annotate src/video/quartz/SDL_QuartzWindow.m @ 624:fb78cadbfeb8

More-than-three mouse button support for Quartz target.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 27 May 2003 07:33:11 +0000
parents 74262d2647ca
children 52864d66d168
rev   line source
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2 /*
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3 This function makes the *SDL region* of the window 100% opaque.
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4 The genie effect uses the alpha component. Otherwise,
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5 it doesn't seem to matter what value it has.
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6 */
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7 static void QZ_SetPortAlphaOpaque () {
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8
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9 SDL_Surface *surface = current_video->screen;
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10 int bpp;
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12 bpp = surface->format->BitsPerPixel;
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13
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14 if (bpp == 32) {
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15
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16 Uint32 *pixels = (Uint32*) surface->pixels;
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17 Uint32 rowPixels = surface->pitch / 4;
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18 Uint32 i, j;
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20 for (i = 0; i < surface->h; i++)
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21 for (j = 0; j < surface->w; j++) {
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22
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23 pixels[ (i * rowPixels) + j ] |= 0xFF000000;
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24 }
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25 }
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26 }
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28 /* Subclass of NSWindow to fix genie effect and support resize events */
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29 @interface SDL_QuartzWindow : NSWindow
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30 {}
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31 - (void)miniaturize:(id)sender;
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32 - (void)display;
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33 - (void)setFrame:(NSRect)frameRect display:(BOOL)flag;
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34 @end
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35
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36 @implementation SDL_QuartzWindow
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38 /* we override these methods to fix the miniaturize animation/dock icon bug */
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39 - (void)miniaturize:(id)sender
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40 {
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41 if (SDL_VideoSurface->flags & SDL_OPENGL) {
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43 /*
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44 Future: Grab framebuffer and put into NSImage
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45 [ qz_window setMiniwindowImage:image ];
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46 */
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47 }
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48 else {
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49
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50 /* make the alpha channel opaque so anim won't have holes in it */
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51 QZ_SetPortAlphaOpaque ();
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52 }
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53
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54 [ super miniaturize:sender ];
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55 }
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57 - (void)display
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58 {
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59 /*
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60 This method fires just before the window deminaturizes.
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61 So, it's just the right place to fixup the alpha channel - which
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62 makes the deminiaturize animation look right.
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63 */
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64 if ( (SDL_VideoSurface->flags & SDL_OPENGL) == 0)
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65 QZ_SetPortAlphaOpaque ();
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66 }
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67
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68 - (void)setFrame:(NSRect)frameRect display:(BOOL)flag
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69 {
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70
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71 /*
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72 If the video surface is NULL, this originated from QZ_SetVideoMode,
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73 so don't send the resize event.
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74 */
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75 if (SDL_VideoSurface == NULL) {
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76
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77 [ super setFrame:frameRect display:flag ];
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78 }
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79 else {
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80
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81 SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
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82
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83 NSRect sdlRect = [ NSWindow contentRectForFrameRect:frameRect styleMask:[self styleMask] ];
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84
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85 [ super setFrame:frameRect display:flag ];
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86 SDL_PrivateResize (sdlRect.size.width, sdlRect.size.height);
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87
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88 /* If not OpenGL, we have to update the pixels and pitch */
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89 if ( ! this->screen->flags & SDL_OPENGL ) {
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90
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91 LockPortBits ( [ window_view qdPort ] );
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92
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93 SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( [ window_view qdPort ] ) );
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94 SDL_VideoSurface->pitch = GetPixRowBytes ( GetPortPixMap ( [ window_view qdPort ] ) );
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95
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96 SDL_VideoSurface->pixels += ((int)[ self frame ].size.height - (int)sdlRect.size.height) * SDL_VideoSurface->pitch;
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97
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98 UnlockPortBits ( [ window_view qdPort ] );
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99 }
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100 }
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101 }
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102
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103 @end
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104
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105 /* Delegate for our NSWindow to send SDLQuit() on close */
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106 @interface SDL_QuartzWindowDelegate : NSObject
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107 {}
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108 - (BOOL)windowShouldClose:(id)sender;
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109 @end
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110
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111 @implementation SDL_QuartzWindowDelegate
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112 - (BOOL)windowShouldClose:(id)sender
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113 {
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114 SDL_PrivateQuit();
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115 return NO;
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116 }
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117 @end
272
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118
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119 /* Subclass of NSQuickDrawView for the window's subview */
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120 @interface SDL_QuartzWindowView : NSQuickDrawView
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121 {}
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122 @end
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123
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124 @implementation SDL_QuartzWindowView
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125 @end