view src/video/quartz/SDL_QuartzGL.m @ 779:68c8da837fc0

Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events"
author Sam Lantinga <slouken@libsdl.org>
date Wed, 07 Jan 2004 15:01:51 +0000
parents ac44ddb84f6f
children ce05e92d909b
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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_QuartzVideo.h"


@implementation NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
{
    return _contextAuxiliary;
}
@end

/* OpenGL helper functions (used internally) */

int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) {

    NSOpenGLPixelFormatAttribute attr[32];
    NSOpenGLPixelFormat *fmt;
    int i = 0;
    int colorBits = bpp;

    if ( flags & SDL_FULLSCREEN ) {

        attr[i++] = NSOpenGLPFAFullScreen;
    }
    /* In windowed mode, the OpenGL pixel depth must match device pixel depth */
    else if ( colorBits != device_bpp ) {

        colorBits = device_bpp;
    }

    attr[i++] = NSOpenGLPFAColorSize;
    attr[i++] = colorBits;

    attr[i++] = NSOpenGLPFADepthSize;
    attr[i++] = this->gl_config.depth_size;

    if ( this->gl_config.double_buffer ) {
        attr[i++] = NSOpenGLPFADoubleBuffer;
    }

    if ( this->gl_config.stereo ) {
        attr[i++] = NSOpenGLPFAStereo;
    }

    if ( this->gl_config.stencil_size != 0 ) {
        attr[i++] = NSOpenGLPFAStencilSize;
        attr[i++] = this->gl_config.stencil_size;
    }

#if NSOPENGL_CURRENT_VERSION > 1  /* What version should this be? */
    if ( this->gl_config.multisamplebuffers != 0 ) {
        attr[i++] = NSOpenGLPFASampleBuffers;
        attr[i++] = this->gl_config.multisamplebuffers;
    }

    if ( this->gl_config.multisamplesamples != 0 ) {
        attr[i++] = NSOpenGLPFASamples;
        attr[i++] = this->gl_config.multisamplesamples;
    }
#endif

    attr[i++] = NSOpenGLPFAScreenMask;
    attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id);
    attr[i] = 0;

    fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ];
    if (fmt == nil) {
        SDL_SetError ("Failed creating OpenGL pixel format");
        return 0;
    }

    gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt
                                               shareContext:nil];

    if (gl_context == nil) {
        SDL_SetError ("Failed creating OpenGL context");
        return 0;
    }

    /*
     * Wisdom from Apple engineer in reference to UT2003's OpenGL performance:
     *  "You are blowing a couple of the internal OpenGL function caches. This
     *  appears to be happening in the VAO case.  You can tell OpenGL to up
     *  the cache size by issuing the following calls right after you create
     *  the OpenGL context.  The default cache size is 16."    --ryan.
     */

    #ifndef GLI_ARRAY_FUNC_CACHE_MAX
    #define GLI_ARRAY_FUNC_CACHE_MAX 284
    #endif

    #ifndef GLI_SUBMIT_FUNC_CACHE_MAX
    #define GLI_SUBMIT_FUNC_CACHE_MAX 280
    #endif

    {
        long cache_max = 64;
        CGLContextObj ctx = [ gl_context cglContext ];
        CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max);
        CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max);
    }

    /* End Wisdom from Apple Engineer section. --ryan. */

    /* Convince SDL that the GL "driver" is loaded */
    this->gl_config.driver_loaded = 1;

    [ fmt release ];

    return 1;
}

void QZ_TearDownOpenGL (_THIS) {

    [ NSOpenGLContext clearCurrentContext ];
    [ gl_context clearDrawable ];
    [ gl_context release ];
}


/* SDL OpenGL functions */

int    QZ_GL_LoadLibrary    (_THIS, const char *location) {
    this->gl_config.driver_loaded = 1;
    return 1;
}

void*  QZ_GL_GetProcAddress (_THIS, const char *proc) {

    /* We may want to cache the bundleRef at some point */
    CFBundleRef bundle;
    CFURLRef bundleURL = CFURLCreateWithFileSystemPath (kCFAllocatorDefault,
                                                        CFSTR("/System/Library/Frameworks/OpenGL.framework"), kCFURLPOSIXPathStyle, true);

    CFStringRef functionName = CFStringCreateWithCString
        (kCFAllocatorDefault, proc, kCFStringEncodingASCII);

    void *function;

    bundle = CFBundleCreate (kCFAllocatorDefault, bundleURL);
    assert (bundle != NULL);

    function = CFBundleGetFunctionPointerForName (bundle, functionName);

    CFRelease ( bundleURL );
    CFRelease ( functionName );
    CFRelease ( bundle );

    return function;
}

int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value) {

    GLenum attr = 0;

    QZ_GL_MakeCurrent (this);

    switch (attrib) {
        case SDL_GL_RED_SIZE: attr = GL_RED_BITS;   break;
        case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS;  break;
        case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break;
        case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break;
        case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break;
        case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS;  break;
        case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break;
        case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break;
        case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break;
        case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break;
        case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break;
        case SDL_GL_STEREO: attr = GL_STEREO; break;
        case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break;
        case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break;
        case SDL_GL_BUFFER_SIZE:
        {
            GLint bits = 0;
            GLint component;

            /* there doesn't seem to be a single flag in OpenGL for this! */
            glGetIntegerv (GL_RED_BITS, &component);   bits += component;
            glGetIntegerv (GL_GREEN_BITS,&component);  bits += component;
            glGetIntegerv (GL_BLUE_BITS, &component);  bits += component;
            glGetIntegerv (GL_ALPHA_BITS, &component); bits += component;

            *value = bits;
        }
        return 0;
    }

    glGetIntegerv (attr, (GLint *)value);
    return 0;
}

int    QZ_GL_MakeCurrent    (_THIS) {
    [ gl_context makeCurrentContext ];
    return 0;
}

void   QZ_GL_SwapBuffers    (_THIS) {
    [ gl_context flushBuffer ];
}