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source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
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307
source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <assert.h>
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#include <unistd.h>
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#include "GPU_Engine.h"
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#include "GPC_MouseDevice.h"
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#include "GPU_Canvas.h"
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#include "GPU_KeyboardDevice.h"
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#include "GPU_System.h"
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#include "BLI_blenlib.h"
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#include "BLO_readfile.h"
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#include "SND_DeviceManager.h"
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#include "NG_NetworkScene.h"
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#include "NG_LoopBackNetworkDeviceInterface.h"
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#include "SND_DeviceManager.h"
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#include "KX_BlenderSceneConverter.h"
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#include "SM_Scene.h"
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#include "KX_KetsjiEngine.h"
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#include "GPC_RenderTools.h"
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#include "GPC_RawImage.h"
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void Redraw(GPU_Engine *engine); // -the- redraw function
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// callback functions
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/*
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void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch);
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void KeyDownCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch);
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void KeyUpCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch);
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void ButtonPressReleaseCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch);
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void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch);
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void TimeOutCallback(XtPointer closure, XtIntervalId *id);
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*/
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GPU_Engine::GPU_Engine(char *customLoadingAnimationURL,
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int foregroundColor, int backgroundColor, int frameRate) :
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GPC_Engine(customLoadingAnimationURL, foregroundColor, backgroundColor,
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frameRate), m_timerTimeOutMsecs(10)
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{
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}
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GPU_Engine::~GPU_Engine()
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{
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}
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/*
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bool GPU_Engine::Initialize(Display *display, Window window, int width, int height)
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{
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SND_DeviceManager::Subscribe();
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m_audiodevice = SND_DeviceManager::Instance();
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m_keyboarddev = new GPU_KeyboardDevice();
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m_mousedev = new GPC_MouseDevice();
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// constructor only initializes data
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// m_canvas = new GPU_Canvas(display, window, width, height);
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//m_canvas->Init(); // create the actual visual and rendering context
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//cout << "GPU_Canvas created and initialized, m_canvas " << m_canvas << endl;
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//AddEventHandlers(); // done here (in GPU_Engine) since the event handlers need access to 'this', ie the engine
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// put the Blender logo in the topleft corner
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if(m_BlenderLogo != 0)
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// adding a banner automatically enables them
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m_BlenderLogoId = m_canvas->AddBanner(m_BlenderLogo->Width(), m_BlenderLogo->Height(),
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m_BlenderLogo->Width(), m_BlenderLogo->Height(),
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m_BlenderLogo->Data(), GPC_Canvas::alignTopLeft);
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// put the Blender3D logo in the bottom right corner
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if(m_Blender3DLogo != 0)
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// adding a banner automatically enables them
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m_Blender3DLogoId = m_canvas->AddBanner(m_Blender3DLogo->Width(), m_Blender3DLogo->Height(),
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m_Blender3DLogo->Width(), m_Blender3DLogo->Height(),
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m_Blender3DLogo->Data(), GPC_Canvas::alignTopLeft);
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#if 0
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// put the NaN logo in the bottom right corner
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if(m_NaNLogo != 0)
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// adding a banner automatically enables them
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m_NaNLogoId = m_canvas->AddBanner(m_NaNLogo->Width(), m_NaNLogo->Height(),
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m_NaNLogo->Width(), m_NaNLogo->Height(),
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m_NaNLogo->Data(), GPC_Canvas::alignBottomRight);
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#endif
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// enable the display of all banners
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m_canvas->SetBannerDisplayEnabled(true);
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m_rendertools = new GPC_RenderTools();
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m_networkdev = new NG_LoopBackNetworkDeviceInterface();
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assert(m_networkdev);
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// creation of system needs 'current rendering context', this is taken care
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// of by the GPU_Canvas::Init()
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m_system = new GPU_System();
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m_system->SetKeyboardDevice((GPU_KeyboardDevice *)m_keyboarddev);
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m_system->SetMouseDevice(m_mousedev);
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m_system->SetNetworkDevice(m_networkdev);
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m_initialized = true;
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return m_initialized;
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}
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*/
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/*
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void GPU_Engine::HandleNewWindow(Window window)
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{
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// everything only if it's really a new window
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if(window != ((GPU_Canvas *)m_canvas)->GetWindow())
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{
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cout << "GPU_Engine::HandleNewWindow(), new window so calling SetNewWindowMakeNewWidgetAndMakeCurrent()" << endl;
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// We don't have to remove the event handlers ourselves, they are destroyed by X11
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// make canvas aware of new window, and make it current
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((GPU_Canvas *)m_canvas)->SetNewWindowMakeNewWidgetAndMakeCurrent(window);
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// and add event handlers to new widget
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AddEventHandlers();
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cout << "GPU_Engine::HandleNewWindow(), event handlers added" << endl;
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}
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}
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*/
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/*
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void GPU_Engine::AddEventHandlers(void)
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{
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Widget widget = ((GPU_Canvas *)m_canvas)->GetWidget();
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// redraw
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// MUST be the *Raw* event handler, the normal one doesn't work!
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XtAddRawEventHandler(widget, ExposureMask, FALSE, RedrawCallback, this);
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#if 0
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// key down
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XtAddRawEventHandler(widget, KeyPressMask, FALSE, KeyDownCallback, this);
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// key up
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XtAddRawEventHandler(widget, KeyReleaseMask, FALSE, KeyUpCallback, this);
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// mouse button press
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XtAddRawEventHandler(widget, ButtonPressMask, FALSE, ButtonPressReleaseCallback, this);
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// mouse button release
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XtAddRawEventHandler(widget, ButtonReleaseMask, FALSE, ButtonPressReleaseCallback, this);
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// mouse motion
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XtAddRawEventHandler(widget, PointerMotionMask, FALSE, PointerMotionCallback, this);
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#endif
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#if 0
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// time out, not a real timer. New time out will be set in callback
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m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext(widget),
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m_timerTimeOutMsecs, TimeOutCallback, this);
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#endif
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}
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*/
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void Redraw(GPU_Engine *engine)
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{
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/* if(engine->Running())
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{
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if(engine->Loading())
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{
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engine->UpdateLoadingAnimation();
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}
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engine->m_system->DoMainLoopCallback();
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}*/
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}
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/*+++++++++++++++++++++++++++++++++++++++++++++++++
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* Callback functions
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+++++++++++++++++++++++++++++++++++++++++++++++++*/
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void RedrawCallback(Widget, XtPointer closure, XEvent *, Boolean *continue_to_dispatch)
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{
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GPU_Engine *engine = (GPU_Engine *)closure;
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Redraw(engine);
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*continue_to_dispatch = True;
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}
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void KeyDownCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch)
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{
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/* GPU_Engine *engine = (GPU_Engine *)closure;
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XKeyEvent *keyEvent = (XKeyEvent *)event;
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if(engine->Running())
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engine->m_system->AddKey(int(keyEvent->keycode), 1);
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*continue_to_dispatch = True;*/
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}
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void KeyUpCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch)
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{
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/* GPU_Engine *engine = (GPU_Engine *)closure;
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XKeyEvent *keyEvent = (XKeyEvent *)event;
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if(engine->Running())
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engine->m_system->AddKey(int(keyEvent->keycode), 0);
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*continue_to_dispatch = True;*/
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}
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void ButtonPressReleaseCallback(Widget, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch)
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{
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GPU_Engine *engine = (GPU_Engine *)closure;
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XButtonEvent *buttonEvent = (XButtonEvent *)event;
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bool isDown;
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GPC_MouseDevice::TButtonId button;
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if(engine->Running())
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{
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// determine type of event, press or release
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isDown = false;
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if(buttonEvent->type == ButtonPress)
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isDown = true;
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// determine which button exactly generated this event
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switch(buttonEvent->button)
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{
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case 1:
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button = GPC_MouseDevice::buttonLeft;
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break;
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case 2:
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button = GPC_MouseDevice::buttonMiddle;
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break;
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case 3:
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button = GPC_MouseDevice::buttonRight;
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break;
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}
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engine->m_mousedev->ConvertButtonEvent(button,
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isDown, buttonEvent->x, buttonEvent->y);
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}
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*continue_to_dispatch = True;
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}
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void PointerMotionCallback(Widget w, XtPointer closure, XEvent *event, Boolean *continue_to_dispatch)
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{
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GPU_Engine *engine = (GPU_Engine *)closure;
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XButtonEvent *buttonEvent = (XButtonEvent *)event;
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if(engine->Running())
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{
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engine->m_mousedev->ConvertMoveEvent(buttonEvent->x, buttonEvent->y);
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}
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*continue_to_dispatch = True;
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}
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/*
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void TimeOutCallback(XtPointer closure, XtIntervalId *id)
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{
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GPU_Engine *engine = (GPU_Engine *)closure;
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Redraw(engine);
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// add a new time out since there is no real timer for X (not a simple one like under windows)
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// TODO Have to get faster timer !
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if(engine->Running())
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engine->m_timerId = XtAppAddTimeOut(XtWidgetToApplicationContext(
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((GPU_Canvas *)engine->m_canvas)->GetWidget()),
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engine->m_timerTimeOutMsecs, TimeOutCallback,
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closure);
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}
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*/
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