view src/video/quartz/SDL_QuartzWindow.m @ 1697:393092a3ebf6 SDL-1.3

Fixed bug #157 [patch tweaked to handle older nasm, which doesn't support :function syntax] ------- Comment #5 From Mike Frysinger 2006-05-22 01:24 [reply] ------- Created an attachment (id=132) [edit] libsdl-hidden-nasm.patch here's the patch i posted here: http://www.libsdl.org/pipermail/sdl/2006-March/073618.html this will hide the symbols dynamically if the build nasm/yasm supports the hidden stuff ... in other words, this patch should be safe with both older and new versions of nasm/yasm
author Sam Lantinga <slouken@libsdl.org>
date Wed, 21 Jun 2006 07:57:59 +0000
parents 782fd950bd46
children
line wrap: on
line source

/*
    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_config.h"

#include "SDL_QuartzVideo.h"
#include "SDL_QuartzWindow.h"

/*
    This function makes the *SDL region* of the window 100% opaque. 
    The genie effect uses the alpha component. Otherwise,
    it doesn't seem to matter what value it has.
*/
static void
QZ_SetPortAlphaOpaque ()
{

    SDL_Surface *surface = current_video->screen;
    int bpp;

    bpp = surface->format->BitsPerPixel;

    if (bpp == 32) {

        Uint32 *pixels = (Uint32 *) surface->pixels;
        Uint32 rowPixels = surface->pitch / 4;
        Uint32 i, j;

        for (i = 0; i < surface->h; i++)
            for (j = 0; j < surface->w; j++) {

                pixels[(i * rowPixels) + j] |= 0xFF000000;
            }
    }
}

@implementation SDL_QuartzWindow
/* we override these methods to fix the miniaturize animation/dock icon bug */
- (void) miniaturize:(id) sender {
    if (SDL_VideoSurface->flags & SDL_INTERNALOPENGL) {

        /* 
           Future: Grab framebuffer and put into NSImage
           [ qz_window setMiniwindowImage:image ];
         */
    } else {

        /* make the alpha channel opaque so anim won't have holes in it */
        QZ_SetPortAlphaOpaque ();
    }

    /* window is hidden now */
    SDL_PrivateAppActive (0, SDL_APPACTIVE);

  [super miniaturize:sender];
}

-(void) display {
    /* 
       This method fires just before the window deminaturizes from the Dock.

       We'll save the current visible surface, let the window manager redraw any
       UI elements, and restore the SDL surface. This way, no expose event 
       is required, and the deminiaturize works perfectly.
     */
    SDL_VideoDevice *this = (SDL_VideoDevice *) current_video;

    /* make sure pixels are fully opaque */
    if (!(SDL_VideoSurface->flags & SDL_INTERNALOPENGL))
        QZ_SetPortAlphaOpaque ();

    /* save current visible SDL surface */
  [self cacheImageInRect:[window_view frame]];

    /* let the window manager redraw controls, border, etc */
    [super display];

    /* restore visible SDL surface */
    [self restoreCachedImage];

    /* window is visible again */
    SDL_PrivateAppActive (1, SDL_APPACTIVE);
}

-(void) setFrame:(NSRect)
     frameRect display:(BOOL) flag
{

    /*
       If the video surface is NULL, this originated from QZ_SetVideoMode,
       so don't send the resize event. 
     */
    SDL_VideoDevice *this = (SDL_VideoDevice *) current_video;

    if (this && SDL_VideoSurface == NULL) {

      [super setFrame: frameRect display:flag];
    } else if (this && qz_window) {

        NSRect newViewFrame;

      [super setFrame: frameRect display:flag];

        newViewFrame =[window_view frame];

        SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);

        /* If not OpenGL, we have to update the pixels and pitch */
        if (!(SDL_VideoSurface->flags & SDL_INTERNALOPENGL)) {

            CGrafPtr thePort =[window_view qdPort];
            LockPortBits (thePort);

            SDL_VideoSurface->pixels =
                GetPixBaseAddr (GetPortPixMap (thePort));
            SDL_VideoSurface->pitch =
                GetPixRowBytes (GetPortPixMap (thePort));

            /* 
               SDL_VideoSurface->pixels now points to the window's pixels
               We want it to point to the *view's* pixels 
             */
            {
                int vOffset =[qz_window frame].size.height -
                    newViewFrame.size.height - newViewFrame.origin.y;

                int hOffset = newViewFrame.origin.x;

                SDL_VideoSurface->pixels =
                    (Uint8 *) SDL_VideoSurface->pixels +
                    (vOffset * SDL_VideoSurface->pitch) +
                    hOffset * (device_bpp / 8);
            }

            UnlockPortBits (thePort);
        }
    }
}

-(void) appDidHide:(NSNotification *) note {
    SDL_PrivateAppActive (0, SDL_APPACTIVE);
}

-(void) appWillUnhide:(NSNotification *) note {
    SDL_VideoDevice *this = (SDL_VideoDevice *) current_video;

    if (this) {

        /* make sure pixels are fully opaque */
        if (!(SDL_VideoSurface->flags & SDL_INTERNALOPENGL))
            QZ_SetPortAlphaOpaque ();

        /* save current visible SDL surface */
      [self cacheImageInRect:[window_view frame]];
    }
}

-(void) appDidUnhide:(NSNotification *) note {
    /* restore cached image, since it may not be current, post expose event too */
    [self restoreCachedImage];

    /*SDL_PrivateExpose (); */

    SDL_PrivateAppActive (1, SDL_APPACTIVE);
}

-(id) initWithContentRect:(NSRect)
     contentRect styleMask:(unsigned int)
     styleMask backing:(NSBackingStoreType)
     backingType defer:(BOOL) flag
{
    /* Make our window subclass receive these application notifications */
  [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appDidHide: )name: NSApplicationDidHideNotification object:NSApp];

  [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appDidUnhide: )name: NSApplicationDidUnhideNotification object:NSApp];

  [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector (appWillUnhide: )name: NSApplicationWillUnhideNotification object:NSApp];

  return[super initWithContentRect: contentRect styleMask: styleMask backing: backingType defer:flag];
}

@end @ implementation SDL_QuartzWindowDelegate - (BOOL) windowShouldClose:(id) sender
{
    SDL_PrivateQuit ();
    return NO;
}

-(void) windowDidBecomeKey:(NSNotification *) aNotification {
    QZ_DoActivate (current_video);
}

-(void) windowDidResignKey:(NSNotification *) aNotification {
    QZ_DoDeactivate (current_video);
}

@end