SDL_BeApp.cc
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 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"
#if defined(__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 "SDL_BApp.h" /* SDL_BApp class definition */
#include "SDL_BeApp.h"
#include "SDL_timer.h"
#include "SDL_error.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 is active or not */
static int SDL_BeAppActive = 0;
static SDL_Thread *SDL_AppThread = NULL;
static int
StartBeApp(void *unused)
{
BApplication *App;
// default application signature
const char *signature = "application/x-SDL-executable";
// 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)
signature = strndup(sig, B_MIME_TYPE_LENGTH);
}
}
}
App = new SDL_BApp(signature);
App->Run();
delete App;
return (0);
}
/* Initialize the Be Application, if it's not already started */
int
SDL_InitBeApp(void)
{
/* Create the BApplication that handles appserver interaction */
if (SDL_BeAppActive <= 0) {
SDL_AppThread = SDL_CreateThreadInternal(StartBeApp, "SDLApplication", 0, NULL);
if (SDL_AppThread == NULL) {
return SDL_SetError("Couldn't create BApplication thread");
}
/* Change working directory to that of executable */
app_info info;
if (B_OK == be_app->GetAppInfo(&info)) {
entry_ref ref = info.ref;
BEntry entry;
if (B_OK == entry.SetTo(&ref)) {
BPath path;
if (B_OK == path.SetTo(&entry)) {
if (B_OK == path.GetParent(&path)) {
chdir(path.Path());
}
}
}
}
do {
SDL_Delay(10);
} while ((be_app == NULL) || be_app->IsLaunching());
/* 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 (0);
}
/* 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) {
if (SDL_AppThread != NULL) {
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_BApp::ClearID(SDL_BWin *bwin) {
_SetSDLWindow(NULL, bwin->GetID());
int32 i = _GetNumWindowSlots() - 1;
while(i >= 0 && GetSDLWindow(i) == NULL) {
_PopBackWindow();
--i;
}
}
#endif /* __HAIKU__ */
/* vi: set ts=4 sw=4 expandtab: */
SDL_InitBeApp
int SDL_InitBeApp(void)
SDL_BApp::_GetNumWindowSlots
int32 _GetNumWindowSlots()
Definition: SDL_BApp.h:377
SDL_BApp::_PopBackWindow
void _PopBackWindow()
Definition: SDL_BApp.h:382
NULL
#define NULL
Definition: begin_code.h:167
SDL_timer.h
SDL_error.h
SDL_BWin
Definition: SDL_BWin.h:64
SDL_BApp::_SetSDLWindow
void _SetSDLWindow(SDL_Window *win, int32 winID)
Definition: SDL_BApp.h:373
path
GLsizei const GLchar *const * path
Definition: SDL_opengl_glext.h:3730
SDL_Thread
Definition: SDL_thread_c.h:54
SDL_BApp.h
SDL_BWin::GetID
int32 GetID()
Definition: SDL_BWin.h:434
SDL_BApp::ClearID
void ClearID(SDL_BWin *bwin)
SDL_CreateThreadInternal
SDL_Thread * SDL_CreateThreadInternal(int(*fn)(void *), const char *name, const size_t stacksize, void *data)
Definition: SDL_thread.c:429
ref
GLenum GLint ref
Definition: SDL_opengl_glext.h:657
SDL_QuitBeApp
void SDL_QuitBeApp(void)
f
GLfloat f
Definition: SDL_opengl_glext.h:1870
SDL_BeApp.h
SDL_Delay
#define SDL_Delay
Definition: SDL_dynapi_overrides.h:486
SDL_BApp::GetSDLWindow
SDL_Window * GetSDLWindow(int32 winID)
Definition: SDL_BApp.h:191
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_BApp
Definition: SDL_BApp.h:81
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_WaitThread
#define SDL_WaitThread
Definition: SDL_dynapi_overrides.h:478