Mercurial > sdl-ios-xcode
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> |
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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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45 |
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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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55 |
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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 */ |
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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 } |
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154 } |
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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 |
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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 |
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201 @end |
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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 { |
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206 SDL_PrivateQuit(); |
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207 return NO; |
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208 } |
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209 |
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210 - (void)windowDidBecomeKey:(NSNotification *)aNotification |
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211 { |
1629 | 212 QZ_DoActivate (current_video); |
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213 } |
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214 |
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215 - (void)windowDidResignKey:(NSNotification *)aNotification |
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216 { |
1629 | 217 QZ_DoDeactivate (current_video); |
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218 } |
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219 |
58
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* Removed fullscreen menu option from the "Window" menu
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220 @end |
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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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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 |