SDL-mirror/src/video/quartz/SDL_QuartzVideo.m

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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2009 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#include "SDL_QuartzVideo.h"
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#include "SDL_QuartzWindow.h"
#if __MAC_OS_X_VERSION_MIN_REQUIRED < 1060 /* Fixed in Snow Leopard */
/*
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Add methods to get at private members of NSScreen.
Since there is a bug in Apple's screen switching code
that does not update this variable when switching
to fullscreen, we'll set it manually (but only for the
main screen).
*/
@interface NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
@end
@implementation NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
{
_frame = frame;
}
@end
static inline void QZ_SetFrame(NSScreen *nsscreen, NSRect frame)
{
[nsscreen setFrame:frame];
}
#else
static inline void QZ_SetFrame(NSScreen *nsscreen, NSRect frame)
{
}
#endif
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@interface SDLTranslatorResponder : NSTextView
{
}
- (void) doCommandBySelector:(SEL)myselector;
@end
@implementation SDLTranslatorResponder
- (void) doCommandBySelector:(SEL) myselector {}
@end
/* absent in 10.3.9. */
CG_EXTERN CGImageRef CGBitmapContextCreateImage (CGContextRef);
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/* Bootstrap functions */
static int QZ_Available ();
static SDL_VideoDevice* QZ_CreateDevice (int device_index);
static void QZ_DeleteDevice (SDL_VideoDevice *device);
/* Initialization, Query, Setup, and Redrawing functions */
static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format);
static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format,
Uint32 flags);
static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop);
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static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current,
int width, int height, int bpp,
Uint32 flags);
static int QZ_ToggleFullScreen (_THIS, int on);
static int QZ_SetColors (_THIS, int first_color,
int num_colors, SDL_Color *colors);
static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects);
static void QZ_VideoQuit (_THIS);
static int QZ_LockHWSurface(_THIS, SDL_Surface *surface);
static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface);
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static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
/* Bootstrap binding, enables entry point into the driver */
VideoBootStrap QZ_bootstrap = {
"Quartz", "Mac OS X CoreGraphics", QZ_Available, QZ_CreateDevice
};
/* Bootstrap functions */
static int QZ_Available ()
{
return 1;
}
static SDL_VideoDevice* QZ_CreateDevice (int device_index)
{
#pragma unused (device_index)
SDL_VideoDevice *device;
SDL_PrivateVideoData *hidden;
device = (SDL_VideoDevice*) SDL_malloc (sizeof (*device) );
hidden = (SDL_PrivateVideoData*) SDL_malloc (sizeof (*hidden) );
if (device == NULL || hidden == NULL)
SDL_OutOfMemory ();
SDL_memset (device, 0, sizeof (*device) );
SDL_memset (hidden, 0, sizeof (*hidden) );
device->hidden = hidden;
device->VideoInit = QZ_VideoInit;
device->ListModes = QZ_ListModes;
device->SetVideoMode = QZ_SetVideoMode;
device->ToggleFullScreen = QZ_ToggleFullScreen;
To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Thu, 15 Dec 2005 21:19:53 +0100 Subject: [SDL] More mouse enhancements for Mac OS X The attached patch brings two more enhancements to mouse handling on Mac OS X (Quartz): 1. Currently, after launching an SDL application, SDL's notion of the mouse position is stuck in the top left corner (0,0) until the first time the mouse is moved. That's because the UpdateMouse() function isn't implemented in the Quartz driver. This patch adds it. 2. When grabbing input while the mouse cursor is hidden, the function CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the system's notion of the mouse location from moving (and therefore leaving the SDL window) even when the mouse is moved. However, apparently the Wacom tablet driver (and maybe other special pointing device drivers) doesn't care about that setting and still allows the mouse location to go outside of the window. Interestingly, the system cursor, which is made visible by the existing code in SDL in that case, does not follow the mouse location, but appears in the middle of the SDL window. The mouse location being outside of the window however means that mouse button events go to background applications (or the dock or whatever is there), which is very confusing to the user who sees no cursor outside of the SDL window. I have not found any way of intercepting these events (and that's probably by design, as "normal" applications shouldn't prevent the user from bringing other applications' windows to the front by clicking on them). An idea would be placing a fully transparent, screen-filling window in front of everything, but I fear that this might affect rendering performance (by doing unnecessary compositing, using up memory, or whatever). The deluxe solution to the problem would be talking to the tablet driver using AppleEvents to tell it to constrain its mapped area to the window (see Wacom's "TabletEventDemo" sample app, http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that the bloat that solution would add to SDL would outweigh its usefulness. What I did instead in my patch is reassociating mouse and cursor when the mouse leaves the window while an invisible grab is in effect, and restoring the grab when the window is entered. That way, the grab can still be effectively broken by a tablet, but at least it's obvious to the user that it is broken. That change is minimal - it doesn't affect operation with a mouse (or a trackpad), and the code that it adds is not executed on every PumpEvents() call, only when entering and leaving the window. Unless there are any concerns about the patch, please apply. Feel free to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's too verbose. Thanks -Christian --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401215
2006-01-02 00:31:00 +00:00
device->UpdateMouse = QZ_UpdateMouse;
device->SetColors = QZ_SetColors;
device->UpdateRects = QZ_UpdateRects;
device->VideoQuit = QZ_VideoQuit;
device->LockHWSurface = QZ_LockHWSurface;
device->UnlockHWSurface = QZ_UnlockHWSurface;
device->AllocHWSurface = QZ_AllocHWSurface;
device->FreeHWSurface = QZ_FreeHWSurface;
device->SetGamma = QZ_SetGamma;
device->GetGamma = QZ_GetGamma;
device->SetGammaRamp = QZ_SetGammaRamp;
device->GetGammaRamp = QZ_GetGammaRamp;
device->GL_GetProcAddress = QZ_GL_GetProcAddress;
device->GL_GetAttribute = QZ_GL_GetAttribute;
device->GL_MakeCurrent = QZ_GL_MakeCurrent;
device->GL_SwapBuffers = QZ_GL_SwapBuffers;
device->GL_LoadLibrary = QZ_GL_LoadLibrary;
device->FreeWMCursor = QZ_FreeWMCursor;
device->CreateWMCursor = QZ_CreateWMCursor;
device->ShowWMCursor = QZ_ShowWMCursor;
device->WarpWMCursor = QZ_WarpWMCursor;
device->MoveWMCursor = QZ_MoveWMCursor;
device->CheckMouseMode = QZ_CheckMouseMode;
device->InitOSKeymap = QZ_InitOSKeymap;
device->PumpEvents = QZ_PumpEvents;
device->SetCaption = QZ_SetCaption;
device->SetIcon = QZ_SetIcon;
device->IconifyWindow = QZ_IconifyWindow;
/*device->GetWMInfo = QZ_GetWMInfo;*/
device->GrabInput = QZ_GrabInput;
/*
* This is a big hassle, needing QuickDraw and QuickTime on older
* systems, and god knows what on 10.6, so we immediately fail here,
* which causes SDL to make an RGB surface and manage the YUV overlay
* in software. Sorry. Use SDL 1.3 if you want YUV rendering in a pixel
* shader. :)
*/
/*device->CreateYUVOverlay = QZ_CreateYUVOverlay;*/
device->free = QZ_DeleteDevice;
return device;
}
static void QZ_DeleteDevice (SDL_VideoDevice *device)
{
SDL_free (device->hidden);
SDL_free (device);
}
static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format)
{
NSRect r = NSMakeRect(0.0, 0.0, 0.0, 0.0);
const char *env = NULL;
/* Initialize the video settings; this data persists between mode switches */
display_id = kCGDirectMainDisplay;
#if 0 /* The mouse event code needs to take this into account... */
env = getenv("SDL_VIDEO_FULLSCREEN_DISPLAY");
if ( env ) {
int monitor = SDL_atoi(env);
CGDirectDisplayID activeDspys [3];
CGDisplayCount dspyCnt;
CGGetActiveDisplayList (3, activeDspys, &dspyCnt);
if ( monitor >= 0 && monitor < dspyCnt ) {
display_id = activeDspys[monitor];
}
}
#endif
save_mode = CGDisplayCurrentMode (display_id);
mode_list = CGDisplayAvailableModes (display_id);
palette = CGPaletteCreateDefaultColorPalette ();
* Added configure option --enable-screensaver, to allow enabling the screensaver by default. * Use XResetScreenSaver() instead of disabling screensaver entirely. Full discussion summary from Erik on the SDL mailing list: Current behaviour ================= SDL changes the user's display power management settings without permission from the user and without telling the user. The interface that it uses to do so is DPMSDisable/DPMSEnable, which should only ever be used by configuration utilities like KControl, never by normal application programs, let alone by the libraries that they use. Using an interface that is not at all intended for what SDL tries to achieve means that it will not work as it should. Firstly, the power management is completely disabled during the whole lifetime of the SDL program, not only when it should be. Secondly, it makes SDL non-reentrant, meaning that things will break when multiple SDL programs are clients of the same X server simultaneously. Thirdly, no cleanup mechanism ensures that the setting is restored if the client does not do that (for example if it crashes). In addition to that, this interface is broken on xorg, [http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries to do does not work at all on that implementation of the X Window System. (The reason that the DPMSEnable works in KControl is that it calls DPMSSetTimeout immediately after, [http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]). The problems that the current behaviour causes ============================================== 1. Information leak. When the user is away, someone might see what the user has on the display when the user counts on the screensaver preventing this. This does not even require physical access to the workstation, it is enough to see it from a distance. 2. Draining battery. An SDL program that runs on a laptop will quickly drain the battery while the user is away. The system will soon shut down and require recharging before being usable again, while it should in fact have consumed very little energy if the user's settings would have been obeyed. 3. Wasting energy. Even if battery issues are not considered, energy as such is wasted. 4. Display wear. The display may be worn out. The problems that the current behaviour tries to solve ====================================================== 1. Preventing screensaver while playing movies. Many SDL applications are media players. They have reasons to prevent screensavers from being activated while a movie is being played. When a user clicks on the play button it can be interpreted as saying "play this movie, but do not turn off the display while playing it, because I will watch it even though I do not interact with the system". 2. Preventing screensaver when some input bypasses X. Sometimes SDL uses input from another source than the X server, so that the X server is bypassed. This obviously breaks the screensaver handling. SDL tries to work around that. 3. Preventing screensaver when all input bypasses X. There is something called Direct Graphics Access mode, where a program takes control of both the display and the input devices from the X server. This obviously means that the X server can not handle the screensaver alone, since screensaver handling depends on input handling. SDL does not do what it should to help the X server to handle the screensaver. Nor does SDL take care of screeensaver handling itself. SDL simply disables the screensaver completely. How the problems should be solved ================================= The correct way for an application program to prevent the screensaver under X is to call XResetScreenSaver. This was recently discovered and implemented by the mplayer developers, [http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to wrap this in an API call (SDL_ResetScreenSaver) and implement it for the other video targets (if they do not have a corresponding call, SDL should do what it takes on that particular target, for example sending fake key events). 1. When a movie is played, the player should reset the screensaver when the animation is advanced to a new frame. The same applies to anything similar, like slideshows. 2. When the X server is handling input, it must handle all input (keyboards, mice, gamepads, ...). This is necessary, not only to be able to handle the screensaver, but also so that it can send the events to the correct (the currently active) client. If there is an input device that the X server can not handle for some reason (such as lack of Plug and Play capability), the program that handles the device as a workaround must simulate what would happen if the X server would have handled the device, by calling XResetScreenSaver when input is received from the device. 3. When the X server is not handling the input, it depends on the program that does to call XResetScreenSaver whenever an input event occurs. Alternatively the program must handle the screensaver countdown internally and call XActivateScreenSaver. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402733
2008-02-29 13:55:44 +00:00
/* Allow environment override of screensaver disable. */
env = SDL_getenv("SDL_VIDEO_ALLOW_SCREENSAVER");
* Added configure option --enable-screensaver, to allow enabling the screensaver by default. * Use XResetScreenSaver() instead of disabling screensaver entirely. Full discussion summary from Erik on the SDL mailing list: Current behaviour ================= SDL changes the user's display power management settings without permission from the user and without telling the user. The interface that it uses to do so is DPMSDisable/DPMSEnable, which should only ever be used by configuration utilities like KControl, never by normal application programs, let alone by the libraries that they use. Using an interface that is not at all intended for what SDL tries to achieve means that it will not work as it should. Firstly, the power management is completely disabled during the whole lifetime of the SDL program, not only when it should be. Secondly, it makes SDL non-reentrant, meaning that things will break when multiple SDL programs are clients of the same X server simultaneously. Thirdly, no cleanup mechanism ensures that the setting is restored if the client does not do that (for example if it crashes). In addition to that, this interface is broken on xorg, [http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries to do does not work at all on that implementation of the X Window System. (The reason that the DPMSEnable works in KControl is that it calls DPMSSetTimeout immediately after, [http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]). The problems that the current behaviour causes ============================================== 1. Information leak. When the user is away, someone might see what the user has on the display when the user counts on the screensaver preventing this. This does not even require physical access to the workstation, it is enough to see it from a distance. 2. Draining battery. An SDL program that runs on a laptop will quickly drain the battery while the user is away. The system will soon shut down and require recharging before being usable again, while it should in fact have consumed very little energy if the user's settings would have been obeyed. 3. Wasting energy. Even if battery issues are not considered, energy as such is wasted. 4. Display wear. The display may be worn out. The problems that the current behaviour tries to solve ====================================================== 1. Preventing screensaver while playing movies. Many SDL applications are media players. They have reasons to prevent screensavers from being activated while a movie is being played. When a user clicks on the play button it can be interpreted as saying "play this movie, but do not turn off the display while playing it, because I will watch it even though I do not interact with the system". 2. Preventing screensaver when some input bypasses X. Sometimes SDL uses input from another source than the X server, so that the X server is bypassed. This obviously breaks the screensaver handling. SDL tries to work around that. 3. Preventing screensaver when all input bypasses X. There is something called Direct Graphics Access mode, where a program takes control of both the display and the input devices from the X server. This obviously means that the X server can not handle the screensaver alone, since screensaver handling depends on input handling. SDL does not do what it should to help the X server to handle the screensaver. Nor does SDL take care of screeensaver handling itself. SDL simply disables the screensaver completely. How the problems should be solved ================================= The correct way for an application program to prevent the screensaver under X is to call XResetScreenSaver. This was recently discovered and implemented by the mplayer developers, [http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to wrap this in an API call (SDL_ResetScreenSaver) and implement it for the other video targets (if they do not have a corresponding call, SDL should do what it takes on that particular target, for example sending fake key events). 1. When a movie is played, the player should reset the screensaver when the animation is advanced to a new frame. The same applies to anything similar, like slideshows. 2. When the X server is handling input, it must handle all input (keyboards, mice, gamepads, ...). This is necessary, not only to be able to handle the screensaver, but also so that it can send the events to the correct (the currently active) client. If there is an input device that the X server can not handle for some reason (such as lack of Plug and Play capability), the program that handles the device as a workaround must simulate what would happen if the X server would have handled the device, by calling XResetScreenSaver when input is received from the device. 3. When the X server is not handling the input, it depends on the program that does to call XResetScreenSaver whenever an input event occurs. Alternatively the program must handle the screensaver countdown internally and call XActivateScreenSaver. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402733
2008-02-29 13:55:44 +00:00
if ( env ) {
allow_screensaver = SDL_atoi(env);
} else {
#ifdef SDL_VIDEO_DISABLE_SCREENSAVER
allow_screensaver = 0;
#else
allow_screensaver = 1;
#endif
}
/* Gather some information that is useful to know about the display */
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayBitsPerPixel),
kCFNumberSInt32Type, &device_bpp);
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayWidth),
kCFNumberSInt32Type, &device_width);
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayHeight),
kCFNumberSInt32Type, &device_height);
/* Determine the current screen size */
this->info.current_w = device_width;
this->info.current_h = device_height;
/* Determine the default screen depth */
video_format->BitsPerPixel = device_bpp;
/* Set misc globals */
current_grab_mode = SDL_GRAB_OFF;
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cursor_should_be_visible = YES;
cursor_visible = YES;
current_mods = 0;
field_edit = [[SDLTranslatorResponder alloc] initWithFrame:r];
(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */ --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40877
2004-03-22 09:38:20 +00:00
if ( Gestalt(gestaltSystemVersion, &system_version) != noErr )
system_version = 0;
Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT) From: Eric Wing <ewing2121@yahoo.com> Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in I have a new patch for OS X I would like to submit. First, it appears no further action has been taken on my fix from Apple on the OpenGL windowed mode mouse inversion problem. The fix would reunify the code, and no longer require case checking for which version of the OS you are running. This is probably a good fix because the behavior with the old code could change again with future versions of the OS, so those fixes are included in this new patch. But in addition, when I was at Apple, I asked them about the ability to distinguish between the modifier keys on the left and right sides of the keyboard (e.g. Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R Ctrl). They told me that starting with Panther, the OS began supporting this feature. This has always been a source of annoyance for me when bringing a program that comes from Windows or Linux to OS X when the keybindings happened to need distinguishable left-side and right-side keys. So the rest of the patch I am submitting contains new code to support this feature on Panther (and presumably later versions of the OS). So after removing the OS version checks for the mouse inversion problem, I reused the OS version checks to activate the Left/Right detection of modifier keys. If you are running Panther (or above), the new code will attempt to distinguish between sides. For the older OS's, the code path reverts to the original code. I've tested with Panther on a G4 Cube, G5 dual processor, and Powerbook Rev C. The Cube and G5 keyboards demonstrated the ability to distinguish between sides. The Powerbook seems to only have left-side keys, but the patch was still able to handle it by producing the same results as before the patch. I also wanted to test a non-Apple keyboard. Unfortunately, I don't have any PC USB keyboards. However, I was able to borrow a Sun Microsystems USB keyboard, so I tried that out on the G5, and I got the correct behavior for left and right sides. I'm expecting that if it worked with a Sun keyboard, most other keyboards should work with no problems. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40935
2004-08-20 22:35:23 +00:00
/* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
QZ_RegisterForSleepNotifications (this);
/* Fill in some window manager capabilities */
this->info.wm_available = 1;
return 0;
}
static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format, Uint32 flags)
{
CFIndex num_modes;
CFIndex i;
int list_size = 0;
/* Any windowed mode is acceptable */
if ( (flags & SDL_FULLSCREEN) == 0 )
return (SDL_Rect**)-1;
/* Free memory from previous call, if any */
if ( client_mode_list != NULL ) {
int i;
for (i = 0; client_mode_list[i] != NULL; i++)
SDL_free (client_mode_list[i]);
SDL_free (client_mode_list);
client_mode_list = NULL;
}
num_modes = CFArrayGetCount (mode_list);
/* Build list of modes with the requested bpp */
for (i = 0; i < num_modes; i++) {
CFDictionaryRef onemode;
CFNumberRef number;
int bpp;
onemode = CFArrayGetValueAtIndex (mode_list, i);
number = CFDictionaryGetValue (onemode, kCGDisplayBitsPerPixel);
CFNumberGetValue (number, kCFNumberSInt32Type, &bpp);
if (bpp == format->BitsPerPixel) {
int intvalue;
int hasMode;
int width, height;
number = CFDictionaryGetValue (onemode, kCGDisplayWidth);
CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
width = (Uint16) intvalue;
number = CFDictionaryGetValue (onemode, kCGDisplayHeight);
CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
height = (Uint16) intvalue;
/* Check if mode is already in the list */
{
int i;
hasMode = SDL_FALSE;
for (i = 0; i < list_size; i++) {
if (client_mode_list[i]->w == width &&
client_mode_list[i]->h == height) {
hasMode = SDL_TRUE;
break;
}
}
}
/* Grow the list and add mode to the list */
if ( ! hasMode ) {
SDL_Rect *rect;
list_size++;
if (client_mode_list == NULL)
client_mode_list = (SDL_Rect**)
SDL_malloc (sizeof(*client_mode_list) * (list_size+1) );
else
client_mode_list = (SDL_Rect**)
SDL_realloc (client_mode_list, sizeof(*client_mode_list) * (list_size+1));
rect = (SDL_Rect*) SDL_malloc (sizeof(**client_mode_list));
if (client_mode_list == NULL || rect == NULL) {
SDL_OutOfMemory ();
return NULL;
}
rect->x = rect->y = 0;
rect->w = width;
rect->h = height;
client_mode_list[list_size-1] = rect;
client_mode_list[list_size] = NULL;
}
}
}
/* Sort list largest to smallest (by area) */
{
int i, j;
for (i = 0; i < list_size; i++) {
for (j = 0; j < list_size-1; j++) {
int area1, area2;
area1 = client_mode_list[j]->w * client_mode_list[j]->h;
area2 = client_mode_list[j+1]->w * client_mode_list[j+1]->h;
if (area1 < area2) {
SDL_Rect *tmp = client_mode_list[j];
client_mode_list[j] = client_mode_list[j+1];
client_mode_list[j+1] = tmp;
}
}
}
}
return client_mode_list;
}
static SDL_bool QZ_WindowPosition(_THIS, int *x, int *y)
{
const char *window = getenv("SDL_VIDEO_WINDOW_POS");
if ( window ) {
if ( sscanf(window, "%d,%d", x, y) == 2 ) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
{
/* Reset values that may change between switches */
this->info.blit_fill = 0;
if (cg_context) {
CGContextFlush (cg_context);
CGContextRelease (cg_context);
cg_context = nil;
}
/* Release fullscreen resources */
if ( mode_flags & SDL_FULLSCREEN ) {
NSRect screen_rect;
/* If we still have a valid window, close it. */
if ( qz_window ) {
NSCAssert([ qz_window delegate ] == nil, @"full screen window shouldn't have a delegate"); /* if that should ever change, we'd have to release it here */
[ qz_window close ]; /* includes release because [qz_window isReleasedWhenClosed] */
qz_window = nil;
window_view = nil;
}
/*
Release the OpenGL context
Do this first to avoid trash on the display before fade
*/
if ( mode_flags & SDL_OPENGL ) {
QZ_TearDownOpenGL (this);
#ifdef __powerpc__ /* we only use this for pre-10.3 compatibility. */
CGLSetFullScreen (NULL);
#endif
}
if (to_desktop) {
Fixed bug #281 ------- Comment #2 From Christian Walther 2006-07-23 07:37 [reply] ------- Wow, that was an interesting bug to chase. It was a timing issue: it seems that for some reason, a certain time must pass between ShowMenuBar() being called in QZ_UnsetVideoMode() and the application quitting. Before rev. 1885, this delay was provided by the slow hand-coded fade. With the asynchronous Core Graphics fading introduced in rev. 1885, that delay was no longer present (most of the time) and the bug became apparent. Adding an SDL_Delay(100) somewhere between ShowMenuBar() and the end of QZ_VideoQuit() lowered the frequency of the bug appearing from "almost every time" to "very rarely" here. However, there is another solution: doing the ShowMenuBar() before releasing the captured display instead of afterwards. Apparently, no delay is necessary in that case, and it looks nicer to me anyway because it is the reverse order of the way things are set up in the beginning: capture display - set video mode - hide menu bar - ... - show menu bar - reset video mode - release captured display. So, this is what the attached patch does. In addition, I've taken the liberty of - removing some unused code that I forgot to remove in rev. 1885, - fixing two warnings about undeclared functions in SDL_QuartzVideo.m by including OpenGL.h (whose name is a bit misleading - it only declares CGL stuff, so there's no interference with SDL_opengl.h). --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402115
2006-09-24 01:27:40 +00:00
ShowMenuBar ();
/* Restore original screen resolution/bpp */
CGDisplaySwitchToMode (display_id, save_mode);
CGReleaseAllDisplays ();
/*
Reset the main screen's rectangle
See comment in QZ_SetVideoFullscreen for why we do this
*/
screen_rect = NSMakeRect(0,0,device_width,device_height);
QZ_SetFrame([ NSScreen mainScreen ], screen_rect);
}
}
/* Release window mode resources */
else {
id delegate = [ qz_window delegate ];
[ qz_window close ]; /* includes release because [qz_window isReleasedWhenClosed] */
if (delegate != nil) [ delegate release ];
qz_window = nil;
window_view = nil;
/* Release the OpenGL context */
if ( mode_flags & SDL_OPENGL )
QZ_TearDownOpenGL (this);
}
/* Signal successful teardown */
video_set = SDL_FALSE;
}
static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags)
{
boolean_t exact_match = 0;
NSRect screen_rect;
CGError error;
NSRect contentRect;
CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
current->flags = SDL_FULLSCREEN;
current->w = width;
current->h = height;
contentRect = NSMakeRect (0, 0, width, height);
/* Fade to black to hide resolution-switching flicker (and garbage
that is displayed by a destroyed OpenGL context, if applicable) */
if ( CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess ) {
CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
}
/* Destroy any previous mode */
if (video_set == SDL_TRUE)
QZ_UnsetVideoMode (this, FALSE);
/* Sorry, QuickDraw was ripped out. */
if (getenv("SDL_NSWindowPointer") || getenv("SDL_NSQuickDrawViewPointer")) {
SDL_SetError ("Embedded QuickDraw windows are no longer supported");
goto ERR_NO_MATCH;
}
/* See if requested mode exists */
mode = CGDisplayBestModeForParameters (display_id, bpp, width,
height, &exact_match);
/* Require an exact match to the requested mode */
if ( ! exact_match ) {
SDL_SetError ("Failed to find display resolution: %dx%dx%d", width, height, bpp);
goto ERR_NO_MATCH;
}
/* Put up the blanking window (a window above all other windows) */
if (getenv ("SDL_SINGLEDISPLAY"))
error = CGDisplayCapture (display_id);
else
error = CGCaptureAllDisplays ();
if ( CGDisplayNoErr != error ) {
SDL_SetError ("Failed capturing display");
goto ERR_NO_CAPTURE;
}
/* Do the physical switch */
if ( CGDisplayNoErr != CGDisplaySwitchToMode (display_id, mode) ) {
SDL_SetError ("Failed switching display resolution");
goto ERR_NO_SWITCH;
}
/* Check if we should recreate the window */
if (qz_window == nil) {
/* Manually create a window, avoids having a nib file resource */
qz_window = [ [ SDL_QuartzWindow alloc ]
initWithContentRect:contentRect
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO ];
if (qz_window != nil) {
[ qz_window setAcceptsMouseMovedEvents:YES ];
[ qz_window setViewsNeedDisplay:NO ];
[ qz_window setContentView: [ [ [ SDL_QuartzView alloc ] init ] autorelease ] ];
}
}
/* We already have a window, just change its size */
else {
[ qz_window setContentSize:contentRect.size ];
current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
[ window_view setFrameSize:contentRect.size ];
}
/* Setup OpenGL for a fullscreen context */
if (flags & SDL_OPENGL) {
CGLError err;
CGLContextObj ctx;
if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
goto ERR_NO_GL;
}
/* Initialize the NSView and add it to our window. The presence of a valid window and
view allow the cursor to be changed whilst in fullscreen.*/
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ [ qz_window contentView ] addSubview:window_view ];
[ window_view release ];
#ifdef __powerpc__ /* there's a Cocoa API for this in 10.3 */
/* CGLSetFullScreen() will handle this for us. */
[ qz_window setLevel:NSNormalWindowLevel ];
ctx = QZ_GetCGLContextObj (gl_context);
err = CGLSetFullScreen (ctx);
if (err) {
SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
goto ERR_NO_GL;
}
#else
[ qz_window setLevel:CGShieldingWindowLevel() ];
[ gl_context setView:window_view ];
[ gl_context setFullScreen ];
[ gl_context update ];
#endif
[ gl_context makeCurrentContext];
glClear (GL_COLOR_BUFFER_BIT);
[ gl_context flushBuffer ];
current->flags |= SDL_OPENGL;
}
/* For 2D, we build a CGBitmapContext */
else {
CGColorSpaceRef cgColorspace;
/* Only recreate the view if it doesn't already exist */
if (window_view == nil) {
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
[ [ qz_window contentView ] addSubview:window_view ];
[ window_view release ];
}
cgColorspace = CGColorSpaceCreateDeviceRGB();
current->pitch = 4 * current->w;
current->pixels = SDL_malloc (current->h * current->pitch);
cg_context = CGBitmapContextCreate (current->pixels, current->w, current->h,
8, current->pitch, cgColorspace,
kCGImageAlphaNoneSkipFirst);
CGColorSpaceRelease (cgColorspace);
current->flags |= SDL_SWSURFACE;
current->flags |= SDL_ASYNCBLIT;
current->hwdata = (void *) cg_context;
/* Force this window to draw above _everything_. */
[ qz_window setLevel:CGShieldingWindowLevel() ];
}
[ qz_window setHasShadow:NO];
[ qz_window setOpaque:YES];
[ qz_window makeKeyAndOrderFront:nil ];
/* If we don't hide menu bar, it will get events and interrupt the program */
HideMenuBar ();
/* Fade in again (asynchronously) */
if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation(fade_token);
}
/*
There is a bug in Cocoa where NSScreen doesn't synchronize
with CGDirectDisplay, so the main screen's frame is wrong.
As a result, coordinate translation produces incorrect results.
We can hack around this bug by setting the screen rect
ourselves. This hack should be removed if/when the bug is fixed.
*/
screen_rect = NSMakeRect(0,0,width,height);
QZ_SetFrame([ NSScreen mainScreen ], screen_rect);
/* Save the flags to ensure correct tear-down */
mode_flags = current->flags;
Fixed bug #55 From Christian Walther: When writing my patch for #12, I ended up doing all sorts of changes to the way application/window activating/deactivating is handled in the Quartz backend, resulting in the attached patch. It does make the code a bit cleaner IMHO, but as it might be regarded as a case of "if it ain't broken, don't fix it" I'd like to hear other people's opinion about it. Please shout if some change strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As far as I tested it, it does not introduce any new bugs, but I may well have missed some. - The most fundamental change (that triggered most of the others) is irrelevant for the usual single-window SDL applications, it only affects the people who are crazy enough to display other Cocoa windows alongside the SDL window (I'm actually doing this currently, although the additional window only displays debugging info and won't be present in the final product): Before, some things were done on the application becoming active, some on the window becoming key, and some on the window becoming main. Conceptually, all these actions belong to the window becoming key, so that's what I implemented. However, since in a single-window application these three events always happen together, the previous implementation "ain't broken". - This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from SDL_GetAppState(): Before, it meant "window is main and mouse is inside window (or mode is fullscreen)". Now, it means "window is key and mouse is inside window (or mode is fullscreen)". It makes more sense to me that way. (See http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html for a discussion of what key and main windows are.) The other two flags are unchanged: SDL_APPACTIVE = application is not hidden and window is not minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen). - As a side effect, the reorganization fixes the following two issues (and maybe others) (but they could also be fixed in less invasive ways): * A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m (http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42) (from half-desirable to undesirable behavior): Situation: While in windowed mode, hide the cursor using SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode. What happened before revision 1.42: The cursor is visible, but becomes invisible as soon as the mouse is moved (half-desirable). What happens in revision 1.42 and after (including current CVS): The cursor is visible and stays visible (undesirable). What happens after my patch: The cursor is invisible from the beginning (desirable). * When the cursor is hidden and grabbed, switch away from the application using cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the current CVS, the cursor is re-grabbed, but it stays visible (immovable in the middle of the window). With my patch, the cursor is correctly re-grabbed and hidden. (For some reason, it still doesn't work correctly if you switch back to the application using the dock instead of cmd-tab. I haven't been able to figure out why. I can step over [NSCursor hide] being called in the debugger, but it seems to have no effect.) - The patch includes my patch for #12 (it was easier to obtain using cvs diff that way). If you apply both of them, you will end up with 6 duplicate lines in SDL_QuartzEvents.m. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401636
2006-04-13 14:17:48 +00:00
/* Set app state, hide cursor if necessary, ... */
QZ_DoActivate(this);
return current;
/* Since the blanking window covers *all* windows (even force quit) correct recovery is crucial */
ERR_NO_GL:
ERR_DOUBLEBUF: CGDisplaySwitchToMode (display_id, save_mode);
ERR_NO_SWITCH: CGReleaseAllDisplays ();
ERR_NO_CAPTURE:
ERR_NO_MATCH: if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return NULL;
}
static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
int height, int *bpp, Uint32 flags)
{
unsigned int style;
NSRect contentRect;
int center_window = 1;
int origin_x, origin_y;
CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
current->flags = 0;
current->w = width;
current->h = height;
contentRect = NSMakeRect (0, 0, width, height);
/*
Check if we should completely destroy the previous mode
- If it is fullscreen
- If it has different noframe or resizable attribute
- If it is OpenGL (since gl attributes could be different)
- If new mode is OpenGL, but previous mode wasn't
*/
if (video_set == SDL_TRUE) {
if (mode_flags & SDL_FULLSCREEN) {
/* Fade to black to hide resolution-switching flicker (and garbage
that is displayed by a destroyed OpenGL context, if applicable) */
if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
}
QZ_UnsetVideoMode (this, TRUE);
}
else if ( ((mode_flags ^ flags) & (SDL_NOFRAME|SDL_RESIZABLE)) ||
(mode_flags & SDL_OPENGL) ||
(flags & SDL_OPENGL) ) {
QZ_UnsetVideoMode (this, TRUE);
}
}
/* Sorry, QuickDraw was ripped out. */
if (getenv("SDL_NSWindowPointer") || getenv("SDL_NSQuickDrawViewPointer")) {
SDL_SetError ("Embedded QuickDraw windows are no longer supported");
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return NULL;
}
/* Check if we should recreate the window */
if (qz_window == nil) {
/* Set the window style based on input flags */
if ( flags & SDL_NOFRAME ) {
style = NSBorderlessWindowMask;
current->flags |= SDL_NOFRAME;
} else {
style = NSTitledWindowMask;
style |= (NSMiniaturizableWindowMask | NSClosableWindowMask);
if ( flags & SDL_RESIZABLE ) {
style |= NSResizableWindowMask;
current->flags |= SDL_RESIZABLE;
}
}
/* Manually create a window, avoids having a nib file resource */
qz_window = [ [ SDL_QuartzWindow alloc ]
initWithContentRect:contentRect
styleMask:style
backing:NSBackingStoreBuffered
defer:NO ];
if (qz_window == nil) {
SDL_SetError ("Could not create the Cocoa window");
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return NULL;
}
/*[ qz_window setReleasedWhenClosed:YES ];*/ /* no need to set this as it's the default for NSWindows */
QZ_SetCaption(this, this->wm_title, this->wm_icon);
[ qz_window setAcceptsMouseMovedEvents:YES ];
[ qz_window setViewsNeedDisplay:NO ];
if ( QZ_WindowPosition(this, &origin_x, &origin_y) ) {
/* have to flip the Y value (NSPoint is lower left corner origin) */
[ qz_window setFrameTopLeftPoint:NSMakePoint((float) origin_x, (float) (this->info.current_h - origin_y))];
center_window = 0;
} else if ( center_window ) {
[ qz_window center ];
}
[ qz_window setDelegate:
[ [ SDL_QuartzWindowDelegate alloc ] init ] ];
[ qz_window setContentView: [ [ [ SDL_QuartzView alloc ] init ] autorelease ] ];
}
/* We already have a window, just change its size */
else {
[ qz_window setContentSize:contentRect.size ];
current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
[ window_view setFrameSize:contentRect.size ];
}
/* For OpenGL, we bind the context to a subview */
if ( flags & SDL_OPENGL ) {
if ( ! QZ_SetupOpenGL (this, *bpp, flags) ) {
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return NULL;
}
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
[ [ qz_window contentView ] addSubview:window_view ];
[ gl_context setView: window_view ];
[ window_view release ];
[ gl_context makeCurrentContext];
[ qz_window makeKeyAndOrderFront:nil ];
current->flags |= SDL_OPENGL;
}
/* For 2D, we build a CGBitmapContext */
else {
CGColorSpaceRef cgColorspace;
/* Only recreate the view if it doesn't already exist */
if (window_view == nil) {
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
[ [ qz_window contentView ] addSubview:window_view ];
[ window_view release ];
[ qz_window makeKeyAndOrderFront:nil ];
}
cgColorspace = CGColorSpaceCreateDeviceRGB();
current->pitch = 4 * current->w;
current->pixels = SDL_malloc (current->h * current->pitch);
cg_context = CGBitmapContextCreate (current->pixels, current->w, current->h,
8, current->pitch, cgColorspace,
kCGImageAlphaNoneSkipFirst);
CGColorSpaceRelease (cgColorspace);
current->flags |= SDL_SWSURFACE;
current->flags |= SDL_ASYNCBLIT;
current->hwdata = (void *) cg_context;
}
/* Save flags to ensure correct teardown */
mode_flags = current->flags;
/* Fade in again (asynchronously) if we came from a fullscreen mode and faded to black */
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
return current;
}
static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags)
{
current->flags = 0;
current->pixels = NULL;
/* Force bpp to 32 */
bpp = 32;
/* Setup full screen video */
if ( flags & SDL_FULLSCREEN ) {
current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
if (current == NULL)
return NULL;
}
/* Setup windowed video */
else {
current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags);
if (current == NULL)
return NULL;
}
/* Setup the new pixel format */
{
int amask = 0,
rmask = 0,
gmask = 0,
bmask = 0;
switch (bpp) {
case 16: /* (1)-5-5-5 RGB */
amask = 0;
rmask = 0x7C00;
gmask = 0x03E0;
bmask = 0x001F;
break;
case 24:
SDL_SetError ("24bpp is not available");
return NULL;
case 32: /* (8)-8-8-8 ARGB */
amask = 0x00000000;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
rmask = 0x0000FF00;
gmask = 0x00FF0000;
bmask = 0xFF000000;
#else
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
#endif
break;
}
if ( ! SDL_ReallocFormat (current, bpp,
rmask, gmask, bmask, amask ) ) {
SDL_SetError ("Couldn't reallocate pixel format");
return NULL;
}
}
/* Signal successful completion (used internally) */
video_set = SDL_TRUE;
return current;
}
static int QZ_ToggleFullScreen (_THIS, int on)
{
return 0;
}
static int QZ_SetColors (_THIS, int first_color, int num_colors,
SDL_Color *colors)
{
CGTableCount index;
CGDeviceColor color;
for (index = first_color; index < first_color+num_colors; index++) {
/* Clamp colors between 0.0 and 1.0 */
color.red = colors->r / 255.0;
color.blue = colors->b / 255.0;
color.green = colors->g / 255.0;
colors++;
CGPaletteSetColorAtIndex (palette, color, index);
}
if ( CGDisplayNoErr != CGDisplaySetPalette (display_id, palette) )
return 0;
return 1;
}
2004-01-04 14:55:35 +00:00
/* Resize icon, BMP format */
static const unsigned char QZ_ResizeIcon[] = {
0x42,0x4d,0x31,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x36,0x00,0x00,0x00,0x28,0x00,
0x00,0x00,0x0d,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x01,0x00,0x18,0x00,0x00,0x00,
0x00,0x00,0xfb,0x01,0x00,0x00,0x13,0x0b,0x00,0x00,0x13,0x0b,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,
0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xda,0xda,0xda,0x87,
0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,
0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd5,0xd5,0xd5,0x87,0x87,0x87,0xe8,0xe8,0xe8,
0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,
0xda,0xda,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,
0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,
0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,
0xe8,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xd9,0xd9,0xd9,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xdc,
0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,
0xdb,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,0xdb,0x87,0x87,0x87,0xe8,
0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdc,
0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b
};
static void QZ_DrawResizeIcon (_THIS)
{
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/* Check if we should draw the resize icon */
if (SDL_VideoSurface->flags & SDL_RESIZABLE) {
SDL_Rect icon_rect;
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/* Create the icon image */
if (resize_icon == NULL) {
SDL_RWops *rw;
SDL_Surface *tmp;
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rw = SDL_RWFromConstMem (QZ_ResizeIcon, sizeof(QZ_ResizeIcon));
tmp = SDL_LoadBMP_RW (rw, SDL_TRUE);
resize_icon = SDL_ConvertSurface (tmp, SDL_VideoSurface->format, SDL_SRCCOLORKEY);
SDL_SetColorKey (resize_icon, SDL_SRCCOLORKEY, 0xFFFFFF);
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SDL_FreeSurface (tmp);
}
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icon_rect.x = SDL_VideoSurface->w - 13;
icon_rect.y = SDL_VideoSurface->h - 13;
icon_rect.w = 13;
icon_rect.h = 13;
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SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect);
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}
}
static void QZ_UpdateRects (_THIS, int numRects, SDL_Rect *rects)
{
if (SDL_VideoSurface->flags & SDL_OPENGLBLIT) {
QZ_GL_SwapBuffers (this);
}
else if ( [ qz_window isMiniaturized ] ) {
/* Do nothing if miniaturized */
}
else {
CGContextRef cgc = (CGContextRef)
[[NSGraphicsContext currentContext] graphicsPort];
QZ_DrawResizeIcon (this);
CGContextFlush (cg_context);
CGImageRef image = CGBitmapContextCreateImage (cg_context);
CGRect rectangle = CGRectMake (0,0,[window_view frame].size.width,[window_view frame].size.height);
CGContextDrawImage (cgc, rectangle, image);
CGImageRelease(image);
CGContextFlush (cgc);
}
}
static void QZ_VideoQuit (_THIS)
{
CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
/* Restore gamma settings */
CGDisplayRestoreColorSyncSettings ();
/* Ensure the cursor will be visible and working when we quit */
CGDisplayShowCursor (display_id);
CGAssociateMouseAndMouseCursorPosition (1);
if (mode_flags & SDL_FULLSCREEN) {
/* Fade to black to hide resolution-switching flicker (and garbage
that is displayed by a destroyed OpenGL context, if applicable) */
if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
}
QZ_UnsetVideoMode (this, TRUE);
if (fade_token != kCGDisplayFadeReservationInvalidToken) {
CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
CGReleaseDisplayFadeReservation (fade_token);
}
}
else
QZ_UnsetVideoMode (this, TRUE);
CGPaletteRelease (palette);
if (opengl_library) {
SDL_UnloadObject(opengl_library);
opengl_library = NULL;
}
this->gl_config.driver_loaded = 0;
if (field_edit) {
[field_edit release];
field_edit = NULL;
}
}
static int QZ_LockHWSurface(_THIS, SDL_Surface *surface)
{
return 1;
}
static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
}
static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface)
{
return(-1); /* unallowed (no HWSURFACE support here). */
}
static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface)
{
}
/* Gamma functions */
int QZ_SetGamma (_THIS, float red, float green, float blue)
{
const CGGammaValue min = 0.0, max = 1.0;
if (red == 0.0)
red = FLT_MAX;
else
red = 1.0 / red;
if (green == 0.0)
green = FLT_MAX;
else
green = 1.0 / green;
if (blue == 0.0)
blue = FLT_MAX;
else
blue = 1.0 / blue;
if ( CGDisplayNoErr == CGSetDisplayTransferByFormula
(display_id, min, max, red, min, max, green, min, max, blue) ) {
return 0;
}
else {
return -1;
}
}
int QZ_GetGamma (_THIS, float *red, float *green, float *blue)
{
CGGammaValue dummy;
if ( CGDisplayNoErr == CGGetDisplayTransferByFormula
(display_id, &dummy, &dummy, red,
&dummy, &dummy, green, &dummy, &dummy, blue) )
return 0;
else
return -1;
}
int QZ_SetGammaRamp (_THIS, Uint16 *ramp)
{
const CGTableCount tableSize = 255;
CGGammaValue redTable[tableSize];
CGGammaValue greenTable[tableSize];
CGGammaValue blueTable[tableSize];
int i;
/* Extract gamma values into separate tables, convert to floats between 0.0 and 1.0 */
for (i = 0; i < 256; i++)
redTable[i % 256] = ramp[i] / 65535.0;
for (i=256; i < 512; i++)
greenTable[i % 256] = ramp[i] / 65535.0;
for (i=512; i < 768; i++)
blueTable[i % 256] = ramp[i] / 65535.0;
if ( CGDisplayNoErr == CGSetDisplayTransferByTable
(display_id, tableSize, redTable, greenTable, blueTable) )
return 0;
else
return -1;
}
int QZ_GetGammaRamp (_THIS, Uint16 *ramp)
{
const CGTableCount tableSize = 255;
CGGammaValue redTable[tableSize];
CGGammaValue greenTable[tableSize];
CGGammaValue blueTable[tableSize];
CGTableCount actual;
int i;
if ( CGDisplayNoErr != CGGetDisplayTransferByTable
(display_id, tableSize, redTable, greenTable, blueTable, &actual) ||
actual != tableSize)
return -1;
/* Pack tables into one array, with values from 0 to 65535 */
for (i = 0; i < 256; i++)
ramp[i] = redTable[i % 256] * 65535.0;
for (i=256; i < 512; i++)
ramp[i] = greenTable[i % 256] * 65535.0;
for (i=512; i < 768; i++)
ramp[i] = blueTable[i % 256] * 65535.0;
return 0;
}