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https://github.com/RGBCube/serenity
synced 2025-07-27 03:07:36 +00:00
So long SDL stuff. You were a nice bootstrapping environment.
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7 changed files with 0 additions and 264 deletions
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@ -3,11 +3,8 @@
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#include "Object.h"
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#include "WindowManager.h"
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#include "AbstractScreen.h"
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#ifdef SERENITY
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#include "PS2MouseDevice.h"
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#include "Scheduler.h"
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#endif
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static EventLoop* s_mainEventLoop;
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@ -34,9 +31,7 @@ EventLoop& EventLoop::main()
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int EventLoop::exec()
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{
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#ifdef SERENITY
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m_server_process = current;
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#endif
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m_running = true;
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for (;;) {
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if (m_queuedEvents.is_empty())
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@ -73,7 +68,6 @@ void EventLoop::postEvent(Object* receiver, OwnPtr<Event>&& event)
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m_queuedEvents.append({ receiver, move(event) });
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}
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#ifdef SERENITY
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void EventLoop::waitForEvent()
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{
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auto& mouse = PS2MouseDevice::the();
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@ -99,110 +93,3 @@ void EventLoop::waitForEvent()
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}
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}
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}
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#endif
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#ifdef USE_SDL
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static inline MouseButton toMouseButton(byte sdlButton)
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{
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if (sdlButton == 1)
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return MouseButton::Left;
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if (sdlButton == 2)
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return MouseButton::Middle;
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if (sdlButton == 3)
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return MouseButton::Right;
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ASSERT_NOT_REACHED();
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return MouseButton::None;
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}
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void EventLoop::handleKeyEvent(Event::Type type, const SDL_KeyboardEvent& sdlKey)
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{
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auto keyEvent = make<KeyEvent>(type, 0);
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int key = 0;
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switch (sdlKey.keysym.sym) {
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case SDLK_LEFT: key = KeyboardKey::LeftArrow; break;
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case SDLK_RIGHT: key = KeyboardKey::RightArrow; break;
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case SDLK_UP: key = KeyboardKey::UpArrow; break;
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case SDLK_DOWN: key = KeyboardKey::DownArrow; break;
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case SDLK_BACKSPACE: key = KeyboardKey::Backspace; break;
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case SDLK_RETURN: key = KeyboardKey::Return; break;
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}
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keyEvent->m_key = key;
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if (sdlKey.keysym.sym > SDLK_UNKNOWN && sdlKey.keysym.sym <= 'z') {
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char buf[] = { 0, 0 };
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char& ch = buf[0];
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ch = (char)sdlKey.keysym.sym;
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if (sdlKey.keysym.mod & KMOD_SHIFT) {
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if (ch >= 'a' && ch <= 'z') {
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ch &= ~0x20;
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} else {
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switch (ch) {
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case '1': ch = '!'; break;
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case '2': ch = '@'; break;
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case '3': ch = '#'; break;
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case '4': ch = '$'; break;
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case '5': ch = '%'; break;
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case '6': ch = '^'; break;
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case '7': ch = '&'; break;
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case '8': ch = '*'; break;
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case '9': ch = '('; break;
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case '0': ch = ')'; break;
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case '-': ch = '_'; break;
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case '=': ch = '+'; break;
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case '`': ch = '~'; break;
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case ',': ch = '<'; break;
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case '.': ch = '>'; break;
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case '/': ch = '?'; break;
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case '[': ch = '{'; break;
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case ']': ch = '}'; break;
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case '\\': ch = '|'; break;
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case '\'': ch = '"'; break;
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case ';': ch = ':'; break;
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}
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}
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}
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keyEvent->m_text = buf;
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}
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keyEvent->m_shift = sdlKey.keysym.mod & KMOD_SHIFT;
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keyEvent->m_ctrl = sdlKey.keysym.mod & KMOD_CTRL;
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keyEvent->m_alt = sdlKey.keysym.mod & KMOD_ALT;
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postEvent(&WindowManager::the(), move(keyEvent));
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}
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void EventLoop::waitForEvent()
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{
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SDL_Event sdlEvent;
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while (SDL_PollEvent(&sdlEvent) != 0) {
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switch (sdlEvent.type) {
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case SDL_QUIT:
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postEvent(nullptr, make<QuitEvent>());
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return;
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case SDL_WINDOWEVENT:
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if (sdlEvent.window.event == SDL_WINDOWEVENT_EXPOSED) {
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// Spam paint events whenever we get exposed.
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// This is obviously not ideal, but the SDL backend here is just a prototype anyway.
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postEvent(&WindowManager::the(), make<PaintEvent>());
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}
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return;
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case SDL_MOUSEMOTION:
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postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseMove, sdlEvent.motion.x, sdlEvent.motion.y));
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return;
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case SDL_MOUSEBUTTONDOWN:
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postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseDown, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
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return;
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case SDL_MOUSEBUTTONUP:
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postEvent(&WindowManager::the(), make<MouseEvent>(Event::MouseUp, sdlEvent.button.x, sdlEvent.button.y, toMouseButton(sdlEvent.button.button)));
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return;
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case SDL_KEYDOWN:
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handleKeyEvent(Event::KeyDown, sdlEvent.key);
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return;
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case SDL_KEYUP:
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handleKeyEvent(Event::KeyUp, sdlEvent.key);
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return;
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}
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}
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}
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#endif
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@ -4,10 +4,6 @@
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#include <AK/OwnPtr.h>
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#include <AK/Vector.h>
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#ifdef USE_SDL
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#include <SDL.h>
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#endif
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class Object;
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class Process;
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@ -30,10 +26,6 @@ public:
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private:
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void waitForEvent();
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#ifdef USE_SDL
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void handleKeyEvent(Event::Type, const SDL_KeyboardEvent&);
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#endif
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struct QueuedEvent {
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Object* receiver { nullptr };
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OwnPtr<Event> event;
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@ -20,16 +20,11 @@ FrameBuffer::FrameBuffer(unsigned width, unsigned height)
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{
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ASSERT(!s_the);
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s_the = this;
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#ifdef USE_SDL
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initializeSDL();
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#endif
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}
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FrameBuffer::FrameBuffer(RGBA32* data, unsigned width, unsigned height)
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: AbstractScreen(width, height)
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#ifdef SERENITY
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, m_data(data)
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#endif
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{
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ASSERT(!s_the);
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s_the = this;
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@ -38,61 +33,14 @@ FrameBuffer::FrameBuffer(RGBA32* data, unsigned width, unsigned height)
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FrameBuffer::~FrameBuffer()
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{
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#ifdef USE_SDL
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SDL_DestroyWindow(m_window);
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m_surface = nullptr;
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m_window = nullptr;
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SDL_Quit();
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#endif
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}
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void FrameBuffer::show()
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{
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}
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#ifdef USE_SDL
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void FrameBuffer::initializeSDL()
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{
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if (m_window)
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return;
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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ASSERT_NOT_REACHED();
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}
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m_window = SDL_CreateWindow(
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"FrameBuffer",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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width(),
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height(),
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SDL_WINDOW_SHOWN);
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ASSERT(m_window);
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m_surface = SDL_GetWindowSurface(m_window);
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ASSERT(m_surface);
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SDL_FillRect(m_surface, nullptr, SDL_MapRGB(m_surface->format, 0xff, 0xff, 0xff));
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SDL_UpdateWindowSurface(m_window);
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}
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#endif
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RGBA32* FrameBuffer::scanline(int y)
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{
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#ifdef USE_SDL
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return reinterpret_cast<RGBA32*>(((byte*)m_surface->pixels) + (y * m_surface->pitch));
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#endif
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#ifdef SERENITY
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unsigned pitch = sizeof(RGBA32) * width();
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return reinterpret_cast<RGBA32*>(((byte*)m_data) + (y * pitch));
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#endif
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}
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#ifdef USE_SDL
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void FrameBuffer::flush()
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{
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SDL_UpdateWindowSurface(m_window);
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}
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#endif
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#include "AbstractScreen.h"
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#include "Color.h"
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#ifdef USE_SDL
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#include <SDL.h>
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#endif
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class GraphicsBitmap;
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class FrameBuffer final : public AbstractScreen {
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void show();
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#ifdef USE_SDL
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SDL_Surface* surface() { return m_surface; }
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#endif
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static FrameBuffer& the();
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RGBA32* scanline(int y);
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#ifdef USE_SDL
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void flush();
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#else
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void flush() { }
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#endif
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static void initialize();
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private:
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#ifdef USE_SDL
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void initializeSDL();
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SDL_Window* m_window { nullptr };
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SDL_Surface* m_surface { nullptr };
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#endif
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#ifdef SERENITY
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RGBA32* m_data { nullptr };
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#endif
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};
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@ -1,50 +0,0 @@
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PROGRAM = test
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AK_OBJS = \
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../AK/String.o \
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../AK/StringImpl.o \
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../AK/SimpleMalloc.o \
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../AK/kmalloc.o
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VFS_OBJS = \
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AbstractScreen.o \
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FrameBuffer.o \
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EventLoop.o \
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Rect.o \
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Object.o \
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Widget.o \
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Color.o \
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Painter.o \
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Label.o \
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Button.o \
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WindowManager.o \
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Font.o \
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Window.o \
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ClockWidget.o \
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CharacterBitmap.o \
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CheckBox.o \
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ListBox.o \
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TextBox.o \
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MsgBox.o \
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GraphicsBitmap.o \
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test.o
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OBJS = $(AK_OBJS) $(VFS_OBJS)
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CXXFLAGS = -std=c++17 -O0 -W -Wall -Wextra -Wconversion -I. -I.. -ggdb3 `sdl2-config --cflags` -DUSE_SDL
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LDFLAGS = `sdl2-config --libs`
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#test.o: BlockDevice.h FileBackedBlockDevice.h FileSystem.h Ext2FileSystem.h VirtualFileSystem.h FileHandle.h
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all: $(PROGRAM)
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.cpp.o:
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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clean:
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rm -f $(OBJS) $(PROGRAM)
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$(PROGRAM): $(OBJS)
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$(CXX) -o $@ $(OBJS) $(LDFLAGS)
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@ -3,10 +3,6 @@
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#include "EventLoop.h"
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#include <AK/Assertions.h>
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#ifdef USE_SDL
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#include <SDL.h>
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#endif
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Object::Object(Object* parent)
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: m_parent(parent)
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{
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@ -58,32 +54,18 @@ void Object::timerEvent(TimerEvent&)
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{
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}
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#ifdef USE_SDL
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static dword sdlTimerCallback(dword interval, void* param)
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{
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EventLoop::main().postEvent(static_cast<Object*>(param), make<TimerEvent>());
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return interval;
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}
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#endif
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void Object::startTimer(int ms)
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{
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if (m_timerID) {
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printf("Object{%p} already has a timer!\n", this);
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ASSERT_NOT_REACHED();
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}
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#ifdef USE_SDL
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m_timerID = SDL_AddTimer(ms, sdlTimerCallback, this);
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#endif
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}
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void Object::stopTimer()
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{
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if (!m_timerID)
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return;
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#ifdef USE_SDL
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SDL_RemoveTimer(m_timerID);
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#endif
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m_timerID = 0;
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}
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@ -405,6 +405,4 @@ void WindowManager::flush(const Rect& a_rect)
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front_ptr = (RGBA32*)((byte*)front_ptr + pitch);
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back_ptr = (const RGBA32*)((const byte*)back_ptr + pitch);
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}
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m_framebuffer.flush();
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}
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