Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzVideo.h @ 737:7e4347dd2f9c
Small fix for iconification
author | Patrice Mandin <patmandin@gmail.com> |
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date | Fri, 14 Nov 2003 19:48:13 +0000 |
parents | 74b4b9f9e5e1 |
children | c5b2b6d2d1fe |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 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 */ /* @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 - Resizeable windows (done) - 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 */ #include <Cocoa/Cocoa.h> #include <OpenGL/OpenGL.h> #include <OpenGL/gl.h> #include <OpenGL/glext.h> #include <Carbon/Carbon.h> #include <QuickTime/QuickTime.h> #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_syswm.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_events_c.h" /* Add methods to get at private members of NSScreen. Since there is a bug in Apple's screen switching code that does not update this variable when switching to fullscreen, we'll set it manually (but only for the main screen). */ @interface NSScreen (NSScreenAccess) - (void) setFrame:(NSRect)frame; @end @implementation NSScreen (NSScreenAccess) - (void) setFrame:(NSRect)frame; { _frame = frame; } @end /* 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 @implementation NSOpenGLContext (CGLContextAccess) - (CGLContextObj) cglContext; { return _contextAuxiliary; } @end /* Structure for rez switch gamma fades We can hide the monitor flicker by setting the gamma tables to 0 */ #define QZ_GAMMA_TABLE_SIZE 256 typedef struct { CGGammaValue red[QZ_GAMMA_TABLE_SIZE]; CGGammaValue green[QZ_GAMMA_TABLE_SIZE]; CGGammaValue blue[QZ_GAMMA_TABLE_SIZE]; } SDL_QuartzGammaTable; /* 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 */ BOOL in_foreground; /* boolean; indicate if app is in foreground or not */ 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_visible; /* tells if cursor was instructed to be hidden or not (SDL_ShowCursor) */ BOOL cursor_hidden; /* tells if cursor is *actually* hidden 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 */ ImageDescriptionHandle yuv_idh; MatrixRecordPtr yuv_matrix; DecompressorComponent yuv_codec; ImageSequence yuv_seq; PlanarPixmapInfoYUV420 *yuv_pixmap; Sint16 yuv_width, yuv_height; CGrafPtr yuv_port; } 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 in_foreground (this->hidden->in_foreground) #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_visible (this->hidden->cursor_visible) #define cursor_hidden (this->hidden->cursor_hidden) #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 yuv_idh (this->hidden->yuv_idh) #define yuv_matrix (this->hidden->yuv_matrix) #define yuv_codec (this->hidden->yuv_codec) #define yuv_seq (this->hidden->yuv_seq) #define yuv_pixmap (this->hidden->yuv_pixmap) #define yuv_data (this->hidden->yuv_data) #define yuv_width (this->hidden->yuv_width) #define yuv_height (this->hidden->yuv_height) #define yuv_port (this->hidden->yuv_port) /* 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 }; /* Obscuring code: maximum number of windows above ours (inclusive) Note: this doesn't work too well in practice and should be phased out when we add OpenGL 2D acceleration. It was never enabled in the first place, so this shouldn't be a problem ;-) */ #define kMaxWindows 256 /* Some of the Core Graphics Server API for obscuring code */ #define kCGSWindowLevelTop 2147483632 #define kCGSWindowLevelDockIconDrag 500 #define kCGSWindowLevelDockMenu 101 #define kCGSWindowLevelMenuIgnore 21 #define kCGSWindowLevelMenu 20 #define kCGSWindowLevelDockLabel 12 #define kCGSWindowLevelDockIcon 11 #define kCGSWindowLevelDock 10 #define kCGSWindowLevelUtility 3 #define kCGSWindowLevelNormal 0 /* For completeness; We never use these window levels, they are always below us #define kCGSWindowLevelMBarShadow -20 #define kCGSWindowLevelDesktopPicture -2147483647 #define kCGSWindowLevelDesktop -2147483648 */ typedef CGError CGSError; typedef long CGSWindowCount; typedef void * CGSConnectionID; typedef int CGSWindowID; typedef CGSWindowID* CGSWindowIDList; typedef CGWindowLevel CGSWindowLevel; typedef NSRect CGSRect; extern CGSConnectionID _CGSDefaultConnection (); extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid, CGSConnectionID owner, CGSWindowCount listCapacity, CGSWindowIDList list, CGSWindowCount *listCount); extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid, CGSWindowID wid, CGSRect *rect); extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid, CGSWindowID wid, CGSWindowLevel *level); extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y, unsigned int w, unsigned int h, unsigned int color); extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id); extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags); int CGSDisplayHWSync (CGDirectDisplayID id); /* Bootstrap functions */ static int QZ_Available (); static SDL_VideoDevice* QZ_CreateDevice (int device_index); static void QZ_DeleteDevice (SDL_VideoDevice *device); /* Initialization, Query, Setup, and Redrawing functions */ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format); static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format, Uint32 flags); static void QZ_UnsetVideoMode (_THIS); static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int QZ_ToggleFullScreen (_THIS, int on); static int QZ_SetColors (_THIS, int first_color, int num_colors, SDL_Color *colors); static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface); static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface); static int QZ_ThreadFlip (_THIS); static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface); static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects); static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects); static int QZ_LockWindow (_THIS, SDL_Surface *surface); static void QZ_UnlockWindow (_THIS, SDL_Surface *surface); static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects); static void QZ_VideoQuit (_THIS); /* Hardware surface functions (for fullscreen mode only) */ #if 0 /* Not used (apparently, it's really slow) */ static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color); #endif static int QZ_LockHWSurface(_THIS, SDL_Surface *surface); static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface); static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface); /* static int QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */ /* Gamma Functions */ static int QZ_SetGamma (_THIS, float red, float green, float blue); static int QZ_GetGamma (_THIS, float *red, float *green, float *blue); static int QZ_SetGammaRamp (_THIS, Uint16 *ramp); static int QZ_GetGammaRamp (_THIS, Uint16 *ramp); /* OpenGL functions */ static int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags); static void QZ_TearDownOpenGL (_THIS); static void* QZ_GL_GetProcAddress (_THIS, const char *proc); static int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value); static int QZ_GL_MakeCurrent (_THIS); static void QZ_GL_SwapBuffers (_THIS); static int QZ_GL_LoadLibrary (_THIS, const char *location); /* Private function to warp the cursor (used internally) */ static void QZ_PrivateWarpCursor (_THIS, int x, int y); /* Cursor and Mouse functions */ static void QZ_FreeWMCursor (_THIS, WMcursor *cursor); static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); static int QZ_ShowWMCursor (_THIS, WMcursor *cursor); static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y); static void QZ_MoveWMCursor (_THIS, int x, int y); static void QZ_CheckMouseMode (_THIS); /* Event functions */ static void QZ_InitOSKeymap (_THIS); static void QZ_PumpEvents (_THIS); /* Window Manager functions */ static void QZ_SetCaption (_THIS, const char *title, const char *icon); static void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask); static int QZ_IconifyWindow (_THIS); static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode); /*static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*/ /* YUV functions */ static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height, Uint32 format, SDL_Surface *display);