text: /*
    Simple DirectMedia Layer
    Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
  
    This software is provided 'as-is', without any express or implied
    warranty.  In no event will the authors be held liable for any damages
    arising from the use of this software.
  
    Permission is granted to anyone to use this software for any purpose,
    including commercial applications, and to alter it and redistribute it
    freely, subject to the following restrictions:
  
    1. The origin of this software must not be misrepresented; you must not
       claim that you wrote the original software. If you use this software
       in a product, an acknowledgment in the product documentation would be
       appreciated but is not required.
    2. Altered source versions must be plainly marked as such, and must not be
       misrepresented as being the original software.
    3. This notice may not be removed or altered from any source distribution.
  */
  #include "../../SDL_internal.h"
  
  #if SDL_VIDEO_DRIVER_HAIKU && SDL_VIDEO_OPENGL
  
  #include "SDL_bopengl.h"
  
  #include <unistd.h>
  #include <KernelKit.h>
  #include <OpenGLKit.h>
  #include "SDL_BWin.h"
  #include "../../main/haiku/SDL_BApp.h"
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  
  static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
      return ((SDL_BWin*)(window->driverdata));
  }
  
  static SDL_INLINE SDL_BApp *_GetBeApp() {
      return ((SDL_BApp*)be_app);
  }
  
  /* Passing a NULL path means load pointers from the application */
  int HAIKU_GL_LoadLibrary(_THIS, const char *path)
  {
  /* FIXME: Is this working correctly? */
      image_info info;
              int32 cookie = 0;
      while (get_next_image_info(0, &cookie, &info) == B_OK) {
          void *location = NULL;
          if( get_image_symbol(info.id, "glBegin", B_SYMBOL_TYPE_ANY,
                  &location) == B_OK) {
  
              _this->gl_config.dll_handle = (void *) (addr_t) info.id;
              _this->gl_config.driver_loaded = 1;
              SDL_strlcpy(_this->gl_config.driver_path, "libGL.so",
                      SDL_arraysize(_this->gl_config.driver_path));
          }
      }
      return 0;
  }
  
  void *HAIKU_GL_GetProcAddress(_THIS, const char *proc)
  {
      if (_this->gl_config.dll_handle != NULL) {
          void *location = NULL;
          status_t err;
          if ((err =
              get_image_symbol((image_id) (addr_t) _this->gl_config.dll_handle,
                                proc, B_SYMBOL_TYPE_ANY,
                                &location)) == B_OK) {
              return location;
          } else {
                  SDL_SetError("Couldn't find OpenGL symbol");
                  return NULL;
          }
      } else {
          SDL_SetError("OpenGL library not loaded");
          return NULL;
      }
  }
  
  
  
  
  int HAIKU_GL_SwapWindow(_THIS, SDL_Window * window) {
      _ToBeWin(window)->SwapBuffers();
      return 0;
  }
  
  int HAIKU_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
      SDL_BWin* win = (SDL_BWin*)context;
      _GetBeApp()->SetCurrentContext(win ? win->GetGLView() : NULL);
      return 0;
  }
  
  
  SDL_GLContext HAIKU_GL_CreateContext(_THIS, SDL_Window * window) {
      /* FIXME: Not sure what flags should be included here; may want to have
         most of them */
      SDL_BWin *bwin = _ToBeWin(window);
      Uint32 gl_flags = BGL_RGB;
      if (_this->gl_config.alpha_size) {
          gl_flags |= BGL_ALPHA;
      }
      if (_this->gl_config.depth_size) {
          gl_flags |= BGL_DEPTH;
      }
      if (_this->gl_config.stencil_size) {
          gl_flags |= BGL_STENCIL;
      }
      if (_this->gl_config.double_buffer) {
          gl_flags |= BGL_DOUBLE;
      } else {
          gl_flags |= BGL_SINGLE;
      }
      if (_this->gl_config.accum_red_size ||
              _this->gl_config.accum_green_size ||
              _this->gl_config.accum_blue_size ||
              _this->gl_config.accum_alpha_size) {
          gl_flags |= BGL_ACCUM;
      }
      bwin->CreateGLView(gl_flags);
      return (SDL_GLContext)(bwin);
  }
  
  void HAIKU_GL_DeleteContext(_THIS, SDL_GLContext context) {
      /* Currently, automatically unlocks the view */
      ((SDL_BWin*)context)->RemoveGLView();
  }
  
  
  int HAIKU_GL_SetSwapInterval(_THIS, int interval) {
      /* TODO: Implement this, if necessary? */
      return SDL_Unsupported();
  }
  
  int HAIKU_GL_GetSwapInterval(_THIS) {
      /* TODO: Implement this, if necessary? */
      return 0;
  }
  
  
  void HAIKU_GL_UnloadLibrary(_THIS) {
      /* TODO: Implement this, if necessary? */
  }
  
  
  /* FIXME: This function is meant to clear the OpenGL context when the video
     mode changes (see SDL_bmodes.cc), but it doesn't seem to help, and is not
     currently in use. */
  void HAIKU_GL_RebootContexts(_THIS) {
      SDL_Window *window = _this->windows;
      while(window) {
          SDL_BWin *bwin = _ToBeWin(window);
          if(bwin->GetGLView()) {
              bwin->LockLooper();
              bwin->RemoveGLView();
              bwin->CreateGLView(bwin->GetGLType());
              bwin->UnlockLooper();
          }
          window = window->next;
      }
  }
  
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SDL_VIDEO_DRIVER_HAIKU && SDL_VIDEO_OPENGL */
  
  /* vi: set ts=4 sw=4 expandtab: */
  