annotate src/video/quartz/SDL_QuartzWindow.m @ 1321:e05bc5d315e3

Date: Wed, 1 Feb 2006 18:20:33 -0800 From: Eric Wing Subject: SDL/Universal Binary updates Hi Sam, Attached is a big set of changes to the Xcode projects to support Universal Binaries. I have also included .dmgs that include the prebuilt frameworks. Ryan, I also updated SMPEG which is also in the package. The SDL and smpeg binaries were built against the CVS version (pulled maybe a month ago?). I do not have an Intel Mac to test on so I have no idea if this stuff actually works. However, Christian Walther has been a big help in testing 10.2.8 and 10.3.9 so I'm fairly confident we got the build settings correct for at least PPC. I have attempted to document the important things for producing these Universal Binaries. Documentation is somewhat scattered through out everything, but there is a big centralized piece of documentation in the UniversalBinaryNotes.rtf in the SDL.dmg. As far as Universal Binaries are concerned, the big things were: - Build with gcc 3.3 on PPC, 4.0 on Intel. - We couldn't get any of the MMX/SSE code to compile/link (SDL and smpeg). - All 3rd party dependencies had to be rebuilt as Universal There were also a bunch of non-Universal things that have been updated: - I converted the SDL-satellites to create .dmg's instead of .pkg installers - Updated all 3rd party static libraries with current versions. (I think libpng was the most dramatic going from 1.0.? to 1.2.8 with API breakage. I haven't found any problems so far in doing this.) - Changed some compiler optimization settings - Finally updated the exports list for SDL_mixer - Tried to include a static smpeg in SDL_mixer (multiple build variants in Xcode project now) - Enabled Altivec in SDL (we forgot to add the flags to Xcode last time) - More documentation Since so many things have changed, there might be new problems introduced. The big issue I've found so far is with SDL_mixer. As I mentioned on the mailing list, MP3's produce an assertion failure. And the MikMod problem reported on Bugzilla continues to persist. There's probably a bunch of other stuff I'm forgetting. There really were hundreds of little things I mucked with so it's hard to remember them all. If you have any questions, feel free to ask. Thanks, Eric
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Feb 2006 06:26:39 +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 */
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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