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device->DestroyWindow = HAIKU_DestroyWindow;
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device->GetWindowWMInfo = HAIKU_GetWindowWMInfo;
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device->CreateWindowFramebuffer = HAIKU_CreateWindowFramebuffer;
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device->UpdateWindowFramebuffer = HAIKU_UpdateWindowFramebuffer;
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device->DestroyWindowFramebuffer = HAIKU_DestroyWindowFramebuffer;
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device->shape_driver.CreateShaper = NULL;
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device->shape_driver.SetWindowShape = NULL;
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device->shape_driver.ResizeWindowShape = NULL;
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#ifdef SDL_VIDEO_OPENGL
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device->GL_LoadLibrary = HAIKU_GL_LoadLibrary;
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device->GL_GetProcAddress = HAIKU_GL_GetProcAddress;
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device->GL_UnloadLibrary = HAIKU_GL_UnloadLibrary;
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device->GL_CreateContext = HAIKU_GL_CreateContext;
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device->GL_MakeCurrent = HAIKU_GL_MakeCurrent;
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device->GL_SetSwapInterval = HAIKU_GL_SetSwapInterval;
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device->GL_GetSwapInterval = HAIKU_GL_GetSwapInterval;
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device->GL_SwapWindow = HAIKU_GL_SwapWindow;
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device->GL_DeleteContext = HAIKU_GL_DeleteContext;
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#endif
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device->StartTextInput = HAIKU_StartTextInput;
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device->StopTextInput = HAIKU_StopTextInput;
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device->SetTextInputRect = HAIKU_SetTextInputRect;
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device->SetClipboardText = HAIKU_SetClipboardText;
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device->GetClipboardText = HAIKU_GetClipboardText;
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device->HasClipboardText = HAIKU_HasClipboardText;
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device->free = HAIKU_DeleteDevice;
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return device;
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}
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VideoBootStrap HAIKU_bootstrap = {
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"haiku", "Haiku graphics",
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HAIKU_CreateDevice,
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HAIKU_ShowMessageBox
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};
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void HAIKU_DeleteDevice(SDL_VideoDevice * device)
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{
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SDL_free(device->driverdata);
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SDL_free(device);
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}
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static SDL_Cursor * HAIKU_CreateSystemCursor(SDL_SystemCursor id)
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{
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SDL_Cursor *cursor;
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BCursorID cursorId = B_CURSOR_ID_SYSTEM_DEFAULT;
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switch(id)
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{
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default:
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SDL_assert(0);
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return NULL;
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case SDL_SYSTEM_CURSOR_ARROW: cursorId = B_CURSOR_ID_SYSTEM_DEFAULT; break;
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case SDL_SYSTEM_CURSOR_IBEAM: cursorId = B_CURSOR_ID_I_BEAM; break;
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case SDL_SYSTEM_CURSOR_WAIT: cursorId = B_CURSOR_ID_PROGRESS; break;
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case SDL_SYSTEM_CURSOR_CROSSHAIR: cursorId = B_CURSOR_ID_CROSS_HAIR; break;
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case SDL_SYSTEM_CURSOR_WAITARROW: cursorId = B_CURSOR_ID_PROGRESS; break;
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case SDL_SYSTEM_CURSOR_SIZENWSE: cursorId = B_CURSOR_ID_RESIZE_NORTH_WEST_SOUTH_EAST; break;
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case SDL_SYSTEM_CURSOR_SIZENESW: cursorId = B_CURSOR_ID_RESIZE_NORTH_EAST_SOUTH_WEST; break;
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case SDL_SYSTEM_CURSOR_SIZEWE: cursorId = B_CURSOR_ID_RESIZE_EAST_WEST; break;
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case SDL_SYSTEM_CURSOR_SIZENS: cursorId = B_CURSOR_ID_RESIZE_NORTH_SOUTH; break;
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case SDL_SYSTEM_CURSOR_SIZEALL: cursorId = B_CURSOR_ID_MOVE; break;
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case SDL_SYSTEM_CURSOR_NO: cursorId = B_CURSOR_ID_NOT_ALLOWED; break;
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case SDL_SYSTEM_CURSOR_HAND: cursorId = B_CURSOR_ID_FOLLOW_LINK; break;
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}
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cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
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if (cursor) {
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cursor->driverdata = (void *)new BCursor(cursorId);
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} else {
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SDL_OutOfMemory();
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}
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return cursor;
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}
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static SDL_Cursor * HAIKU_CreateDefaultCursor()
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{
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return HAIKU_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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}
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static void HAIKU_FreeCursor(SDL_Cursor * cursor)
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{
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if (cursor->driverdata) {
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delete (BCursor*) cursor->driverdata;
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}
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SDL_free(cursor);
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}
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static SDL_Cursor * HAIKU_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y)
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{
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SDL_Cursor *cursor;
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SDL_Surface *converted;
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converted = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ARGB8888, 0);
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if (!converted) {
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return NULL;
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}
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BBitmap *cursorBitmap = new BBitmap(BRect(0, 0, surface->w - 1, surface->h - 1), B_RGBA32);
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cursorBitmap->SetBits(converted->pixels, converted->h * converted->pitch, 0, B_RGBA32);
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SDL_FreeSurface(converted);
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cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
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if (cursor) {
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cursor->driverdata = (void *)new BCursor(cursorBitmap, BPoint(hot_x, hot_y));
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} else {
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return NULL;
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}
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return cursor;
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}
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static int HAIKU_ShowCursor(SDL_Cursor *cursor)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (!mouse) {
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return 0;
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}
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if (cursor) {
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BCursor *hCursor = (BCursor*)cursor->driverdata;
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be_app->SetCursor(hCursor);
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} else {
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BCursor *hCursor = new BCursor(B_CURSOR_ID_NO_CURSOR);
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be_app->SetCursor(hCursor);
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delete hCursor;
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}
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return 0;
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}
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static int HAIKU_SetRelativeMouseMode(SDL_bool enabled)
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{
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SDL_Window *window = SDL_GetMouseFocus();
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if (!window) {
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return 0;
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}
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SDL_BWin *bewin = _ToBeWin(window);
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BGLView *_SDL_GLView = bewin->GetGLView();
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bewin->Lock();
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if (enabled)
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_SDL_GLView->SetEventMask(B_POINTER_EVENTS, B_NO_POINTER_HISTORY);
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else
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_SDL_GLView->SetEventMask(0, 0);
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bewin->Unlock();
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return 0;
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}
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static void HAIKU_MouseInit(_THIS)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (!mouse) {
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return;
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}
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mouse->CreateCursor = HAIKU_CreateCursor;
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mouse->CreateSystemCursor = HAIKU_CreateSystemCursor;
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mouse->ShowCursor = HAIKU_ShowCursor;
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mouse->FreeCursor = HAIKU_FreeCursor;
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mouse->SetRelativeMouseMode = HAIKU_SetRelativeMouseMode;
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SDL_SetDefaultCursor(HAIKU_CreateDefaultCursor());
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}
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int HAIKU_VideoInit(_THIS)
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{
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/* Initialize the Be Application for appserver interaction */
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if (SDL_InitBeApp() < 0) {
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return -1;
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}
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/* Initialize video modes */
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HAIKU_InitModes(_this);
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/* Init the keymap */
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HAIKU_InitOSKeymap();
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HAIKU_MouseInit(_this);
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#ifdef SDL_VIDEO_OPENGL
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/* testgl application doesn't load library, just tries to load symbols */
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/* is it correct? if so we have to load library here */
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HAIKU_GL_LoadLibrary(_this, NULL);
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#endif
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/* We're done! */
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return 0;
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}
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void HAIKU_VideoQuit(_THIS)
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{
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HAIKU_QuitModes(_this);
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SDL_QuitBeApp();
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}
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// just sticking this function in here so it's in a C++ source file.
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extern "C" { int HAIKU_OpenURL(const char *url); }
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int HAIKU_OpenURL(const char *url)
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{
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BUrl burl(url);
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const status_t rc = burl.OpenWithPreferredApplication(false);
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return (rc == B_NO_ERROR) ? 0 : SDL_SetError("URL open failed (err=%d)", (int)rc);
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}
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#ifdef __cplusplus
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}
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#endif
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#endif /* SDL_VIDEO_DRIVER_HAIKU */
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/* vi: set ts=4 sw=4 expandtab: */
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