Ejemplo n.º 1
0
// USER
int emulator::run(char const *prg_name, char const *args, int *ret_ptr, int stack_size)
{
    DEBUG(3) dprintf("emulator::run() called. this=%p, prg_name='%s', args='%s', ret_ptr=%p, stack_size=%d\n", this, prg_name, args, ret_ptr, stack_size);

    int retc;

    context *ctx = getContext();
    if(!ctx)
        return ENOMEM;

    retc = ctx->init_run(prg_name, args, stack_size);
    if(retc) {
        deleteContext(ctx);
        return retc;
    }

    message *msg = new message(ctx);
    if(!msg) {
        deleteContext(ctx);
        return ENOMEM;
    }

    msg->setCmd(message::RUN_CMD);
    msg->sendToEmulator();

    doEvents(ctx);

    delete msg;

    retc = ctx->getRetVal();

    deleteContext(ctx);

    return retc;
}
Ejemplo n.º 2
0
/* If this function is NULL, polling is not needed */
static int GSDLLCALL gsdll_poll(void *handle)
{
    EventRecord eventStructure;

    while (WaitNextEvent(everyEvent, &eventStructure, 0, NULL))
        doEvents(&eventStructure);

    return (gDone ? e_Fatal : 0);
}
Ejemplo n.º 3
0
void MinecraftDynmapProto::EventsLoop(void *)
{
	ScopedLock s(events_loop_lock_);

	time_t tim = ::time(NULL);
	debugLogA(">>>>> Entering %s[%d]", __FUNCTION__, tim);

	while (doEvents())
	{
		if (!isOnline())
			break;

		if (WaitForSingleObjectEx(events_loop_event_, m_updateRate, true) != WAIT_TIMEOUT) // FIXME: correct timeout
			break;

		debugLogA("***** %s[%d] refreshing...", __FUNCTION__, tim);
	}

	ResetEvent(events_loop_event_);
	ResetEvent(events_loop_lock_);	
	debugLogA("<<<<< Exiting %s[%d]", __FUNCTION__, tim);
}
Ejemplo n.º 4
0
int main ( int argc, char *argv[] )
{
    struct RDArgs *rda = NULL;
    ULONG sigs;
    globalEvents = -1;
    globalCurrentTool = LUNA_TOOL_BRUSH;

    // Init brush
    brushTool.antialias = TRUE; // TODO: load from config set toolbox cycle!
    brushTool.width = 1;
    brushTool.height = 1;
    brushTool.feather = TRUE; // TODO: load from config and set toolbox cycle!

    // Set the colors
    prevColor = 0;
    currColor = 0;
    globalColor = 0;

    BOOL keyIsDown = FALSE;
    keyboardEnabled = TRUE;
    // Starts up the application

#ifdef __amigaos4__
   MUIMasterBase = OpenLibrary("muimaster.library", 0);
    if (!MUIMasterBase) {
        printf("Error opening muimaster library\n");
        exit(0);
    };

    IMUIMaster = (struct MUIMasterIFace *) GetInterface(MUIMasterBase, "main", 1, NULL);

    if (!MUIMasterBase && !IMUIMaster) {
        printf("Error opening muimaster library\n");
        exit(0);
    };

   CyberGfxBase = OpenLibrary("cybergraphics.library", 0);
    if (!CyberGfxBase) {
        printf("Error opening cybergraphics library\n");
        exit(0);
    };

    ICyberGfx = (struct CyberGfxIFace *) GetInterface(CyberGfxBase, "main", 1, NULL);

    if (!CyberGfxBase && !ICyberGfx) {
        printf("Error opening muimaster library\n");
        exit(0);
    };
#endif


    struct MsgPort *port;
    Forbid();
    port = FindPort("LUNAPAINT");
    Permit();
    if ( port == NULL)
    {
        Locale_Initialize();
        Init_Application ( );
    } else { // Double Start
        // TODO: open projects when clicking on icons from there
        goto quit;
    }
    if (argc)
    {
        IPTR args[ ARG_CNT ] = {0};

        rda = ReadArgs ( ARG_TEMPLATE, args, NULL );
        if ( ! rda )
        {
            PrintFault( IoErr ( ), argv[0] );
            goto exit;
        }

        if ( args[ARG_FILE] )
        {
            STRPTR *file = (STRPTR *)args[ARG_FILE];
            while ( *file )
            {
                LoadProject ( *file, FALSE );
                file++;
            }
        }
    }

    // Main loop
    while ( getSignals ( &sigs ) )
    {
        // Check for signals from GUI
        if ( checkSignalBreak ( &sigs ) )
            break;

        if ( keyboardEnabled )
        {
            // Execute keyboard events on key press
            if ( evalRawKey >= IECODE_ASCII_FIRST && evalRawKey < IECODE_ASCII_LAST )
            {
                if ( !keyIsDown )
                {
                    keyIsDown = TRUE;
                    checkKeyboardShortcuts ( evalRawKey );
                }
            }
        }
        // We always register keyup strokes
        if ( evalRawKey & IECODE_UP_PREFIX )
            keyIsDown = FALSE;

        // Execute pending events
        if ( globalActiveWindow && globalActiveCanvas )
            doEvents ( );

        // Reset events
        globalEvents = -1;

        // Mouse clicks
        if ( mouseClickCount > 0 ) mouseClickCount--;

        // Delayed canvas redraw
        if ( redrawTimes == 1 )
        {
            if ( globalActiveWindow )
                DoMethod ( globalActiveWindow->area, MUIM_Draw );
            redrawTimes--;
        }
        if ( redrawTimes > 0 ) redrawTimes--;
    }

    // Exists the application and cleans up reserved resources
exit:
    Exit_Application ( );
    Locale_Deinitialize();

#ifdef __amigaos4__

    if(MUIMasterBase &&  IMUIMaster)  DropInterface((struct Interface *)IMUIMaster);
    if (MUIMasterBase)      CloseLibrary(MUIMasterBase);

    if(CyberGfxBase && ICyberGfx)  DropInterface((struct Interface *)ICyberGfx);
    if(CyberGfxBase)      CloseLibrary(CyberGfxBase);

#endif

    if (rda) FreeArgs(rda);
quit:
    return 0;
}
Ejemplo n.º 5
0
int __stdcall EnumMutex2(_CollectionPtr *pColl, void* doEventsCallback){
		
	int cnt=0;
	char buf[600];
	NTSTATUS rv;
    vbCallback doEvents = (vbCallback)doEventsCallback; 

	if(pColl==0 || *pColl == 0) return -4;

    EnablePrivilege(SE_DEBUG_NAME);
    HMODULE hNtDll = LoadLibrary(TEXT("ntdll.dll"));
    if (!hNtDll) return -1;

    PZWQUERYSYSTEMINFORMATION ZwQuerySystemInformation =  (PZWQUERYSYSTEMINFORMATION)GetProcAddress(hNtDll, "ZwQuerySystemInformation");
    PZWDUPLICATEOBJECT ZwDuplicateObject = (PZWDUPLICATEOBJECT)GetProcAddress(hNtDll, "ZwDuplicateObject");
    PZWQUERYOBJECT ZwQueryObject = (PZWQUERYOBJECT)GetProcAddress(hNtDll, "ZwQueryObject");

	if( (int)ZwQuerySystemInformation == 0 || (int)ZwDuplicateObject  == 0 || (int)ZwQueryObject == 0) return -2;

	ULONG n = 0x1000;
    PULONG p = new ULONG[n];

	while (ZwQuerySystemInformation(SystemHandleInformation, p, n * sizeof *p, 0) == STATUS_INFO_LENGTH_MISMATCH){
		delete [] p;
		p = new ULONG[n *= 2];
	}

    PSYSTEM_HANDLE_INFORMATION h = PSYSTEM_HANDLE_INFORMATION(p + 1);

	for (ULONG i = 0; i < *p; i++){

            HANDLE hObject = 0;
			OBJECT_BASIC_INFORMATION obi;
            HANDLE hProcess = OpenProcess(PROCESS_DUP_HANDLE, FALSE, h[i].ProcessId);

			if(hProcess == 0)
				continue;

			//kept getting NtClose was called on a handle that was protected from close via NtSetInformationObject.
			//also this is much faster by eliminating the DUPLICATE_SAME_ATTRIBUTES flag..no need to use the doevents callback?
			if (ZwDuplicateObject(hProcess, HANDLE(h[i].Handle), NtCurrentProcess(), &hObject, 0, 0, /*DUPLICATE_SAME_ATTRIBUTES*/ NULL)!= STATUS_SUCCESS) 
                continue;

            rv = ZwQueryObject(hObject, ObjectBasicInformation, &obi, sizeof obi, &n);
			
			if(!NT_SUCCESS(rv)) 
				continue;

            n = obi.TypeInformationLength + 2;
            POBJECT_TYPE_INFORMATION oti = POBJECT_TYPE_INFORMATION(new CHAR[n]);
            rv = ZwQueryObject(hObject, ObjectTypeInformation, oti, n, &n);
            
			if(!NT_SUCCESS(rv)) 
				continue;

			if(oti[0].Name.Length > 0 && wcscmp(oti[0].Name.Buffer,L"Mutant")==0){
				n = obi.NameInformationLength == 0 ? MAX_PATH * sizeof (WCHAR) : obi.NameInformationLength;
				POBJECT_NAME_INFORMATION oni = POBJECT_NAME_INFORMATION(new CHAR[n]);
				rv = ZwQueryObject(hObject, ObjectNameInformation, oni, n, &n);
				if (NT_SUCCESS(rv)){
					if(oni[0].Name.Length > 0){
						_snprintf(buf, sizeof(buf)-1, "%ld %ls", h[i].ProcessId, oni[0].Name.Buffer);
						addStr(*pColl,buf);
						cnt++;
					}
				}
			}
			
			//_snprintf(buf, sizeof(buf), "i=%d hObject=%x hProcess=%x\r\n",i,hObject,hProcess);
			//OutputDebugString(buf);

			if( (int)doEvents != 0 && i > 0 && i%5 == 0 ) 
				doEvents("");

            if(hObject !=0) CloseHandle(hObject);
            if(hProcess!=0) CloseHandle(hProcess);              
    }

    delete [] p;
	return cnt;

}
Ejemplo n.º 6
0
int main()
{


    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    flareTex = loadPNG("resources/textures/cloud.png");
	
	
    width = getDisplayWidth();
    height = getDisplayHeight();

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // initialises glprint's matrix, shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());
    font1=createFont("resources/textures/font.png",0,256,16,16,16);
    initSprite(getDisplayWidth(), getDisplayHeight());
	

    fileid = 0;	
    loadfile();
    for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
    }
    /*for (int i=0; i<max_targets; i++) {
        targets[i].x=rand_range(0,getDisplayWidth());
        targets[i].y=rand_range(0,getDisplayHeight());
	targets[i].flares = 0;
    }*/

    /*for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
	flares[i].target = (int)rand_range(0,max_targets);
	targets[flares[i].target].flares ++;
    }*/


    // we don't want to draw the back of triangles
    // the blending is set up for glprint but disabled
    // while not in use
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glClearColor(0, 0.5, 1, 1);

    // count each frame
    int num_frames = 0;

    // set to true to leave main loop
    bool quit = false;
    
// get a pointer to the key down array
    keys = getKeys();
	int* mouse = getMouse();

    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        if (keys[KEY_ESC])
            quit = true;	// exit if escape key pressed
        if (keys[KEY_SPACE])
            relocate_targets();	// exit if escape key pressed
        if (keys[KEY_RETURN])
            reassign_flares();	// exit if escape key pressed
        if (keys[KEY_S] && !lastkeys[KEY_S])
            save();	// exit if escape key pressed
        if (keys[KEY_CURSL] && !lastkeys[KEY_CURSL]){
            fileid--;
	    if (fileid <0) fileid = 0;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_CURSR] && !lastkeys[KEY_CURSR]){
            fileid++;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_C]){
            max_targets = 1;	// exit if escape key pressed
	    reassign_flares();    
	}
	lastkeys[KEY_S] = keys[KEY_S];
	lastkeys[KEY_CURSL] = keys[KEY_CURSL];
	lastkeys[KEY_CURSR] = keys[KEY_CURSR];
	
	mx = mouse[0];
	my = mouse[1];
	if(mouse[2] != 0){
		spawn_target(mx,my);
	}

	for (int i=0; i<RE_MULTIPLY; i++){
		random_events();
	}
	
	think();
        
        render();	// the render loop

        usleep(1600);	// no need to run cpu/gpu full tilt

    }

    closeContext();		// tidy up

    return 0;
}
Ejemplo n.º 7
0
int main()
{




    lightDir.x=0.5;
    lightDir.y=.7;
    lightDir.z=-0.5;
    kmVec3Normalize(&lightDir,&lightDir);

    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    // The obj shapes and their textures are loaded
    cubeTex = loadPNG("resources/textures/dice.png");
    loadObj(&cubeObj, "resources/models/cube.gbo",
            "resources/shaders/textured.vert", "resources/shaders/textured.frag");


    shipTex = loadPNG("resources/textures/shipv2.png");
    loadObjCopyShader(&shipObj,"resources/models/ship.gbo",&cubeObj);

    alienTex = loadPNG("resources/textures/alien.png");
    loadObjCopyShader(&alienObj, "resources/models/alien.gbo", &cubeObj);

    shotTex = loadPNG("resources/textures/shot.png");
    loadObjCopyShader(&shotObj, "resources/models/shot.gbo", &cubeObj);

    expTex = loadPNG("resources/textures/explosion.png");





    playerPos.x = 0;
    playerPos.y = 0;
    playerPos.z = 0;

    kmMat4Identity(&view);

    pEye.x = 0;
    pEye.y = 2;
    pEye.z = 4;
    pCenter.x = 0;
    pCenter.y = 0;
    pCenter.z = -5;
    pUp.x = 0;
    pUp.y = 1;
    pUp.z = 0;

    kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

    // projection matrix, as distance increases
    // the way the model is drawn is effected
    kmMat4Identity(&projection);
    kmMat4PerspectiveProjection(&projection, 45,
                                (float)getDisplayWidth() / getDisplayHeight(), 0.1, 100);

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // these two matrices are pre combined for use with each model render
    kmMat4Assign(&vp, &projection);
    kmMat4Multiply(&vp, &vp, &view);

    // initialises glprint's matrix shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());

	font1=createFont("resources/textures/font.png",0,256,16,16,16);
	font2=createFont("resources/textures/bigfont.png",32,512,9.5,32,48);

    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_BLEND);	// only used by glprintf
    glEnable(GL_DEPTH_TEST);

    struct timeval t, ta, t1, t2;	// fps stuff
    gettimeofday(&t1, NULL);
    int num_frames = 0;

    bool quit = false;

    mouse = getMouse();
    keys = getKeys();

    resetAliens();

    for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
        playerShots[n].alive = false;
    }


    initPointClouds("resources/shaders/particle.vert",
                    "resources/shaders/particle.frag",(float)getDisplayWidth()/24.0);


    for (int n = 0; n < MAX_ALIENS; n++) {
        aliens[n].explosion=createPointCloud(40);
        resetExposion(aliens[n].explosion); // sets initials positions
    }



    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        // mask of 4 is right mouse
        if (keys[KEY_ESC])
            quit = true;

        glClearColor(0, .5, 1, 1);

        // render between two gettimeofday calls so
        // we can sleep long enough to roughly sync
        // to ~60fps but not on the pi!

        // TODO find something a tad more elegent

        long i;
        gettimeofday(&t, NULL);
        i = t.tv_sec * 1e6 + t.tv_usec;

//        render();
        float rad;		// radians rotation based on frame counter

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        frame++;
        rad = frame * (0.0175f * 2);

        kmMat4Identity(&model);
        kmMat4Translation(&model, playerPos.x, playerPos.y, playerPos.z);

        playerCroll +=
            (PIDcal(playerRoll, playerCroll, &playerPre_error, &playerIntegral)
             / 2);
        kmMat4RotationPitchYawRoll(&model, 0, 3.1416, playerCroll * 3);	//

        kmMat4Assign(&mvp, &vp);
        kmMat4Multiply(&mvp, &mvp, &model);

        kmMat4Assign(&mv, &view);
        kmMat4Multiply(&mv, &mv, &model);

        glBindTexture(GL_TEXTURE_2D, shipTex);
        drawObj(&shipObj, &mvp, &mv, lightDir, viewDir);

        glPrintf(50 + sinf(rad) * 16, 240 + cosf(rad) * 16,
                 font2,"frame=%i fps=%3.2f", frame, lfps);

        kmVec3 tmp;

        playerFireCount--;

        if (keys[KEY_LCTRL] && playerFireCount < 0) {

            struct playerShot_t *freeShot;
            freeShot = getFreeShot();
            if (freeShot != 0) {
                playerFireCount = 15;
                freeShot->alive = true;
                kmVec3Assign(&freeShot->pos, &playerPos);
            }
        }

        for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
            if (playerShots[n].alive) {
                playerShots[n].pos.z -= .08;
                if (playerShots[n].pos.z < -10)
                    playerShots[n].alive = false;

                kmMat4Identity(&model);
                kmMat4Translation(&model, playerShots[n].pos.x,
                                  playerShots[n].pos.y,
                                  playerShots[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, rad * 4, 0,
                                           -rad * 4);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, shotTex);
                drawObj(&shotObj, &mvp, &mv, lightDir, viewDir);
            }
        }

        playerRoll = 0;
        if (keys[KEY_CURSL] && playerPos.x > -10) {
            playerPos.x -= 0.1;
            playerRoll = .2;
        }
        if (keys[KEY_CURSR] && playerPos.x < 10) {
            playerPos.x += 0.1;
            playerRoll = -.2;
        }
        pEye.x = playerPos.x * 1.25;

        pCenter.x = playerPos.x;
        pCenter.y = playerPos.y + 1;
        pCenter.z = playerPos.z;

        int deadAliens;

        deadAliens = 0;

        for (int n = 0; n < MAX_ALIENS; n++) {
            if (aliens[n].alive == true) {

                kmMat4Identity(&model);
                kmMat4Translation(&model, aliens[n].pos.x,
                                  aliens[n].pos.y, aliens[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, -.4, 0, 0);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, alienTex);
                drawObj(&alienObj, &mvp, &mv, lightDir, viewDir);

                kmVec3 d;
                for (int i = 0; i < MAX_PLAYER_SHOTS; i++) {
                    kmVec3Subtract(&d, &aliens[n].pos,
                                   &playerShots[i].pos);
                    if (kmVec3Length(&d) < .7
                            && playerShots[i].alive) {
                        aliens[n].alive = false;
                        playerShots[i].alive = false;
                        aliens[n].exploding = true;
                        resetExposion(aliens[n].explosion);
                    }
                }
            } 

            if (aliens[n].alive != true && aliens[n].exploding != true) {
                    deadAliens++;
                
            }
        }

        if (deadAliens == MAX_ALIENS) {
            resetAliens();
        }

		// draw explosions after ALL aliens
        for (int n = 0; n < MAX_ALIENS; n++) {
			if (aliens[n].exploding==true) {
				kmMat4Identity(&model);
				kmMat4Translation(&model, aliens[n].pos.x,
								  aliens[n].pos.y, aliens[n].pos.z);

				kmMat4Assign(&mvp, &vp);
				kmMat4Multiply(&mvp, &mvp, &model);
				glBindTexture(GL_TEXTURE_2D, expTex);
				drawPointCloud(aliens[n].explosion, &mvp);
				aliens[n].explosion->tick=aliens[n].explosion->tick+0.05;
				if (aliens[n].explosion->tick>1.25) {
					aliens[n].exploding=false;                   	
				} else {
					// update the explosion
					
					for (int i=0; i<aliens[n].explosion->totalPoints; i++) {
				
						float t;
						t=aliens[n].explosion->tick;
						if (i>aliens[n].explosion->totalPoints/2) t=t/2.0;
						aliens[n].explosion->pos[i*3]=aliens[n].explosion->vel[i*3] * t;
						aliens[n].explosion->pos[i*3+1]=aliens[n].explosion->vel[i*3+1] * t;
						aliens[n].explosion->pos[i*3+2]=aliens[n].explosion->vel[i*3+2] * t;
				
					}
				}
			}
		}

        // move camera
        kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

        kmMat4Assign(&vp, &projection);
        kmMat4Multiply(&vp, &vp, &view);

        kmVec3Subtract(&viewDir,&pEye,&pCenter);
        kmVec3Normalize(&viewDir,&viewDir);

        // dump values
        glPrintf(100, 280, font1,"eye    %3.2f %3.2f %3.2f ", pEye.x, pEye.y, pEye.z);
        glPrintf(100, 296, font1,"centre %3.2f %3.2f %3.2f ", pCenter.x, pCenter.y,
                 pCenter.z);
        glPrintf(100, 320, font1,"mouse %i,%i %i ", mouse[0], mouse[1], mouse[2]);
        glPrintf(100, 340, font1,"frame %i %i ", frame, frame % 20);



        swapBuffers();

        gettimeofday(&ta, NULL);
        long j = (ta.tv_sec * 1e6 + ta.tv_usec);

        i = j - i;
        if (i < 0)
            i = 1000000;	// pass through - slower that 60fps
        if (i < 16000)
            usleep(16000 - i);

        // every 10 frames average the time taken and store
        // fps value for later printing with glprintf
        if (++num_frames % 10 == 0) {
            gettimeofday(&t2, NULL);
            float dtf =
                t2.tv_sec - t1.tv_sec + (t2.tv_usec -
                                         t1.tv_usec) * 1e-6;
            lfps = num_frames / dtf;
            num_frames = 0;
            t1 = t2;
        }
    }

    closeContext();

    return 0;
}
Ejemplo n.º 8
0
void main(void)
{
    int code;
    int exit_code;
    int argc;
    char **argv;
    char dformat[64], ddevice[32];
    SInt32        response;

    /* Initialize operating environment */
#if TARGET_API_MAC_CARBON
    MoreMasterPointers(224);
#else
    MoreMasters();
#endif
    InitCursor();
    FlushEvents(everyEvent,0);

    if (AEInstallEventHandler(kCoreEventClass,kAEQuitApplication,
                              NewAEEventHandlerUPP((AEEventHandlerProcPtr) quitAppEventHandler),
                              0L,false) != noErr)
        ExitToShell();

        gActionFunctionScrollUPP = NewControlActionUPP(&actionFunctionScroll);

    Gestalt(gestaltMenuMgrAttr,&response);
    if(response & gestaltMenuMgrAquaLayoutMask)
                gRunningOnX = true;

    /* Initialize SIOUX */
    SIOUXSettings.initializeTB = false;
    SIOUXSettings.standalone = false;
    SIOUXSettings.asktosaveonclose = false;
    SIOUXSettings.sleep = GetCaretTime();
    SIOUXSettings.userwindowtitle = "\pGhostscript";

    /* Get arguments from user */
    argc = ccommand(&argv);

    /* Show command line window */
    if (InstallConsole(0))
        ExitToShell();

    /* Part of fudge to make SIOUX accept characters without becoming modal */
    SelectWindow(SIOUXTextWindow->window);
    PostEvent(keyDown, 0x4c00);  // Enter
    ReadCharsFromConsole(dformat, 0x7FFF);
    clrscr();

    /* Add in the display format as the first command line argument */
    if (argc >= MAX_ARGS - 1)
    {
       printf("Too many command line arguments\n");
       return;
    }

    memmove(&argv[3], &argv[1], (argc-1) * sizeof(char**));
    argc += 2;
    argv[1] = ddevice;
    argv[2] = dformat;

    gs_sprintf(ddevice, "-sDEVICE=display");
    gs_sprintf(dformat, "-dDisplayFormat=%d", display_format);

    /* Run Ghostscript */
    if (gsapi_new_instance(&instance, NULL) < 0)
    {
       printf("Can't create Ghostscript instance\n");
       return;
    }

#ifdef DEBUG
    visual_tracer_init();
    set_visual_tracer(&visual_tracer);
#endif

    gsapi_set_stdio(instance, gsdll_stdin, gsdll_stdout, gsdll_stderr);
    gsapi_set_poll(instance, gsdll_poll);
    gsapi_set_display_callback(instance, &display);

    code = gsapi_init_with_args(instance, argc, argv);
    if (code == 0)
       code = gsapi_run_string(instance, start_string, 0, &exit_code);
    else
    {
       printf("Failed to initialize. Error %d.\n", code);
       fflush(stdout);
    }
    code = gsapi_exit(instance);
    if (code != 0)
    {
       printf("Failed to terminate. Error %d.\n", code);
       fflush(stdout);
    }

    gsapi_delete_instance(instance);

#ifdef DEBUG
    visual_tracer_close();
#endif

    /* Ghostscript has finished - let user see output before quitting */
    WriteCharsToConsole("\r[Finished - hit any key to quit]", 33);
    fflush(stdout);

    /* Process events until a key is hit or user quits from menu */
    while(!gDone)
    {
        EventRecord eventStructure;

        if(WaitNextEvent(everyEvent,&eventStructure,SIOUXSettings.sleep,NULL))
        {
            if (eventStructure.what == keyDown)
            gDone = true;

            doEvents(&eventStructure);
        }
        else
            SIOUXHandleOneEvent(&eventStructure);
    }
}
Ejemplo n.º 9
0
/* This function is a fudge which allows the SIOUX window to be waiting for
   input and not be modal at the same time. (Why didn't MetroWerks think of that?)
   It is based on the SIOUX function ReadCharsFromConsole(), and contains an
   event loop which allows other windows to be active.
   It collects characters up to when the user presses ENTER, stores the complete
   buffer and gives as much to the calling function as it wants until it runs
   out, at which point it gets another line (or set of lines if pasting from the
   clipboard) from the user.
*/
static size_t get_input(void *ptr, size_t size)
{
    EventRecord eventStructure;
    long charswaiting, old_charswaiting = 0;
    char *text;

#if SIOUX_USE_WASTE
    Handle textHandle;
#endif

    /* If needing more input, set edit start position */
    if (!stdin_buf)
#if SIOUX_USE_WASTE
        SIOUXselstart = WEGetTextLength(SIOUXTextWindow->edit);
#else
        SIOUXselstart = (*SIOUXTextWindow->edit)->teLength;
#endif

    /* Wait until user presses exit (or quits) */
    while(!gDone && !stdin_buf)
    {
#if SIOUX_USE_WASTE
        charswaiting = WEGetTextLength(SIOUXTextWindow->edit) - SIOUXselstart;
#else
        if ((*SIOUXTextWindow->edit)->teLength > 0)
            charswaiting = (*SIOUXTextWindow->edit)->teLength - SIOUXselstart;
        else
            charswaiting = ((unsigned short) (*SIOUXTextWindow->edit)->teLength) - SIOUXselstart;
#endif

        /* If something has happened, see if we need to do anything */
        if (charswaiting != old_charswaiting)
        {
#if SIOUX_USE_WASTE
            textHandle = WEGetText(SIOUXTextWindow->edit);
            HLock(textHandle);
            text = *textHandle + SIOUXselstart;
#else
            text = (*(*SIOUXTextWindow->edit)->hText) + SIOUXselstart;
#endif
            /* If user has pressed enter, gather up the buffer ready for returning */
            if (text[charswaiting-1] == '\r')
            {
                stdin_buf = malloc(charswaiting);
                if (!stdin_buf)
                    return -1;
                stdin_bufsize = charswaiting;
                memcpy(stdin_buf, text, stdin_bufsize);
                SIOUXselstart += charswaiting;

                text = stdin_buf;
                while (text = memchr(text, '\r', charswaiting - (text - stdin_buf)))
                    *text = '\n';
            }
#if SIOUX_USE_WASTE
            HUnlock(textHandle);
#endif
            old_charswaiting = charswaiting;

            if (stdin_buf)
                break;
        }

        /* Wait for next event and process it */
        SIOUXState = SCANFING;

        if(WaitNextEvent(everyEvent, &eventStructure, SIOUXSettings.sleep ,NULL))
            doEvents(&eventStructure);
        else
            SIOUXHandleOneEvent(&eventStructure);

        SIOUXState = IDLE;
    }

    /* If data has been entered, return as much as has been requested */
    if (stdin_buf && !gDone)
    {
        if (size >= stdin_bufsize - stdin_bufpos)
        {
            size = stdin_bufsize - stdin_bufpos;
            memcpy (ptr, stdin_buf + stdin_bufpos, size);
            free(stdin_buf);
            stdin_buf = NULL;
            stdin_bufpos = 0;
            stdin_bufsize = 0;
        }
        else
        {
            memcpy (ptr, stdin_buf + stdin_bufpos, size);
            stdin_bufpos += size;
        }
        return size;
    }
    else if (stdin_buf)
    {
        free(stdin_buf);
        stdin_buf = NULL;
        stdin_bufpos = 0;
        stdin_bufsize = 0;
    }

    return 0;
}