Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
92 lines
2.1 KiB
C++
92 lines
2.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
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* \ingroup GHOST
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*/
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/**
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* Copyright (C) 2001 NaN Technologies B.V.
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*/
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#include "GHOST_ISystem.h"
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#if defined(WITH_HEADLESS)
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# include "GHOST_SystemNULL.h"
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#elif defined(WITH_GHOST_X11) && defined(WITH_GHOST_WAYLAND)
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# include "GHOST_SystemWayland.h"
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# include "GHOST_SystemX11.h"
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# include <stdexcept>
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#elif defined(WITH_GHOST_X11)
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# include "GHOST_SystemX11.h"
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#elif defined(WITH_GHOST_WAYLAND)
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# include "GHOST_SystemWayland.h"
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#elif defined(WITH_GHOST_SDL)
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# include "GHOST_SystemSDL.h"
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#elif defined(WIN32)
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# include "GHOST_SystemWin32.h"
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#elif defined(__APPLE__)
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# include "GHOST_SystemCocoa.h"
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#endif
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GHOST_ISystem *GHOST_ISystem::m_system = NULL;
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GHOST_TSuccess GHOST_ISystem::createSystem()
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{
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GHOST_TSuccess success;
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if (!m_system) {
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#if defined(WITH_HEADLESS)
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m_system = new GHOST_SystemNULL();
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#elif defined(WITH_GHOST_X11) && defined(WITH_GHOST_WAYLAND)
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/* Special case, try Wayland, fall back to X11. */
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try {
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m_system = new GHOST_SystemWayland();
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}
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catch (const std::runtime_error &) {
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/* fallback to X11. */
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delete m_system;
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m_system = nullptr;
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}
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if (!m_system) {
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m_system = new GHOST_SystemX11();
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}
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#elif defined(WITH_GHOST_X11)
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m_system = new GHOST_SystemX11();
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#elif defined(WITH_GHOST_WAYLAND)
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m_system = new GHOST_SystemWayland();
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#elif defined(WITH_GHOST_SDL)
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m_system = new GHOST_SystemSDL();
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#elif defined(WIN32)
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m_system = new GHOST_SystemWin32();
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#elif defined(__APPLE__)
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m_system = new GHOST_SystemCocoa();
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#endif
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success = m_system != NULL ? GHOST_kSuccess : GHOST_kFailure;
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}
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else {
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success = GHOST_kFailure;
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}
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if (success) {
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success = m_system->init();
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}
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return success;
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}
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GHOST_TSuccess GHOST_ISystem::disposeSystem()
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{
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GHOST_TSuccess success = GHOST_kSuccess;
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if (m_system) {
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delete m_system;
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m_system = NULL;
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}
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else {
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success = GHOST_kFailure;
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}
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return success;
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}
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GHOST_ISystem *GHOST_ISystem::getSystem()
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{
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return m_system;
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}
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