view src/video/quartz/SDL_QuartzVideo.h @ 1629:ef4a796e7f24

Fixed bug #55 From Christian Walther: When writing my patch for #12, I ended up doing all sorts of changes to the way application/window activating/deactivating is handled in the Quartz backend, resulting in the attached patch. It does make the code a bit cleaner IMHO, but as it might be regarded as a case of "if it ain't broken, don't fix it" I'd like to hear other people's opinion about it. Please shout if some change strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As far as I tested it, it does not introduce any new bugs, but I may well have missed some. - The most fundamental change (that triggered most of the others) is irrelevant for the usual single-window SDL applications, it only affects the people who are crazy enough to display other Cocoa windows alongside the SDL window (I'm actually doing this currently, although the additional window only displays debugging info and won't be present in the final product): Before, some things were done on the application becoming active, some on the window becoming key, and some on the window becoming main. Conceptually, all these actions belong to the window becoming key, so that's what I implemented. However, since in a single-window application these three events always happen together, the previous implementation "ain't broken". - This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from SDL_GetAppState(): Before, it meant "window is main and mouse is inside window (or mode is fullscreen)". Now, it means "window is key and mouse is inside window (or mode is fullscreen)". It makes more sense to me that way. (See http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html for a discussion of what key and main windows are.) The other two flags are unchanged: SDL_APPACTIVE = application is not hidden and window is not minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen). - As a side effect, the reorganization fixes the following two issues (and maybe others) (but they could also be fixed in less invasive ways): * A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m (http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42) (from half-desirable to undesirable behavior): Situation: While in windowed mode, hide the cursor using SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode. What happened before revision 1.42: The cursor is visible, but becomes invisible as soon as the mouse is moved (half-desirable). What happens in revision 1.42 and after (including current CVS): The cursor is visible and stays visible (undesirable). What happens after my patch: The cursor is invisible from the beginning (desirable). * When the cursor is hidden and grabbed, switch away from the application using cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the current CVS, the cursor is re-grabbed, but it stays visible (immovable in the middle of the window). With my patch, the cursor is correctly re-grabbed and hidden. (For some reason, it still doesn't work correctly if you switch back to the application using the dock instead of cmd-tab. I haven't been able to figure out why. I can step over [NSCursor hide] being called in the debugger, but it seems to have no effect.) - The patch includes my patch for #12 (it was easier to obtain using cvs diff that way). If you apply both of them, you will end up with 6 duplicate lines in SDL_QuartzEvents.m.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 13 Apr 2006 14:17:48 +0000
parents 52a61c7b323b
children 9f59d4c5aaea
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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_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 <QuickTime/QuickTime.h>
#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"

/* 
    This is a workaround to directly access NSOpenGLContext's CGL context
    We need this to check for errors NSOpenGLContext doesn't support
*/
@interface NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
@end


/* Main driver structure to store required state information */
typedef struct SDL_PrivateVideoData {

    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 */
    NSQuickDrawView    *view;              /* the window's view; draw 2D and OpenGL into this view */
    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 */
    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 */
    
    ImageDescriptionHandle yuv_idh;
    MatrixRecordPtr        yuv_matrix;
    DecompressorComponent  yuv_codec;
    ImageSequence          yuv_seq;
    PlanarPixmapInfoYUV420 *yuv_pixmap;
    Sint16                  yuv_width, yuv_height;
    CGrafPtr                yuv_port;

    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 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 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 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 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);*/

/* YUV functions */
SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
                                         Uint32 format, SDL_Surface *display);


/* Private functions (used internally) */
void         QZ_PrivateWarpCursor (_THIS, int x, int y);
void         QZ_ChangeGrabState (_THIS, int action);
void         QZ_RegisterForSleepNotifications (_THIS);
void         QZ_ShowMouse (_THIS);
void         QZ_HideMouse (_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);