comparison src/video/quartz/SDL_QuartzWM.m @ 4204:976bc19f8f6b SDL-1.2

1.2 Quartz video: Ripped out QuickDraw and QuickTime. Now we use the software path for YUV, and CoreGraphics for 2D stuff. There are several other 10.6 fixes in here, too...now we can build a 64-bit SDL for Snow Leopard!
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 21 Sep 2009 06:08:23 +0000
parents a1b03ba2fcd0
children 2b8c1aea633b
comparison
equal deleted inserted replaced
4203:7e5486073044 4204:976bc19f8f6b
169 p->y = CGDisplayPixelsHigh (display_id) - p->y; 169 p->y = CGDisplayPixelsHigh (display_id) - p->y;
170 } 170 }
171 else { 171 else {
172 172
173 *p = [ window_view convertPoint:*p toView: nil ]; 173 *p = [ window_view convertPoint:*p toView: nil ];
174 174 p->y = [window_view frame].size.height - p->y;
175 /* We need a workaround in OpenGL mode */
176 if ( SDL_VideoSurface->flags & SDL_OPENGL ) {
177 p->y = [window_view frame].size.height - p->y;
178 }
179 } 175 }
180 } 176 }
181 177
182 /* Convert Cocoa coordinate to SDL coordinate */ 178 /* Convert Cocoa coordinate to SDL coordinate */
183 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { 179 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {
187 p->y = CGDisplayPixelsHigh (display_id) - p->y; 183 p->y = CGDisplayPixelsHigh (display_id) - p->y;
188 } 184 }
189 else { 185 else {
190 186
191 *p = [ window_view convertPoint:*p fromView: nil ]; 187 *p = [ window_view convertPoint:*p fromView: nil ];
192 188 p->y = [window_view frame].size.height - p->y;
193 /* We need a workaround in OpenGL mode */
194 if ( SDL_VideoSurface != NULL && (SDL_VideoSurface->flags & SDL_OPENGL) ) {
195 p->y = [window_view frame].size.height - p->y;
196 }
197 } 189 }
198 } 190 }
199 191
200 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ 192 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */
201 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { 193 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) {