annotate src/video/quartz/SDL_QuartzWindow.m @ 934:af585d6efec8

Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT) From: Eric Wing <ewing2121@yahoo.com> Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in I have a new patch for OS X I would like to submit. First, it appears no further action has been taken on my fix from Apple on the OpenGL windowed mode mouse inversion problem. The fix would reunify the code, and no longer require case checking for which version of the OS you are running. This is probably a good fix because the behavior with the old code could change again with future versions of the OS, so those fixes are included in this new patch. But in addition, when I was at Apple, I asked them about the ability to distinguish between the modifier keys on the left and right sides of the keyboard (e.g. Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R Ctrl). They told me that starting with Panther, the OS began supporting this feature. This has always been a source of annoyance for me when bringing a program that comes from Windows or Linux to OS X when the keybindings happened to need distinguishable left-side and right-side keys. So the rest of the patch I am submitting contains new code to support this feature on Panther (and presumably later versions of the OS). So after removing the OS version checks for the mouse inversion problem, I reused the OS version checks to activate the Left/Right detection of modifier keys. If you are running Panther (or above), the new code will attempt to distinguish between sides. For the older OS's, the code path reverts to the original code. I've tested with Panther on a G4 Cube, G5 dual processor, and Powerbook Rev C. The Cube and G5 keyboards demonstrated the ability to distinguish between sides. The Powerbook seems to only have left-side keys, but the patch was still able to handle it by producing the same results as before the patch. I also wanted to test a non-Apple keyboard. Unfortunately, I don't have any PC USB keyboards. However, I was able to borrow a Sun Microsystems USB keyboard, so I tried that out on the G5, and I got the correct behavior for left and right sides. I'm expecting that if it worked with a Sun keyboard, most other keyboards should work with no problems.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 20 Aug 2004 22:35:23 +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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25
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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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58
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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 ();
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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
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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