Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWindow.m @ 1732:fd65f12b6de6 SDL-1.3
Implemented Win32 input grab
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 08 Jul 2006 20:55:39 +0000 |
parents | 782fd950bd46 |
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" #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_INTERNALOPENGL) { /* 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_INTERNALOPENGL)) 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_INTERNALOPENGL)) { 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 = (Uint8 *) 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_INTERNALOPENGL)) 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 { QZ_DoActivate (current_video); } -(void) windowDidResignKey:(NSNotification *) aNotification { QZ_DoDeactivate (current_video); } @end