git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15473 a95241bf-73f2-0310-859d-f6bbb57e9c96
614 lines
18 KiB
C++
614 lines
18 KiB
C++
/*
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StarWindow.cpp
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by Pierre Raynaud-Richard.
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*/
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/*
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Copyright 1999, Be Incorporated. All Rights Reserved.
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This file may be used under the terms of the Be Sample Code License.
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*/
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#include <Application.h>
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#include "StarWindow.h"
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#include "Stars.h"
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#include <string.h>
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#include <stdlib.h>
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#include <AppFileInfo.h>
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#include <FindDirectory.h>
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#include <Alert.h>
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#include <File.h>
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#include <Path.h>
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#include <Debug.h>
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// return the version_info of a file, described by its
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// name and its generic folder (in find_directory syntax).
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status_t get_file_version_info( directory_which dir,
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char *filename,
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version_info *info) {
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BPath path;
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BFile file;
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status_t res;
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BAppFileInfo appinfo;
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// find the directory
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if ((res = find_directory(dir, &path)) != B_NO_ERROR)
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return res;
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// find the file
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path.Append(filename);
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file.SetTo(path.Path(), O_RDONLY);
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if ((res = file.InitCheck()) != B_NO_ERROR)
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return res;
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// get the version_info
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if ((res = appinfo.SetTo(&file)) != B_NO_ERROR)
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return res;
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return appinfo.GetVersionInfo(info, B_APP_VERSION_KIND);
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}
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enum {
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// pseudo-random generator parameters (not very good ones,
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// but good enough for what we do here).
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CRC_START = 0x56dec231,
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CRC_KEY = 0x1789feb3
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};
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StarWindow::StarWindow(BRect frame, const char *name)
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: BDirectWindow(frame, name, B_TITLED_WINDOW, 0)
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{
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uint32 i;
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int32 x, y, dx, dy, cnt, square;
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// init the crc pseudo-random generator
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crc_alea = CRC_START;
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// allocate the star struct array
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star_count_max = 8192;
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star_count = 0;
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star_list = (star*)malloc(sizeof(star)*star_count_max);
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// initialise the default state of the star array
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for (i = 0; i < star_count_max; i++) {
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// peek a random vector. This is certainly not the nicest way
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// to do it (the probability and the angle are linked), but that's
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// simple and doesn't require any trigonometry.
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do {
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dx = (crc_alea&0xffff) - 0x8000;
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CrcStep();
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CrcStep();
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dy = (crc_alea&0xffff) - 0x8000;
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CrcStep();
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CrcStep();
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} while ((dx == 0) && (dy == 0));
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// enforce a minimal length by doubling the vector as many times
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// as needed.
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square = dx*dx+dy*dy;
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while (square < 0x08000000) {
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dx <<= 1;
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dy <<= 1;
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square <<= 2;
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}
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// save the starting speed vector.
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star_list[i].dx0 = dx;
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star_list[i].dy0 = dy;
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// simulate the animation to see how many moves are needed to
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// get out by at least 1024 in one direction. That will give us
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// an minimal value for how long we should wait before restarting
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// the animation. It wouldn't work if the window was getting
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// much larger than 2048 pixels in one dimension.
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cnt = 0;
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x = 0;
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y = 0;
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while ((x<0x4000000) && (x>-0x4000000) && (y<0x4000000) && (y>-0x4000000)) {
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x += dx;
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y += dy;
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dx += (dx>>4);
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dy += (dy>>4);
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cnt++;
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}
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// add a random compenent [0 to 15] to the minimal count before
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// restart.
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star_list[i].count0 = cnt + ((crc_alea&0xf0000)>>16);
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// make the star initialy invisible and fixed, then spread the
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// value of their restart countdown so that they won't start all
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// at the same time, but progressively
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star_list[i].last_draw = INVALID;
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star_list[i].x = 0x40000000;
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star_list[i].y = 0x40000000;
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star_list[i].dx = 0;
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star_list[i].dy = 0;
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star_list[i].count = (i&255);
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}
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// allocate the semaphore used to synchronise the star animation drawing access.
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drawing_lock = create_sem(0, "star locker");
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// spawn the star animation thread (we have better set the force quit flag to
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// false first).
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kill_my_thread = false;
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my_thread = spawn_thread(StarWindow::StarAnimation, "StarAnimation",
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B_DISPLAY_PRIORITY, (void*)this);
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resume_thread(my_thread);
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// add a view in the background to insure that the content area will
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// be properly erased in black. This erase mechanism is not synchronised
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// with the star animaton, which means that from time to time, some
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// stars will be erreneously erased by the view redraw. But as every
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// single star is erased and redraw every frame, that graphic glitch
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// will last less than a frame, and that just in the area being redraw
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// because of a window resize, move... Which means the glitch won't
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// be noticeable. The other solution for erasing the background would
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// have been to do it on our own (which means some serious region
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// calculation and handling all color_space). Better to use the kit
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// to do it, as it gives us access to hardware acceleration...
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frame.OffsetTo(0.0, 0.0);
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//view = new BView(frame, "", B_FOLLOW_ALL, B_WILL_DRAW);
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// The only think we want from the view mechanism is to
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// erase the background in black. Because of the way the
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// star animation is done, this erasing operation doesn't
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// need to be synchronous with the animation. That the
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// reason why we use both the direct access and the view
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// mechanism to draw in the same area of the StarWindow.
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// Such thing is usualy not recommended as synchronisation
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// is generally an issue (drawing in random order usualy
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// gives remanent incorrect result).
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// set the view color to be black (nicer update).
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//view->SetViewColor(0, 0, 0);
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//AddChild(view);
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// Add a shortcut to switch in and out of fullscreen mode.
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AddShortcut('f', B_COMMAND_KEY, new BMessage('full'));
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// As we said before, the window shouldn't get wider than 2048 in any
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// direction, so those limits will do.
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SetSizeLimits(40.0, 2000.0, 40.0, 2000.0);
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// If the graphic card/graphic driver we use doesn't support directwindow
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// in window mode, then we need to switch to fullscreen immediately, or
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// the user won't see anything, as long as it doesn't used the undocumented
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// shortcut. That would be bad behavior...
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if (!BDirectWindow::SupportsWindowMode()) {
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bool sSwapped;
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char *buf;
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BAlert *quit_alert;
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key_map *map;
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get_key_map(&map, &buf);
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if (map != NULL) {
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sSwapped = (map->left_control_key == 0x5d)
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&& (map->left_command_key == 0x5c);
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} else
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sSwapped = false;
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free(map);
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free(buf);
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quit_alert = new BAlert("QuitAlert", sSwapped ?
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"This demo runs only in full screen mode.\n"
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"While running, press 'Ctrl-Q' to quit.":
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"This demo runs only in full screen mode.\n"
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"While running, press 'Alt-Q' to quit.",
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"Quit", "Start demo", NULL,
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B_WIDTH_AS_USUAL, B_WARNING_ALERT);
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if (quit_alert->Go() == 0)
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((StarsApp*)be_app)->abort_required = true;
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else
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SetFullScreen(true);
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}
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}
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StarWindow::~StarWindow()
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{
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// force the drawing_thread to quit. This is the easiest way to deal
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// with potential closing problem. When it's not practical, we
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// recommand to use Hide() and Sync() to force the disconnection of
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// the direct access, and use some other flag to guarantee that your
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// drawing thread won't draw anymore. After that, you can pursue the
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// window destructor and kill your drawing thread...
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kill_my_thread = true;
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delete_sem(drawing_lock);
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status_t result;
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wait_for_thread(my_thread, &result);
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// Free window resources. As they're used by the drawing thread, we
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// need to terminate that thread before freeing them, or we could crash.
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free(star_list);
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}
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bool
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StarWindow::QuitRequested()
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{
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be_app->PostMessage(B_QUIT_REQUESTED);
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return true;
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}
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void
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StarWindow::MessageReceived(BMessage *message)
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{
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int8 key_code;
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switch (message->what) {
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// Switch between full-screen mode and windowed mode.
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case 'full':
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SetFullScreen(!IsFullScreen());
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break;
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case B_KEY_DOWN:
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if (!IsFullScreen())
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break;
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if (message->FindInt8("byte", &key_code) != B_OK)
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break;
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if (key_code == B_ESCAPE)
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PostMessage(B_QUIT_REQUESTED);
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break;
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default:
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BDirectWindow::MessageReceived(message);
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break;
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}
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}
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void
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StarWindow::CrcStep()
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{
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// basic crc pseudo-random generator
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crc_alea <<= 1;
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if (crc_alea < 0)
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crc_alea ^= CRC_KEY;
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}
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void
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StarWindow::DirectConnected(direct_buffer_info *info)
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{
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// you need to use that mask to read the buffer state.
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switch (info->buffer_state & B_DIRECT_MODE_MASK) {
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// start a direct screen connection.
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case B_DIRECT_START:
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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// stop a direct screen connection.
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case B_DIRECT_STOP:
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acquire_sem(drawing_lock); // block the animation thread.
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break;
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// modify the state of a direct screen connection.
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case B_DIRECT_MODIFY:
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acquire_sem(drawing_lock); // block the animation thread.
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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default:
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break;
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}
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}
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// This function update the internal graphic context of the StarWindow
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// object to reflect the infos send through the DirectConnected API.
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// It also update the state of stars (and erase some of them) to
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// insure a clean transition during resize. As this function is called
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// in DirectConnected, it's a bad idea to do any heavy drawing (long)
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// operation. But as we only update the stars (the background will be
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// updated a little later by the view system), it's not a big deal.
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void
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StarWindow::SwitchContext(direct_buffer_info *info)
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{
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star *s;
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int32 x, y, deltax, deltay;
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uint32 i, j, window_area, cx, cy;
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uint32 star_count_new;
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clipping_rect *r;
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// calculate the new star count, depending the size of the window frame.
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// we do that because we want to keep the star count proportionnal to
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// the size of the window, to keep an similar overall star density feeling
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window_area = (info->window_bounds.right-info->window_bounds.left+1)*
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(info->window_bounds.bottom-info->window_bounds.top+1);
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// max out beyond 1M pixels.
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if (window_area > (1<<20))
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window_area = (1<<20);
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star_count_new = (star_count_max*(window_area>>10))>>10;
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if (star_count_new > star_count_max)
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star_count_new = star_count_max;
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// set the position of the new center of the window (in case of move or resize)
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cx = (info->window_bounds.right+info->window_bounds.left+1)/2;
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cy = (info->window_bounds.bottom+info->window_bounds.top+1)/2;
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// update to the new clipping region. The local copy is kept relative
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// to the center of the animation (origin of the star coordinate).
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clipping_bound.left = info->clip_bounds.left - cx;
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clipping_bound.right = info->clip_bounds.right - cx;
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clipping_bound.top = info->clip_bounds.top - cy;
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clipping_bound.bottom = info->clip_bounds.bottom - cy;
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// the clipping count is bounded (see comment in header file).
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clipping_list_count = info->clip_list_count;
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if (clipping_list_count > MAX_CLIPPING_RECT_COUNT)
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clipping_list_count = MAX_CLIPPING_RECT_COUNT;
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for (i=0; i<clipping_list_count; i++) {
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clipping_list[i].left = info->clip_list[i].left - cx;
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clipping_list[i].right = info->clip_list[i].right - cx;
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clipping_list[i].top = info->clip_list[i].top - cy;
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clipping_list[i].bottom = info->clip_list[i].bottom - cy;
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}
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// update the new rowbyte
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row_bytes = info->bytes_per_row/(info->bits_per_pixel/8);
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// update the screen bases (only one of the 3 will be really used).
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draw_ptr8 = ((uint8*)info->bits) + row_bytes*info->window_bounds.top + info->window_bounds.left;
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draw_ptr16 = ((uint16*)info->bits) + row_bytes*info->window_bounds.top + info->window_bounds.left;
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draw_ptr32 = ((uint32*)info->bits) + row_bytes*info->window_bounds.top + info->window_bounds.left;
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// cancel the erasing of all stars if the buffer has been reset.
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// Because of a bug in the R3 direct window protocol, B_BUFFER_RESET is not set
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// whew showing a previously hidden window. The second test is a reasonnable
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// way to work around that bug...
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if ((info->buffer_state & B_BUFFER_RESET) ||
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(need_r3_buffer_reset_work_around &&
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((info->buffer_state & (B_DIRECT_MODE_MASK|B_BUFFER_MOVED)) == B_DIRECT_START))) {
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s = star_list;
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for (i=0; i<star_count_max; i++) {
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s->last_draw = INVALID;
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s++;
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}
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}
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// in the other case, update the stars that will stay visible.
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else {
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// calculate the delta vector due to window resize or move.
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deltax = cx_old - (cx - info->window_bounds.left);
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deltay = cy_old - (cy - info->window_bounds.top);
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// check all the stars previously used.
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s = star_list;
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for (i=0; i<star_count; i++) {
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// if the star wasn't visible before, then no more question.
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if (s->last_draw == INVALID)
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goto not_defined;
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// convert the old position into the new referential.
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x = (s->x>>16) + deltax;
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y = (s->y>>16) + deltay;
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// check if the old position is still visible in the new clipping
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if ((x < clipping_bound.left) || (x > clipping_bound.right) ||
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(y < clipping_bound.top) || (y > clipping_bound.bottom))
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goto invisible;
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if (clipping_list_count == 1)
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goto visible;
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r = clipping_list;
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for (j=0; j<clipping_list_count; j++) {
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if ((x >= r->left) && (x <= r->right) &&
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(y >= r->top) && (y <= r->bottom))
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goto visible;
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r++;
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}
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goto invisible;
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// if it's still visible...
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visible:
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if (i >= star_count_new) {
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// ...and the star won't be used anylonger, then we erase it.
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if (pixel_depth == 32)
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draw_ptr32[s->last_draw] = 0;
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else if (pixel_depth == 16)
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draw_ptr16[s->last_draw] = 0;
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else
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draw_ptr8[s->last_draw] = 0;
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}
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goto not_defined;
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// if the star just became invisible and it was because the
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// context was modified and not fully stop, then we need to erase
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// those stars who just became invisible (or they could leave
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// artefacts in the drawing area in some cases). This problem is
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// a side effect of the interaction between a complex resizing
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// case (using 2 B_DIRECT_MODIFY per step), and the dynamic
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// star count management we are doing. In most case, you never
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// have to erase things going out of the clipping region...
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invisible:
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if ((info->buffer_state & B_DIRECT_MODE_MASK) == B_DIRECT_MODIFY) {
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if (pixel_depth == 32)
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draw_ptr32[s->last_draw] = 0;
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else if (pixel_depth == 16)
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draw_ptr16[s->last_draw] = 0;
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else
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draw_ptr8[s->last_draw] = 0;
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}
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// and set its last position as invalid.
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s->last_draw = INVALID;
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not_defined:
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s++;
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}
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// initialise all the new star (the ones which weren't used but
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// will be use after that context update) to set their last position
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// as invalid.
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s = star_list+star_count;
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for (i=star_count; i<star_count_new; i++) {
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s->last_draw = INVALID;
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s++;
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}
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}
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// update the window origin offset.
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window_offset = row_bytes*(cy-info->window_bounds.top) + (cx-info->window_bounds.left);
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// set the pixel_depth and the pixel data, from the color_space.
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switch (info->pixel_format) {
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case B_RGBA32 :
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case B_RGB32 :
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pixel_depth = 32;
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((uint8*)&pixel32)[0] = 0x20;
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((uint8*)&pixel32)[1] = 0xff;
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((uint8*)&pixel32)[2] = 0x20;
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((uint8*)&pixel32)[3] = 0xff;
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break;
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case B_RGB16 :
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pixel_depth = 16;
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((uint8*)&pixel16)[0] = 0xe0;
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((uint8*)&pixel16)[1] = 0x07;
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break;
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case B_RGB15 :
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case B_RGBA15 :
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pixel_depth = 16;
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((uint8*)&pixel16)[0] = 0xe0;
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((uint8*)&pixel16)[1] = 0x03;
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break;
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case B_CMAP8 :
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pixel_depth = 8;
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pixel8 = 52;
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break;
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case B_RGBA32_BIG :
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case B_RGB32_BIG :
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pixel_depth = 32;
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((uint8*)&pixel32)[3] = 0x20;
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((uint8*)&pixel32)[2] = 0xff;
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((uint8*)&pixel32)[1] = 0x20;
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((uint8*)&pixel32)[0] = 0xff;
|
|
break;
|
|
case B_RGB16_BIG :
|
|
pixel_depth = 16;
|
|
((uint8*)&pixel16)[1] = 0xe0;
|
|
((uint8*)&pixel16)[0] = 0x07;
|
|
break;
|
|
case B_RGB15_BIG :
|
|
case B_RGBA15_BIG :
|
|
pixel_depth = 16;
|
|
((uint8*)&pixel16)[1] = 0xe0;
|
|
((uint8*)&pixel16)[0] = 0x03;
|
|
break;
|
|
default: // unsupported color space?
|
|
fprintf(stderr, "ERROR - unsupported color space!\n");
|
|
exit(1);
|
|
break;
|
|
}
|
|
|
|
// set the new star count.
|
|
star_count = star_count_new;
|
|
|
|
// save a copy of the variables used to calculate the move of the window center
|
|
cx_old = cx - info->window_bounds.left;
|
|
cy_old = cy - info->window_bounds.top;
|
|
}
|
|
|
|
|
|
// This is the thread doing the star animation itself. It would be easy to
|
|
// adapt to do any other sort of pixel animation.
|
|
long
|
|
StarWindow::StarAnimation(void *data)
|
|
{
|
|
star *s;
|
|
int32 x, y;
|
|
uint32 i, j;
|
|
bigtime_t time;
|
|
StarWindow *w;
|
|
clipping_rect *r;
|
|
|
|
// receive a pointer to the StarWindow object.
|
|
w = (StarWindow*)data;
|
|
|
|
// loop, frame after frame, until asked to quit.
|
|
while (!w->kill_my_thread) {
|
|
// we want a frame to take at least 16 ms.
|
|
time = system_time()+16000;
|
|
|
|
// get the right to do direct screen access.
|
|
while (acquire_sem(w->drawing_lock) == B_INTERRUPTED)
|
|
;
|
|
if (w->kill_my_thread)
|
|
break;
|
|
|
|
// go through the array of star, for all currently used star.
|
|
s = w->star_list;
|
|
for (i=0; i<w->star_count; i++) {
|
|
if (s->count == 0) {
|
|
// restart the star animation, from a random point close to
|
|
// the center [-16, +15], both axis.
|
|
x = s->x = ((w->crc_alea&0x1f00)>>8) - 16;
|
|
y = s->y = ((w->crc_alea&0x1f0000)>>16) - 16;
|
|
s->dx = s->dx0;
|
|
s->dy = s->dy0;
|
|
// add a small random component to the duration of the star
|
|
s->count = s->count0 + (w->crc_alea&0x7);
|
|
w->CrcStep();
|
|
}
|
|
else {
|
|
// just move the star
|
|
s->count--;
|
|
x = s->x += s->dx;
|
|
y = s->y += s->dy;
|
|
s->dx += (s->dx>>4);
|
|
s->dy += (s->dy>>4);
|
|
}
|
|
// erase the previous position, if necessary
|
|
if (s->last_draw != INVALID) {
|
|
if (w->pixel_depth == 32)
|
|
w->draw_ptr32[s->last_draw] = 0;
|
|
else if (w->pixel_depth == 16)
|
|
w->draw_ptr16[s->last_draw] = 0;
|
|
else
|
|
w->draw_ptr8[s->last_draw] = 0;
|
|
}
|
|
// check if the new position is visible in the current clipping
|
|
x >>= 16;
|
|
y >>= 16;
|
|
if ((x < w->clipping_bound.left) || (x > w->clipping_bound.right) ||
|
|
(y < w->clipping_bound.top) || (y > w->clipping_bound.bottom))
|
|
goto invisible;
|
|
if (w->clipping_list_count == 1) {
|
|
visible:
|
|
// if it's visible, then draw it.
|
|
s->last_draw = w->window_offset + w->row_bytes*y + x;
|
|
if (w->pixel_depth == 32)
|
|
w->draw_ptr32[s->last_draw] = w->pixel32;
|
|
else if (w->pixel_depth == 16)
|
|
w->draw_ptr16[s->last_draw] = w->pixel16;
|
|
else
|
|
w->draw_ptr8[s->last_draw] = w->pixel8;
|
|
goto loop;
|
|
}
|
|
// handle complex clipping cases
|
|
r = w->clipping_list;
|
|
for (j=0; j<w->clipping_list_count; j++) {
|
|
if ((x >= r->left) && (x <= r->right) &&
|
|
(y >= r->top) && (y <= r->bottom))
|
|
goto visible;
|
|
r++;
|
|
}
|
|
invisible:
|
|
// if not visible, register the fact that the star wasn't draw.
|
|
s->last_draw = INVALID;
|
|
loop:
|
|
s++;
|
|
}
|
|
|
|
// release the direct screen access
|
|
release_sem(w->drawing_lock);
|
|
|
|
// snooze for whatever time is left from the initial allocation done
|
|
// at the beginning of the loop.
|
|
time -= system_time();
|
|
if (time > 0)
|
|
snooze(time);
|
|
}
|
|
return 0;
|
|
}
|
|
|