view src/video/quartz/SDL_QuartzWM.m @ 889:eac8c69b5706

ate: Fri, 09 Apr 2004 20:07:10 +0200 From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen).
author Sam Lantinga <slouken@libsdl.org>
date Sun, 16 May 2004 18:02:48 +0000
parents 9e84d106ec19
children af585d6efec8
line wrap: on
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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"


struct WMcursor {
    Cursor curs;
};

void QZ_FreeWMCursor     (_THIS, WMcursor *cursor) { 

    if ( cursor != NULL )
        free (cursor);
}

/* Use the Carbon cursor routines for now */
WMcursor*    QZ_CreateWMCursor   (_THIS, Uint8 *data, Uint8 *mask, 
                                         int w, int h, int hot_x, int hot_y) { 
    WMcursor *cursor;
    int row, bytes;
        
    /* Allocate the cursor memory */
    cursor = (WMcursor *)malloc(sizeof(WMcursor));
    if ( cursor == NULL ) {
        SDL_OutOfMemory();
        return(NULL);
    }
    memset(cursor, 0, sizeof(*cursor));
    
    if (w > 16)
        w = 16;
    
    if (h > 16)
        h = 16;
    
    bytes = (w+7)/8;

    for ( row=0; row<h; ++row ) {
        memcpy(&cursor->curs.data[row], data, bytes);
        data += bytes;
    }
    for ( row=0; row<h; ++row ) {
        memcpy(&cursor->curs.mask[row], mask, bytes);
        mask += bytes;
    }
    cursor->curs.hotSpot.h = hot_x;
    cursor->curs.hotSpot.v = hot_y;
    
    return(cursor);
}

void QZ_ShowMouse (_THIS) {
    if (!cursor_visible) {
        [ NSCursor unhide ];
        cursor_visible = YES;
    }
}

void QZ_HideMouse (_THIS) {
    BOOL isInGameWin = QZ_IsMouseInWindow (this);
    if (isInGameWin && cursor_visible) {
        [ NSCursor hide ];
        cursor_visible = NO;
    }
}

BOOL QZ_IsMouseInWindow (_THIS) {
    return (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([ qz_window mouseLocationOutsideOfEventStream ], [ window_view frame ]);
}

int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { 

    if ( cursor == NULL) {
        if ( cursor_should_be_visible ) {
            QZ_HideMouse (this);
            cursor_should_be_visible = NO;
            QZ_ChangeGrabState (this, QZ_HIDECURSOR);
        }
    }
    else {
        SetCursor(&cursor->curs);
        if ( ! cursor_should_be_visible ) {
            QZ_ShowMouse (this);
            cursor_should_be_visible = YES;
            QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
        }
    }

    return 1;
}

/*
    Coordinate conversion functions, for convenience
    Cocoa sets the origin at the lower left corner of the window/screen
    SDL, CoreGraphics/WindowServer, and QuickDraw use the origin at the upper left corner
    The routines were written so they could be called before SetVideoMode() has finished;
    this might have limited usefulness at the moment, but the extra cost is trivial.
*/

/* Convert Cocoa screen coordinate to Cocoa window coordinate */
void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) {

    *p = [ qz_window convertScreenToBase:*p ];
}


/* Convert Cocoa window coordinate to Cocoa screen coordinate */
void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) {

    *p = [ qz_window convertBaseToScreen:*p ];
}

/* Convert SDL coordinate to Cocoa coordinate */
void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) {

    if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
    
        p->y = CGDisplayPixelsHigh (display_id) - p->y;
    }
    else {
        
        NSPoint newPoint;
        
        newPoint = [ window_view convertPoint:*p toView:[ qz_window contentView ] ];
        
        *p = newPoint;
    }
}

/* Convert Cocoa coordinate to SDL coordinate */
void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {

    if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
    
        p->y = CGDisplayPixelsHigh (display_id) - p->y;
    }
    else {
        
        NSPoint newPoint;
        
        newPoint = [ window_view convertPoint:*p fromView:[ qz_window contentView ] ];
        
        *p = newPoint;

        /* If OSX version is 10.3.0 or later, we need a workaround in OpenGL mode */
        if( system_version >= 0x1030 && (SDL_VideoSurface->flags & (SDL_OPENGL | SDL_OPENGLBLIT)) ) {
            p->y = [window_view frame].size.height - p->y - 1;
        }
    }
}

/* Convert SDL coordinate to window server (CoreGraphics) coordinate */
CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) {
    
    CGPoint cgp;
    
    if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */
    
        int height;
        
        QZ_PrivateSDLToCocoa (this, p);
        QZ_PrivateLocalToGlobal (this, p);
        
        height = CGDisplayPixelsHigh (display_id);
        p->y = height - p->y;
    }
    
    cgp.x = p->x;
    cgp.y = p->y;
    
    return cgp;
}

#if 0 /* Dead code */
/* Convert window server (CoreGraphics) coordinate to SDL coordinate */
void QZ_PrivateCGToSDL (_THIS, NSPoint *p) {
            
    if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */
    
        int height;

        /* Convert CG Global to Cocoa Global */
        height = CGDisplayPixelsHigh (display_id);
        p->y = height - p->y;

        QZ_PrivateGlobalToLocal (this, p);
        QZ_PrivateCocoaToSDL (this, p);
    }
}
#endif /* Dead code */

void  QZ_PrivateWarpCursor (_THIS, int x, int y) {
    
    NSPoint p;
    CGPoint cgp;
    
    p = NSMakePoint (x, y);
    cgp = QZ_PrivateSDLToCG (this, &p);
    
    /* this is the magic call that fixes cursor "freezing" after warp */
    CGSetLocalEventsSuppressionInterval (0.0);
    CGWarpMouseCursorPosition (cgp);
}

void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) {

    /* Only allow warping when in foreground */
    if ( ! [ NSApp isActive ] )
        return;
            
    /* Do the actual warp */
    QZ_PrivateWarpCursor (this, x, y);

    /* Generate the mouse moved event */
    SDL_PrivateMouseMotion (0, 0, x, y);
}

void QZ_MoveWMCursor     (_THIS, int x, int y) { }
void QZ_CheckMouseMode   (_THIS) { }

void QZ_SetCaption    (_THIS, const char *title, const char *icon) {

    if ( qz_window != nil ) {
        NSString *string;
        if ( title != NULL ) {
            string = [ [ NSString alloc ] initWithCString:title ];
            [ qz_window setTitle:string ];
            [ string release ];
        }
        if ( icon != NULL ) {
            string = [ [ NSString alloc ] initWithCString:icon ];
            [ qz_window setMiniwindowTitle:string ];
            [ string release ];
        }
    }
}

void QZ_SetIcon       (_THIS, SDL_Surface *icon, Uint8 *mask)
{
    NSBitmapImageRep *imgrep;
    NSImage *img;
    SDL_Surface *mergedSurface;
    int i,j;
    NSAutoreleasePool *pool;
    SDL_Rect rrect;
    NSSize imgSize = {icon->w, icon->h};
    
    pool = [ [ NSAutoreleasePool alloc ] init ];
    SDL_GetClipRect(icon, &rrect);
    
    /* create a big endian RGBA surface */
    mergedSurface = SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA, 
                    icon->w, icon->h, 32, 0xff<<24, 0xff<<16, 0xff<<8, 0xff<<0);
    if (mergedSurface==NULL) {
        NSLog(@"Error creating surface for merge");
        goto freePool;
    }
    
    if (mergedSurface->pitch != 
        mergedSurface->format->BytesPerPixel * mergedSurface->w) {
        SDL_SetError ("merged surface has wrong format");
        SDL_FreeSurface (mergedSurface);
        goto freePool;
    }
    
    if (SDL_BlitSurface(icon,&rrect,mergedSurface,&rrect)) {
        NSLog(@"Error blitting to mergedSurface");
        goto freePool;
    }
    
    if (mask) {

        Uint32 *pixels = mergedSurface->pixels;
        for (i = 0; i < mergedSurface->h; i++) {
            for (j = 0; j < mergedSurface->w; j++) {
                
                int index = i * mergedSurface->w + j;
                int mindex = index >> 3;
                int bindex = 7 - (index & 0x7);
                
                if (mask[mindex] & (1 << bindex))
                    pixels[index] |= 0x000000FF;
                else
                    pixels[index] &= 0xFFFFFF00;
            }
        }
    }
    
    imgrep = [ [ NSBitmapImageRep alloc] 
                    initWithBitmapDataPlanes:(unsigned char **)&mergedSurface->pixels 
                        pixelsWide:icon->w pixelsHigh:icon->h bitsPerSample:8 samplesPerPixel:4 
                        hasAlpha:YES isPlanar:NO colorSpaceName:NSDeviceRGBColorSpace 
                        bytesPerRow:icon->w<<2 bitsPerPixel:32 ];
    
    img = [ [ NSImage alloc ] initWithSize:imgSize ];
    
    [ img addRepresentation: imgrep ];
    [ NSApp setApplicationIconImage:img ];
    
    [ img release ];
    [ imgrep release ];
    SDL_FreeSurface(mergedSurface);
freePool:
    [pool release];
}

int  QZ_IconifyWindow (_THIS) { 

    if ( ! [ qz_window isMiniaturized ] ) {
        [ qz_window miniaturize:nil ];
        return 1;
    }
    else {
        SDL_SetError ("window already iconified");
        return 0;
    }
}

/*
int  QZ_GetWMInfo  (_THIS, SDL_SysWMinfo *info) { 
    info->nsWindowPtr = qz_window;
    return 0; 
}*/

void QZ_ChangeGrabState (_THIS, int action) {

    /* 
        Figure out what the next state should be based on the action.
        Ignore actions that can't change the current state.
    */
    if ( grab_state == QZ_UNGRABBED ) {
        if ( action == QZ_ENABLE_GRAB ) {
            if ( cursor_should_be_visible )
                grab_state = QZ_VISIBLE_GRAB;
            else
                grab_state = QZ_INVISIBLE_GRAB;
        }
    }
    else if ( grab_state == QZ_VISIBLE_GRAB ) {
        if ( action == QZ_DISABLE_GRAB )
            grab_state = QZ_UNGRABBED;
        else if ( action == QZ_HIDECURSOR )
            grab_state = QZ_INVISIBLE_GRAB;
    }
    else {
        assert( grab_state == QZ_INVISIBLE_GRAB );
        
        if ( action == QZ_DISABLE_GRAB )
            grab_state = QZ_UNGRABBED;
        else if ( action == QZ_SHOWCURSOR )
            grab_state = QZ_VISIBLE_GRAB;
    }
    
    /* now apply the new state */
    if (grab_state == QZ_UNGRABBED) {
    
        CGAssociateMouseAndMouseCursorPosition (1);
    }
    else if (grab_state == QZ_VISIBLE_GRAB) {
    
        CGAssociateMouseAndMouseCursorPosition (1);
    }
    else {
        assert( grab_state == QZ_INVISIBLE_GRAB );

        QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
        CGAssociateMouseAndMouseCursorPosition (0);
    }
}

SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {

    int doGrab = grab_mode & SDL_GRAB_ON;
    /*int fullscreen = grab_mode & SDL_GRAB_FULLSCREEN;*/

    if ( this->screen == NULL ) {
        SDL_SetError ("QZ_GrabInput: screen is NULL");
        return SDL_GRAB_OFF;
    }
        
    if ( ! video_set ) {
        /*SDL_SetError ("QZ_GrabInput: video is not set, grab will take effect on mode switch"); */
        current_grab_mode = grab_mode;
        return grab_mode;       /* Will be set later on mode switch */
    }

    if ( grab_mode != SDL_GRAB_QUERY ) {
        if ( doGrab )
            QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
        else
            QZ_ChangeGrabState (this, QZ_DISABLE_GRAB);
        
        current_grab_mode = doGrab ? SDL_GRAB_ON : SDL_GRAB_OFF;
    }

    return current_grab_mode;
}