annotate src/video/quartz/SDL_QuartzWindow.m @ 3958:85b6fb6a5e3c SDL-1.2

Actually, this is a better fix...clear the error state once if everything we need loaded; it's more efficient, and works even if the last unnecessary xrandr symbol failed to load. Otherwise, leave the original loadso error, so the end user can find out what symbol failed.
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 13 Jun 2007 08:00:10 +0000
parents ef4a796e7f24
children e49147870aac c121d94672cb b8f2db95145e
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_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 QZ_SetPortAlphaOpaque () {
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33
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34 SDL_Surface *surface = current_video->screen;
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35 int bpp;
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36
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37 bpp = surface->format->BitsPerPixel;
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38
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39 if (bpp == 32) {
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40
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41 Uint32 *pixels = (Uint32*) surface->pixels;
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42 Uint32 rowPixels = surface->pitch / 4;
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43 Uint32 i, j;
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44
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45 for (i = 0; i < surface->h; i++)
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46 for (j = 0; j < surface->w; j++) {
272
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47
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48 pixels[ (i * rowPixels) + j ] |= 0xFF000000;
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49 }
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50 }
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51 }
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52
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53 @implementation SDL_QuartzWindow
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54
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55 /* we override these methods to fix the miniaturize animation/dock icon bug */
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56 - (void)miniaturize:(id)sender
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57 {
272
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58 if (SDL_VideoSurface->flags & SDL_OPENGL) {
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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 */
272
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64 }
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65 else {
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66
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67 /* make the alpha channel opaque so anim won't have holes in it */
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68 QZ_SetPortAlphaOpaque ();
272
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69 }
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70
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71 /* window is hidden now */
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72 SDL_PrivateAppActive (0, SDL_APPACTIVE);
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73
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74 [ super miniaturize:sender ];
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75 }
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76
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77 - (void)display
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78 {
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79 /*
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80 This method fires just before the window deminaturizes from the Dock.
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81
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82 We'll save the current visible surface, let the window manager redraw any
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83 UI elements, and restore the SDL surface. This way, no expose event
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84 is required, and the deminiaturize works perfectly.
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85 */
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86 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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87
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88 /* make sure pixels are fully opaque */
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89 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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90 QZ_SetPortAlphaOpaque ();
683
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91
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92 /* save current visible SDL surface */
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93 [ self cacheImageInRect:[ window_view frame ] ];
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94
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95 /* let the window manager redraw controls, border, etc */
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96 [ super display ];
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97
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98 /* restore visible SDL surface */
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99 [ self restoreCachedImage ];
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100
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101 /* window is visible again */
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102 SDL_PrivateAppActive (1, SDL_APPACTIVE);
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103 }
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104
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105 - (void)setFrame:(NSRect)frameRect display:(BOOL)flag
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106 {
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107
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108 /*
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109 If the video surface is NULL, this originated from QZ_SetVideoMode,
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110 so don't send the resize event.
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111 */
683
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112 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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113
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114 if (this && SDL_VideoSurface == NULL) {
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115
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116 [ super setFrame:frameRect display:flag ];
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117 }
683
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118 else if (this && qz_window) {
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119
683
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120 NSRect newViewFrame;
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121
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122 [ super setFrame:frameRect display:flag ];
683
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123
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124 newViewFrame = [ window_view frame ];
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125
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126 SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);
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127
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128 /* If not OpenGL, we have to update the pixels and pitch */
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129 if ( ! ( SDL_VideoSurface->flags & SDL_OPENGL ) ) {
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130
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131 CGrafPtr thePort = [ window_view qdPort ];
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132 LockPortBits ( thePort );
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133
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134 SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) );
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135 SDL_VideoSurface->pitch = 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 = (Uint8 *)SDL_VideoSurface->pixels + (vOffset * SDL_VideoSurface->pitch) + hOffset * (device_bpp/8);
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148 }
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149
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150 UnlockPortBits ( thePort );
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151 }
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152 }
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153 }
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154
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155 - (void)appDidHide:(NSNotification*)note
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156 {
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157 SDL_PrivateAppActive (0, SDL_APPACTIVE);
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158 }
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159
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160 - (void)appWillUnhide:(NSNotification*)note
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161 {
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162 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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163
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164 if ( this ) {
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165
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166 /* make sure pixels are fully opaque */
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167 if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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168 QZ_SetPortAlphaOpaque ();
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169
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170 /* save current visible SDL surface */
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171 [ self cacheImageInRect:[ window_view frame ] ];
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172 }
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173 }
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174
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175 - (void)appDidUnhide:(NSNotification*)note
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176 {
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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)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
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186 {
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187 /* Make our window subclass receive these application notifications */
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188 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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189 selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
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190
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191 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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192 selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
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193
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194 [ [ NSNotificationCenter defaultCenter ] addObserver:self
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195 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
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201
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202 @implementation SDL_QuartzWindowDelegate
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203 - (BOOL)windowShouldClose:(id)sender
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204 {
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205 SDL_PrivateQuit();
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206 return NO;
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207 }
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208
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209 - (void)windowDidBecomeKey:(NSNotification *)aNotification
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210 {
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211 QZ_DoActivate (current_video);
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212 }
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213
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214 - (void)windowDidResignKey:(NSNotification *)aNotification
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215 {
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216 QZ_DoDeactivate (current_video);
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217 }
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218
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219 @end