Files
haiku-beta6/src/tests/kits/game/direct_window_test/StarWindow.cpp
T
Axel Dörfler 050bf31477 Minor fixes.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15473 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-12-10 20:03:19 +00:00

614 lines
18 KiB
C++

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