Mercurial > sdl-ios-xcode
annotate src/video/quartz/SDL_QuartzWindow.m @ 1683:396a35389351 SDL-1.3
Finished palettized display handling.
Added support for surface palette sharing.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 17 Jun 2006 06:45:14 +0000 |
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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_QuartzWindow.h" |
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26 |
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27 /* |
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28 This function makes the *SDL region* of the window 100% opaque. |
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29 The genie effect uses the alpha component. Otherwise, |
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30 it doesn't seem to matter what value it has. |
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31 */ |
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32 static void |
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33 QZ_SetPortAlphaOpaque () |
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34 { |
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35 |
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36 SDL_Surface *surface = current_video->screen; |
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37 int bpp; |
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38 |
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39 bpp = surface->format->BitsPerPixel; |
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40 |
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41 if (bpp == 32) { |
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42 |
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43 Uint32 *pixels = (Uint32 *) surface->pixels; |
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44 Uint32 rowPixels = surface->pitch / 4; |
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45 Uint32 i, j; |
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46 |
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47 for (i = 0; i < surface->h; i++) |
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48 for (j = 0; j < surface->w; j++) { |
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49 |
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50 pixels[(i * rowPixels) + j] |= 0xFF000000; |
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51 } |
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52 } |
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53 } |
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54 |
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55 @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 if (SDL_VideoSurface->flags & SDL_INTERNALOPENGL) { |
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59 |
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60 /* |
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61 Future: Grab framebuffer and put into NSImage |
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62 [ qz_window setMiniwindowImage:image ]; |
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63 */ |
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64 } else { |
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65 |
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66 /* make the alpha channel opaque so anim won't have holes in it */ |
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67 QZ_SetPortAlphaOpaque (); |
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68 } |
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69 |
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70 /* window is hidden now */ |
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71 SDL_PrivateAppActive (0, SDL_APPACTIVE); |
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72 |
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73 [super miniaturize:sender]; |
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74 } |
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75 |
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76 -(void) display { |
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77 /* |
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78 This method fires just before the window deminaturizes from the Dock. |
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79 |
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80 We'll save the current visible surface, let the window manager redraw any |
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81 UI elements, and restore the SDL surface. This way, no expose event |
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82 is required, and the deminiaturize works perfectly. |
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83 */ |
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84 SDL_VideoDevice *this = (SDL_VideoDevice *) current_video; |
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85 |
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86 /* make sure pixels are fully opaque */ |
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87 if (!(SDL_VideoSurface->flags & SDL_INTERNALOPENGL)) |
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88 QZ_SetPortAlphaOpaque (); |
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89 |
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90 /* save current visible SDL surface */ |
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91 [self cacheImageInRect:[window_view frame]]; |
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92 |
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93 /* let the window manager redraw controls, border, etc */ |
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94 [super display]; |
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95 |
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96 /* restore visible SDL surface */ |
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97 [self restoreCachedImage]; |
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98 |
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99 /* window is visible again */ |
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100 SDL_PrivateAppActive (1, SDL_APPACTIVE); |
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101 } |
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102 |
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103 -(void) setFrame:(NSRect) |
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104 frameRect display:(BOOL) flag |
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105 { |
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106 |
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107 /* |
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108 If the video surface is NULL, this originated from QZ_SetVideoMode, |
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109 so don't send the resize event. |
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110 */ |
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111 SDL_VideoDevice *this = (SDL_VideoDevice *) current_video; |
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112 |
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113 if (this && SDL_VideoSurface == NULL) { |
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114 |
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115 [super setFrame: frameRect display:flag]; |
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116 } else if (this && qz_window) { |
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117 |
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118 NSRect newViewFrame; |
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119 |
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120 [super setFrame: frameRect display:flag]; |
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121 |
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122 newViewFrame =[window_view frame]; |
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123 |
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124 SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height); |
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125 |
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126 /* If not OpenGL, we have to update the pixels and pitch */ |
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127 if (!(SDL_VideoSurface->flags & SDL_INTERNALOPENGL)) { |
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128 |
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129 CGrafPtr thePort =[window_view qdPort]; |
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130 LockPortBits (thePort); |
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131 |
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132 SDL_VideoSurface->pixels = |
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133 GetPixBaseAddr (GetPortPixMap (thePort)); |
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134 SDL_VideoSurface->pitch = |
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135 GetPixRowBytes (GetPortPixMap (thePort)); |
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136 |
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137 /* |
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138 SDL_VideoSurface->pixels now points to the window's pixels |
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139 We want it to point to the *view's* pixels |
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140 */ |
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141 { |
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142 int vOffset =[qz_window frame].size.height - |
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143 newViewFrame.size.height - newViewFrame.origin.y; |
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144 |
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145 int hOffset = newViewFrame.origin.x; |
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146 |
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147 SDL_VideoSurface->pixels = |
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148 (Uint8 *) SDL_VideoSurface->pixels + |
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149 (vOffset * SDL_VideoSurface->pitch) + |
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150 hOffset * (device_bpp / 8); |
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151 } |
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152 |
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153 UnlockPortBits (thePort); |
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154 } |
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155 } |
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156 } |
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157 |
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158 -(void) appDidHide:(NSNotification *) note { |
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159 SDL_PrivateAppActive (0, SDL_APPACTIVE); |
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160 } |
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161 |
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162 -(void) appWillUnhide:(NSNotification *) note { |
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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_INTERNALOPENGL)) |
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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 /* restore cached image, since it may not be current, post expose event too */ |
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178 [self restoreCachedImage]; |
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179 |
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180 /*SDL_PrivateExpose (); */ |
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181 |
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182 SDL_PrivateAppActive (1, SDL_APPACTIVE); |
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183 } |
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184 |
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185 -(id) initWithContentRect:(NSRect) |
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186 contentRect styleMask:(unsigned int) |
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187 styleMask backing:(NSBackingStoreType) |
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188 backingType defer:(BOOL) flag |
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189 { |
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190 /* Make our window subclass receive these application notifications */ |
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191 [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appDidHide: )name: NSApplicationDidHideNotification object:NSApp]; |
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192 |
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193 [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appDidUnhide: )name: NSApplicationDidUnhideNotification object:NSApp]; |
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194 |
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195 [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appWillUnhide: )name: NSApplicationWillUnhideNotification object:NSApp]; |
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196 |
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197 return[super initWithContentRect: contentRect styleMask: styleMask backing: backingType defer:flag]; |
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198 } |
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199 |
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200 @end @ implementation SDL_QuartzWindowDelegate - (BOOL) windowShouldClose:(id) sender |
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201 { |
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202 SDL_PrivateQuit (); |
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203 return NO; |
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204 } |
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205 |
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206 -(void) windowDidBecomeKey:(NSNotification *) aNotification { |
1629 | 207 QZ_DoActivate (current_video); |
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208 } |
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209 |
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210 -(void) windowDidResignKey:(NSNotification *) aNotification { |
1629 | 211 QZ_DoDeactivate (current_video); |
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212 } |
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Date: Tue, 6 Jan 2004 21:54:02 +0100
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213 |
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* Removed fullscreen menu option from the "Window" menu
Sam Lantinga <slouken@lokigames.com>
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214 @end |