view src/video/quartz/SDL_QuartzWindow.m @ 983:7f08bd66f1ca

Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST) From: Eric Wing Subject: OS X Mouse inversion problem fix (again) Here's yet another patch for the OS X mouse inversion problem. This should fix the problem once and for all. I know I've said this before, but *This time for sure!* :) If you recall, my last patch broke the non-OpenGL windowed code and caused the inversion to occur there instead. Max submitted a patch that partially reverted the changes back which included the os version hack which is currently the most recent CVS. Aaron Sullivan identified and reported to the mailing list the other day, that the last partial regression of the code broke OS X 10.2. Looking over the results, I'm thinking that I was slightly more successful than I thought at unifying the code. I think I was trying to unify the code base for OpenGL and non-OpenGL windowed modes for all versions of the OS. It looks like I failed at at unifying the OpenGL and non-OpenGL code, but I did succeed at unifying the OS versions. Thus, we no longer need the hack for the OS version checks. The partial regression still included an OS check which is what broke things for < 10.3. Attached is the patch for SDL_QuartzWM.m. It basically is a half-line change that removes one of the two checks that decides if the mouse coordinates need to be inverted, i.e: if (system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) becomes this: if(SDL_VideoSurface->flags & SDL_OPENGL) With Aaron's outstanding help, we have collectively tested: windowed OpenGL windowed non-OpenGL fullscreen OpenGL fullscreen non-OpenGL under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4 (Tiger). We don't have access to 10.0 or 10.1, but since the original problem didn't materialize until 10.3, I'm hopeful that testing 10.2 is sufficient. And now that the code is uniform, I'm also hoping we'll be safe moving forward to deal with future revisions of the OS with this issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 21 Nov 2004 00:57:47 +0000
parents 68c8da837fc0
children 376665398b25
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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"
#include "SDL_QuartzWindow.h"

/*
    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;
            }
    }
}

@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 ();
    }
    
    /* window is hidden now */
    SDL_PrivateAppActive (0, SDL_APPACTIVE);
    
    [ super miniaturize:sender ];
}

- (void)display
{    
    /* 
        This method fires just before the window deminaturizes from the Dock.
        
        We'll save the current visible surface, let the window manager redraw any
        UI elements, and restore the SDL surface. This way, no expose event 
        is required, and the deminiaturize works perfectly.
    */
     SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    
    /* make sure pixels are fully opaque */
    if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
        QZ_SetPortAlphaOpaque ();
    
    /* save current visible SDL surface */
    [ self cacheImageInRect:[ window_view frame ] ];
    
    /* let the window manager redraw controls, border, etc */
    [ super display ];
    
    /* restore visible SDL surface */
    [ self restoreCachedImage ];
    
    /* window is visible again */
    SDL_PrivateAppActive (1, SDL_APPACTIVE);
}

- (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. 
    */
    SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    
    if (this && SDL_VideoSurface == NULL) {

        [ super setFrame:frameRect display:flag ];
    }
    else if (this && qz_window) {

        NSRect newViewFrame;
        
        [ super setFrame:frameRect display:flag ];
        
        newViewFrame = [ window_view frame ];
        
        SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);

        /* If not OpenGL, we have to update the pixels and pitch */
        if ( ! ( SDL_VideoSurface->flags & SDL_OPENGL ) ) {
            
            CGrafPtr thePort = [ window_view qdPort ];
            LockPortBits ( thePort );
            
            SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) );
            SDL_VideoSurface->pitch  = GetPixRowBytes ( GetPortPixMap ( thePort ) );
                        
            /* 
                SDL_VideoSurface->pixels now points to the window's pixels
                We want it to point to the *view's* pixels 
            */
            { 
                int vOffset = [ qz_window frame ].size.height - 
                    newViewFrame.size.height - newViewFrame.origin.y;
                
                int hOffset = newViewFrame.origin.x;
                        
                SDL_VideoSurface->pixels += (vOffset * SDL_VideoSurface->pitch) + hOffset * (device_bpp/8);
            }
            
            UnlockPortBits ( thePort );
        }
    }
}

- (void)appDidHide:(NSNotification*)note
{
    SDL_PrivateAppActive (0, SDL_APPACTIVE);
}

- (void)appWillUnhide:(NSNotification*)note
{
    SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    
    if ( this ) {
    
        /* make sure pixels are fully opaque */
        if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
            QZ_SetPortAlphaOpaque ();
          
        /* save current visible SDL surface */
        [ self cacheImageInRect:[ window_view frame ] ];
    }
}

- (void)appDidUnhide:(NSNotification*)note
{
    /* restore cached image, since it may not be current, post expose event too */
    [ self restoreCachedImage ];
    
    //SDL_PrivateExpose ();
    
    SDL_PrivateAppActive (1, SDL_APPACTIVE);
}

- (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
{
    /* Make our window subclass receive these application notifications */
    [ [ NSNotificationCenter defaultCenter ] addObserver:self
        selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
    
    [ [ NSNotificationCenter defaultCenter ] addObserver:self
        selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
   
    [ [ NSNotificationCenter defaultCenter ] addObserver:self
        selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
        
    return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
}

@end

@implementation SDL_QuartzWindowDelegate
- (BOOL)windowShouldClose:(id)sender
{
    SDL_PrivateQuit();
    return NO;
}

- (void)windowDidBecomeKey:(NSNotification *)aNotification
{
    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
}

- (void)windowDidResignKey:(NSNotification *)aNotification
{
    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
}

- (void)windowDidBecomeMain:(NSNotification *)aNotification
{
    SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    if (this && QZ_IsMouseInWindow (this))
        SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
}

- (void)windowDidResignMain:(NSNotification *)aNotification
{
    SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
}

@end