Added page_flipper as a test for BWindowScreen (thanks to Stephan for sending it to me)

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15675 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stefano Ceccherini
2005-12-26 14:54:04 +00:00
parent 73a4805b7b
commit ee44f668eb
3 changed files with 235 additions and 0 deletions
+1
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@@ -5,3 +5,4 @@ SubInclude HAIKU_TOP src tests kits game set_mouse_position_test ;
SubInclude HAIKU_TOP src tests kits game simple_game_sound_test ;
SubInclude HAIKU_TOP src tests kits game direct_window_test ;
SubInclude HAIKU_TOP src tests kits game direct_window_info_test ;
SubInclude HAIKU_TOP src tests kits game page_flipper ;
+7
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@@ -0,0 +1,7 @@
SubDir HAIKU_TOP src tests kits game page_flipper ;
SimpleTest page_flipper
: page_flip.cpp
: game be root
;
@@ -0,0 +1,227 @@
/*
Copyright 1999, Be Incorporated. All Rights Reserved.
This file may be used under the terms of the Be Sample Code License.
*/
#include <Application.h>
#include <WindowScreen.h>
#include <Screen.h>
#include <string.h>
typedef long (*blit_hook)(long,long,long,long,long,long);
typedef long (*sync_hook)();
class NApplication:public BApplication {
public:
NApplication();
bool is_quitting; // So that the WindowScreen knows what
// to do when disconnected.
private:
bool QuitRequested();
void ReadyToRun();
};
class NWindowScreen:public BWindowScreen {
public:
NWindowScreen(status_t*);
private:
void ScreenConnected(bool);
long MyCode();
static long Entry(void*);
thread_id tid;
sem_id sem;
area_id area;
uint8* save_buffer;
uint8* frame_buffer;
ulong line_length;
bool thread_is_locked; // small hack to allow to quit the
// app from ScreenConnected()
blit_hook blit; // hooks to the graphics driver functions
sync_hook sync;
};
int main(int, char**) {
NApplication app;
}
NApplication::NApplication()
:BApplication("application/x-vnd.Be-sample-jbq1") {
Run(); // see you in ReadyToRun()
}
void NApplication::ReadyToRun() {
status_t ret=B_ERROR;
is_quitting=false;
NWindowScreen* ws=new NWindowScreen(&ret);
// exit if constructing the WindowScreen failed.
if ((ws==NULL)||(ret<B_OK))
PostMessage(B_QUIT_REQUESTED);
}
bool NApplication::QuitRequested() {
is_quitting=true;
return true;
}
NWindowScreen::NWindowScreen(status_t* ret)
:BWindowScreen("Example",B_8_BIT_640x480,ret) {
thread_is_locked=true;
tid=0;
if (*ret==B_OK) {
// this semaphore controls the access to the WindowScreen
sem=create_sem(0,"WindowScreen Access");
// this area is used to save the whole framebuffer when
// switching workspaces. (better than malloc()).
area=create_area("save",(void**)&save_buffer,B_ANY_ADDRESS
,640*2048,B_NO_LOCK,B_READ_AREA|B_WRITE_AREA);
// exit if an error occured.
if ((sem<B_OK)||(area<B_OK)) *ret=B_ERROR;
else Show(); // let's go. See you in ScreenConnected.
}
}
void NWindowScreen::ScreenConnected(bool connected) {
if (connected) {
if ((SetSpace(B_8_BIT_640x480)<B_OK)
||(SetFrameBuffer(640,2048)<B_OK)) {
// properly set the framebuffer. exit if an error occurs.
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the hardware acceleration hooks. get them each time
// the WindowScreen is connected, because of multiple
// monitor support
blit=(blit_hook)CardHookAt(7);
sync=(sync_hook)CardHookAt(10);
// cannot work with no hardware blitting
if (blit==NULL) {
be_app->PostMessage(B_QUIT_REQUESTED);
return;
}
// get the framebuffer-related info, each time the
// WindowScreen is connected (multiple monitor)
frame_buffer=(uint8*)(CardInfo()->frame_buffer);
line_length=FrameBufferInfo()->bytes_per_row;
if (tid==0) {
// clean the framebuffer
memset(frame_buffer,0,2048*line_length);
// spawn the rendering thread. exit if an error occurs.
if (((tid=spawn_thread(Entry,"rendering thread",
B_URGENT_DISPLAY_PRIORITY,this))<B_OK)
||(resume_thread(tid)<B_OK))
be_app->PostMessage(B_QUIT_REQUESTED);
} else for (int y=0;y<2048;y++)
// restore the framebuffer when switching back from
// another workspace.
memcpy(frame_buffer+y*line_length,
save_buffer+640*y,640);
// set our color list.
rgb_color palette[256];
for (int i=0;i<128;i++) {
rgb_color c1={i*2,i*2,i*2};
rgb_color c2={127+i,2*i,254};
palette[i]=c1;
palette[i+128]=c2;
}
SetColorList(palette);
// allow the rendering thread to run.
thread_is_locked=false;
release_sem(sem);
} else {
// block the rendering thread.
if (!thread_is_locked) {
acquire_sem(sem);
thread_is_locked=true;
}
// kill the rendering and clean up when quitting
if ((((NApplication*)be_app)->is_quitting)) {
status_t ret;
kill_thread(tid);
wait_for_thread(tid,&ret);
delete_sem(sem);
delete_area(area);
} else {
// set the color list black so that the screen doesn't seem
// to freeze while saving the framebuffer
rgb_color c={0,0,0};
rgb_color palette[256];
for (int i=0;i<256;i++)
palette[i]=c;
SetColorList(palette);
// save the framebuffer
for (int y=0;y<2048;y++)
memcpy(save_buffer+640*y,
frame_buffer+y*line_length,640);
}
}
}
long NWindowScreen::Entry(void* p) {
return ((NWindowScreen*)p)->MyCode();
}
long NWindowScreen::MyCode() {
// gain access to the framebuffer before writing to it.
acquire_sem(sem);
for (int j=1440;j<2048;j++) {
for (int i=0;i<640;i++) {
// draw the backgroud ripple pattern
float val=63.99*(1+cos(2*M_PI*((i-320)*(i-320)
+(j-1744)*(j-1744))/1216));
frame_buffer[i+line_length*j]=int(val);
}
}
ulong numframe=0;
bigtime_t trgt=0;
ulong y_origin;
uint8* current_frame;
while(true) {
// the framebuffer coordinates of the next frame
y_origin=480*(numframe%3);
// and a pointer to it
current_frame=frame_buffer+y_origin*line_length;
// copy the background
int ytop=numframe%608,ybot=ytop+479;
if (ybot<608) {
blit(0,1440+ytop,0,y_origin,639,479);
} else {
blit(0,1440+ytop,0,y_origin,639,1086-ybot);
blit(0,1440,0,y_origin+1087-ybot,639,ybot-608);
}
// calculate the circle position. doing such calculations
// between blit() and sync() is a good idea.
uint32 x=(uint32)(287.99*(1+sin(numframe/72.)));
uint32 y=(uint32)(207.99*(1+sin(numframe/52.)));
if (sync) sync();
// draw the circle
for (int j=0;j<64;j++) {
for (int i=0;i<64;i++) {
if ((i-31)*(i-32)+(j-31)*(j-32)<=1024)
current_frame[x+i+line_length*(y+j)]+=128;
}
}
// release the semaphore while waiting. gotta release it
// at some point or nasty things will happen!
release_sem(sem);
// try to sync with the vertical retrace
if (BScreen(this).WaitForRetrace()!=B_OK) {
// we're doing some triple buffering. unwanted things would
// happen if we rendered more pictures than the card can
// display. we here make sure not to render more than 55.5
// pictures per second if the card does not support retrace
// syncing
if (system_time()<trgt) snooze(trgt-system_time());
trgt=system_time()+18000;
}
// acquire the semaphore back before talking to the driver
acquire_sem(sem);
// do the page-flipping
MoveDisplayArea(0,y_origin);
// and go to the next frame!
numframe++;
}
return 0;
}