annotate src/video/quartz/SDL_QuartzWindow.m @ 983:7f08bd66f1ca

Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST) From: Eric Wing Subject: OS X Mouse inversion problem fix (again) Here's yet another patch for the OS X mouse inversion problem. This should fix the problem once and for all. I know I've said this before, but *This time for sure!* :) If you recall, my last patch broke the non-OpenGL windowed code and caused the inversion to occur there instead. Max submitted a patch that partially reverted the changes back which included the os version hack which is currently the most recent CVS. Aaron Sullivan identified and reported to the mailing list the other day, that the last partial regression of the code broke OS X 10.2. Looking over the results, I'm thinking that I was slightly more successful than I thought at unifying the code. I think I was trying to unify the code base for OpenGL and non-OpenGL windowed modes for all versions of the OS. It looks like I failed at at unifying the OpenGL and non-OpenGL code, but I did succeed at unifying the OS versions. Thus, we no longer need the hack for the OS version checks. The partial regression still included an OS check which is what broke things for < 10.3. Attached is the patch for SDL_QuartzWM.m. It basically is a half-line change that removes one of the two checks that decides if the mouse coordinates need to be inverted, i.e: if (system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) becomes this: if(SDL_VideoSurface->flags & SDL_OPENGL) With Aaron's outstanding help, we have collectively tested: windowed OpenGL windowed non-OpenGL fullscreen OpenGL fullscreen non-OpenGL under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4 (Tiger). We don't have access to 10.0 or 10.1, but since the original problem didn't materialize until 10.3, I'm hopeful that testing 10.2 is sufficient. And now that the code is uniform, I'm also hoping we'll be safe moving forward to deal with future revisions of the OS with this issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 21 Nov 2004 00:57:47 +0000
parents 68c8da837fc0
children 376665398b25
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
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23 #include "SDL_QuartzVideo.h"
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24 #include "SDL_QuartzWindow.h"
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26 /*
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27 This function makes the *SDL region* of the window 100% opaque.
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28 The genie effect uses the alpha component. Otherwise,
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29 it doesn't seem to matter what value it has.
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30 */
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31 static void QZ_SetPortAlphaOpaque () {
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32
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33 SDL_Surface *surface = current_video->screen;
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34 int bpp;
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35
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36 bpp = surface->format->BitsPerPixel;
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37
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38 if (bpp == 32) {
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39
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40 Uint32 *pixels = (Uint32*) surface->pixels;
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41 Uint32 rowPixels = surface->pitch / 4;
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42 Uint32 i, j;
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43
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44 for (i = 0; i < surface->h; i++)
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45 for (j = 0; j < surface->w; j++) {
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46
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47 pixels[ (i * rowPixels) + j ] |= 0xFF000000;
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48 }
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49 }
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50 }
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51
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52 @implementation SDL_QuartzWindow
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53
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54 /* we override these methods to fix the miniaturize animation/dock icon bug */
47
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55 - (void)miniaturize:(id)sender
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56 {
272
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57 if (SDL_VideoSurface->flags & SDL_OPENGL) {
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59 /*
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60 Future: Grab framebuffer and put into NSImage
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61 [ qz_window setMiniwindowImage:image ];
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62 */
272
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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 /*
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79 This method fires just before the window deminaturizes from the Dock.
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80
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81 We'll save the current visible surface, let the window manager redraw any
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82 UI elements, and restore the SDL surface. This way, no expose event
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83 is required, and the deminiaturize works perfectly.
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84 */
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85 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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86
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87 /* make sure pixels are fully opaque */
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88 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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89 QZ_SetPortAlphaOpaque ();
683
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90
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91 /* save current visible SDL surface */
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92 [ self cacheImageInRect:[ window_view frame ] ];
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93
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94 /* let the window manager redraw controls, border, etc */
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95 [ super display ];
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96
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97 /* restore visible SDL surface */
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98 [ self restoreCachedImage ];
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99
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100 /* window is visible again */
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101 SDL_PrivateAppActive (1, SDL_APPACTIVE);
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102 }
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103
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104 - (void)setFrame:(NSRect)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 }
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117 else if (this && qz_window) {
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118
683
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119 NSRect newViewFrame;
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120
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121 [ super setFrame:frameRect display:flag ];
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122
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123 newViewFrame = [ window_view frame ];
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124
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125 SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);
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126
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127 /* If not OpenGL, we have to update the pixels and pitch */
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128 if ( ! ( SDL_VideoSurface->flags & SDL_OPENGL ) ) {
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129
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130 CGrafPtr thePort = [ window_view qdPort ];
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131 LockPortBits ( thePort );
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132
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133 SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) );
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134 SDL_VideoSurface->pitch = GetPixRowBytes ( GetPortPixMap ( thePort ) );
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135
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136 /*
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137 SDL_VideoSurface->pixels now points to the window's pixels
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138 We want it to point to the *view's* pixels
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139 */
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140 {
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141 int vOffset = [ qz_window frame ].size.height -
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142 newViewFrame.size.height - newViewFrame.origin.y;
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143
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144 int hOffset = newViewFrame.origin.x;
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145
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146 SDL_VideoSurface->pixels += (vOffset * SDL_VideoSurface->pitch) + hOffset * (device_bpp/8);
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147 }
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148
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149 UnlockPortBits ( thePort );
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150 }
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151 }
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152 }
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153
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154 - (void)appDidHide:(NSNotification*)note
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155 {
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156 SDL_PrivateAppActive (0, SDL_APPACTIVE);
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157 }
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158
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159 - (void)appWillUnhide:(NSNotification*)note
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160 {
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161 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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162
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163 if ( this ) {
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164
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165 /* make sure pixels are fully opaque */
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166 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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167 QZ_SetPortAlphaOpaque ();
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168
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169 /* save current visible SDL surface */
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170 [ self cacheImageInRect:[ window_view frame ] ];
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171 }
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172 }
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173
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174 - (void)appDidUnhide:(NSNotification*)note
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175 {
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176 /* restore cached image, since it may not be current, post expose event too */
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177 [ self restoreCachedImage ];
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178
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179 //SDL_PrivateExpose ();
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180
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181 SDL_PrivateAppActive (1, SDL_APPACTIVE);
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182 }
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183
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184 - (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
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185 {
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186 /* Make our window subclass receive these application notifications */
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187 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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188 selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
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189
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190 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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191 selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
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192
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193 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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194 selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
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195
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196 return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
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197 }
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198
47
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199 @end
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200
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201 @implementation SDL_QuartzWindowDelegate
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202 - (BOOL)windowShouldClose:(id)sender
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203 {
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204 SDL_PrivateQuit();
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205 return NO;
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206 }
779
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207
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208 - (void)windowDidBecomeKey:(NSNotification *)aNotification
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209 {
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210 SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
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211 }
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212
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213 - (void)windowDidResignKey:(NSNotification *)aNotification
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214 {
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215 SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
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216 }
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217
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218 - (void)windowDidBecomeMain:(NSNotification *)aNotification
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219 {
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220 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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221 if (this && QZ_IsMouseInWindow (this))
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222 SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
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223 }
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224
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225 - (void)windowDidResignMain:(NSNotification *)aNotification
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226 {
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227 SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
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228 }
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229
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230 @end