Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzVideo.h @ 1723:4bdbb9b2bd0a SDL-1.3
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 06 Jul 2006 05:53:32 +0000 |
parents | 4da1ee79c9af |
children |
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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_config.h" /* @file SDL_QuartzVideo.h @author Darrell Walisser, Max Horn, et al. @abstract SDL video driver for Mac OS X. @discussion TODO - Hardware Cursor support with NSCursor instead of Carbon - Keyboard repeat/mouse speed adjust (if needed) - Multiple monitor support (currently only main display) - Accelerated blitting support - Fix white OpenGL window on minimize (fixed) (update: broken again on 10.2) - Find out what events should be sent/ignored if window is minimized - Find a way to deal with external resolution/depth switch while app is running - Check accuracy of QZ_SetGamma() Problems: - OGL not working in full screen with software renderer - SetColors sets palette correctly but clears framebuffer - Crash in CG after several mode switches (I think this has been fixed) - Retained windows don't draw their title bar quite right (OS Bug) (not using retained windows) - Cursor in 8 bit modes is screwy (might just be Radeon PCI bug) (update: not just Radeon) - Warping cursor delays mouse events for a fraction of a second, there is a hack around this that helps a bit */ /* Needs to be first, so QuickTime.h doesn't include glext.h (10.4) */ #include "SDL_opengl.h" #include <Cocoa/Cocoa.h> #include <Carbon/Carbon.h> #include <QuickTime/QuickTime.h> #include <OpenGL/CGLTypes.h> /* For CGLContextObj */ #include <IOKit/IOKitLib.h> /* For powersave handling */ #include <pthread.h> #include "SDL_thread.h" #include "SDL_video.h" #include "SDL_error.h" #include "SDL_timer.h" #include "SDL_loadso.h" #include "SDL_syswm.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" /* This is a workaround to directly access NSOpenGLContext's CGL context We need this to check for errors NSOpenGLContext doesn't support */ @ interface NSOpenGLContext(CGLContextAccess) - (CGLContextObj) cglContext; @end /* Main driver structure to store required state information */ typedef struct SDL_PrivateVideoData { CGDirectDisplayID display; /* 0 == main display (only support single display) */ CFDictionaryRef mode; /* current mode of the display */ CFDictionaryRef save_mode; /* original mode of the display */ CFArrayRef mode_list; /* list of available fullscreen modes */ CGDirectPaletteRef palette; /* palette of an 8-bit display */ NSOpenGLContext * gl_context; /* OpenGL rendering context */ Uint32 width, height, bpp; /* frequently used data about the display */ Uint32 flags; /* flags for current mode, for teardown purposes */ Uint32 video_set; /* boolean; indicates if video was set correctly */ Uint32 warp_flag; /* boolean; notify to event loop that a warp just occured */ Uint32 warp_ticks; /* timestamp when the warp occured */ NSWindow * window; /* Cocoa window to implement the SDL window */ NSQuickDrawView * view; /* the window's view; draw 2D and OpenGL into this view */ SDL_Surface * resize_icon; /* icon for the resize badge, we have to draw it by hand */ SDL_GrabMode current_grab_mode; /* default value is SDL_GRAB_OFF */ SDL_Rect ** client_mode_list; /* resolution list to pass back to client */ SDLKey keymap[256]; /* Mac OS X to SDL key mapping */ Uint32 current_mods; /* current keyboard modifiers, to track modifier state */ Uint32 last_virtual_button; /* last virtual mouse button pressed */ io_connect_t power_connection; /* used with IOKit to detect wake from sleep */ Uint8 expect_mouse_up; /* used to determine when to send mouse up events */ Uint8 grab_state; /* used to manage grab behavior */ NSPoint cursor_loc; /* saved cursor coords, for activate/deactivate when grabbed */ BOOL cursor_should_be_visible; /* tells if cursor is supposed to be visible (SDL_ShowCursor) */ BOOL cursor_visible; /* tells if cursor is *actually* visible or not */ Uint8 * sw_buffers[2]; /* pointers to the two software buffers for double-buffer emulation */ SDL_Thread * thread; /* thread for async updates to the screen */ SDL_sem * sem1, * sem2; /* synchronization for async screen updates */ Uint8 * current_buffer; /* the buffer being copied to the screen */ BOOL quit_thread; /* used to quit the async blitting thread */ SInt32 system_version; /* used to dis-/enable workarounds depending on the system version */ ImageDescriptionHandle yuv_idh; MatrixRecordPtr yuv_matrix; DecompressorComponent yuv_codec; ImageSequence yuv_seq; PlanarPixmapInfoYUV420 * yuv_pixmap; Sint16 yuv_width, yuv_height; CGrafPtr yuv_port; void * opengl_library; /* dynamically loaded OpenGL library. */ } SDL_PrivateVideoData; #define _THIS SDL_VideoDevice *this #define display_id (this->hidden->display) #define mode (this->hidden->mode) #define save_mode (this->hidden->save_mode) #define mode_list (this->hidden->mode_list) #define palette (this->hidden->palette) #define gl_context (this->hidden->gl_context) #define device_width (this->hidden->width) #define device_height (this->hidden->height) #define device_bpp (this->hidden->bpp) #define mode_flags (this->hidden->flags) #define qz_window (this->hidden->window) #define window_view (this->hidden->view) #define video_set (this->hidden->video_set) #define warp_ticks (this->hidden->warp_ticks) #define warp_flag (this->hidden->warp_flag) #define resize_icon (this->hidden->resize_icon) #define current_grab_mode (this->hidden->current_grab_mode) #define client_mode_list (this->hidden->client_mode_list) #define keymap (this->hidden->keymap) #define current_mods (this->hidden->current_mods) #define last_virtual_button (this->hidden->last_virtual_button) #define power_connection (this->hidden->power_connection) #define expect_mouse_up (this->hidden->expect_mouse_up) #define grab_state (this->hidden->grab_state) #define cursor_loc (this->hidden->cursor_loc) #define cursor_should_be_visible (this->hidden->cursor_should_be_visible) #define cursor_visible (this->hidden->cursor_visible) #define sw_buffers (this->hidden->sw_buffers) #define thread (this->hidden->thread) #define sem1 (this->hidden->sem1) #define sem2 (this->hidden->sem2) #define current_buffer (this->hidden->current_buffer) #define quit_thread (this->hidden->quit_thread) #define system_version (this->hidden->system_version) #define opengl_library (this->hidden->opengl_library) /* grab states - the input is in one of these states */ enum { QZ_UNGRABBED = 0, QZ_VISIBLE_GRAB, QZ_INVISIBLE_GRAB }; /* grab actions - these can change the grabbed state */ enum { QZ_ENABLE_GRAB = 0, QZ_DISABLE_GRAB, QZ_HIDECURSOR, QZ_SHOWCURSOR }; /* Gamma Functions */ int QZ_SetGamma(_THIS, float red, float green, float blue); int QZ_GetGamma(_THIS, float *red, float *green, float *blue); int QZ_SetGammaRamp(_THIS, Uint16 * ramp); int QZ_GetGammaRamp(_THIS, Uint16 * ramp); /* OpenGL functions */ int QZ_SetupOpenGL(_THIS, int bpp, Uint32 flags); void QZ_TearDownOpenGL(_THIS); void * QZ_GL_GetProcAddress(_THIS, const char *proc); int QZ_GL_GetAttribute(_THIS, SDL_GLattr attrib, int *value); int QZ_GL_MakeCurrent(_THIS); void QZ_GL_SwapBuffers(_THIS); int QZ_GL_LoadLibrary(_THIS, const char *location); /* Cursor and Mouse functions */ void QZ_FreeWMCursor(_THIS, WMcursor * cursor); WMcursor * QZ_CreateWMCursor(_THIS, Uint8 * data, Uint8 * mask, int w, int h, int hot_x, int hot_y); int QZ_ShowWMCursor(_THIS, WMcursor * cursor); void QZ_WarpWMCursor(_THIS, Uint16 x, Uint16 y); void QZ_MoveWMCursor(_THIS, int x, int y); void QZ_CheckMouseMode(_THIS); void QZ_UpdateMouse(_THIS); /* Event functions */ void QZ_InitOSKeymap(_THIS); void QZ_PumpEvents(_THIS); /* Window Manager functions */ void QZ_SetCaption(_THIS, const char *title, const char *icon); void QZ_SetIcon(_THIS, SDL_Surface * icon, Uint8 * mask); int QZ_IconifyWindow(_THIS); SDL_GrabMode QZ_GrabInput(_THIS, SDL_GrabMode grab_mode); /*int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*/ /* YUV functions */ SDL_Overlay *QZ_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface * display); /* Private functions (used internally) */ void QZ_PrivateWarpCursor(_THIS, int x, int y); void QZ_ChangeGrabState(_THIS, int action); void QZ_RegisterForSleepNotifications(_THIS); void QZ_ShowMouse(_THIS); void QZ_HideMouse(_THIS); void QZ_PrivateGlobalToLocal(_THIS, NSPoint * p); void QZ_PrivateCocoaToSDL(_THIS, NSPoint * p); BOOL QZ_IsMouseInWindow(_THIS); void QZ_DoActivate(_THIS); void QZ_DoDeactivate(_THIS); /* vi: set ts=4 sw=4 expandtab: */