Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzVideo.h @ 4240:cb44bf8f8a0f SDL-1.2
Fixed bug #719
Mike Blaguszewski 2009-03-23 13:32:22 PDT
Patch to 1.2 HEAD that fixes the issue
Fixes bug in SDL 1.2.13 where clicking on an app's title bar to activate the
app, when cursor capturing is enabled, will cause the window to jump. This is
because SDL's handler for activate events calls a low-level Quartz function to
move the cursor. Calling this when the mouse is down in the title bar confuses
the WindowServer into thinking the title bar has been dragged. The patch defers
processing of activate events in this case.
The bottom line is that CGWarpMouseCursorPosition() is not safe to call when
the mouse in down in a window's title bar.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 23 Sep 2009 07:18:02 +0000 |
parents | 976bc19f8f6b |
children |
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" /* @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 - 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 */ /* Needs to be first, so QuickTime.h doesn't include glext.h (10.4) */ #include "SDL_opengl.h" #include <Cocoa/Cocoa.h> #include <Carbon/Carbon.h> #include <OpenGL/OpenGL.h> /* For CGL functions and types */ #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_loadso.h" #include "SDL_syswm.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #ifdef __powerpc__ /* This is a workaround to directly access NSOpenGLContext's CGL context We need this to check for errors NSOpenGLContext doesn't support Please note this is only used on PowerPC (Intel Macs are guaranteed to have a better API for this, since it showed up in Mac OS X 10.3). */ @interface NSOpenGLContext (CGLContextAccess) - (CGLContextObj) cglContext; @end #endif /* use this to get the CGLContext; it handles Cocoa interface changes. */ CGLContextObj QZ_GetCGLContextObj(NSOpenGLContext *nsctx); /* Main driver structure to store required state information */ typedef struct SDL_PrivateVideoData { BOOL allow_screensaver; /* 0 == disable screensaver */ 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 */ NSView *view; /* the window's view; draw 2D and OpenGL into this view */ CGContextRef cg_context; /* CoreGraphics rendering context */ 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 */ 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 */ NSText *field_edit; /* a field editor for keyboard composition processing */ 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_should_be_visible; /* tells if cursor is supposed to be visible (SDL_ShowCursor) */ BOOL cursor_visible; /* tells if cursor is *actually* visible 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 */ SInt32 system_version; /* used to dis-/enable workarounds depending on the system version */ void *opengl_library; /* dynamically loaded OpenGL library. */ } 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 allow_screensaver (this->hidden->allow_screensaver) #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 cg_context (this->hidden->cg_context) #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 client_mode_list (this->hidden->client_mode_list) #define keymap (this->hidden->keymap) #define current_mods (this->hidden->current_mods) #define field_edit (this->hidden->field_edit) #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_should_be_visible (this->hidden->cursor_should_be_visible) #define cursor_visible (this->hidden->cursor_visible) #define sw_buffers (this->hidden->sw_buffers) #define sw_contexts (this->hidden->sw_contexts) #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 system_version (this->hidden->system_version) #define opengl_library (this->hidden->opengl_library) /* 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 }; /* Gamma Functions */ int QZ_SetGamma (_THIS, float red, float green, float blue); int QZ_GetGamma (_THIS, float *red, float *green, float *blue); int QZ_SetGammaRamp (_THIS, Uint16 *ramp); int QZ_GetGammaRamp (_THIS, Uint16 *ramp); /* OpenGL functions */ int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags); void QZ_TearDownOpenGL (_THIS); void* QZ_GL_GetProcAddress (_THIS, const char *proc); int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value); int QZ_GL_MakeCurrent (_THIS); void QZ_GL_SwapBuffers (_THIS); int QZ_GL_LoadLibrary (_THIS, const char *location); /* Cursor and Mouse functions */ void QZ_FreeWMCursor (_THIS, WMcursor *cursor); WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); int QZ_ShowWMCursor (_THIS, WMcursor *cursor); void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y); void QZ_MoveWMCursor (_THIS, int x, int y); void QZ_CheckMouseMode (_THIS); void QZ_UpdateMouse (_THIS); /* Event functions */ void QZ_InitOSKeymap (_THIS); void QZ_PumpEvents (_THIS); /* Window Manager functions */ void QZ_SetCaption (_THIS, const char *title, const char *icon); void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask); int QZ_IconifyWindow (_THIS); SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode); /*int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*/ /* Private functions (used internally) */ void QZ_PrivateWarpCursor (_THIS, int x, int y); void QZ_ChangeGrabState (_THIS, int action); void QZ_RegisterForSleepNotifications (_THIS); void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p); void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p); BOOL QZ_IsMouseInWindow (_THIS); void QZ_DoActivate (_THIS); void QZ_DoDeactivate (_THIS);