Mercurial > sdl-ios-xcode
view src/video/aalib/SDL_aavideo.c @ 967:cda407d627a3
Date: Tue, 5 Oct 2004 11:04:02 -0400
From: Bob Ippolito
Subject: [SDL] PATCH: Fix for release count bug in SDL_QuartzWM
SDL_QuartzWM incorrectly does [window close]; [window release];
The semantics for -[NSWindow close] are as follows:
Removes the receiver from the screen. If the receiver is set to be
released when closed, a release message is sent to the object after the
current event is completed. For an NSWindow object, the default is to
be released on closing, while for an NSPanel object, the default is not
to be released. You can use the setReleasedWhenClosed: method to change
the default behavior.
This patch simply removes the incorrect release.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 12 Nov 2004 21:29:52 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 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 */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* AAlib based SDL video driver implementation. */ #include <stdlib.h> #include <stdio.h> #include <unistd.h> #include <sys/stat.h> #include "SDL.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_events_c.h" #include "SDL_aavideo.h" #include "SDL_aaevents_c.h" #include "SDL_aamouse_c.h" #include <aalib.h> /* Initialization/Query functions */ static int AA_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void AA_VideoQuit(_THIS); /* Hardware surface functions */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface); static int AA_LockHWSurface(_THIS, SDL_Surface *surface); static int AA_FlipHWSurface(_THIS, SDL_Surface *surface); static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface); static void AA_FreeHWSurface(_THIS, SDL_Surface *surface); /* Cache the VideoDevice struct */ static struct SDL_VideoDevice *local_this; /* AAlib driver bootstrap functions */ static int AA_Available(void) { return 1; /* Always available ! */ } static void AA_DeleteDevice(SDL_VideoDevice *device) { free(device->hidden); free(device); } static SDL_VideoDevice *AA_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice)); if ( device ) { memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { free(device); } return(0); } memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = AA_VideoInit; device->ListModes = AA_ListModes; device->SetVideoMode = AA_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = AA_SetColors; device->UpdateRects = NULL; device->VideoQuit = AA_VideoQuit; device->AllocHWSurface = AA_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = AA_LockHWSurface; device->UnlockHWSurface = AA_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = AA_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = AA_InitOSKeymap; device->PumpEvents = AA_PumpEvents; device->free = AA_DeleteDevice; return device; } VideoBootStrap AALIB_bootstrap = { "aalib", "ASCII Art Library", AA_Available, AA_CreateDevice }; static void AA_ResizeHandler(aa_context *); int AA_VideoInit(_THIS, SDL_PixelFormat *vformat) { int keyboard; int i; /* Initialize all variables that we clean on shutdown */ for ( i=0; i<SDL_NUMMODES; ++i ) { SDL_modelist[i] = malloc(sizeof(SDL_Rect)); SDL_modelist[i]->x = SDL_modelist[i]->y = 0; } /* Modes sorted largest to smallest */ SDL_modelist[0]->w = 1024; SDL_modelist[0]->h = 768; SDL_modelist[1]->w = 800; SDL_modelist[1]->h = 600; SDL_modelist[2]->w = 640; SDL_modelist[2]->h = 480; SDL_modelist[3]->w = 320; SDL_modelist[3]->h = 400; SDL_modelist[4]->w = 320; SDL_modelist[4]->h = 240; SDL_modelist[5]->w = 320; SDL_modelist[5]->h = 200; SDL_modelist[6] = NULL; /* Initialize the library */ AA_mutex = SDL_CreateMutex(); aa_parseoptions (NULL, NULL, NULL, NULL); AA_context = aa_autoinit(&aa_defparams); if ( ! AA_context ) { SDL_SetError("Unable to initialize AAlib"); return(-1); } /* Enable mouse and keyboard support */ if ( ! aa_autoinitkbd (AA_context, AA_SENDRELEASE) ) { SDL_SetError("Unable to initialize AAlib keyboard"); return(-1); } if ( ! aa_autoinitmouse (AA_context, AA_SENDRELEASE) ) { fprintf(stderr,"Warning: Unable to initialize AAlib mouse"); } AA_rparams = aa_getrenderparams(); local_this = this; aa_resizehandler(AA_context, AA_ResizeHandler); fprintf(stderr,"Using AAlib driver: %s (%s)\n", AA_context->driver->name, AA_context->driver->shortname); AA_in_x11 = (strcmp(AA_context->driver->shortname,"X11") == 0); /* Determine the screen depth (use default 8-bit depth) */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { if(format->BitsPerPixel != 8) return NULL; if ( flags & SDL_FULLSCREEN ) { return SDL_modelist; } else { return (SDL_Rect **) -1; } } /* From aavga.c AAlib does not give us the choice of the actual resolution, thus we have to simulate additional resolution by scaling down manually each frame */ static void fastscale (register char *b1, register char *b2, int x1, int x2, int y1, int y2) { register int ex, spx = 0, ddx, ddx1; int ddy1, ddy, spy = 0, ey; int x; char *bb1 = b1; if (!x1 || !x2 || !y1 || !y2) return; ddx = x1 + x1; ddx1 = x2 + x2; if (ddx1 < ddx) spx = ddx / ddx1, ddx %= ddx1; ddy = y1 + y1; ddy1 = y2 + y2; if (ddy1 < ddy) spy = (ddy / ddy1) * x1, ddy %= ddy1; ey = -ddy1; for (; y2; y2--) { ex = -ddx1; for (x = x2; x; x--) { *b2 = *b1; b2++; b1 += spx; ex += ddx; if (ex > 0) { b1++; ex -= ddx1; } } bb1 += spy; ey += ddy; if (ey > 0) { bb1 += x1; ey -= ddy1; } b1 = bb1; } } /* Various screen update functions available */ static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { int mode; if ( AA_buffer ) { free( AA_buffer ); } AA_buffer = malloc(width * height); if ( ! AA_buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ memset(aa_image(AA_context), 0, aa_imgwidth(AA_context) * aa_imgheight(AA_context)); memset(AA_buffer, 0, width * height); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, 8, 0, 0, 0, 0) ) { return(NULL); } /* Set up the new mode framebuffer */ current->flags = SDL_FULLSCREEN; AA_w = current->w = width; AA_h = current->h = height; current->pitch = current->w; current->pixels = AA_buffer; AA_x_ratio = ((double)aa_imgwidth(AA_context)) / ((double)width); AA_y_ratio = ((double)aa_imgheight(AA_context)) / ((double)height); /* Set the blit function */ this->UpdateRects = AA_DirectUpdate; /* We're done */ return(current); } static void AA_ResizeHandler(aa_context *context) { aa_resize(context); local_this->hidden->x_ratio = ((double)aa_imgwidth(context)) / ((double)local_this->screen->w); local_this->hidden->y_ratio = ((double)aa_imgheight(context)) / ((double)local_this->screen->h); fastscale (local_this->hidden->buffer, aa_image(context), local_this->hidden->w, aa_imgwidth (context), local_this->hidden->h, aa_imgheight (context)); aa_renderpalette(context, local_this->hidden->palette, local_this->hidden->rparams, 0, 0, aa_scrwidth(context), aa_scrheight(context)); aa_flush(context); } /* We don't actually allow hardware surfaces other than the main one */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void AA_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int AA_LockHWSurface(_THIS, SDL_Surface *surface) { /* TODO ? */ return(0); } static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } /* FIXME: How is this done with AAlib? */ static int AA_FlipHWSurface(_THIS, SDL_Surface *surface) { SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return(0); } static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { int i; SDL_Rect *rect; fastscale (AA_buffer, aa_image(AA_context), AA_w, aa_imgwidth (AA_context), AA_h, aa_imgheight (AA_context)); #if 1 aa_renderpalette(AA_context, AA_palette, AA_rparams, 0, 0, aa_scrwidth(AA_context), aa_scrheight(AA_context)); #else /* Render only the rectangles in the list */ printf("Update rects : "); for ( i=0; i < numrects; ++i ) { rect = &rects[i]; printf("(%d,%d-%d,%d)", rect->x, rect->y, rect->w, rect->h); aa_renderpalette(AA_context, AA_palette, AA_rparams, rect->x * AA_x_ratio, rect->y * AA_y_ratio, rect->w * AA_x_ratio, rect->h * AA_y_ratio); } printf("\n"); #endif SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return; } int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; for ( i=0; i < ncolors; i++ ) { aa_setpalette(AA_palette, firstcolor + i, colors[i].r>>2, colors[i].g>>2, colors[i].b>>2); } return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void AA_VideoQuit(_THIS) { int i; aa_uninitkbd(AA_context); aa_uninitmouse(AA_context); /* Free video mode lists */ for ( i=0; i<SDL_NUMMODES; ++i ) { if ( SDL_modelist[i] != NULL ) { free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } aa_close(AA_context); SDL_DestroyMutex(AA_mutex); this->screen->pixels = NULL; }