view src/video/quartz/SDL_QuartzVideo.h @ 1732:fd65f12b6de6 SDL-1.3

Implemented Win32 input grab
author Sam Lantinga <slouken@libsdl.org>
date Sat, 08 Jul 2006 20:55:39 +0000
parents 4da1ee79c9af
children
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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 <OpenGL/CGLTypes.h>    /* For CGLContextObj */
#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);
/* vi: set ts=4 sw=4 expandtab: */