annotate src/video/quartz/SDL_QuartzVideo.h @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 4bcf7dd06c47
children 2c6510c0a304
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 /*
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24 @file SDL_QuartzVideo.h
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25 @author Darrell Walisser, Max Horn, et al.
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27 @abstract SDL video driver for Mac OS X.
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28
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29 @discussion
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30
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31 TODO
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32 - Hardware Cursor support with NSCursor instead of Carbon
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33 - Keyboard repeat/mouse speed adjust (if needed)
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34 - Multiple monitor support (currently only main display)
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35 - Accelerated blitting support
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36 - Fix white OpenGL window on minimize (fixed) (update: broken again on 10.2)
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37 - Find out what events should be sent/ignored if window is minimized
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38 - Find a way to deal with external resolution/depth switch while app is running
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39 - Resizeable windows (done)
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40 - Check accuracy of QZ_SetGamma()
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41 Problems:
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42 - OGL not working in full screen with software renderer
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43 - SetColors sets palette correctly but clears framebuffer
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44 - Crash in CG after several mode switches (I think this has been fixed)
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45 - Retained windows don't draw their title bar quite right (OS Bug) (not using retained windows)
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46 - Cursor in 8 bit modes is screwy (might just be Radeon PCI bug) (update: not just Radeon)
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47 - Warping cursor delays mouse events for a fraction of a second,
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48 there is a hack around this that helps a bit
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49 */
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50
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51 #include <Cocoa/Cocoa.h>
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52 #include <OpenGL/OpenGL.h>
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53 #include <Carbon/Carbon.h>
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54 #include <QuickTime/QuickTime.h>
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55 #include <IOKit/IOKitLib.h> /* For powersave handling */
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56
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57 #include "SDL_video.h"
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58 #include "SDL_error.h"
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59 #include "SDL_timer.h"
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60 #include "SDL_syswm.h"
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61 #include "SDL_sysvideo.h"
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62 #include "SDL_pixels_c.h"
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63 #include "SDL_events_c.h"
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64
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65 /*
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66 Add methods to get at private members of NSScreen.
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67 Since there is a bug in Apple's screen switching code
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68 that does not update this variable when switching
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69 to fullscreen, we'll set it manually (but only for the
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70 main screen).
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71 */
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72 @interface NSScreen (NSScreenAccess)
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73 - (void) setFrame:(NSRect)frame;
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74 @end
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76 @implementation NSScreen (NSScreenAccess)
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77 - (void) setFrame:(NSRect)frame;
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78 {
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79 _frame = frame;
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80 }
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81 @end
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82
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83 /*
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84 This is a workaround to directly access NSOpenGLContext's CGL context
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85 We need this to check for errors NSOpenGLContext doesn't support
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86 */
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87 @interface NSOpenGLContext (CGLContextAccess)
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88 - (CGLContextObj) cglContext;
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89 @end
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91 @implementation NSOpenGLContext (CGLContextAccess)
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92 - (CGLContextObj) cglContext;
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93 {
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94 return _contextAuxiliary;
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95 }
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96 @end
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98 /*
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99 Structure for rez switch gamma fades
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100 We can hide the monitor flicker by setting the gamma tables to 0
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101 */
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102 #define QZ_GAMMA_TABLE_SIZE 256
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103
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104 typedef struct {
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105
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106 CGGammaValue red[QZ_GAMMA_TABLE_SIZE];
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107 CGGammaValue green[QZ_GAMMA_TABLE_SIZE];
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108 CGGammaValue blue[QZ_GAMMA_TABLE_SIZE];
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109
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110 } SDL_QuartzGammaTable;
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111
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112 /* Main driver structure to store required state information */
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113 typedef struct SDL_PrivateVideoData {
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114
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115 CGDirectDisplayID display; /* 0 == main display (only support single display) */
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116 CFDictionaryRef mode; /* current mode of the display */
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117 CFDictionaryRef save_mode; /* original mode of the display */
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118 CFArrayRef mode_list; /* list of available fullscreen modes */
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119 CGDirectPaletteRef palette; /* palette of an 8-bit display */
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120 NSOpenGLContext *gl_context; /* OpenGL rendering context */
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121 Uint32 width, height, bpp; /* frequently used data about the display */
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122 Uint32 flags; /* flags for current mode, for teardown purposes */
272
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123 Uint32 video_set; /* boolean; indicates if video was set correctly */
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124 Uint32 warp_flag; /* boolean; notify to event loop that a warp just occured */
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125 Uint32 warp_ticks; /* timestamp when the warp occured */
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126 NSWindow *window; /* Cocoa window to implement the SDL window */
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127 NSQuickDrawView *view; /* the window's view; draw 2D and OpenGL into this view */
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128 SDL_Surface *resize_icon; /* icon for the resize badge, we have to draw it by hand */
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129 SDL_GrabMode current_grab_mode; /* default value is SDL_GRAB_OFF */
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130 BOOL in_foreground; /* boolean; indicate if app is in foreground or not */
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131 SDL_Rect **client_mode_list; /* resolution list to pass back to client */
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132 SDLKey keymap[256]; /* Mac OS X to SDL key mapping */
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133 Uint32 current_mods; /* current keyboard modifiers, to track modifier state */
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134 Uint32 last_virtual_button;/* last virtual mouse button pressed */
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135 io_connect_t power_connection; /* used with IOKit to detect wake from sleep */
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136 Uint8 expect_mouse_up; /* used to determine when to send mouse up events */
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137 Uint8 grab_state; /* used to manage grab behavior */
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138 NSPoint cursor_loc; /* saved cursor coords, for activate/deactivate when grabbed */
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139 BOOL cursor_visible; /* tells if cursor was hidden or not */
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140
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141 ImageDescriptionHandle yuv_idh;
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142 MatrixRecordPtr yuv_matrix;
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143 DecompressorComponent yuv_codec;
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144 ImageSequence yuv_seq;
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145 PlanarPixmapInfoYUV420 *yuv_pixmap;
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146 Sint16 yuv_width, yuv_height;
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147 CGrafPtr yuv_port;
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148
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149 } SDL_PrivateVideoData ;
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150
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151 #define _THIS SDL_VideoDevice *this
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152 #define display_id (this->hidden->display)
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153 #define mode (this->hidden->mode)
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154 #define save_mode (this->hidden->save_mode)
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155 #define mode_list (this->hidden->mode_list)
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156 #define palette (this->hidden->palette)
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157 #define gl_context (this->hidden->gl_context)
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158 #define device_width (this->hidden->width)
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159 #define device_height (this->hidden->height)
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160 #define device_bpp (this->hidden->bpp)
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161 #define mode_flags (this->hidden->flags)
158
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162 #define qz_window (this->hidden->window)
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163 #define window_view (this->hidden->view)
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164 #define video_set (this->hidden->video_set)
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165 #define warp_ticks (this->hidden->warp_ticks)
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166 #define warp_flag (this->hidden->warp_flag)
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167 #define resize_icon (this->hidden->resize_icon)
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168 #define current_grab_mode (this->hidden->current_grab_mode)
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169 #define in_foreground (this->hidden->in_foreground)
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170 #define client_mode_list (this->hidden->client_mode_list)
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171 #define keymap (this->hidden->keymap)
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172 #define current_mods (this->hidden->current_mods)
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173 #define last_virtual_button (this->hidden->last_virtual_button)
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174 #define power_connection (this->hidden->power_connection)
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175 #define expect_mouse_up (this->hidden->expect_mouse_up)
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176 #define grab_state (this->hidden->grab_state)
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177 #define cursor_loc (this->hidden->cursor_loc)
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178 #define cursor_visible (this->hidden->cursor_visible)
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179
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180 #define yuv_idh (this->hidden->yuv_idh)
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181 #define yuv_matrix (this->hidden->yuv_matrix)
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182 #define yuv_codec (this->hidden->yuv_codec)
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183 #define yuv_seq (this->hidden->yuv_seq)
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184 #define yuv_pixmap (this->hidden->yuv_pixmap)
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185 #define yuv_data (this->hidden->yuv_data)
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186 #define yuv_width (this->hidden->yuv_width)
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187 #define yuv_height (this->hidden->yuv_height)
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188 #define yuv_port (this->hidden->yuv_port)
272
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189
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190
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191 /* grab states - the input is in one of these states */
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192 enum {
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193 QZ_UNGRABBED = 0,
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194 QZ_VISIBLE_GRAB,
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195 QZ_INVISIBLE_GRAB
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196 };
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197
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198 /* grab actions - these can change the grabbed state */
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199 enum {
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200 QZ_ENABLE_GRAB = 0,
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201 QZ_DISABLE_GRAB,
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202 QZ_HIDECURSOR,
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203 QZ_SHOWCURSOR
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204 };
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205
501
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206 /*
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207 Obscuring code: maximum number of windows above ours (inclusive)
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208
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209 Note: this doesn't work too well in practice and should be
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210 phased out when we add OpenGL 2D acceleration. It was never
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211 enabled in the first place, so this shouldn't be a problem ;-)
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212 */
272
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213 #define kMaxWindows 256
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214
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215 /* Some of the Core Graphics Server API for obscuring code */
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216 #define kCGSWindowLevelTop 2147483632
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217 #define kCGSWindowLevelDockIconDrag 500
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218 #define kCGSWindowLevelDockMenu 101
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219 #define kCGSWindowLevelMenuIgnore 21
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220 #define kCGSWindowLevelMenu 20
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221 #define kCGSWindowLevelDockLabel 12
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222 #define kCGSWindowLevelDockIcon 11
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223 #define kCGSWindowLevelDock 10
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224 #define kCGSWindowLevelUtility 3
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225 #define kCGSWindowLevelNormal 0
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226
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227 /*
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228 For completeness; We never use these window levels, they are always below us
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229 #define kCGSWindowLevelMBarShadow -20
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230 #define kCGSWindowLevelDesktopPicture -2147483647
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231 #define kCGSWindowLevelDesktop -2147483648
272
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232 */
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233
272
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234 typedef CGError CGSError;
390
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235 typedef long CGSWindowCount;
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236 typedef void * CGSConnectionID;
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237 typedef int CGSWindowID;
272
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238 typedef CGSWindowID* CGSWindowIDList;
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239 typedef CGWindowLevel CGSWindowLevel;
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240 typedef NSRect CGSRect;
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241
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242 extern CGSConnectionID _CGSDefaultConnection ();
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243
390
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244 extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid,
272
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245 CGSConnectionID owner,
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246 CGSWindowCount listCapacity,
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247 CGSWindowIDList list,
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248 CGSWindowCount *listCount);
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249
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250 extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid,
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251 CGSWindowID wid,
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252 CGSRect *rect);
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253
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254 extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid,
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255 CGSWindowID wid,
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256 CGSWindowLevel *level);
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257
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258 extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y,
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259 unsigned int w, unsigned int h, unsigned int color);
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260
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261 extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id);
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262
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263 extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags);
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264
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265 /* Bootstrap functions */
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266 static int QZ_Available ();
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267 static SDL_VideoDevice* QZ_CreateDevice (int device_index);
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268 static void QZ_DeleteDevice (SDL_VideoDevice *device);
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269
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270 /* Initialization, Query, Setup, and Redrawing functions */
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271 static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format);
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272
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273 static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format,
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274 Uint32 flags);
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275 static void QZ_UnsetVideoMode (_THIS);
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276
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277 static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current,
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278 int width, int height, int bpp,
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279 Uint32 flags);
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280 static int QZ_ToggleFullScreen (_THIS, int on);
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281 static int QZ_SetColors (_THIS, int first_color,
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282 int num_colors, SDL_Color *colors);
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283 static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects);
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284 static int QZ_LockWindow (_THIS, SDL_Surface *surface);
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285 static void QZ_UnlockWindow (_THIS, SDL_Surface *surface);
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286 static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects);
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287 static void QZ_VideoQuit (_THIS);
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288
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289 /* Hardware surface functions (for fullscreen mode only) */
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290 static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
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291 static int QZ_LockHWSurface(_THIS, SDL_Surface *surface);
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292 static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
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293 static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
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294 /* static int QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */
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295
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296 /* Gamma Functions */
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297 static int QZ_SetGamma (_THIS, float red, float green, float blue);
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298 static int QZ_GetGamma (_THIS, float *red, float *green, float *blue);
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299 static int QZ_SetGammaRamp (_THIS, Uint16 *ramp);
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300 static int QZ_GetGammaRamp (_THIS, Uint16 *ramp);
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301
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302 /* OpenGL functions */
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303 static int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags);
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304 static void QZ_TearDownOpenGL (_THIS);
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305 static void* QZ_GL_GetProcAddress (_THIS, const char *proc);
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306 static int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value);
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307 static int QZ_GL_MakeCurrent (_THIS);
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308 static void QZ_GL_SwapBuffers (_THIS);
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309 static int QZ_GL_LoadLibrary (_THIS, const char *location);
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310
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311 /* Private function to warp the cursor (used internally) */
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312 static void QZ_PrivateWarpCursor (_THIS, int x, int y);
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313
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314 /* Cursor and Mouse functions */
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315 static void QZ_FreeWMCursor (_THIS, WMcursor *cursor);
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316 static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask,
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317 int w, int h, int hot_x, int hot_y);
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318 static int QZ_ShowWMCursor (_THIS, WMcursor *cursor);
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319 static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y);
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320 static void QZ_MoveWMCursor (_THIS, int x, int y);
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321 static void QZ_CheckMouseMode (_THIS);
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322
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323 /* Event functions */
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324 static void QZ_InitOSKeymap (_THIS);
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325 static void QZ_PumpEvents (_THIS);
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326
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327 /* Window Manager functions */
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328 static void QZ_SetCaption (_THIS, const char *title, const char *icon);
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329 static void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask);
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330 static int QZ_IconifyWindow (_THIS);
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331 static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode);
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332 /*static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*/
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333
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334 /* YUV functions */
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335 static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
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336 Uint32 format, SDL_Surface *display);