/***********************************************************
 *	Copyright (C) 1997, Be Inc.  All rights reserved.
 *
 *  FILE:	glutWindow.cpp
 *
 *	DESCRIPTION:	all the routines for dealing with GlutWindows
 ***********************************************************/

/***********************************************************
 *	Headers
 ***********************************************************/
#include <GL/glut.h>
#include "glutint.h"
#include "glutState.h"
#include "glutBlocker.h"

/***********************************************************
 *	FUNCTION:	getUnusedWindowSlot
 *
 *	DESCRIPTION:  helper function to get a new window slot
 ***********************************************************/
static int
getUnusedWindowSlot()
{
  int i;

  /* Look for allocated, unused slot. */
  for (i = 0; i < gState.windowListSize; i++) {
    if (!gState.windowList[i]) {
      return i;
    }
  }
  /* Allocate a new slot. */
  gState.windowListSize++;
  gState.windowList = (GlutWindow **)
    realloc(gState.windowList,
      gState.windowListSize * sizeof(GlutWindow *));

  if (!gState.windowList)
    __glutFatalError("out of memory.");
  gState.windowList[gState.windowListSize - 1] = NULL;
  return gState.windowListSize - 1;
}

/***********************************************************
 *	FUNCTION:	__glutDefaultDisplay
 *				__glutDefaultReshape
 *
 *	DESCRIPTION:  default display and reshape functions
 ***********************************************************/
static void
__glutDefaultDisplay(void)
{
  /* XXX Remove the warning after GLUT 3.0. */
  __glutWarning("The following is a new check for GLUT 3.0; update your code.");
  __glutFatalError(
    "redisplay needed for window %d, but no display callback.",
    gState.currentWindow->num + 1);
}

void
__glutDefaultReshape(int width, int height)
{
  /* Adjust the viewport of the window */
  glViewport(0, 0, (GLsizei) width, (GLsizei) height);
}

/***********************************************************
 *	CLASS:		GlutWindow
 *
 *	FUNCTION:	(constructor)
 *
 *	DESCRIPTION:  creates a new GLUT window
 *		note:  subwindows don't resize, but top-level windows
 *		follow all sides
 ***********************************************************/
GlutWindow::GlutWindow(GlutWindow *nparent, char *name,
		int x, int y, int width, int height, ulong options) :
		BGLView(
		(nparent ? BRect(x,y,x+width-1,y+height-1) :
			BRect(0,0,width-1,height-1)), name,
		(nparent ? B_FOLLOW_NONE : B_FOLLOW_ALL_SIDES), 
		B_WILL_DRAW|B_FRAME_EVENTS|B_FULL_UPDATE_ON_RESIZE|B_PULSE_NEEDED,
		options)
{
	// add myself to window list
	num = getUnusedWindowSlot();
	gState.windowList[num] = this;

	// set up parent/children relationships
	parent = nparent;
	if (parent) {
		siblings = parent->children;
		parent->children = this;
	} else {
		siblings = 0;
	}
	children = 0;
		
	// initialize variables
	cursor = GLUT_CURSOR_INHERIT;	// default cursor
	for (int i = 0; i < GLUT_MAX_MENUS; i++) {
		menu[i] = 0;
	}
	m_width = width;
	m_height = height;
	m_buttons = 0;
	
	// clear callbacks
	display = __glutDefaultDisplay;
	reshape = __glutDefaultReshape;
	mouse = 0;
	motion = 0;
	passive = 0;
	entry = 0;
	keyboard = 0;
	visibility = 0;
	special = 0;
	
	// faked out single buffering
	swapHack = gState.swapHack;
	
	// clear event counters
	anyevents = 1;
	displayEvent = 1;	// get a reshape and a display event right away
	reshapeEvent = 1;
	mouseEvent = 0;
	motionEvent = 0;
	passiveEvent = 0;
	entryEvent = 0;
	keybEvent = 0;
	visEvent = 1;		// we also get a visibility event
	visState = GLUT_VISIBLE;
	specialEvent = 0;
	statusEvent = 0;
	menuEvent = 0;
	gBlock.QuickNewEvent();
	
	// if i'm a subwindow, add me to my parent view
	if (parent) {
		parent->Window()->Lock();
		parent->AddChild(this);
		parent->Window()->Unlock();
	} else {
		// if I'm a top-level window, create my BWindow
		GlutBWindow *mybwindow = new GlutBWindow(
			BRect(x,y,x+width-1,y+height-1), name);
		mybwindow->AddChild(this);
		mybwindow->Show();
	}
	
	// give me the keyboard focus (focus follows mouse, X style, as
	// implemented in GlutWindow::MouseMoved())
	Window()->Lock();
	MakeFocus();
	Window()->Unlock();
	
	// make myself the default window
	__glutSetWindow(this);
}

/***********************************************************
 *	FUNCTION:	glutCreateWindow (4.1)
 *
 *	DESCRIPTION:  creates a new GLUT window
 ***********************************************************/
int glutCreateWindow(const char *name) {
	if (!be_app)
		__glutInit();

	ulong options;
	if (!__glutConvertDisplayMode(&options)) {
		__glutWarning("visual with necessary capabilities not found.");
	}
	
	// if X or Y is negative, then start at a reasonable position
	bool defaultxy = (gState.initX < 0) || (gState.initY < 0);
	
	GlutWindow *window = new GlutWindow(0, const_cast<char*>(name), 
		(defaultxy ? 50 : gState.initX), (defaultxy ? 50 : gState.initY), 
		gState.initWidth, gState.initHeight, options);
		
	return window->num + 1;
}

/***********************************************************
 *	FUNCTION:	glutCreateSubWindow (4.2)
 *
 *	DESCRIPTION:  creates a new GLUT subwindow
 *		Note: a subwindow is a GlutWindow (which is actually
 *		a BGLView) without its own BWindow
 ***********************************************************/
int glutCreateSubWindow(int win, int x, int y, int width, int height) {
	ulong options;
	if (!__glutConvertDisplayMode(&options)) {
		__glutFatalError("visual with necessary capabilities not found.");
	}
	
	GlutWindow *window = new GlutWindow(gState.windowList[win-1], "child",
		x, y, width, height, options);
	
	return window->num + 1;
}

/***********************************************************
 *	FUNCTION:	__glutSetWindow
 *
 *	DESCRIPTION:  set the current window (utility function)
 ***********************************************************/
void
__glutSetWindow(GlutWindow * window)
{
  if (gState.currentWindow)
	  gState.currentWindow->UnlockGL();
  gState.currentWindow = window;
  gState.currentWindow->LockGL();
}

/***********************************************************
 *	FUNCTION:	glutSetWindow (4.3)
 *				glutGetWindow
 *
 *	DESCRIPTION:  set and get the current window
 ***********************************************************/
void glutSetWindow(int win) {
  GlutWindow *window;

  if (win < 1 || win > gState.windowListSize) {
    __glutWarning("glutSetWindow attempted on bogus window.");
    return;
  }
  window = gState.windowList[win - 1];
  if (!window) {
    __glutWarning("glutSetWindow attempted on bogus window.");
    return;
  }
  __glutSetWindow(window);
}

int glutGetWindow() {
  if (gState.currentWindow) {
    return gState.currentWindow->num + 1;
  } else {
    return 0;
  }
}

/***********************************************************
 *	FUNCTION:	__glutDestroyWindow
 *
 *	DESCRIPTION:  recursively set entries to 0
 ***********************************************************/
static void
__glutDestroyWindow(GlutWindow *window, GlutWindow *initialWindow) {
	// first, find all children recursively and set their entries to 0
	GlutWindow *cur = window->children;
	while (cur) {
		GlutWindow *siblings = cur->siblings;
		__glutDestroyWindow(cur, initialWindow);
		cur = siblings;
	}
	
  /* Remove from parent's children list (only necessary for
     non-initial windows and subwindows!). */
  GlutWindow *parent = window->parent;
  if (parent && parent == initialWindow->parent) {
    GlutWindow **prev = &parent->children;
    cur = parent->children;
    while (cur) {
      if (cur == window) {
        *prev = cur->siblings;
        break;
      }
      prev = &(cur->siblings);
      cur = cur->siblings;
    }
  }
  
  // finally, check if we are the current window, and set to 0
  if (gState.currentWindow == window) {
  	gState.currentWindow = 0;
  }
  gState.windowList[window->num] = 0;
}

/***********************************************************
 *	FUNCTION:	glutDestroyWindow (4.4)
 *
 *	DESCRIPTION:  destroy window and all its children
 ***********************************************************/
void glutDestroyWindow(int win) {
	// can't destroy a window if another window has the GL context
	gState.currentWindow->UnlockGL();
	
	// lock the window
	GlutWindow *window = gState.windowList[win-1];
	BWindow *bwindow = window->Window();
	bwindow->Lock();

	// if win is the current window, set current window to 0 and unlock GL
	if (gState.currentWindow == window) {
		
		gState.currentWindow = 0;
	}

	// recursively set child entries to 0
	__glutDestroyWindow(window, window);
  
	// now, if the window was top-level, delete its BWindow
	if(!window->parent) {
		bwindow->Quit();
	} else {
		// else, detach it from the BWindow and delete it
		window->RemoveSelf();
		delete window;
		bwindow->Unlock();
	}
	
	// relock GL if the current window is still valid
	if(gState.currentWindow)
		gState.currentWindow->LockGL();
}

/***********************************************************
 *	FUNCTION:	glutPostRedisplay (4.5)
 *
 *	DESCRIPTION:  mark window as needing redisplay
 ***********************************************************/
void glutPostRedisplay() {
	gState.currentWindow->Window()->Lock();
	gState.currentWindow->anyevents = true;
	gState.currentWindow->displayEvent = true;
	gState.currentWindow->Window()->Unlock();
	gBlock.QuickNewEvent();
}

/***********************************************************
 *	FUNCTION:	glutSwapBuffers (4.6)
 *
 *	DESCRIPTION:  swap buffers
 ***********************************************************/
void glutSwapBuffers() {
	gState.currentWindow->SwapBuffers();
}

/***********************************************************
 *	FUNCTION:	glutPositionWindow (4.7)
 *
 *	DESCRIPTION:  move window
 ***********************************************************/
void glutPositionWindow(int x, int y) {
	gState.currentWindow->Window()->Lock();
	if (gState.currentWindow->parent)
		gState.currentWindow->MoveTo(x, y);	// move the child view
	else
		gState.currentWindow->Window()->MoveTo(x, y);  // move the window
	gState.currentWindow->Window()->Unlock();
}

/***********************************************************
 *	FUNCTION:	glutReshapeWindow (4.8)
 *
 *	DESCRIPTION:  reshape window (we'll catch the callback
 *				when the view gets a Draw() message
 ***********************************************************/
void glutReshapeWindow(int width, int height) {
	gState.currentWindow->Window()->Lock();
	if (gState.currentWindow->parent)
		gState.currentWindow->ResizeTo(width-1, height-1);		// resize the child
	else
		gState.currentWindow->Window()->ResizeTo(width-1, height-1);  // resize the parent
	gState.currentWindow->Window()->Unlock();
}

/***********************************************************
 *	FUNCTION:	glutFullScreen (4.9)
 *
 *	DESCRIPTION:  makes the window full screen
 *		NOTE:		we could add Game Kit support later?
 ***********************************************************/
void glutFullScreen() {
	gState.currentWindow->Window()->Lock();
	BRect frame = BScreen(gState.currentWindow->Window()).Frame();
	glutPositionWindow(0, 0);
	glutReshapeWindow(frame.Width() + 1, frame.Height() + 1);
	gState.currentWindow->Window()->Unlock();
}

/***********************************************************
 *	FUNCTION:	glutPopWindow (4.10)
 *				glutPushWindow
 *
 *	DESCRIPTION:  change the stacking order of the current window
 *		NOTE:	I can't figure out how to do this for windows,
 *				and there is no concept of "stacking order" for
 *				subwindows, so these are currently no-ops.
 ***********************************************************/
void glutPopWindow() { }
void glutPushWindow() { }

/***********************************************************
 *	FUNCTION:	glutShowWindow (4.11)
 *				glutHideWindow
 *				glutIconifyWindow
 *
 *	DESCRIPTION:  change display status of current window
 ***********************************************************/
void glutShowWindow() {
	gState.currentWindow->Window()->Lock();
	if (gState.currentWindow->parent)	// subwindow
		gState.currentWindow->Show();
	else {
		gState.currentWindow->Window()->Show();	// show the actual BWindow
		gState.currentWindow->Window()->Minimize(false);
	}
	gState.currentWindow->Window()->Unlock();
}

void glutHideWindow() {
	gState.currentWindow->Window()->Lock();
	if (gState.currentWindow->parent)	// subwindow
		gState.currentWindow->Hide();
	else
		gState.currentWindow->Window()->Hide();	// show the actual BWindow
	gState.currentWindow->Window()->Unlock();
}

void glutIconifyWindow() {
	if(gState.currentWindow->parent)
		__glutFatalError("can't iconify a subwindow");
		
	gState.currentWindow->Window()->Lock();
	gState.currentWindow->Window()->Minimize(true);
	gState.currentWindow->Window()->Unlock();
}

/***********************************************************
 *	FUNCTION:	glutSetWindowTitle (4.12)
 *				glutSetIconTitle
 *
 *	DESCRIPTION:  set the window title (icon title is same)
 ***********************************************************/
void glutSetWindowTitle(const char *name) {
	if (gState.currentWindow->parent)
		__glutFatalError("glutSetWindowTitle: isn't a top-level window");
	
	gState.currentWindow->Window()->Lock();
	gState.currentWindow->Window()->SetTitle(name);
	gState.currentWindow->Window()->Unlock();
}

void glutSetIconTitle(const char *name) {
	glutSetWindowTitle(name);
}

/***********************************************************
 *	FUNCTION:	__glutConvertDisplayMode
 *
 *	DESCRIPTION:  converts the current display mode into a BGLView
 *		display mode, printing warnings as appropriate.
 *
 *	PARAMETERS:	 if options is non-NULL, the current display mode is
 *		returned in it.
 *
 *	RETURNS:	1 if the current display mode is possible, else 0
 ***********************************************************/
int __glutConvertDisplayMode(unsigned long *options) {
	if (gState.displayString) {
		/* __glutDisplayString should be NULL except if
       glutInitDisplayString has been called to register a
       different display string.  Calling glutInitDisplayString
       means using a string instead of an integer mask determine
       the visual to use.  This big ugly code is in glutDstr.cpp */
       return __glutConvertDisplayModeFromString(options);
    }

	if(options) {
		ulong newoptions = BGL_DOUBLE;
		if(gState.displayMode & GLUT_ACCUM)
			newoptions |= BGL_ACCUM;
		if(gState.displayMode & GLUT_ALPHA)
			newoptions |= BGL_ALPHA;
		if(gState.displayMode & GLUT_DEPTH)
			newoptions |= BGL_DEPTH;
		if(gState.displayMode & GLUT_STENCIL)
			newoptions |= BGL_STENCIL;
		*options = newoptions;
	}
	
	// if not GLUT_DOUBLE, turn on the swap hack bit
	gState.swapHack = !(gState.displayMode & GLUT_DOUBLE);
	
	if(gState.displayMode & GLUT_INDEX) {
		__glutWarning("BeOS doesn't support indexed color");
		return 0;
	}
	if(gState.displayMode & GLUT_MULTISAMPLE) {
		return 1;	// try to go without multisampling
	}
	if(gState.displayMode & GLUT_STEREO) {
		__glutWarning("BeOS doesn't support stereo windows");
		return 0;
	}
	if(gState.displayMode & GLUT_LUMINANCE) {
		__glutWarning("BeOS doesn't support luminance color model");
		return 0;
	}
	return 1;	// visual supported
}

/***********************************************************
 *	CLASS:		GlutBWindow
 *
 *	DESCRIPTION:  very thin wrapper around BWindow
 ***********************************************************/
GlutBWindow::GlutBWindow(BRect frame, char *name) :
			BWindow(frame, name, B_TITLED_WINDOW, 0) {
	SetPulseRate(100000);
}

bool GlutBWindow::QuitRequested() {
	exit(0);	// exit program completely on quit
	return true;	// UNREACHED
}