Mercurial > sdl-ios-xcode
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