expedite: Add gl_cocoa support in expedite
SVN revision: 64654
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7045c20e5b
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336c043d87
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@ -85,6 +85,10 @@ EXPEDITE_CHECK_ENGINE([fb], [Framebuffer], "yes")
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# DIRECTFB
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EXPEDITE_CHECK_ENGINE([directfb], [DirectFB], "yes")
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# GL Cocoa
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EXPEDITE_CHECK_ENGINE([opengl-cocoa], [OpenGL Cocoa], "yes", [gl_cocoa_libs="-framework Cocoa"])
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AC_SUBST(gl_cocoa_libs)
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# Software 16bit X11
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EXPEDITE_CHECK_ENGINE([software-16-x11], [Software 16 bits X11], "yes")
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@ -260,6 +264,7 @@ echo " Software DirectDraw..........: ${have_software_ddraw}"
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echo " Direct3D.....................: ${have_direct3d}"
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echo " Software SDL.................: ${have_software_sdl}"
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echo " Open GL SDL..................: ${have_opengl_sdl}"
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echo " Open GL Cocoa................: ${have_opengl_cocoa}"
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echo " FB...........................: ${have_fb}"
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echo " DirectFB.....................: ${have_directfb}"
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echo " Software X11 16 bits.........: ${have_software_16_x11}"
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@ -144,7 +144,7 @@ proxy_text_random.c
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expedite_CFLAGS = @WIN32_CFLAGS@
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expedite_CXXFLAGS = @EXPEDITE_CXXFLAGS@
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expedite_LDADD = @SDL_LIBS@ @x_libs@ @gdi_libs@ @ddraw_libs@ @ddraw_16_libs@ @d3d_libs@ @wince_16_libs@ @DIRECTFB_LIBS@ @XCB_LIBS@ @EVAS_LIBS@ @EINA_LIBS@ @EVIL_LIBS@ -lm
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expedite_LDADD = @SDL_LIBS@ @x_libs@ @gdi_libs@ @ddraw_libs@ @ddraw_16_libs@ @d3d_libs@ @wince_16_libs@ @DIRECTFB_LIBS@ @XCB_LIBS@ @EVAS_LIBS@ @EINA_LIBS@ @EVIL_LIBS@ @gl_cocoa_libs@ -lm
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expedite_LDFLAGS = @lt_enable_auto_import@
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if BUILD_SOFTWARE_XLIB
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@ -207,6 +207,11 @@ expedite_SOURCES += \
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engine_directfb.c engine_directfb.h
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endif
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if BUILD_OPENGL_COCOA
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expedite_SOURCES += \
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engine_gl_cocoa.m engine_gl_cocoa.h
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endif
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if BUILD_SOFTWARE_16_X11
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expedite_SOURCES += \
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engine_software_16_x11.c engine_software_16_x11.h
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@ -0,0 +1,8 @@
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#ifndef ENGINE_GL_COCOA_H
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#define ENGINE_GL_COCOA_H
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int engine_gl_cocoa_args(int argc, char **argv);
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void engine_gl_cocoa_loop(void);
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void engine_gl_cocoa_shutdown(void);
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#endif
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@ -0,0 +1,231 @@
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/* NOTE: If you're using Expedite for performance testing,
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set "Disable Beam Synchronization" in GL_Cocoa Debug. */
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#include "main.h"
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#include <Cocoa/Cocoa.h>
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#include <Evas_Engine_GL_Cocoa.h>
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static NSView * evas_view;
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static NSWindow * main_window;
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int
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engine_gl_cocoa_args(int argc, char **argv)
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{
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Evas_Engine_Info_GL_Cocoa *einfo;
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int i;
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int ok = 0;
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/*
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for (i = 1; i < argc; i++)
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{
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if ((!strcmp(argv[i], "-e")) && (i < (argc - 1)))
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{
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i++;
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if (!strcmp(argv[i], "gl-cocoa")) ok = 1;
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}
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}
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if (!ok) return 0;
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*/
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evas_output_method_set(evas, evas_render_method_lookup("gl_cocoa"));
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einfo = (Evas_Engine_Info_GL_Cocoa *)evas_engine_info_get(evas);
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if (!einfo)
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{
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printf("Evas is a goat and can't run GL_COCOA ... or .... it's me the goat\n");
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return 0;
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}
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// Set up the Cocoa runtime
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[[NSAutoreleasePool alloc] init];
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[NSApplication sharedApplication];
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// Register ourselves as a full-fledged Cocoa app, instead of a NSUIElement.
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// This gives benefits like window focus and a dock icon!
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ProcessSerialNumber psn = { 0, kCurrentProcess };
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TransformProcessType (&psn, kProcessTransformToForegroundApplication);
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[NSApp finishLaunching];
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// Create our main window, and embed an EvasGLView in it
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main_window = [[NSWindow alloc] initWithContentRect:NSMakeRect(20,500,win_w,win_h) styleMask:(NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask) backing:NSBackingStoreBuffered defer:NO screen:nil];
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[main_window makeKeyAndOrderFront:NSApp];
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[main_window setTitle:@"Expedite"];
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[main_window makeMainWindow];
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[main_window setAcceptsMouseMovedEvents:YES];
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[NSApp activateIgnoringOtherApps:YES];
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evas_output_size_set(evas, win_w, win_h);
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evas_output_viewport_set(evas, 0, 0, win_w, win_h);
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einfo->window = main_window;
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//einfo->info.context = [evas_view context];
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if (!evas_engine_info_set(evas, (Evas_Engine_Info *) einfo))
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{
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printf("Evas can not setup the informations of the GL_Cocoa Engine\n");
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exit(-1);
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}
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evas_view = (NSView*)einfo->view;
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[[main_window contentView] addSubview:evas_view];
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[evas_view display];
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evas_damage_rectangle_add(evas,0,0, win_w ,win_h);
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return 1;
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}
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void
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engine_gl_cocoa_loop(void)
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{
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NSDate *date = [NSDate dateWithTimeIntervalSinceNow:0.001];
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NSEvent *event = [NSApp nextEventMatchingMask:NSAnyEventMask
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untilDate:date
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inMode:NSDefaultRunLoopMode
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dequeue:YES];
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[date release];
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if (!event) return;
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if([event type] == NSMouseMoved || [event type] == NSLeftMouseDragged || [event type] == NSRightMouseDragged)
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{
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evas_event_feed_mouse_move(evas, [event locationInWindow].x, [event locationInWindow].y, 0, NULL);
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// Also notify on entering or leaving the window
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NSPoint mouseLoc = [[event window] convertBaseToScreen:[event locationInWindow]];
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if(NSPointInRect(mouseLoc, [[event window] frame]))
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evas_event_feed_mouse_in(evas, 0, NULL);
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else
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evas_event_feed_mouse_out(evas, 0, NULL);
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[NSApp sendEvent:event];
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}
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else if([event type] == NSLeftMouseDown)
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{
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evas_event_feed_mouse_move(evas, [event locationInWindow].x, [event locationInWindow].y, 0, NULL);
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evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, NULL);
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[NSApp sendEvent:event];
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}
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else if([event type] == NSLeftMouseUp)
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{
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evas_event_feed_mouse_move(evas, [event locationInWindow].x, [event locationInWindow].y, 0, NULL);
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evas_event_feed_mouse_up(evas, 1, EVAS_BUTTON_NONE, 0, NULL);
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[NSApp sendEvent:event];
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}
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else if([event type] == NSRightMouseDown)
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{
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evas_event_feed_mouse_move(evas, [event locationInWindow].x, [event locationInWindow].y, 0, NULL);
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evas_event_feed_mouse_down(evas, 3, EVAS_BUTTON_NONE, 0, NULL);
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[NSApp sendEvent:event];
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}
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else if([event type] == NSRightMouseUp)
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{
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evas_event_feed_mouse_move(evas, [event locationInWindow].x, [event locationInWindow].y, 0, NULL);
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evas_event_feed_mouse_up(evas, 3, EVAS_BUTTON_NONE, 0, NULL);
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[NSApp sendEvent:event];
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}
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else if([event type] == NSKeyDown)
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{
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NSString * chars = [event charactersIgnoringModifiers];
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switch([chars characterAtIndex:0])
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{
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case NSLeftArrowFunctionKey:
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evas_event_feed_key_down(evas, "Left", "Left", NULL, NULL, 0, NULL);
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break;
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case NSRightArrowFunctionKey:
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evas_event_feed_key_down(evas, "Right", "Right", NULL, NULL, 0, NULL);
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break;
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case NSEnterCharacter:
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case NSCarriageReturnCharacter:
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evas_event_feed_key_down(evas, "Return", "Return", NULL, NULL, 0, NULL);
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break;
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case 's':
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case '\e':
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evas_event_feed_key_down(evas, "Escape", "Escape", NULL, NULL, 0, NULL);
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break;
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case 'q':
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evas_event_feed_key_down(evas, "q", "q", NULL, NULL, 0, NULL);
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break;
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}
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[chars release];
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}
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else if([event type] == NSKeyUp)
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{
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NSString * chars = [event charactersIgnoringModifiers];
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switch([chars characterAtIndex:0])
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{
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case NSLeftArrowFunctionKey:
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evas_event_feed_key_up(evas, "Left", "Left", NULL, NULL, 0, NULL);
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break;
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case NSRightArrowFunctionKey:
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evas_event_feed_key_up(evas, "Right", "Right", NULL, NULL, 0, NULL);
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break;
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case NSEnterCharacter:
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case NSCarriageReturnCharacter:
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evas_event_feed_key_up(evas, "Return", "Return", NULL, NULL, 0, NULL);
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break;
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case '\e':
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evas_event_feed_key_up(evas, "Escape", "Escape", NULL, NULL, 0, NULL);
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break;
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case 'q':
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if (evas_key_lock_is_set(evas_key_lock_get(evas), "Caps_Lock"))
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evas_event_feed_key_up(evas, "Q", "Q", NULL, NULL, 0, NULL);
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else
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evas_event_feed_key_up(evas, "q", "q", NULL, NULL, 0, NULL);
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break;
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}
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[chars release];
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}
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else if([event type] == NSFlagsChanged)
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{
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int flags = [event modifierFlags];
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// Turn special key flags on
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if(flags & NSShiftKeyMask)
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evas_key_modifier_on(evas, "Shift");
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else if(flags & NSControlKeyMask)
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evas_key_modifier_on(evas, "Control");
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else if(flags & NSAlternateKeyMask)
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evas_key_modifier_on(evas, "Alt");
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else if(flags & NSCommandKeyMask)
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evas_key_modifier_on(evas, "Super");
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else if(flags & NSAlphaShiftKeyMask)
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{
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if (evas_key_lock_is_set(evas_key_lock_get(evas), "Caps_Lock"))
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evas_key_lock_off(evas, "Caps_Lock");
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else
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evas_key_lock_on(evas, "Caps_Lock");
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}
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// Turn special key flags off
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if(!(flags & NSShiftKeyMask))
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evas_key_modifier_off(evas, "Shift");
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else if(!(flags & NSControlKeyMask))
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evas_key_modifier_off(evas, "Control");
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else if(!(flags & NSAlternateKeyMask))
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evas_key_modifier_off(evas, "Alt");
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else if(!(flags & NSCommandKeyMask))
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evas_key_modifier_off(evas, "Super");
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}
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else
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{
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[NSApp sendEvent:event];
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}
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[event release];
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[NSAutoreleasePool release];
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}
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void
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engine_gl_cocoa_shutdown(void)
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{
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/* If someone knows what to do here... */
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}
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@ -1171,6 +1171,9 @@ static const Expedite_Engine engines[] = {
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#if HAVE_EVAS_DIRECTFB
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{ "directfb",engine_directfb_args, engine_directfb_loop, engine_directfb_shutdown },
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#endif
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#if HAVE_EVAS_OPENGL_COCOA
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{ "gl-cocoa", engine_gl_cocoa_args, engine_gl_cocoa_loop, engine_gl_cocoa_shutdown },
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#endif
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#if HAVE_EVAS_SOFTWARE_16_X11
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{ "x11-16",engine_software_16_x11_args, engine_software_16_x11_loop, engine_software_16_x11_shutdown },
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#endif
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@ -61,6 +61,9 @@
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#if HAVE_EVAS_DIRECTFB
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#include "engine_directfb.h"
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#endif
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#if HAVE_EVAS_OPENGL_COCOA
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#include "engine_gl_cocoa.h"
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#endif
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#if HAVE_EVAS_SOFTWARE_16_X11
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#include "engine_software_16_x11.h"
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#endif
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