Mercurial > sdl-ios-xcode
view src/video/cocoa/SDL_cocoashape.m @ 4835:40b5293d0598
Finally figured out how to use autorelease pools.
author | egottlieb |
---|---|
date | Thu, 05 Aug 2010 21:27:32 -0400 |
parents | fd5bb97ec05d |
children | 05d172e92b52 |
line wrap: on
line source
/* 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_assert.h" #include "SDL_stdinc.h" #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* data = (SDL_WindowData*)window->driverdata; [data->nswindow setOpaque:NO]; [data->nswindow setBackgroundColor:[NSColor clearColor]]; [data->nswindow setStyleMask:NSBorderlessWindowMask]; SDL_WindowShaper* result = SDL_malloc(sizeof(SDL_WindowShaper)); result->window = window; result->mode.mode = ShapeModeDefault; result->mode.parameters.binarizationCutoff = 1; result->usershownflag = 0; window->shaper = result; SDL_ShapeData* shape_data = SDL_malloc(sizeof(SDL_ShapeData)); result->driverdata = shape_data; shape_data->context = [data->nswindow graphicsContext]; SDL_assert(shape_data->context != NULL); shape_data->saved = SDL_FALSE; shape_data->shape = NULL; int resized_properly = Cocoa_ResizeWindowShape(window); SDL_assert(resized_properly == 0); return result; } typedef struct { NSBezierPath* clipPath; SDL_Window* window; } SDL_PathConglomeration; NSRect convert_rect(SDL_Rect rect,SDL_Window* window) { NSRect nsrect = NSMakeRect(rect.x,window->h-(rect.y+rect.h),rect.w,rect.h); return [[((SDL_WindowData*)window->driverdata)->nswindow contentView] convertRectFromBase:nsrect]; } void ConglomerateShapeTree(SDL_ShapeTree* tree,SDL_PathConglomeration* cong) { SDL_assert(tree != NULL); if(tree->kind == OpaqueShape) { NSRect rect = convert_rect(tree->data.shape,cong->window); [cong->clipPath appendBezierPathWithRect:rect]; } } int Cocoa_SetWindowShape(SDL_WindowShaper *shaper,SDL_Surface *shape,SDL_WindowShapeMode *shapeMode) { SDL_ShapeData* data = (SDL_ShapeData*)shaper->driverdata; /* if(data->saved == SDL_TRUE) { [data->context restoreGraphicsState]; data->saved = SDL_FALSE; }*/ /*[data->context saveGraphicsState]; data->saved = SDL_TRUE;*/ [NSGraphicsContext saveGraphicsState]; [NSGraphicsContext setCurrentContext:data->context]; SDL_WindowData* window_data = (SDL_WindowData*)shaper->window->driverdata; data->shape = SDL_CalculateShapeTree(*shapeMode,shape,SDL_FALSE); NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSBezierPath* clipPath = [NSBezierPath bezierPath]; SDL_PathConglomeration cong = {clipPath,shaper->window}; SDL_TraverseShapeTree(data->shape,(SDL_TraversalFunction)&ConglomerateShapeTree,(void*)&cong); SDL_assert([NSGraphicsContext currentContext] != Nil); [clipPath addClip]; [NSGraphicsContext restoreGraphicsState]; [pool release]; } int Cocoa_ResizeWindowShape(SDL_Window *window) { SDL_ShapeData* data = window->shaper->driverdata; SDL_assert(data != NULL); if(data->shape != NULL) SDL_FreeShapeTree(&data->shape); return 0; }