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      1 /*
      2     SDL - Simple DirectMedia Layer
      3     Copyright (C) 1997-2003  Sam Lantinga
      4 
      5     This library is free software; you can redistribute it and/or
      6     modify it under the terms of the GNU Library General Public
      7     License as published by the Free Software Foundation; either
      8     version 2 of the License, or (at your option) any later version.
      9 
     10     This library is distributed in the hope that it will be useful,
     11     but WITHOUT ANY WARRANTY; without even the implied warranty of
     12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13     Library General Public License for more details.
     14 
     15     You should have received a copy of the GNU Library General Public
     16     License along with this library; if not, write to the Free
     17     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
     18 
     19     Sam Lantinga
     20     slouken (at) libsdl.org
     21 */
     22 #include "SDL_config.h"
     23 
     24 #include "SDL_QuartzVideo.h"
     25 #include "SDL_QuartzWM.h"
     26 #include "SDL_QuartzWindow.h"
     27 
     28 /*
     29     This function makes the *SDL region* of the window 100% opaque.
     30     The genie effect uses the alpha component. Otherwise,
     31     it doesn't seem to matter what value it has.
     32 */
     33 static void QZ_SetPortAlphaOpaque () {
     34 
     35     SDL_Surface *surface = current_video->screen;
     36     int bpp;
     37 
     38     bpp = surface->format->BitsPerPixel;
     39 
     40     if (bpp == 32) {
     41 
     42         Uint32    *pixels = (Uint32*) surface->pixels;
     43         Uint32    rowPixels = surface->pitch / 4;
     44         Uint32    i, j;
     45 
     46         for (i = 0; i < surface->h; i++)
     47             for (j = 0; j < surface->w; j++) {
     48 
     49                 pixels[ (i * rowPixels) + j ] |= 0xFF000000;
     50             }
     51     }
     52 }
     53 
     54 @implementation SDL_QuartzWindow
     55 
     56 /* we override these methods to fix the miniaturize animation/dock icon bug */
     57 - (void)miniaturize:(id)sender
     58 {
     59     if (SDL_VideoSurface->flags & SDL_OPENGL) {
     60 
     61         /*
     62             Future: Grab framebuffer and put into NSImage
     63             [ qz_window setMiniwindowImage:image ];
     64         */
     65     }
     66     else {
     67 
     68         /* make the alpha channel opaque so anim won't have holes in it */
     69         QZ_SetPortAlphaOpaque ();
     70     }
     71 
     72     /* window is hidden now */
     73     SDL_PrivateAppActive (0, SDL_APPACTIVE);
     74 
     75     [ super miniaturize:sender ];
     76 }
     77 
     78 - (void)display
     79 {
     80     /*
     81         This method fires just before the window deminaturizes from the Dock.
     82 
     83         We'll save the current visible surface, let the window manager redraw any
     84         UI elements, and restore the SDL surface. This way, no expose event
     85         is required, and the deminiaturize works perfectly.
     86     */
     87      SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
     88 
     89     /* make sure pixels are fully opaque */
     90     if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
     91         QZ_SetPortAlphaOpaque ();
     92 
     93     /* save current visible SDL surface */
     94     [ self cacheImageInRect:[ window_view frame ] ];
     95 
     96     /* let the window manager redraw controls, border, etc */
     97     [ super display ];
     98 
     99     /* restore visible SDL surface */
    100     [ self restoreCachedImage ];
    101 
    102     /* window is visible again */
    103     SDL_PrivateAppActive (1, SDL_APPACTIVE);
    104 }
    105 
    106 - (void)setFrame:(NSRect)frameRect display:(BOOL)flag
    107 {
    108 
    109     /*
    110         If the video surface is NULL, this originated from QZ_SetVideoMode,
    111         so don't send the resize event.
    112     */
    113     SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    114 
    115     if (this && SDL_VideoSurface == NULL) {
    116 
    117         [ super setFrame:frameRect display:flag ];
    118     }
    119     else if (this && qz_window) {
    120 
    121         NSRect newViewFrame;
    122 
    123         [ super setFrame:frameRect display:flag ];
    124 
    125         newViewFrame = [ window_view frame ];
    126 
    127         SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);
    128 
    129         /* If not OpenGL, we have to update the pixels and pitch */
    130         if ( ! ( SDL_VideoSurface->flags & SDL_OPENGL ) ) {
    131 
    132             CGrafPtr thePort = [ window_view qdPort ];
    133             LockPortBits ( thePort );
    134 
    135             SDL_VideoSurface->pixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) );
    136             SDL_VideoSurface->pitch  = GetPixRowBytes ( GetPortPixMap ( thePort ) );
    137 
    138             /*
    139                 SDL_VideoSurface->pixels now points to the window's pixels
    140                 We want it to point to the *view's* pixels
    141             */
    142             {
    143                 int vOffset = [ qz_window frame ].size.height -
    144                     newViewFrame.size.height - newViewFrame.origin.y;
    145 
    146                 int hOffset = newViewFrame.origin.x;
    147 
    148                 SDL_VideoSurface->pixels = (Uint8 *)SDL_VideoSurface->pixels + (vOffset * SDL_VideoSurface->pitch) + hOffset * (device_bpp/8);
    149             }
    150 
    151             UnlockPortBits ( thePort );
    152         }
    153     }
    154 }
    155 
    156 - (void)appDidHide:(NSNotification*)note
    157 {
    158     SDL_PrivateAppActive (0, SDL_APPACTIVE);
    159 }
    160 
    161 - (void)appWillUnhide:(NSNotification*)note
    162 {
    163     SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
    164 
    165     if ( this ) {
    166 
    167         /* make sure pixels are fully opaque */
    168         if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
    169             QZ_SetPortAlphaOpaque ();
    170 
    171         /* save current visible SDL surface */
    172         [ self cacheImageInRect:[ window_view frame ] ];
    173     }
    174 }
    175 
    176 - (void)appDidUnhide:(NSNotification*)note
    177 {
    178     /* restore cached image, since it may not be current, post expose event too */
    179     [ self restoreCachedImage ];
    180 
    181     /*SDL_PrivateExpose ();*/
    182 
    183     SDL_PrivateAppActive (1, SDL_APPACTIVE);
    184 }
    185 
    186 - (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
    187 {
    188     /* Make our window subclass receive these application notifications */
    189     [ [ NSNotificationCenter defaultCenter ] addObserver:self
    190         selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
    191 
    192     [ [ NSNotificationCenter defaultCenter ] addObserver:self
    193         selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
    194 
    195     [ [ NSNotificationCenter defaultCenter ] addObserver:self
    196         selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
    197 
    198     return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
    199 }
    200 
    201 @end
    202 
    203 @implementation SDL_QuartzWindowDelegate
    204 - (BOOL)windowShouldClose:(id)sender
    205 {
    206     SDL_PrivateQuit();
    207     return NO;
    208 }
    209 
    210 - (void)windowDidBecomeKey:(NSNotification *)aNotification
    211 {
    212     QZ_DoActivate (current_video);
    213 }
    214 
    215 - (void)windowDidResignKey:(NSNotification *)aNotification
    216 {
    217     QZ_DoDeactivate (current_video);
    218 }
    219 
    220 @end
    221 
    222 @implementation SDL_QuartzView
    223 
    224 - (void)resetCursorRects
    225 {
    226     SDL_Cursor *sdlc = SDL_GetCursor();
    227     if (sdlc != NULL && sdlc->wm_cursor != NULL) {
    228         [self addCursorRect: [self visibleRect] cursor: sdlc->wm_cursor->nscursor];
    229     }
    230 }
    231 
    232 @end
    233