Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWindow.m @ 553:417f8709e648
There's a bug in the VC7 optimizer relating to the duff loop optimization
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 02 Dec 2002 02:40:58 +0000 |
parents | 74262d2647ca |
children | 52864d66d168 |
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/* 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; } } } /* Subclass of NSWindow to fix genie effect and support resize events */ @interface SDL_QuartzWindow : NSWindow {} - (void)miniaturize:(id)sender; - (void)display; - (void)setFrame:(NSRect)frameRect display:(BOOL)flag; @end @implementation SDL_QuartzWindow /* we override these methods to fix the miniaturize animation/dock icon bug */ - (void)miniaturize:(id)sender { if (SDL_VideoSurface->flags & SDL_OPENGL) { /* 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 (); } [ super miniaturize:sender ]; } - (void)display { /* This method fires just before the window deminaturizes. So, it's just the right place to fixup the alpha channel - which makes the deminiaturize animation look right. */ if ( (SDL_VideoSurface->flags & SDL_OPENGL) == 0) QZ_SetPortAlphaOpaque (); } - (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. */ if (SDL_VideoSurface == NULL) { [ super setFrame:frameRect display:flag ]; } else { SDL_VideoDevice *this = (SDL_VideoDevice*)current_video; NSRect sdlRect = [ NSWindow contentRectForFrameRect:frameRect styleMask:[self styleMask] ]; [ super setFrame:frameRect display:flag ]; SDL_PrivateResize (sdlRect.size.width, sdlRect.size.height); /* If not OpenGL, we have to update the pixels and pitch */ if ( ! this->screen->flags & SDL_OPENGL ) { LockPortBits ( [ window_view qdPort ] ); SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( [ window_view qdPort ] ) ); SDL_VideoSurface->pitch = GetPixRowBytes ( GetPortPixMap ( [ window_view qdPort ] ) ); SDL_VideoSurface->pixels += ((int)[ self frame ].size.height - (int)sdlRect.size.height) * SDL_VideoSurface->pitch; UnlockPortBits ( [ window_view qdPort ] ); } } } @end /* Delegate for our NSWindow to send SDLQuit() on close */ @interface SDL_QuartzWindowDelegate : NSObject {} - (BOOL)windowShouldClose:(id)sender; @end @implementation SDL_QuartzWindowDelegate - (BOOL)windowShouldClose:(id)sender { SDL_PrivateQuit(); return NO; } @end /* Subclass of NSQuickDrawView for the window's subview */ @interface SDL_QuartzWindowView : NSQuickDrawView {} @end @implementation SDL_QuartzWindowView @end