Beispiel #1
0
int open_session()
{
	SaErrorT rv;

        if (!g_thread_supported()) {
                g_thread_init(NULL);
	};
	thread_wait = g_cond_new();
	thread_mutex = g_mutex_new();
	do_progress("Discover");
	rv = saHpiSessionOpen(SAHPI_UNSPECIFIED_DOMAIN_ID, &sessionid, NULL);
	if (rv != SA_OK) {
     		printf("saHpiSessionOpen error %d\n", rv);
		return -1;
	}
	rv = saHpiDiscover(sessionid);
	if (rv != SA_OK) 
		printf("saHpiDiscover rv = %d\n", rv);
	delete_progress();

	printf("Initial discovery done\n");

	Domain = init_resources(sessionid);
	if (Domain == (Domain_t *)NULL) {
     		printf("init_resources error\n");
		return -1;
	}
	printf("\tEnter a command or \"help\" for list of commands\n");

	pthread_create(&ge_thread, NULL, get_event, NULL);
	return 0;
}
Beispiel #2
0
static ret_code_t discovery(void)
{
	SaErrorT        ret;

	do_progress("Discover");
        ret = saHpiDiscover(Domain->sessionId);
        if (SA_OK != ret) {
                printf("saHpiResourcesDiscover error = %s\n",
			oh_lookup_error(ret));
		delete_progress();
        	return HPI_SHELL_CMD_ERROR;
	};
	delete_progress();
        return HPI_SHELL_OK;
}
Beispiel #3
0
SaErrorT do_discover(Domain_t *domain)
{
	SaErrorT rv;

	if (!domain->sessionId) {
		rv = get_sessionId(domain);
		if (rv != SA_OK) return(-1);
	};
	if (domain->discovered) return(SA_OK);
	do_progress("Discover");
	rv = saHpiDiscover(domain->sessionId);
	if (rv != SA_OK) {
		delete_progress();
		printf("saHpiDiscover error %s\n", oh_lookup_error(rv));
		return rv;
	};
	delete_progress();
	domain->discovered = 1;
	printf("Discovery done\n");
	return(SA_OK);
}
Beispiel #4
0
gint
drag_received (GtkWidget* widget, GdkDragContext* drag_context, gint x, gint y, GtkSelectionData* data, guint info, guint time, gpointer user_data)
{
	// this receives drops for the whole window.

	if(!data || data->length < 0){ perr("no data!\n"); return -1; }

	dbg(1, "%s", data->data);

	if(g_str_has_prefix((char*)data->data, "colour:")){

		char* colour_string = (char*)data->data + 7;
		unsigned colour_index = atoi(colour_string) ? atoi(colour_string) - 1 : 0;

		// which row are we on?
		GtkTreePath* path;
		GtkTreeIter iter;
		gint tx, treeview_top;
		gdk_window_get_position(app->libraryview->widget->window, &tx, &treeview_top);
		dbg(2, "treeview_top=%i", y);

#ifdef HAVE_GTK_2_12
		gint bx, by;
		gtk_tree_view_convert_widget_to_bin_window_coords(GTK_TREE_VIEW(app->libraryview->widget), x, y - treeview_top, &bx, &by);
		dbg(2, "coords: %dx%d => %dx%d", x, y, bx, by);

#else
		gint by = y - treeview_top - 20;
#endif

#ifdef USE_GDL
		GdkWindow* top_window = gdk_window_get_toplevel(gtk_widget_get_toplevel(app->libraryview->widget)->window);
		GdkWindow* window = app->libraryview->widget->window;
		while((window = gdk_window_get_parent(window)) != top_window){
			gint x0, y0;
			gdk_window_get_position(window, &x0, &y0);
			by -= y0;
		}
#endif

    if(gtk_tree_view_get_path_at_pos(GTK_TREE_VIEW(app->libraryview->widget), x, by, &path, NULL, NULL, NULL)){

      gtk_tree_model_get_iter(GTK_TREE_MODEL(samplecat.store), &iter, path);
      gchar* path_str = gtk_tree_model_get_string_from_iter(GTK_TREE_MODEL(samplecat.store), &iter);
      dbg(2, "path=%s y=%i final_y=%i", path_str, y, y - treeview_top);

      listview_item_set_colour(path, colour_index);

      gtk_tree_path_free(path);
    }
    else dbg(0, "path not found.");

    return FALSE;
  }

  if(info == GPOINTER_TO_INT(GDK_SELECTION_TYPE_STRING)) printf(" type=string.\n");

  if(info == GPOINTER_TO_INT(TARGET_URI_LIST)){
    dbg(1, "type=uri_list. len=%i", data->length);
    GList* list = uri_list_to_glist((char*)data->data);
    if(g_list_length(list) < 1) pwarn("drag drop: uri list parsing found no uri's.\n");
    int i = 0;
    ScanResults result = {0,};
    GList* l = list;
#ifdef __APPLE__
    gdk_threads_enter();
#endif
    for(;l;l=l->next){
      char* u = l->data;

      gchar* method_string;
      vfs_get_method_string(u, &method_string);
      dbg(2, "%i: %s method=%s", i, u, method_string);

      if(!strcmp(method_string, "file")){
        //we could probably better use g_filename_from_uri() here
        //http://10.0.0.151/man/glib-2.0/glib-Character-Set-Conversion.html#g-filename-from-uri
        //-or perhaps get_local_path() from rox/src/support.c

        char* uri_unescaped = vfs_unescape_string(u + strlen(method_string) + 1, NULL);

        char* uri = (strstr(uri_unescaped, "///") == uri_unescaped) ? uri_unescaped + 2 : uri_unescaped;

        if(do_progress(0,0)) break;
        if(is_dir(uri)) application_add_dir(uri, &result);
        else application_add_file(uri, &result);

        g_free(uri_unescaped);
      }
      else pwarn("drag drop: unknown format: '%s'. Ignoring.\n", u);
      i++;
    }
    hide_progress();
#ifdef __APPLE__
    gdk_threads_leave();
#endif

    statusbar_print(1, "import complete. %i files added", result.n_added);

    uri_list_free(list);
  }

  return FALSE;
}
Beispiel #5
0
static void do_effects (int type)
{

  float           hue1, hue2, hue3, hue4;
  GLrgba          color;
  float           fade;
  int             radius;
  int             x, y;
  int             i;
  int             bloom_radius;
  int             bloom_step;
  
  fade = WorldFade ();
  bloom_radius = 15;
  bloom_step = bloom_radius / 3;
  if (!TextureReady ())
    return;
  //Now change projection modes so we can render full-screen effects
  glMatrixMode (GL_PROJECTION);
  glPushMatrix ();
  glLoadIdentity ();
  glOrtho (0, render_width, render_height, 0, 0.1f, 2048);
	glMatrixMode (GL_MODELVIEW);
  glPushMatrix ();
  glLoadIdentity();
  glTranslatef(0, 0, -1.0f);				
  glDisable (GL_CULL_FACE);
  glDisable (GL_FOG);
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  //Render full-screen effects
  glBlendFunc (GL_ONE, GL_ONE);
  glEnable (GL_TEXTURE_2D);
  glDisable(GL_DEPTH_TEST);
  glDepthMask (false);
  glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM));
  switch (type) {
  case EFFECT_DEBUG:
    glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_LOGOS));
    glDisable (GL_BLEND);
    glBegin (GL_QUADS);
    glColor3f (1, 1, 1);
    glTexCoord2f (0, 0);  glVertex2i (0, render_height / 4);
    glTexCoord2f (0, 1);  glVertex2i (0, 0);
    glTexCoord2f (1, 1);  glVertex2i (render_width / 4, 0);
    glTexCoord2f (1, 0);  glVertex2i (render_width / 4, render_height / 4);

    glTexCoord2f (0, 0);  glVertex2i (0, 512);
    glTexCoord2f (0, 1);  glVertex2i (0, 0);
    glTexCoord2f (1, 1);  glVertex2i (512, 0);
    glTexCoord2f (1, 0);  glVertex2i (512, 512);
    glEnd ();
    break;
  case EFFECT_BLOOM_RADIAL:
    //Psychedelic bloom
    glEnable (GL_BLEND);
    glBegin (GL_QUADS);
    color = WorldBloomColor () * BLOOM_SCALING * 2;
    glColor3fv (&color.red);
    for (i = 0; i <= 100; i+=10) {
      glTexCoord2f (0, 0);  glVertex2i (-i, i + render_height);
      glTexCoord2f (0, 1);  glVertex2i (-i, -i);
      glTexCoord2f (1, 1);  glVertex2i (i + render_width, -i);
      glTexCoord2f (1, 0);  glVertex2i (i + render_width, i + render_height);
    }
    glEnd ();
    break;
  case EFFECT_COLOR_CYCLE:
    //Oooh. Pretty colors.  Tint the scene according to screenspace.
    hue1 = (float)(GetTickCount () % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME;
    hue2 = (float)((GetTickCount () + COLOR_CYCLE) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME;
    hue3 = (float)((GetTickCount () + COLOR_CYCLE * 2) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME;
    hue4 = (float)((GetTickCount () + COLOR_CYCLE * 3) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME;
    glBindTexture(GL_TEXTURE_2D, 0);
    glEnable (GL_BLEND);
    glBlendFunc (GL_ONE, GL_ONE);
    glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
    glBegin (GL_QUADS);
    color = glRgbaFromHsl (hue1, 1.0f, 0.6f);
    glColor3fv (&color.red);
    glTexCoord2f (0, 0);  glVertex2i (0, render_height);
    color = glRgbaFromHsl (hue2, 1.0f, 0.6f);
    glColor3fv (&color.red);
    glTexCoord2f (0, 1);  glVertex2i (0, 0);
    color = glRgbaFromHsl (hue3, 1.0f, 0.6f);
    glColor3fv (&color.red);
    glTexCoord2f (1, 1);  glVertex2i (render_width, 0);
    color = glRgbaFromHsl (hue4, 1.0f, 0.6f);
    glColor3fv (&color.red);
    glTexCoord2f (1, 0);  glVertex2i (render_width, render_height);
    glEnd ();
    break;
  case EFFECT_BLOOM:
    //Simple bloom effect
    glBegin (GL_QUADS);
    color = WorldBloomColor () * BLOOM_SCALING;
    glColor3fv (&color.red);
    for (x = -bloom_radius; x <= bloom_radius; x += bloom_step) {
      for (y = -bloom_radius; y <= bloom_radius; y += bloom_step) {
        if (abs (x) == abs (y) && x)
          continue;
        glTexCoord2f (0, 0);  glVertex2i (x, y + render_height);
        glTexCoord2f (0, 1);  glVertex2i (x, y);
        glTexCoord2f (1, 1);  glVertex2i (x + render_width, y);
        glTexCoord2f (1, 0);  glVertex2i (x + render_width, y + render_height);
      }
    }
    glEnd ();
    break;
  case EFFECT_DEBUG_OVERBLOOM:
    //This will punish that uppity GPU. Good for testing low frame rate behavior.
    glBegin (GL_QUADS);
    color = WorldBloomColor () * 0.01f;
    glColor3fv (&color.red);
    for (x = -50; x <= 50; x+=5) {
      for (y = -50; y <= 50; y+=5) {
        glTexCoord2f (0, 0);  glVertex2i (x, y + render_height);
        glTexCoord2f (0, 1);  glVertex2i (x, y);
        glTexCoord2f (1, 1);  glVertex2i (x + render_width, y);
        glTexCoord2f (1, 0);  glVertex2i (x + render_width, y + render_height);
      }
    }
    glEnd ();
    break;
  }
  //Do the fade to / from darkness used to hide scene transitions
  if (LOADING_SCREEN) {
    if (fade > 0.0f) {
      glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable (GL_BLEND);
      glDisable (GL_TEXTURE_2D);
      glColor4f (0, 0, 0, fade);
      glBegin (GL_QUADS);
      glVertex2i (0, 0);
      glVertex2i (0, render_height);
      glVertex2i (render_width, render_height);
      glVertex2i (render_width, 0);
      glEnd ();
    }
    if (TextureReady () && !EntityReady () && fade != 0.0f) {
      radius = render_width / 16;
      do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ());
      RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f);
      RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION);
    }
  }
  glPopMatrix ();
  glMatrixMode (GL_PROJECTION);
  glPopMatrix ();
  glMatrixMode (GL_MODELVIEW);
  glEnable(GL_DEPTH_TEST);

}