view src/video/quartz/SDL_QuartzVideo.m @ 4389:c6c3a6e7db46 SDL-1.2

Fixed bug #899 Jeremiah Morris 2009-12-09 16:23:50 PST Re-enable mouseLocation workaround on 10.4, 10.5 OS X systems before 10.6 have a bug with [NSEvent mouseLocation] if the screen resolution changes. SDL_QuartzVideo.m contains a workaround for this bug, but it was placed inside an #ifdef in revision 4762. The comment reads, "I'm gambling they fixed this by 10.4." After seeing this bug on several Tiger and Leopard systems (both PPC and Intel), I can confirm that it's not fixed until 10.6. The workaround doesn't compile for x86_64/10.6, so I can understand why it was segregated, but it needs to remain in place for the i386 and ppc versions. The workaround causes no problems under 10.6, even though it's not necessary there. Patch is attached with one method of keeping the workaround active on the systems that need it.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 11 Dec 2009 15:11:49 +0000
parents 262d62627860
children 31b0f2e06e3c
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009  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"

#include "SDL_QuartzVideo.h"
#include "SDL_QuartzWindow.h"

#if __MAC_OS_X_VERSION_MIN_REQUIRED < 1060   /* Fixed in Snow Leopard */
/*
    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
static inline void QZ_SetFrame(NSScreen *nsscreen, NSRect frame)
{
    [nsscreen setFrame:frame];
}
#else
static inline void QZ_SetFrame(NSScreen *nsscreen, NSRect frame)
{
}
#endif

@interface SDLTranslatorResponder : NSTextView
{
}
- (void) doCommandBySelector:(SEL)myselector;
@end

@implementation SDLTranslatorResponder
- (void) doCommandBySelector:(SEL) myselector {}
@end

/* absent in 10.3.9.  */
CG_EXTERN CGImageRef CGBitmapContextCreateImage (CGContextRef);

/* 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, BOOL to_desktop);

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 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 int QZ_AllocHWSurface(_THIS, SDL_Surface *surface);
static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
/* static int  QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */

/* Bootstrap binding, enables entry point into the driver */
VideoBootStrap QZ_bootstrap = {
    "Quartz", "Mac OS X CoreGraphics", QZ_Available, QZ_CreateDevice
};


/* Bootstrap functions */
static int QZ_Available ()
{
    return 1;
}

static SDL_VideoDevice* QZ_CreateDevice (int device_index)
{
#pragma unused (device_index)

    SDL_VideoDevice *device;
    SDL_PrivateVideoData *hidden;

    device = (SDL_VideoDevice*) SDL_malloc (sizeof (*device) );
    hidden = (SDL_PrivateVideoData*) SDL_malloc (sizeof (*hidden) );

    if (device == NULL || hidden == NULL)
        SDL_OutOfMemory ();

    SDL_memset (device, 0, sizeof (*device) );
    SDL_memset (hidden, 0, sizeof (*hidden) );

    device->hidden = hidden;

    device->VideoInit        = QZ_VideoInit;
    device->ListModes        = QZ_ListModes;
    device->SetVideoMode     = QZ_SetVideoMode;
    device->ToggleFullScreen = QZ_ToggleFullScreen;
    device->UpdateMouse      = QZ_UpdateMouse;
    device->SetColors        = QZ_SetColors;
    /* device->UpdateRects      = QZ_UpdateRects; this is determined by SetVideoMode() */
    device->VideoQuit        = QZ_VideoQuit;

    device->LockHWSurface   = QZ_LockHWSurface;
    device->UnlockHWSurface = QZ_UnlockHWSurface;
    device->AllocHWSurface   = QZ_AllocHWSurface;
    device->FreeHWSurface   = QZ_FreeHWSurface;
    /* device->FlipHWSurface   = QZ_FlipHWSurface */;

    device->SetGamma     = QZ_SetGamma;
    device->GetGamma     = QZ_GetGamma;
    device->SetGammaRamp = QZ_SetGammaRamp;
    device->GetGammaRamp = QZ_GetGammaRamp;

    device->GL_GetProcAddress = QZ_GL_GetProcAddress;
    device->GL_GetAttribute   = QZ_GL_GetAttribute;
    device->GL_MakeCurrent    = QZ_GL_MakeCurrent;
    device->GL_SwapBuffers    = QZ_GL_SwapBuffers;
    device->GL_LoadLibrary    = QZ_GL_LoadLibrary;

    device->FreeWMCursor   = QZ_FreeWMCursor;
    device->CreateWMCursor = QZ_CreateWMCursor;
    device->ShowWMCursor   = QZ_ShowWMCursor;
    device->WarpWMCursor   = QZ_WarpWMCursor;
    device->MoveWMCursor   = QZ_MoveWMCursor;
    device->CheckMouseMode = QZ_CheckMouseMode;
    device->InitOSKeymap   = QZ_InitOSKeymap;
    device->PumpEvents     = QZ_PumpEvents;

    device->SetCaption    = QZ_SetCaption;
    device->SetIcon       = QZ_SetIcon;
    device->IconifyWindow = QZ_IconifyWindow;
    /*device->GetWMInfo     = QZ_GetWMInfo;*/
    device->GrabInput     = QZ_GrabInput;

    /*
     * This is a big hassle, needing QuickDraw and QuickTime on older
     *  systems, and god knows what on 10.6, so we immediately fail here,
     *  which causes SDL to make an RGB surface and manage the YUV overlay
     *  in software. Sorry. Use SDL 1.3 if you want YUV rendering in a pixel
     *  shader.  :)
     */
    /*device->CreateYUVOverlay = QZ_CreateYUVOverlay;*/

    device->free             = QZ_DeleteDevice;

    return device;
}

static void QZ_DeleteDevice (SDL_VideoDevice *device)
{
    SDL_free (device->hidden);
    SDL_free (device);
}

static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format)
{
    NSRect r = NSMakeRect(0.0, 0.0, 0.0, 0.0);
    const char *env = NULL;
	
    /* Initialize the video settings; this data persists between mode switches */
    display_id = kCGDirectMainDisplay;

#if 0 /* The mouse event code needs to take this into account... */
    env = getenv("SDL_VIDEO_FULLSCREEN_DISPLAY");
    if ( env ) {
        int monitor = SDL_atoi(env);
    	CGDirectDisplayID activeDspys [3];
    	CGDisplayCount dspyCnt;
    	CGGetActiveDisplayList (3, activeDspys, &dspyCnt);
        if ( monitor >= 0 && monitor < dspyCnt ) {
    	    display_id = activeDspys[monitor];
        }
    }
#endif

    save_mode  = CGDisplayCurrentMode    (display_id);
    mode_list  = CGDisplayAvailableModes (display_id);
    palette    = CGPaletteCreateDefaultColorPalette ();

    /* Allow environment override of screensaver disable. */
    env = SDL_getenv("SDL_VIDEO_ALLOW_SCREENSAVER");
    if ( env ) {
        allow_screensaver = SDL_atoi(env);
    } else {
#ifdef SDL_VIDEO_DISABLE_SCREENSAVER
        allow_screensaver = 0;
#else
        allow_screensaver = 1;
#endif
    }

    /* Gather some information that is useful to know about the display */
    CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayBitsPerPixel),
                      kCFNumberSInt32Type, &device_bpp);

    CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayWidth),
                      kCFNumberSInt32Type, &device_width);

    CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayHeight),
                      kCFNumberSInt32Type, &device_height);

    /* Determine the current screen size */
    this->info.current_w = device_width;
    this->info.current_h = device_height;

    /* Determine the default screen depth */
    video_format->BitsPerPixel = device_bpp;

    /* Set misc globals */
    current_grab_mode = SDL_GRAB_OFF;
    cursor_should_be_visible    = YES;
    cursor_visible              = YES;
    current_mods = 0;
    field_edit =  [[SDLTranslatorResponder alloc] initWithFrame:r];
    
    if ( Gestalt(gestaltSystemVersion, &system_version) != noErr )
        system_version = 0;
    
    /* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
    QZ_RegisterForSleepNotifications (this);
    
    /* Fill in some window manager capabilities */
    this->info.wm_available = 1;

    return 0;
}

static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format, Uint32 flags)
{
    CFIndex num_modes;
    CFIndex i;

    int list_size = 0;

    /* Any windowed mode is acceptable */
    if ( (flags & SDL_FULLSCREEN) == 0 )
        return (SDL_Rect**)-1;

    /* Free memory from previous call, if any */
    if ( client_mode_list != NULL ) {

        int i;

        for (i = 0; client_mode_list[i] != NULL; i++)
            SDL_free (client_mode_list[i]);

        SDL_free (client_mode_list);
        client_mode_list = NULL;
    }

    num_modes = CFArrayGetCount (mode_list);

    /* Build list of modes with the requested bpp */
    for (i = 0; i < num_modes; i++) {

        CFDictionaryRef onemode;
        CFNumberRef     number;
        int bpp;

        onemode = CFArrayGetValueAtIndex (mode_list, i);
        number = CFDictionaryGetValue (onemode, kCGDisplayBitsPerPixel);
        CFNumberGetValue (number, kCFNumberSInt32Type, &bpp);

        if (bpp == format->BitsPerPixel) {

            int intvalue;
            int hasMode;
            int width, height;

            number = CFDictionaryGetValue (onemode, kCGDisplayWidth);
            CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
            width = (Uint16) intvalue;

            number = CFDictionaryGetValue (onemode, kCGDisplayHeight);
            CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
            height = (Uint16) intvalue;

            /* Check if mode is already in the list */
            {
                int i;
                hasMode = SDL_FALSE;
                for (i = 0; i < list_size; i++) {
                    if (client_mode_list[i]->w == width && 
                        client_mode_list[i]->h == height) {
                        hasMode = SDL_TRUE;
                        break;
                    }
                }
            }

            /* Grow the list and add mode to the list */
            if ( ! hasMode ) {

                SDL_Rect *rect;

                list_size++;

                if (client_mode_list == NULL)
                    client_mode_list = (SDL_Rect**) 
                        SDL_malloc (sizeof(*client_mode_list) * (list_size+1) );
                else
                    client_mode_list = (SDL_Rect**) 
                        SDL_realloc (client_mode_list, sizeof(*client_mode_list) * (list_size+1));

                rect = (SDL_Rect*) SDL_malloc (sizeof(**client_mode_list));

                if (client_mode_list == NULL || rect == NULL) {
                    SDL_OutOfMemory ();
                    return NULL;
                }

                rect->x = rect->y = 0;
                rect->w = width;
                rect->h = height;

                client_mode_list[list_size-1] = rect;
                client_mode_list[list_size]   = NULL;
            }
        }
    }

    /* Sort list largest to smallest (by area) */
    {
        int i, j;
        for (i = 0; i < list_size; i++) {
            for (j = 0; j < list_size-1; j++) {

                int area1, area2;
                area1 = client_mode_list[j]->w * client_mode_list[j]->h;
                area2 = client_mode_list[j+1]->w * client_mode_list[j+1]->h;

                if (area1 < area2) {
                    SDL_Rect *tmp = client_mode_list[j];
                    client_mode_list[j] = client_mode_list[j+1];
                    client_mode_list[j+1] = tmp;
                }
            }
        }
    }
    return client_mode_list;
}

static SDL_bool QZ_WindowPosition(_THIS, int *x, int *y)
{
    const char *window = getenv("SDL_VIDEO_WINDOW_POS");
    if ( window ) {
        if ( sscanf(window, "%d,%d", x, y) == 2 ) {
            return SDL_TRUE;
        }
    }
    return SDL_FALSE;
}

static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop)
{
    /* Reset values that may change between switches */
    this->info.blit_fill  = 0;
    this->FillHWRect      = NULL;
    this->UpdateRects     = NULL;
    this->LockHWSurface   = NULL;
    this->UnlockHWSurface = NULL;
    
    if (cg_context) {
        CGContextFlush (cg_context);
        CGContextRelease (cg_context);
        cg_context = nil;
    }
    
    /* Release fullscreen resources */
    if ( mode_flags & SDL_FULLSCREEN ) {

        NSRect screen_rect;
        
        /*  Release double buffer stuff */
        if ( mode_flags & SDL_DOUBLEBUF) {
            quit_thread = YES;
            SDL_SemPost (sem1);
            SDL_WaitThread (thread, NULL);
            SDL_DestroySemaphore (sem1);
            SDL_DestroySemaphore (sem2);
            SDL_free (sw_buffers[0]);
        }
        
        /* If we still have a valid window, close it. */
        if ( qz_window ) {
            NSCAssert([ qz_window delegate ] == nil, @"full screen window shouldn't have a delegate"); /* if that should ever change, we'd have to release it here */
            [ qz_window close ]; /* includes release because [qz_window isReleasedWhenClosed] */
            qz_window = nil;
            window_view = nil;
        }
        /* 
            Release the OpenGL context
            Do this first to avoid trash on the display before fade
        */
        if ( mode_flags & SDL_OPENGL ) {
        
            QZ_TearDownOpenGL (this);
            CGLSetFullScreen (NULL);
        }
        if (to_desktop) {
            ShowMenuBar ();
            /* Restore original screen resolution/bpp */
            CGDisplaySwitchToMode (display_id, save_mode);
            CGReleaseAllDisplays ();
            /* 
                Reset the main screen's rectangle
                See comment in QZ_SetVideoFullscreen for why we do this
            */
            screen_rect = NSMakeRect(0,0,device_width,device_height);
            QZ_SetFrame([ NSScreen mainScreen ], screen_rect);
        }
    }
    /* Release window mode resources */
    else {
        id delegate = [ qz_window delegate ];
        [ qz_window close ]; /* includes release because [qz_window isReleasedWhenClosed] */
        if (delegate != nil) [ delegate release ];
        qz_window = nil;
        window_view = nil;

        /* Release the OpenGL context */
        if ( mode_flags & SDL_OPENGL )
            QZ_TearDownOpenGL (this);
    }

    /* Signal successful teardown */
    video_set = SDL_FALSE;
}

static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int width,
                                           int height, int bpp, Uint32 flags)
{
    boolean_t exact_match = 0;
    NSRect screen_rect;
    CGError error;
    NSRect contentRect;
    CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;

    /* Fade to black to hide resolution-switching flicker (and garbage
       that is displayed by a destroyed OpenGL context, if applicable) */
    if ( CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess ) {
        CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
    }
    
    /* Destroy any previous mode */
    if (video_set == SDL_TRUE)
        QZ_UnsetVideoMode (this, FALSE);

    /* Sorry, QuickDraw was ripped out. */
    if (getenv("SDL_NSWindowPointer") || getenv("SDL_NSQuickDrawViewPointer")) {
        SDL_SetError ("Embedded QuickDraw windows are no longer supported");
        goto ERR_NO_MATCH;
    }

    /* See if requested mode exists */
    mode = CGDisplayBestModeForParameters (display_id, bpp, width,
                                           height, &exact_match);

    /* Require an exact match to the requested mode */
    if ( ! exact_match ) {
        SDL_SetError ("Failed to find display resolution: %dx%dx%d", width, height, bpp);
        goto ERR_NO_MATCH;
    }

    /* Put up the blanking window (a window above all other windows) */
    if (getenv ("SDL_SINGLEDISPLAY"))
        error = CGDisplayCapture (display_id);
    else
        error = CGCaptureAllDisplays ();
        
    if ( CGDisplayNoErr != error ) {
        SDL_SetError ("Failed capturing display");
        goto ERR_NO_CAPTURE;
    }

    /* Do the physical switch */
    if ( CGDisplayNoErr != CGDisplaySwitchToMode (display_id, mode) ) {
        SDL_SetError ("Failed switching display resolution");
        goto ERR_NO_SWITCH;
    }

    current->pixels = (Uint32*) CGDisplayBaseAddress (display_id);
    current->pitch  = CGDisplayBytesPerRow (display_id);

    current->flags = 0;
    current->w = width;
    current->h = height;
    current->flags |= SDL_FULLSCREEN;
    current->flags |= SDL_HWSURFACE;
    current->flags |= SDL_PREALLOC;
    /* current->hwdata = (void *) CGDisplayGetDrawingContext (display_id); */

    this->UpdateRects     = QZ_DirectUpdate;
    this->LockHWSurface   = QZ_LockHWSurface;
    this->UnlockHWSurface = QZ_UnlockHWSurface;

    /* Setup double-buffer emulation */
    if ( flags & SDL_DOUBLEBUF ) {
        
        /*
            Setup a software backing store for reasonable results when
            double buffering is requested (since a single-buffered hardware
            surface looks hideous).
            
            The actual screen blit occurs in a separate thread to allow 
            other blitting while waiting on the VBL (and hence results in higher framerates).
        */
        this->LockHWSurface = NULL;
        this->UnlockHWSurface = NULL;
        this->UpdateRects = NULL;
        
        current->flags |= (SDL_HWSURFACE|SDL_DOUBLEBUF);
        this->UpdateRects = QZ_DoubleBufferUpdate;
        this->LockHWSurface = QZ_LockDoubleBuffer;
        this->UnlockHWSurface = QZ_UnlockDoubleBuffer;
        this->FlipHWSurface = QZ_FlipDoubleBuffer;

        current->pixels = SDL_malloc (current->pitch * current->h * 2);
        if (current->pixels == NULL) {
            SDL_OutOfMemory ();
            goto ERR_DOUBLEBUF;
        }
        
        sw_buffers[0] = current->pixels;
        sw_buffers[1] = (Uint8*)current->pixels + current->pitch * current->h;
        
        quit_thread = NO;
        sem1 = SDL_CreateSemaphore (0);
        sem2 = SDL_CreateSemaphore (1);
        thread = SDL_CreateThread ((int (*)(void *))QZ_ThreadFlip, this);
    }

    if ( CGDisplayCanSetPalette (display_id) )
        current->flags |= SDL_HWPALETTE;

    /* Check if we should recreate the window */
    if (qz_window == nil) {
        /* Manually create a window, avoids having a nib file resource */
        qz_window = [ [ SDL_QuartzWindow alloc ] 
            initWithContentRect:contentRect
                styleMask:0
                    backing:NSBackingStoreBuffered
                        defer:NO ];

        if (qz_window != nil) {
            [ qz_window setAcceptsMouseMovedEvents:YES ];
            [ qz_window setViewsNeedDisplay:NO ];
        }
    }
    /* We already have a window, just change its size */
    else {
        [ qz_window setContentSize:contentRect.size ];
        current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
        [ window_view setFrameSize:contentRect.size ];
    }

    /* Setup OpenGL for a fullscreen context */
    if (flags & SDL_OPENGL) {

        CGLError err;
        CGLContextObj ctx;

        if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
            goto ERR_NO_GL;
        }

        /* Initialize the NSView and add it to our window.  The presence of a valid window and
           view allow the cursor to be changed whilst in fullscreen.*/
        window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
        [ [ qz_window contentView ] addSubview:window_view ];	
        [ window_view release ];

        ctx = QZ_GetCGLContextObj (gl_context);
        err = CGLSetFullScreen (ctx);

        if (err) {
            SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
            goto ERR_NO_GL;
        }

        [ gl_context makeCurrentContext];

        glClear (GL_COLOR_BUFFER_BIT);

        [ gl_context flushBuffer ];

        current->flags |= SDL_OPENGL;
    }

    /* If we don't hide menu bar, it will get events and interrupt the program */
    HideMenuBar ();

    /* Fade in again (asynchronously) */
    if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
        CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
        CGReleaseDisplayFadeReservation(fade_token);
    }

    /* 
        There is a bug in Cocoa where NSScreen doesn't synchronize
        with CGDirectDisplay, so the main screen's frame is wrong.
        As a result, coordinate translation produces incorrect results.
        We can hack around this bug by setting the screen rect
        ourselves. This hack should be removed if/when the bug is fixed.
    */
    screen_rect = NSMakeRect(0,0,width,height);
    QZ_SetFrame([ NSScreen mainScreen ], screen_rect);

    /* Save the flags to ensure correct tear-down */
    mode_flags = current->flags;

    /* Set app state, hide cursor if necessary, ... */
    QZ_DoActivate(this);

    return current;

    /* Since the blanking window covers *all* windows (even force quit) correct recovery is crucial */
ERR_NO_GL:      
ERR_DOUBLEBUF:  CGDisplaySwitchToMode (display_id, save_mode);
ERR_NO_SWITCH:  CGReleaseAllDisplays ();
ERR_NO_CAPTURE:
ERR_NO_MATCH:   if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
                    CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
                    CGReleaseDisplayFadeReservation (fade_token);
                }
                return NULL;
}

static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
                                         int height, int *bpp, Uint32 flags)
{
    unsigned int style;
    NSRect contentRect;
    int center_window = 1;
    int origin_x, origin_y;
    CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;

    current->flags = 0;
    current->w = width;
    current->h = height;
    
    contentRect = NSMakeRect (0, 0, width, height);

    /*
        Check if we should completely destroy the previous mode 
        - If it is fullscreen
        - If it has different noframe or resizable attribute
        - If it is OpenGL (since gl attributes could be different)
        - If new mode is OpenGL, but previous mode wasn't
    */
    if (video_set == SDL_TRUE) {
        if (mode_flags & SDL_FULLSCREEN) {
            /* Fade to black to hide resolution-switching flicker (and garbage
               that is displayed by a destroyed OpenGL context, if applicable) */
            if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
                CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
            }
            QZ_UnsetVideoMode (this, TRUE);
        }
        else if ( ((mode_flags ^ flags) & (SDL_NOFRAME|SDL_RESIZABLE)) ||
                  (mode_flags & SDL_OPENGL) || 
                  (flags & SDL_OPENGL) ) {
            QZ_UnsetVideoMode (this, TRUE);
        }
    }
    
    /* Sorry, QuickDraw was ripped out. */
    if (getenv("SDL_NSWindowPointer") || getenv("SDL_NSQuickDrawViewPointer")) {
        SDL_SetError ("Embedded QuickDraw windows are no longer supported");
        if (fade_token != kCGDisplayFadeReservationInvalidToken) {
            CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
            CGReleaseDisplayFadeReservation (fade_token);
        }
        return NULL;
    }

    /* Check if we should recreate the window */
    if (qz_window == nil) {
    
        /* Set the window style based on input flags */
        if ( flags & SDL_NOFRAME ) {
            style = NSBorderlessWindowMask;
            current->flags |= SDL_NOFRAME;
        } else {
            style = NSTitledWindowMask;
            style |= (NSMiniaturizableWindowMask | NSClosableWindowMask);
            if ( flags & SDL_RESIZABLE ) {
                style |= NSResizableWindowMask;
                current->flags |= SDL_RESIZABLE;
            }
        }

        /* Manually create a window, avoids having a nib file resource */
        qz_window = [ [ SDL_QuartzWindow alloc ] 
            initWithContentRect:contentRect
                styleMask:style 
                    backing:NSBackingStoreBuffered
                        defer:NO ];
                          
        if (qz_window == nil) {
            SDL_SetError ("Could not create the Cocoa window");
            if (fade_token != kCGDisplayFadeReservationInvalidToken) {
                CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
                CGReleaseDisplayFadeReservation (fade_token);
            }
            return NULL;
        }

        /*[ qz_window setReleasedWhenClosed:YES ];*/ /* no need to set this as it's the default for NSWindows */
        QZ_SetCaption(this, this->wm_title, this->wm_icon);
        [ qz_window setAcceptsMouseMovedEvents:YES ];
        [ qz_window setViewsNeedDisplay:NO ];

        if ( QZ_WindowPosition(this, &origin_x, &origin_y) ) {
            /* have to flip the Y value (NSPoint is lower left corner origin) */
            [ qz_window setFrameTopLeftPoint:NSMakePoint((float) origin_x, (float) (this->info.current_h - origin_y))];
            center_window = 0;
        } else if ( center_window ) {
            [ qz_window center ];
        }

        [ qz_window setDelegate:
            [ [ SDL_QuartzWindowDelegate alloc ] init ] ];
        [ qz_window setContentView: [ [ [ SDL_QuartzView alloc ] init ] autorelease ] ];
    }
    /* We already have a window, just change its size */
    else {
        [ qz_window setContentSize:contentRect.size ];
        current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
        [ window_view setFrameSize:contentRect.size ];
    }

    /* For OpenGL, we bind the context to a subview */
    if ( flags & SDL_OPENGL ) {

        if ( ! QZ_SetupOpenGL (this, *bpp, flags) ) {
            if (fade_token != kCGDisplayFadeReservationInvalidToken) {
                CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
                CGReleaseDisplayFadeReservation (fade_token);
            }
            return NULL;
        }

        window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
        [ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
        [ [ qz_window contentView ] addSubview:window_view ];
        [ gl_context setView: window_view ];
        [ window_view release ];
        [ gl_context makeCurrentContext];
        [ qz_window makeKeyAndOrderFront:nil ];
        current->flags |= SDL_OPENGL;
    }
    /* For 2D, we build a CGBitmapContext */
    else {
        CGColorSpaceRef cgColorspace;

        /* Only recreate the view if it doesn't already exist */
        if (window_view == nil) {
        
            window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
            [ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
            [ [ qz_window contentView ] addSubview:window_view ];
            [ window_view release ];
            [ qz_window makeKeyAndOrderFront:nil ];
        }
        
        cgColorspace = CGColorSpaceCreateDeviceRGB();
        current->pitch = 4 * current->w;
        current->pixels = SDL_malloc (current->h * current->pitch);
        
        cg_context = CGBitmapContextCreate (current->pixels, current->w, current->h,
                        8, current->pitch, cgColorspace,
                        kCGImageAlphaNoneSkipFirst);
        CGColorSpaceRelease (cgColorspace);
        
        current->flags |= SDL_SWSURFACE;
        current->flags |= SDL_ASYNCBLIT;
        current->hwdata = (void *) cg_context;
        
        this->UpdateRects     = QZ_UpdateRects;
        this->LockHWSurface   = QZ_LockHWSurface;
        this->UnlockHWSurface = QZ_UnlockHWSurface;
    }

    /* Save flags to ensure correct teardown */
    mode_flags = current->flags;

    /* Fade in again (asynchronously) if we came from a fullscreen mode and faded to black */
    if (fade_token != kCGDisplayFadeReservationInvalidToken) {
        CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
        CGReleaseDisplayFadeReservation (fade_token);
    }

    return current;
}

static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
                                     int height, int bpp, Uint32 flags)
{
    current->flags = 0;
    current->pixels = NULL;

    /* Setup full screen video */
    if ( flags & SDL_FULLSCREEN ) {
        current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
        if (current == NULL)
            return NULL;
    }
    /* Setup windowed video */
    else {
        /* Force bpp to 32 */
        bpp = 32;
        current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags);
        if (current == NULL)
            return NULL;
    }

    /* Setup the new pixel format */
    {
        int amask = 0,
        rmask = 0,
        gmask = 0,
        bmask = 0;

        switch (bpp) {
            case 16:   /* (1)-5-5-5 RGB */
                amask = 0;
                rmask = 0x7C00;
                gmask = 0x03E0;
                bmask = 0x001F;
                break;
            case 24:
                SDL_SetError ("24bpp is not available");
                return NULL;
            case 32:   /* (8)-8-8-8 ARGB */
                amask = 0x00000000;
		if ( flags & SDL_FULLSCREEN )
		{
			rmask = 0x00FF0000;
			gmask = 0x0000FF00;
			bmask = 0x000000FF;
		}
		else
		{
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
			rmask = 0x0000FF00;
			gmask = 0x00FF0000;
			bmask = 0xFF000000;
#else
			rmask = 0x00FF0000;
			gmask = 0x0000FF00;
			bmask = 0x000000FF;
#endif
		}
                break;
        }

        if ( ! SDL_ReallocFormat (current, bpp,
                                  rmask, gmask, bmask, amask ) ) {
            SDL_SetError ("Couldn't reallocate pixel format");
            return NULL;
        }
    }

    /* Signal successful completion (used internally) */
    video_set = SDL_TRUE;

    return current;
}

static int QZ_ToggleFullScreen (_THIS, int on)
{
    return 0;
}

static int QZ_SetColors (_THIS, int first_color, int num_colors,
                         SDL_Color *colors)
{
    CGTableCount  index;
    CGDeviceColor color;

    for (index = first_color; index < first_color+num_colors; index++) {

        /* Clamp colors between 0.0 and 1.0 */
        color.red   = colors->r / 255.0;
        color.blue  = colors->b / 255.0;
        color.green = colors->g / 255.0;

        colors++;

        CGPaletteSetColorAtIndex (palette, color, index);
    }

    if ( CGDisplayNoErr != CGDisplaySetPalette (display_id, palette) )
        return 0;

    return 1;
}

static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface)
{
    return 1;
}

static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface)
{
}

/* The VBL delay is based on code by Ian R Ollmann's RezLib <iano@cco.caltech.edu> */
static AbsoluteTime QZ_SecondsToAbsolute ( double seconds )
{
    union
    {
        UInt64 i;
        Nanoseconds ns;
    } temp;
        
    temp.i = seconds * 1000000000.0;
    
    return NanosecondsToAbsolute ( temp.ns );
}

static int QZ_ThreadFlip (_THIS)
{
    Uint8 *src, *dst;
    int skip, len, h;
    
    /*
        Give this thread the highest scheduling priority possible,
        in the hopes that it will immediately run after the VBL delay
    */
    {
        pthread_t current_thread;
        int policy;
        struct sched_param param;
        
        current_thread = pthread_self ();
        pthread_getschedparam (current_thread, &policy, &param);
        policy = SCHED_RR;
        param.sched_priority = sched_get_priority_max (policy);
        pthread_setschedparam (current_thread, policy, &param);
    }
    
    while (1) {
    
        SDL_SemWait (sem1);
        if (quit_thread)
            return 0;
                
        /*
         * We have to add SDL_VideoSurface->offset here, since we might be a
         *  smaller surface in the center of the framebuffer (you asked for
         *  a fullscreen resolution smaller than the hardware could supply
         *  so SDL is centering it in a bigger resolution)...
         */
        dst = (Uint8 *)CGDisplayBaseAddress (display_id) + SDL_VideoSurface->offset;
        src = current_buffer + SDL_VideoSurface->offset;
        len = SDL_VideoSurface->w * SDL_VideoSurface->format->BytesPerPixel;
        h = SDL_VideoSurface->h;
        skip = SDL_VideoSurface->pitch;
    
        /* Wait for the VBL to occur (estimated since we don't have a hardware interrupt) */
        {
            
            /* The VBL delay is based on Ian Ollmann's RezLib <iano@cco.caltech.edu> */
            double refreshRate;
            double linesPerSecond;
            double target;
            double position;
            double adjustment;
            AbsoluteTime nextTime;        
            CFNumberRef refreshRateCFNumber;
            
            refreshRateCFNumber = CFDictionaryGetValue (mode, kCGDisplayRefreshRate);
            if ( NULL == refreshRateCFNumber ) {
                SDL_SetError ("Mode has no refresh rate");
                goto ERROR;
            }
            
            if ( 0 == CFNumberGetValue (refreshRateCFNumber, kCFNumberDoubleType, &refreshRate) ) {
                SDL_SetError ("Error getting refresh rate");
                goto ERROR;
            }
            
            if ( 0 == refreshRate ) {
               
               SDL_SetError ("Display has no refresh rate, using 60hz");
                
                /* ok, for LCD's we'll emulate a 60hz refresh, which may or may not look right */
                refreshRate = 60.0;
            }
            
            linesPerSecond = refreshRate * h;
            target = h;
        
            /* Figure out the first delay so we start off about right */
            position = CGDisplayBeamPosition (display_id);
            if (position > target)
                position = 0;
            
            adjustment = (target - position) / linesPerSecond; 
            
            nextTime = AddAbsoluteToAbsolute (UpTime (), QZ_SecondsToAbsolute (adjustment));
        
            MPDelayUntil (&nextTime);
        }
        
        
        /* On error, skip VBL delay */
        ERROR:
        
        /* TODO: use CGContextDrawImage here too!  Create two CGContextRefs the same way we
           create two buffers, replace current_buffer with current_context and set it
           appropriately in QZ_FlipDoubleBuffer.  */
        while ( h-- ) {
        
            SDL_memcpy (dst, src, len);
            src += skip;
            dst += skip;
        }
        
        /* signal flip completion */
        SDL_SemPost (sem2);
    }
    
    return 0;
}
        
static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface)
{
    /* wait for previous flip to complete */
    SDL_SemWait (sem2);
    
    current_buffer = surface->pixels;
        
    if (surface->pixels == sw_buffers[0])
        surface->pixels = sw_buffers[1];
    else
        surface->pixels = sw_buffers[0];
    
    /* signal worker thread to do the flip */
    SDL_SemPost (sem1);
    
    return 0;
}

static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects)
{
    /* perform a flip if someone calls updaterects on a doublebuferred surface */
    this->FlipHWSurface (this, SDL_VideoSurface);
}

static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects)
{
#pragma unused(this,num_rects,rects)
}


/* Resize icon, BMP format */
static const unsigned char QZ_ResizeIcon[] = {
    0x42,0x4d,0x31,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x36,0x00,0x00,0x00,0x28,0x00,
    0x00,0x00,0x0d,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x01,0x00,0x18,0x00,0x00,0x00,
    0x00,0x00,0xfb,0x01,0x00,0x00,0x13,0x0b,0x00,0x00,0x13,0x0b,0x00,0x00,0x00,0x00,
    0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,
    0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xda,0xda,0xda,0x87,
    0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,
    0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd5,0xd5,0xd5,0x87,0x87,0x87,0xe8,0xe8,0xe8,
    0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,
    0xda,0xda,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,
    0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,
    0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,
    0xe8,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xd9,0xd9,0xd9,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xdc,
    0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,
    0xdb,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,0xdb,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdc,
    0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b
};

static void QZ_DrawResizeIcon (_THIS)
{
    /* Check if we should draw the resize icon */
    if (SDL_VideoSurface->flags & SDL_RESIZABLE) {
    
        SDL_Rect icon_rect;
        
        /* Create the icon image */
        if (resize_icon == NULL) {
        
            SDL_RWops *rw;
            SDL_Surface *tmp;
            
            rw = SDL_RWFromConstMem (QZ_ResizeIcon, sizeof(QZ_ResizeIcon));
            tmp = SDL_LoadBMP_RW (rw, SDL_TRUE);
                                                            
            resize_icon = SDL_ConvertSurface (tmp, SDL_VideoSurface->format, SDL_SRCCOLORKEY);
            SDL_SetColorKey (resize_icon, SDL_SRCCOLORKEY, 0xFFFFFF);
            
            SDL_FreeSurface (tmp);
        }
            
        icon_rect.x = SDL_VideoSurface->w - 13;
        icon_rect.y = SDL_VideoSurface->h - 13;
        icon_rect.w = 13;
        icon_rect.h = 13;
            
        SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect);
    }
}

static void QZ_UpdateRects (_THIS, int numRects, SDL_Rect *rects)
{
    if (SDL_VideoSurface->flags & SDL_OPENGLBLIT) {
        QZ_GL_SwapBuffers (this);
    }
    else if ( [ qz_window isMiniaturized ] ) {
    
        /* Do nothing if miniaturized */
    }
    
    else {
        CGContextRef cgc = (CGContextRef)
            [[NSGraphicsContext graphicsContextWithWindow: qz_window]
                graphicsPort];
        QZ_DrawResizeIcon (this);
        CGContextFlush (cg_context);
        CGImageRef image = CGBitmapContextCreateImage (cg_context);
        CGRect rectangle = CGRectMake (0,0,[window_view frame].size.width,[window_view frame].size.height);
        
        CGContextDrawImage (cgc, rectangle, image);
        CGImageRelease(image);
        CGContextFlush (cgc);
        CGContextRelease (cgc);
    }
}

static void QZ_VideoQuit (_THIS)
{
    CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;

    /* Restore gamma settings */
    CGDisplayRestoreColorSyncSettings ();

    /* Ensure the cursor will be visible and working when we quit */
    CGDisplayShowCursor (display_id);
    CGAssociateMouseAndMouseCursorPosition (1);
    
    if (mode_flags & SDL_FULLSCREEN) {
        /* Fade to black to hide resolution-switching flicker (and garbage
           that is displayed by a destroyed OpenGL context, if applicable) */
        if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
            CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
        }
        QZ_UnsetVideoMode (this, TRUE);
        if (fade_token != kCGDisplayFadeReservationInvalidToken) {
            CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
            CGReleaseDisplayFadeReservation (fade_token);
        }
    }
    else
        QZ_UnsetVideoMode (this, TRUE);
    
    CGPaletteRelease (palette);

    if (opengl_library) {
        SDL_UnloadObject(opengl_library);
        opengl_library = NULL;
    }
    this->gl_config.driver_loaded = 0;

    if (field_edit) {
        [field_edit release];
        field_edit = NULL;
    }
}

#if 0 /* Not used (apparently, it's really slow) */
static int  QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color)
{
    CGSDisplayHWFill (display_id, rect->x, rect->y, rect->w, rect->h, color);

    return 0;
}
#endif

static int  QZ_LockHWSurface(_THIS, SDL_Surface *surface)
{
    return 1;
}

static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
}

static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface)
{
    return(-1); /* unallowed (no HWSURFACE support here). */
}

static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface)
{
}

/*
 int QZ_FlipHWSurface (_THIS, SDL_Surface *surface) {
     return 0;
 }
 */

/* Gamma functions */
int QZ_SetGamma (_THIS, float red, float green, float blue)
{
    const CGGammaValue min = 0.0, max = 1.0;

    if (red == 0.0)
        red = FLT_MAX;
    else
        red = 1.0 / red;

    if (green == 0.0)
        green = FLT_MAX;
    else
        green = 1.0 / green;

    if (blue == 0.0)
        blue = FLT_MAX;
    else
        blue  = 1.0 / blue;

    if ( CGDisplayNoErr == CGSetDisplayTransferByFormula
         (display_id, min, max, red, min, max, green, min, max, blue) ) {

        return 0;
    }
    else {

        return -1;
    }
}

int QZ_GetGamma (_THIS, float *red, float *green, float *blue)
{
    CGGammaValue dummy;
    if ( CGDisplayNoErr == CGGetDisplayTransferByFormula
         (display_id, &dummy, &dummy, red,
          &dummy, &dummy, green, &dummy, &dummy, blue) )

        return 0;
    else
        return -1;
}

int QZ_SetGammaRamp (_THIS, Uint16 *ramp)
{
    const CGTableCount tableSize = 255;
    CGGammaValue redTable[tableSize];
    CGGammaValue greenTable[tableSize];
    CGGammaValue blueTable[tableSize];

    int i;

    /* Extract gamma values into separate tables, convert to floats between 0.0 and 1.0 */
    for (i = 0; i < 256; i++)
        redTable[i % 256] = ramp[i] / 65535.0;

    for (i=256; i < 512; i++)
        greenTable[i % 256] = ramp[i] / 65535.0;

    for (i=512; i < 768; i++)
        blueTable[i % 256] = ramp[i] / 65535.0;

    if ( CGDisplayNoErr == CGSetDisplayTransferByTable
         (display_id, tableSize, redTable, greenTable, blueTable) )
        return 0;
    else
        return -1;
}

int QZ_GetGammaRamp (_THIS, Uint16 *ramp)
{
    const CGTableCount tableSize = 255;
    CGGammaValue redTable[tableSize];
    CGGammaValue greenTable[tableSize];
    CGGammaValue blueTable[tableSize];
    CGTableCount actual;
    int i;

    if ( CGDisplayNoErr != CGGetDisplayTransferByTable
         (display_id, tableSize, redTable, greenTable, blueTable, &actual) ||
         actual != tableSize)

        return -1;

    /* Pack tables into one array, with values from 0 to 65535 */
    for (i = 0; i < 256; i++)
        ramp[i] = redTable[i % 256] * 65535.0;

    for (i=256; i < 512; i++)
        ramp[i] = greenTable[i % 256] * 65535.0;

    for (i=512; i < 768; i++)
        ramp[i] = blueTable[i % 256] * 65535.0;

    return 0;
}