view src/video/quartz/SDL_QuartzGL.m @ 937:1e6366bde299

Date: Tue, 27 Jul 2004 17:14:00 +0200 From: "Eckhard Stolberg" Subject: Controller names in SDL for Windows I'm working on an Atari 2600 emulator for different systems that uses the SDL. Some time ago someone created an adaptor that lets you use your old Atari controllers with your computer through the USB port. Some of the Atari controllers require special handling by the emulator, so it would be nice, if it would be possible to detect if any of the controllers connected to the computer is this adaptor. SDL would allow that with the SDL_JoystickName function, but unfortunately it doesn't work properly on Windows. On Linux and MacOSX this function returns the name of the controller, but on Windows you'll only get the name of the joystick driver. Most joysticks nowadays use the generic Microsoft driver, so they all return the same name. In an old MSDN article (http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp) Microsoft describes how to read out the OEM controller names from the registry. I have implemented this for the SDL controller handler on Windows, and now reading the joystick name works properly there too.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 03:45:58 +0000
parents c3c8739f7844
children 72c6c3e5bb85
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2003  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#include "SDL_QuartzVideo.h"

/*
 * GL_ARB_Multisample is supposed to be available in 10.1, according to Apple:
 *
 *   http://developer.apple.com/opengl/extensions.html#GL_ARB_multisample
 *
 *  ...but it isn't in the system headers, according to Sam:
 *
 *   http://www.libsdl.org/pipermail/sdl/2003-December/058335.html
 *
 * These are normally enums and not #defines in the system headers.
 *
 *   --ryan.
 */
#if (MAC_OS_X_VERSION_MAX_ALLOWED < 1020)
#define NSOpenGLPFASampleBuffers ((NSOpenGLPixelFormatAttribute) 55)
#define NSOpenGLPFASamples ((NSOpenGLPixelFormatAttribute) 56)
#endif


@implementation NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
{
    return _contextAuxiliary;
}
@end

/* OpenGL helper functions (used internally) */

int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) {

    NSOpenGLPixelFormatAttribute attr[32];
    NSOpenGLPixelFormat *fmt;
    int i = 0;
    int colorBits = bpp;

    if ( flags & SDL_FULLSCREEN ) {

        attr[i++] = NSOpenGLPFAFullScreen;
    }
    /* In windowed mode, the OpenGL pixel depth must match device pixel depth */
    else if ( colorBits != device_bpp ) {

        colorBits = device_bpp;
    }

    attr[i++] = NSOpenGLPFAColorSize;
    attr[i++] = colorBits;

    attr[i++] = NSOpenGLPFADepthSize;
    attr[i++] = this->gl_config.depth_size;

    if ( this->gl_config.double_buffer ) {
        attr[i++] = NSOpenGLPFADoubleBuffer;
    }

    if ( this->gl_config.stereo ) {
        attr[i++] = NSOpenGLPFAStereo;
    }

    if ( this->gl_config.stencil_size != 0 ) {
        attr[i++] = NSOpenGLPFAStencilSize;
        attr[i++] = this->gl_config.stencil_size;
    }

    if ( (this->gl_config.accum_red_size +
          this->gl_config.accum_green_size +
          this->gl_config.accum_blue_size +
          this->gl_config.accum_alpha_size) > 0 ) {
        attr[i++] = NSOpenGLPFAAccumSize;
        attr[i++] = this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size;
    }

    if ( this->gl_config.multisamplebuffers != 0 ) {
        attr[i++] = NSOpenGLPFASampleBuffers;
        attr[i++] = this->gl_config.multisamplebuffers;
    }

    if ( this->gl_config.multisamplesamples != 0 ) {
        attr[i++] = NSOpenGLPFASamples;
        attr[i++] = this->gl_config.multisamplesamples;
        attr[i++] = NSOpenGLPFANoRecovery;
        attr[i++] = (NSOpenGLPixelFormatAttribute)nil;
    }

    attr[i++] = NSOpenGLPFAScreenMask;
    attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id);
    attr[i] = 0;

    fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ];
    if (fmt == nil) {
        SDL_SetError ("Failed creating OpenGL pixel format");
        return 0;
    }

    gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt
                                               shareContext:nil];

    if (gl_context == nil) {
        SDL_SetError ("Failed creating OpenGL context");
        return 0;
    }

    /*
     * Wisdom from Apple engineer in reference to UT2003's OpenGL performance:
     *  "You are blowing a couple of the internal OpenGL function caches. This
     *  appears to be happening in the VAO case.  You can tell OpenGL to up
     *  the cache size by issuing the following calls right after you create
     *  the OpenGL context.  The default cache size is 16."    --ryan.
     */

    #ifndef GLI_ARRAY_FUNC_CACHE_MAX
    #define GLI_ARRAY_FUNC_CACHE_MAX 284
    #endif

    #ifndef GLI_SUBMIT_FUNC_CACHE_MAX
    #define GLI_SUBMIT_FUNC_CACHE_MAX 280
    #endif

    {
        long cache_max = 64;
        CGLContextObj ctx = [ gl_context cglContext ];
        CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max);
        CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max);
    }

    /* End Wisdom from Apple Engineer section. --ryan. */

    /* Convince SDL that the GL "driver" is loaded */
    this->gl_config.driver_loaded = 1;

    [ fmt release ];

    return 1;
}

void QZ_TearDownOpenGL (_THIS) {

    [ NSOpenGLContext clearCurrentContext ];
    [ gl_context clearDrawable ];
    [ gl_context release ];
}


/* SDL OpenGL functions */

int    QZ_GL_LoadLibrary    (_THIS, const char *location) {
    this->gl_config.driver_loaded = 1;
    return 1;
}

void*  QZ_GL_GetProcAddress (_THIS, const char *proc) {

    /* We may want to cache the bundleRef at some point */
    CFBundleRef bundle;
    CFURLRef bundleURL = CFURLCreateWithFileSystemPath (kCFAllocatorDefault,
                                                        CFSTR("/System/Library/Frameworks/OpenGL.framework"), kCFURLPOSIXPathStyle, true);

    CFStringRef functionName = CFStringCreateWithCString
        (kCFAllocatorDefault, proc, kCFStringEncodingASCII);

    void *function;

    bundle = CFBundleCreate (kCFAllocatorDefault, bundleURL);
    assert (bundle != NULL);

    function = CFBundleGetFunctionPointerForName (bundle, functionName);

    CFRelease ( bundleURL );
    CFRelease ( functionName );
    CFRelease ( bundle );

    return function;
}

int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value) {

    GLenum attr = 0;

    QZ_GL_MakeCurrent (this);

    switch (attrib) {
        case SDL_GL_RED_SIZE: attr = GL_RED_BITS;   break;
        case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS;  break;
        case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break;
        case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break;
        case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break;
        case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS;  break;
        case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break;
        case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break;
        case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break;
        case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break;
        case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break;
        case SDL_GL_STEREO: attr = GL_STEREO; break;
        case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break;
        case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break;
        case SDL_GL_BUFFER_SIZE:
        {
            GLint bits = 0;
            GLint component;

            /* there doesn't seem to be a single flag in OpenGL for this! */
            glGetIntegerv (GL_RED_BITS, &component);   bits += component;
            glGetIntegerv (GL_GREEN_BITS,&component);  bits += component;
            glGetIntegerv (GL_BLUE_BITS, &component);  bits += component;
            glGetIntegerv (GL_ALPHA_BITS, &component); bits += component;

            *value = bits;
        }
        return 0;
    }

    glGetIntegerv (attr, (GLint *)value);
    return 0;
}

int    QZ_GL_MakeCurrent    (_THIS) {
    [ gl_context makeCurrentContext ];
    return 0;
}

void   QZ_GL_SwapBuffers    (_THIS) {
    [ gl_context flushBuffer ];
}