Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWindow.m @ 1321:e05bc5d315e3
Date: Wed, 1 Feb 2006 18:20:33 -0800
From: Eric Wing
Subject: SDL/Universal Binary updates
Hi Sam,
Attached is a big set of changes to the Xcode projects to support
Universal Binaries. I have also included .dmgs that include the
prebuilt frameworks.
Ryan, I also updated SMPEG which is also in the package.
The SDL and smpeg binaries were built against the CVS version (pulled
maybe a month ago?).
I do not have an Intel Mac to test on so I have no idea if this stuff
actually works. However, Christian Walther has been a big help in
testing 10.2.8 and 10.3.9 so I'm fairly confident we got the build
settings correct for at least PPC.
I have attempted to document the important things for producing these
Universal Binaries. Documentation is somewhat scattered through out
everything, but there is a big centralized piece of documentation in
the UniversalBinaryNotes.rtf in the SDL.dmg.
As far as Universal Binaries are concerned, the big things were:
- Build with gcc 3.3 on PPC, 4.0 on Intel.
- We couldn't get any of the MMX/SSE code to compile/link (SDL and
smpeg).
- All 3rd party dependencies had to be rebuilt as Universal
There were also a bunch of non-Universal things that have been updated:
- I converted the SDL-satellites to create .dmg's instead of .pkg
installers
- Updated all 3rd party static libraries with current versions. (I
think libpng was the most dramatic going from 1.0.? to 1.2.8 with API
breakage. I haven't found any problems so far in doing this.)
- Changed some compiler optimization settings
- Finally updated the exports list for SDL_mixer
- Tried to include a static smpeg in SDL_mixer (multiple build
variants in Xcode project now)
- Enabled Altivec in SDL (we forgot to add the flags to Xcode last time)
- More documentation
Since so many things have changed, there might be new problems
introduced. The big issue I've found so far is with SDL_mixer. As I
mentioned on the mailing list, MP3's produce an assertion failure.
And the MikMod problem reported on Bugzilla continues to persist.
There's probably a bunch of other stuff I'm forgetting. There really
were hundreds of little things I mucked with so it's hard to remember
them all.
If you have any questions, feel free to ask.
Thanks,
Eric
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Feb 2006 06:26:39 +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