annotate src/video/quartz/SDL_QuartzWindow.m @ 4134:31c7c57af8a4 SDL-1.2

Updates for building on Windows CE using mingw32ce cross compiler: http://sourceforge.net/mailarchive/forum.php?thread_name 0703291652.38437.jwalt%40garni.ch&forum_name=cegcc-devel Hi! I just managed to compile SDL for Windows CE using the "mingw32ce" configuration of http://cegcc.sourceforge.net. Test programs work as expected (except for those using signals -- no POSIX on mingw32ce), and I didn't yet encounter any problem. While it was a pain to get everything compiled and running, the changes to SDL are actually quite small (see attached SDL-ce.diff). Unfortunately, the win32 headers shipped with cegcc are not 100% correct, and it feels quite messy to work around them in SDL code, so those headers will also need to be patched. (Attachment: win32api-ce.diff) Since I had to apply the libtool patch from the cegcc patch, I have also ad ded my copy of aclocal.m4 for SDL. I had to modify the cegcc libtool patch to use "lt_cv_deplibs_check_method=pass_all" for mingw32ce, otherwise libtool would not recognize the import libraries as valid for dynamic linking. All these changes should not affect non-WinCE builds, so they could be included in mainline SDL. If you need some docs, you can use this description for a cross-compilation README: 1) get cegcc from http://cegcc.sourceforge.net 2) build and install the "mingw32ce" variant (see cegcc installation docs) 3) patch w32api-headers (if not yet included in cegcc) 4) setup environment (customize the first three lines as you like): PREFIX=/opt/mingw32ce TARGET=arm-wince-mingw32ce BUILD=`uname -m`-pc-linux-gnu export PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PREFIX/local/bin:$PATH" export CFLAGS="${CFLAGS:- -O2 -g} -I$PREFIX/local/include" export CPPFLAGS="${CPPFLAGS:- -O2 -g} -I$PREFIX/local/include" export CXXFLAGS="${CXXFLAGS:- -O2 -g} -I$PREFIX/local/include" export LDFLAGS="${LDFLAGS:- -O2 -g} -L$PREFIX/local/lib" export HOST_CC="gcc" export CC="$PREFIX/bin/$TARGET-gcc" export CXX="$PREFIX/bin/$TARGET-g++" export LD="$PREFIX/bin/$TARGET-ld" export AS="$PREFIX/bin/$TARGET-as" export AR="$PREFIX/bin/$TARGET-ar" export RANLIB="$PREFIX/bin/$TARGET-ranlib" export CONFIG_SHELL="/bin/sh" 5) build and install ./configure --target=$TARGET --host=$TARGET --build=$BUILD make make install 6) use (4) and (5) for any SDL-using software you want to cross-compile 7) copy $PREFIX/local/bin/SDL-1-2-0.dll into your executable directory on the WinCE machine
author Sam Lantinga <slouken@libsdl.org>
date Thu, 03 Jan 2008 06:19:07 +0000
parents b8f2db95145e
children a1b03ba2fcd0
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2003 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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18
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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 #include "SDL_config.h"
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23
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24 #include "SDL_QuartzVideo.h"
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25 #include "SDL_QuartzWM.h"
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26 #include "SDL_QuartzWindow.h"
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27
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28 /*
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29 This function makes the *SDL region* of the window 100% opaque.
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30 The genie effect uses the alpha component. Otherwise,
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31 it doesn't seem to matter what value it has.
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32 */
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33 static void QZ_SetPortAlphaOpaque () {
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34
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35 SDL_Surface *surface = current_video->screen;
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36 int bpp;
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37
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38 bpp = surface->format->BitsPerPixel;
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39
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40 if (bpp == 32) {
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41
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42 Uint32 *pixels = (Uint32*) surface->pixels;
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43 Uint32 rowPixels = surface->pitch / 4;
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44 Uint32 i, j;
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46 for (i = 0; i < surface->h; i++)
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47 for (j = 0; j < surface->w; j++) {
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48
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49 pixels[ (i * rowPixels) + j ] |= 0xFF000000;
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50 }
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51 }
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52 }
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53
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54 @implementation SDL_QuartzWindow
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56 /* we override these methods to fix the miniaturize animation/dock icon bug */
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57 - (void)miniaturize:(id)sender
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58 {
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59 if (SDL_VideoSurface->flags & SDL_OPENGL) {
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60
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61 /*
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62 Future: Grab framebuffer and put into NSImage
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63 [ qz_window setMiniwindowImage:image ];
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64 */
272
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65 }
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66 else {
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67
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68 /* make the alpha channel opaque so anim won't have holes in it */
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69 QZ_SetPortAlphaOpaque ();
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70 }
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71
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72 /* window is hidden now */
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73 SDL_PrivateAppActive (0, SDL_APPACTIVE);
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74
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75 [ super miniaturize:sender ];
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76 }
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77
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78 - (void)display
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79 {
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80 /*
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81 This method fires just before the window deminaturizes from the Dock.
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82
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83 We'll save the current visible surface, let the window manager redraw any
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84 UI elements, and restore the SDL surface. This way, no expose event
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85 is required, and the deminiaturize works perfectly.
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86 */
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87 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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88
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89 /* make sure pixels are fully opaque */
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90 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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91 QZ_SetPortAlphaOpaque ();
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92
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93 /* save current visible SDL surface */
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94 [ self cacheImageInRect:[ window_view frame ] ];
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95
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96 /* let the window manager redraw controls, border, etc */
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97 [ super display ];
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98
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99 /* restore visible SDL surface */
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100 [ self restoreCachedImage ];
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101
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102 /* window is visible again */
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103 SDL_PrivateAppActive (1, SDL_APPACTIVE);
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104 }
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105
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106 - (void)setFrame:(NSRect)frameRect display:(BOOL)flag
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107 {
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108
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109 /*
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110 If the video surface is NULL, this originated from QZ_SetVideoMode,
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111 so don't send the resize event.
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112 */
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113 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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114
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115 if (this && SDL_VideoSurface == NULL) {
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116
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117 [ super setFrame:frameRect display:flag ];
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118 }
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119 else if (this && qz_window) {
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120
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121 NSRect newViewFrame;
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122
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123 [ super setFrame:frameRect display:flag ];
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124
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125 newViewFrame = [ window_view frame ];
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126
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127 SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);
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128
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129 /* If not OpenGL, we have to update the pixels and pitch */
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130 if ( ! ( SDL_VideoSurface->flags & SDL_OPENGL ) ) {
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131
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132 CGrafPtr thePort = [ window_view qdPort ];
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133 LockPortBits ( thePort );
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134
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135 SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) );
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136 SDL_VideoSurface->pitch = GetPixRowBytes ( GetPortPixMap ( thePort ) );
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137
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138 /*
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139 SDL_VideoSurface->pixels now points to the window's pixels
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140 We want it to point to the *view's* pixels
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141 */
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142 {
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143 int vOffset = [ qz_window frame ].size.height -
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144 newViewFrame.size.height - newViewFrame.origin.y;
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145
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146 int hOffset = newViewFrame.origin.x;
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147
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148 SDL_VideoSurface->pixels = (Uint8 *)SDL_VideoSurface->pixels + (vOffset * SDL_VideoSurface->pitch) + hOffset * (device_bpp/8);
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149 }
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150
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151 UnlockPortBits ( thePort );
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152 }
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153 }
56
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154 }
501
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155
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156 - (void)appDidHide:(NSNotification*)note
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157 {
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158 SDL_PrivateAppActive (0, SDL_APPACTIVE);
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159 }
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160
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161 - (void)appWillUnhide:(NSNotification*)note
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162 {
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163 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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164
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165 if ( this ) {
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166
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167 /* make sure pixels are fully opaque */
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168 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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169 QZ_SetPortAlphaOpaque ();
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170
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171 /* save current visible SDL surface */
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172 [ self cacheImageInRect:[ window_view frame ] ];
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173 }
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174 }
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175
631
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176 - (void)appDidUnhide:(NSNotification*)note
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177 {
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178 /* restore cached image, since it may not be current, post expose event too */
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179 [ self restoreCachedImage ];
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180
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181 /*SDL_PrivateExpose ();*/
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182
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183 SDL_PrivateAppActive (1, SDL_APPACTIVE);
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184 }
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185
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186 - (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
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187 {
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188 /* Make our window subclass receive these application notifications */
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189 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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190 selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
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191
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192 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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193 selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
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194
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195 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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196 selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
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197
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198 return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
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199 }
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200
47
45b1c4303f87 Added initial support for Quartz video (thanks Darrell!)
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201 @end
56
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202
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203 @implementation SDL_QuartzWindowDelegate
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204 - (BOOL)windowShouldClose:(id)sender
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205 {
58
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diff changeset
206 SDL_PrivateQuit();
56
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207 return NO;
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208 }
779
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209
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210 - (void)windowDidBecomeKey:(NSNotification *)aNotification
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diff changeset
211 {
1629
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diff changeset
212 QZ_DoActivate (current_video);
779
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213 }
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214
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215 - (void)windowDidResignKey:(NSNotification *)aNotification
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216 {
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217 QZ_DoDeactivate (current_video);
779
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218 }
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219
58
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diff changeset
220 @end
4070
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221
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222 @implementation SDL_QuartzView
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223
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224 - (void)resetCursorRects
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225 {
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diff changeset
226 SDL_Cursor *sdlc = SDL_GetCursor();
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227 if (sdlc != NULL && sdlc->wm_cursor != NULL) {
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228 [self addCursorRect: [self visibleRect] cursor: sdlc->wm_cursor->nscursor];
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229 }
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230 }
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231
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232 @end