annotate src/video/quartz/SDL_QuartzGL.m @ 779:68c8da837fc0

Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events"
author Sam Lantinga <slouken@libsdl.org>
date Wed, 07 Jan 2004 15:01:51 +0000
parents ac44ddb84f6f
children ce05e92d909b
rev   line source
761
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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
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23 #include "SDL_QuartzVideo.h"
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24
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25
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26 @implementation NSOpenGLContext (CGLContextAccess)
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27 - (CGLContextObj) cglContext;
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28 {
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29 return _contextAuxiliary;
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30 }
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31 @end
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32
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33 /* OpenGL helper functions (used internally) */
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34
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35 int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) {
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36
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37 NSOpenGLPixelFormatAttribute attr[32];
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38 NSOpenGLPixelFormat *fmt;
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39 int i = 0;
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40 int colorBits = bpp;
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41
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42 if ( flags & SDL_FULLSCREEN ) {
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43
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44 attr[i++] = NSOpenGLPFAFullScreen;
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45 }
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46 /* In windowed mode, the OpenGL pixel depth must match device pixel depth */
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47 else if ( colorBits != device_bpp ) {
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48
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49 colorBits = device_bpp;
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50 }
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51
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52 attr[i++] = NSOpenGLPFAColorSize;
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53 attr[i++] = colorBits;
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54
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55 attr[i++] = NSOpenGLPFADepthSize;
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56 attr[i++] = this->gl_config.depth_size;
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57
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58 if ( this->gl_config.double_buffer ) {
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59 attr[i++] = NSOpenGLPFADoubleBuffer;
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60 }
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61
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62 if ( this->gl_config.stereo ) {
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63 attr[i++] = NSOpenGLPFAStereo;
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64 }
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65
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66 if ( this->gl_config.stencil_size != 0 ) {
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67 attr[i++] = NSOpenGLPFAStencilSize;
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68 attr[i++] = this->gl_config.stencil_size;
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69 }
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70
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71 #if NSOPENGL_CURRENT_VERSION > 1 /* What version should this be? */
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72 if ( this->gl_config.multisamplebuffers != 0 ) {
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73 attr[i++] = NSOpenGLPFASampleBuffers;
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74 attr[i++] = this->gl_config.multisamplebuffers;
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75 }
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76
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77 if ( this->gl_config.multisamplesamples != 0 ) {
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78 attr[i++] = NSOpenGLPFASamples;
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79 attr[i++] = this->gl_config.multisamplesamples;
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80 }
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81 #endif
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82
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83 attr[i++] = NSOpenGLPFAScreenMask;
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84 attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id);
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85 attr[i] = 0;
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86
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87 fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ];
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88 if (fmt == nil) {
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89 SDL_SetError ("Failed creating OpenGL pixel format");
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90 return 0;
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91 }
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92
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93 gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt
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94 shareContext:nil];
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95
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96 if (gl_context == nil) {
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97 SDL_SetError ("Failed creating OpenGL context");
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98 return 0;
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99 }
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100
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101 /*
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102 * Wisdom from Apple engineer in reference to UT2003's OpenGL performance:
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103 * "You are blowing a couple of the internal OpenGL function caches. This
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104 * appears to be happening in the VAO case. You can tell OpenGL to up
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105 * the cache size by issuing the following calls right after you create
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106 * the OpenGL context. The default cache size is 16." --ryan.
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107 */
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108
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109 #ifndef GLI_ARRAY_FUNC_CACHE_MAX
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110 #define GLI_ARRAY_FUNC_CACHE_MAX 284
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111 #endif
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112
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113 #ifndef GLI_SUBMIT_FUNC_CACHE_MAX
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114 #define GLI_SUBMIT_FUNC_CACHE_MAX 280
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115 #endif
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116
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117 {
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118 long cache_max = 64;
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119 CGLContextObj ctx = [ gl_context cglContext ];
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120 CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max);
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121 CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max);
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122 }
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123
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124 /* End Wisdom from Apple Engineer section. --ryan. */
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125
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126 /* Convince SDL that the GL "driver" is loaded */
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127 this->gl_config.driver_loaded = 1;
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128
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129 [ fmt release ];
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130
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131 return 1;
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132 }
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133
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134 void QZ_TearDownOpenGL (_THIS) {
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135
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136 [ NSOpenGLContext clearCurrentContext ];
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137 [ gl_context clearDrawable ];
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138 [ gl_context release ];
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139 }
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140
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141
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142 /* SDL OpenGL functions */
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143
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144 int QZ_GL_LoadLibrary (_THIS, const char *location) {
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145 this->gl_config.driver_loaded = 1;
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146 return 1;
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147 }
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148
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149 void* QZ_GL_GetProcAddress (_THIS, const char *proc) {
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150
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151 /* We may want to cache the bundleRef at some point */
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152 CFBundleRef bundle;
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153 CFURLRef bundleURL = CFURLCreateWithFileSystemPath (kCFAllocatorDefault,
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154 CFSTR("/System/Library/Frameworks/OpenGL.framework"), kCFURLPOSIXPathStyle, true);
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155
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156 CFStringRef functionName = CFStringCreateWithCString
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157 (kCFAllocatorDefault, proc, kCFStringEncodingASCII);
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158
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159 void *function;
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160
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161 bundle = CFBundleCreate (kCFAllocatorDefault, bundleURL);
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162 assert (bundle != NULL);
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163
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164 function = CFBundleGetFunctionPointerForName (bundle, functionName);
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165
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166 CFRelease ( bundleURL );
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167 CFRelease ( functionName );
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168 CFRelease ( bundle );
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169
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170 return function;
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171 }
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172
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173 int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value) {
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174
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175 GLenum attr = 0;
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176
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177 QZ_GL_MakeCurrent (this);
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178
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179 switch (attrib) {
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180 case SDL_GL_RED_SIZE: attr = GL_RED_BITS; break;
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181 case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS; break;
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182 case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break;
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183 case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break;
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184 case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break;
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185 case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS; break;
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186 case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break;
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187 case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break;
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188 case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break;
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189 case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break;
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190 case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break;
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191 case SDL_GL_STEREO: attr = GL_STEREO; break;
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192 case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break;
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193 case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break;
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194 case SDL_GL_BUFFER_SIZE:
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195 {
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196 GLint bits = 0;
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197 GLint component;
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198
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199 /* there doesn't seem to be a single flag in OpenGL for this! */
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200 glGetIntegerv (GL_RED_BITS, &component); bits += component;
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201 glGetIntegerv (GL_GREEN_BITS,&component); bits += component;
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202 glGetIntegerv (GL_BLUE_BITS, &component); bits += component;
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203 glGetIntegerv (GL_ALPHA_BITS, &component); bits += component;
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204
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205 *value = bits;
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206 }
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207 return 0;
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208 }
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209
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210 glGetIntegerv (attr, (GLint *)value);
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211 return 0;
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212 }
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213
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214 int QZ_GL_MakeCurrent (_THIS) {
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215 [ gl_context makeCurrentContext ];
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216 return 0;
c5b2b6d2d1fe Date: Wed, 31 Dec 2003 21:55:30 +0100
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217 }
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218
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219 void QZ_GL_SwapBuffers (_THIS) {
c5b2b6d2d1fe Date: Wed, 31 Dec 2003 21:55:30 +0100
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220 [ gl_context flushBuffer ];
c5b2b6d2d1fe Date: Wed, 31 Dec 2003 21:55:30 +0100
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221 }