Make the event pump loop in the renderer process we do on Windows exit when the Framebuffer's subwindow is destroyed. Fixed TcpStream to close the socket using 'closesocket' on windows, otherwise the other end of the socket does not sense that the socket is closed. + Use WS_DISABLED to ensure that our GL subwindow doesn't receive any input events. Change-Id: Icb477b3e1d7993a8880acb5e01bc5da29309ae50
169 lines
4.9 KiB
C++
169 lines
4.9 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderServer.h"
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "FrameBuffer.h"
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#include <sys/types.h>
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#include <unistd.h>
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#include <codec_defs.h>
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#ifdef _WIN32
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#include <winsock2.h>
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#endif
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#ifdef __linux__
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#include <X11/Xlib.h>
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#endif
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static void printUsage(const char *progName)
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{
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fprintf(stderr, "Usage: %s -windowid <windowid> [options]\n", progName);
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fprintf(stderr, " -windowid <windowid> - window id to render into\n");
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fprintf(stderr, " -port <portNum> - listening TCP port number\n");
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fprintf(stderr, " -x <num> - render subwindow x position\n");
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fprintf(stderr, " -y <num> - render subwindow y position\n");
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fprintf(stderr, " -width <num> - render subwindow width\n");
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fprintf(stderr, " -height <num> - render subwindow height\n");
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exit(-1);
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}
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int main(int argc, char *argv[])
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{
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int portNum = CODEC_SERVER_PORT;
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int winX = 0;
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int winY = 0;
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int winWidth = 320;
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int winHeight = 480;
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FBNativeWindowType windowId = NULL;
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int iWindowId = 0;
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//
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// Parse command line arguments
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//
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for (int i=1; i<argc; i++) {
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if (!strcmp(argv[i], "-windowid")) {
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if (++i >= argc || sscanf(argv[i],"%d", &iWindowId) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-port", 5)) {
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if (++i >= argc || sscanf(argv[i],"%d", &portNum) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-x", 2)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winX) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-y", 2)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winY) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-width", 6)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winWidth) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-height", 7)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winHeight) != 1) {
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printUsage(argv[0]);
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}
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}
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}
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windowId = (FBNativeWindowType)iWindowId;
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if (!windowId) {
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// window id must be provided
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printUsage(argv[0]);
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}
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#if 0 //Enable to attach gdb to renderer on startup
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fprintf(stderr, "renderer pid %d , press any key to continue...\n", getpid());
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getchar();
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#else
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fprintf(stderr, "renderer pid %d \n", getpid());
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#endif
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#ifdef _WIN32
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WSADATA wsaData;
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int rc = WSAStartup( MAKEWORD(2,2), &wsaData);
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if (rc != 0) {
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printf( "could not initialize Winsock\n" );
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}
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#endif
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#ifdef __linux__
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// some OpenGL implementations may call X functions
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// it is safer to synchronize all X calls made by all the
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// rendering threads. (although the calls we do are locked
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// in the FrameBuffer singleton object).
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XInitThreads();
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#endif
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//
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// initialize Framebuffer
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//
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bool inited = FrameBuffer::initialize(windowId,
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winX, winY, winWidth, winHeight);
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if (!inited) {
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fprintf(stderr,"Failed to initialize Framebuffer\n");
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return -1;
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}
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//
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// Create and run a render server listening to the given port number
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//
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RenderServer *server = RenderServer::create(portNum);
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if (!server) {
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fprintf(stderr,"Cannot initialize render server\n");
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return -1;
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}
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#ifndef _WIN32
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//
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// run the server listener loop
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//
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server->Main();
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#else
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//
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// on windows we need to handle messages for the
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// created subwindow. So we run the server on a seperate
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// thread and running the windows message pump loop
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// in this main thread.
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//
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server->start();
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//
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// Dispatch events for the subwindow
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// During termination of the render server, the FrameBuffer
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// will be finalized, the Framebuffer subwindow will
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// get destroyed and the following loop will exit.
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//
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MSG msg;
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HWND hWnd = FrameBuffer::getFB()->getSubWindow();
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while( GetMessage(&msg, hWnd, 0, 0) > 0 ) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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#endif
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return 0;
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}
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