Mercurial > sdl-ios-xcode
view src/video/cocoa/SDL_cocoashape.m @ 5159:307ccc9c135e
Made it possible to create a texture of any format, even if not supported by the renderer.
This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 00:19:40 -0800 |
parents | 514f811a4887 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 2010 Eli Gottlieb This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Eli Gottlieb eligottlieb@gmail.com */ #include "SDL_cocoavideo.h" #include "SDL_shape.h" #include "SDL_cocoashape.h" #include "../SDL_sysvideo.h" SDL_WindowShaper* Cocoa_CreateShaper(SDL_Window* window) { SDL_WindowData* windata = (SDL_WindowData*)window->driverdata; [windata->nswindow setOpaque:NO]; #if MAC_OS_X_VERSION_MIN_REQUIRED >= MAC_OS_X_VERSION_10_6 [windata->nswindow setStyleMask:NSBorderlessWindowMask]; #endif SDL_WindowShaper* result = result = malloc(sizeof(SDL_WindowShaper)); result->window = window; result->mode.mode = ShapeModeDefault; result->mode.parameters.binarizationCutoff = 1; result->userx = result->usery = 0; window->shaper = result; SDL_ShapeData* data = malloc(sizeof(SDL_ShapeData)); result->driverdata = data; data->context = [windata->nswindow graphicsContext]; data->saved = SDL_FALSE; data->shape = NULL; int resized_properly = Cocoa_ResizeWindowShape(window); assert(resized_properly == 0); return result; } typedef struct { NSView* view; NSBezierPath* path; SDL_Window* window; } SDL_CocoaClosure; void ConvertRects(SDL_ShapeTree* tree,void* closure) { SDL_CocoaClosure* data = (SDL_CocoaClosure*)closure; if(tree->kind == OpaqueShape) { NSRect rect = NSMakeRect(tree->data.shape.x,data->window->h - tree->data.shape.y,tree->data.shape.w,tree->data.shape.h); [data->path appendBezierPathWithRect:[data->view convertRect:rect toView:nil]]; } } int Cocoa_SetWindowShape(SDL_WindowShaper *shaper,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode) { SDL_ShapeData* data = (SDL_ShapeData*)shaper->driverdata; SDL_WindowData* windata = (SDL_WindowData*)shaper->window->driverdata; SDL_CocoaClosure closure; NSAutoreleasePool *pool = NULL; if(data->saved == SDL_TRUE) { [data->context restoreGraphicsState]; data->saved = SDL_FALSE; } //[data->context saveGraphicsState]; //data->saved = SDL_TRUE; [NSGraphicsContext setCurrentContext:data->context]; [[NSColor clearColor] set]; NSRectFill([[windata->nswindow contentView] frame]); data->shape = SDL_CalculateShapeTree(*shape_mode,shape); pool = [[NSAutoreleasePool alloc] init]; closure.view = [windata->nswindow contentView]; closure.path = [[NSBezierPath bezierPath] autorelease]; closure.window = shaper->window; SDL_TraverseShapeTree(data->shape,&ConvertRects,&closure); [closure.path addClip]; } int Cocoa_ResizeWindowShape(SDL_Window *window) { SDL_ShapeData* data = window->shaper->driverdata; assert(data != NULL); return 0; }