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