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-rw-r--r--distrib/sdl-1.2.12/src/video/quartz/SDL_QuartzVideo.m1691
1 files changed, 1691 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.12/src/video/quartz/SDL_QuartzVideo.m b/distrib/sdl-1.2.12/src/video/quartz/SDL_QuartzVideo.m
new file mode 100644
index 0000000..5edd60b
--- /dev/null
+++ b/distrib/sdl-1.2.12/src/video/quartz/SDL_QuartzVideo.m
@@ -0,0 +1,1691 @@
+/*
+ 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"
+#include "SDL_QuartzWM.h"
+
+/*
+ Add methods to get at private members of NSScreen.
+ Since there is a bug in Apple's screen switching code
+ that does not update this variable when switching
+ to fullscreen, we'll set it manually (but only for the
+ main screen).
+*/
+@interface NSScreen (NSScreenAccess)
+- (void) setFrame:(NSRect)frame;
+@end
+
+@implementation NSScreen (NSScreenAccess)
+- (void) setFrame:(NSRect)frame;
+{
+ _frame = frame;
+}
+@end
+
+
+/* Bootstrap functions */
+static int QZ_Available ();
+static SDL_VideoDevice* QZ_CreateDevice (int device_index);
+static void QZ_DeleteDevice (SDL_VideoDevice *device);
+
+/* Initialization, Query, Setup, and Redrawing functions */
+static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format);
+
+static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format,
+ Uint32 flags);
+static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop);
+
+static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current,
+ int width, int height, int bpp,
+ Uint32 flags);
+static int QZ_ToggleFullScreen (_THIS, int on);
+static int QZ_SetColors (_THIS, int first_color,
+ int num_colors, SDL_Color *colors);
+
+static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface);
+static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface);
+static int QZ_ThreadFlip (_THIS);
+static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface);
+static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects);
+
+static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects);
+static int QZ_LockWindow (_THIS, SDL_Surface *surface);
+static void QZ_UnlockWindow (_THIS, SDL_Surface *surface);
+static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects);
+static void QZ_VideoQuit (_THIS);
+
+/* Hardware surface functions (for fullscreen mode only) */
+#if 0 /* Not used (apparently, it's really slow) */
+static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
+#endif
+static int QZ_LockHWSurface(_THIS, SDL_Surface *surface);
+static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
+static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface);
+static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
+/* static int QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */
+
+/* Bootstrap binding, enables entry point into the driver */
+VideoBootStrap QZ_bootstrap = {
+ "Quartz", "Mac OS X CoreGraphics", QZ_Available, QZ_CreateDevice
+};
+
+
+/* Bootstrap functions */
+static int QZ_Available () {
+ return 1;
+}
+
+static SDL_VideoDevice* QZ_CreateDevice (int device_index) {
+
+#pragma unused (device_index)
+
+ SDL_VideoDevice *device;
+ SDL_PrivateVideoData *hidden;
+
+ device = (SDL_VideoDevice*) SDL_malloc (sizeof (*device) );
+ hidden = (SDL_PrivateVideoData*) SDL_malloc (sizeof (*hidden) );
+
+ if (device == NULL || hidden == NULL)
+ SDL_OutOfMemory ();
+
+ SDL_memset (device, 0, sizeof (*device) );
+ SDL_memset (hidden, 0, sizeof (*hidden) );
+
+ device->hidden = hidden;
+
+ device->VideoInit = QZ_VideoInit;
+ device->ListModes = QZ_ListModes;
+ device->SetVideoMode = QZ_SetVideoMode;
+ device->ToggleFullScreen = QZ_ToggleFullScreen;
+ device->UpdateMouse = QZ_UpdateMouse;
+ device->SetColors = QZ_SetColors;
+ /* device->UpdateRects = QZ_UpdateRects; this is determined by SetVideoMode() */
+ device->VideoQuit = QZ_VideoQuit;
+
+ device->LockHWSurface = QZ_LockHWSurface;
+ device->UnlockHWSurface = QZ_UnlockHWSurface;
+ device->AllocHWSurface = QZ_AllocHWSurface;
+ device->FreeHWSurface = QZ_FreeHWSurface;
+ /* device->FlipHWSurface = QZ_FlipHWSurface */;
+
+ device->SetGamma = QZ_SetGamma;
+ device->GetGamma = QZ_GetGamma;
+ device->SetGammaRamp = QZ_SetGammaRamp;
+ device->GetGammaRamp = QZ_GetGammaRamp;
+
+ device->GL_GetProcAddress = QZ_GL_GetProcAddress;
+ device->GL_GetAttribute = QZ_GL_GetAttribute;
+ device->GL_MakeCurrent = QZ_GL_MakeCurrent;
+ device->GL_SwapBuffers = QZ_GL_SwapBuffers;
+ device->GL_LoadLibrary = QZ_GL_LoadLibrary;
+
+ device->FreeWMCursor = QZ_FreeWMCursor;
+ device->CreateWMCursor = QZ_CreateWMCursor;
+ device->ShowWMCursor = QZ_ShowWMCursor;
+ device->WarpWMCursor = QZ_WarpWMCursor;
+ device->MoveWMCursor = QZ_MoveWMCursor;
+ device->CheckMouseMode = QZ_CheckMouseMode;
+ device->InitOSKeymap = QZ_InitOSKeymap;
+ device->PumpEvents = QZ_PumpEvents;
+
+ device->SetCaption = QZ_SetCaption;
+ device->SetIcon = QZ_SetIcon;
+ device->IconifyWindow = QZ_IconifyWindow;
+ device->SetWindowPos = QZ_SetWindowPos;
+ device->GetWindowPos = QZ_GetWindowPos;
+ device->IsWindowVisible = QZ_IsWindowVisible;
+ device->GetMonitorDPI = QZ_GetMonitorDPI;
+ device->GetMonitorRect = QZ_GetMonitorRect;
+ device->GetWMInfo = QZ_GetWMInfo;
+ device->GrabInput = QZ_GrabInput;
+
+ device->CreateYUVOverlay = QZ_CreateYUVOverlay;
+
+ device->free = QZ_DeleteDevice;
+
+ return device;
+}
+
+static void QZ_DeleteDevice (SDL_VideoDevice *device) {
+
+ SDL_free (device->hidden);
+ SDL_free (device);
+}
+
+static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) {
+
+ NSRect r = NSMakeRect(0.0, 0.0, 0.0, 0.0);
+ const char *env = NULL;
+
+ /* Initialize the video settings; this data persists between mode switches */
+ display_id = kCGDirectMainDisplay;
+ save_mode = CGDisplayCurrentMode (display_id);
+ mode_list = CGDisplayAvailableModes (display_id);
+ palette = CGPaletteCreateDefaultColorPalette ();
+
+ env = SDL_getenv("SDL_VIDEO_ALLOW_SCREENSAVER");
+ allow_screensaver = ( env && SDL_atoi(env) ) ? YES : NO;
+
+ /* Gather some information that is useful to know about the display */
+ CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayBitsPerPixel),
+ kCFNumberSInt32Type, &device_bpp);
+
+ CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayWidth),
+ kCFNumberSInt32Type, &device_width);
+
+ CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayHeight),
+ kCFNumberSInt32Type, &device_height);
+
+ /* Determine the current screen size */
+ this->info.current_w = device_width;
+ this->info.current_h = device_height;
+
+ /* Determine the default screen depth */
+ video_format->BitsPerPixel = device_bpp;
+
+ /* Set misc globals */
+ current_grab_mode = SDL_GRAB_OFF;
+ cursor_should_be_visible = YES;
+ cursor_visible = YES;
+ current_mods = 0;
+ field_edit = [[NSTextView alloc] initWithFrame:r];
+
+ if ( Gestalt(gestaltSystemVersion, &system_version) != noErr )
+ system_version = 0;
+
+ /* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
+ QZ_RegisterForSleepNotifications (this);
+
+ /* Fill in some window manager capabilities */
+ this->info.wm_available = 1;
+
+ return 0;
+}
+
+static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format, Uint32 flags) {
+
+ CFIndex num_modes;
+ CFIndex i;
+
+ int list_size = 0;
+
+ /* Any windowed mode is acceptable */
+ if ( (flags & SDL_FULLSCREEN) == 0 )
+ return (SDL_Rect**)-1;
+
+ /* Free memory from previous call, if any */
+ if ( client_mode_list != NULL ) {
+
+ int i;
+
+ for (i = 0; client_mode_list[i] != NULL; i++)
+ SDL_free (client_mode_list[i]);
+
+ SDL_free (client_mode_list);
+ client_mode_list = NULL;
+ }
+
+ num_modes = CFArrayGetCount (mode_list);
+
+ /* Build list of modes with the requested bpp */
+ for (i = 0; i < num_modes; i++) {
+
+ CFDictionaryRef onemode;
+ CFNumberRef number;
+ int bpp;
+
+ onemode = CFArrayGetValueAtIndex (mode_list, i);
+ number = CFDictionaryGetValue (onemode, kCGDisplayBitsPerPixel);
+ CFNumberGetValue (number, kCFNumberSInt32Type, &bpp);
+
+ if (bpp == format->BitsPerPixel) {
+
+ int intvalue;
+ int hasMode;
+ int width, height;
+
+ number = CFDictionaryGetValue (onemode, kCGDisplayWidth);
+ CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
+ width = (Uint16) intvalue;
+
+ number = CFDictionaryGetValue (onemode, kCGDisplayHeight);
+ CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
+ height = (Uint16) intvalue;
+
+ /* Check if mode is already in the list */
+ {
+ int i;
+ hasMode = SDL_FALSE;
+ for (i = 0; i < list_size; i++) {
+ if (client_mode_list[i]->w == width &&
+ client_mode_list[i]->h == height) {
+ hasMode = SDL_TRUE;
+ break;
+ }
+ }
+ }
+
+ /* Grow the list and add mode to the list */
+ if ( ! hasMode ) {
+
+ SDL_Rect *rect;
+
+ list_size++;
+
+ if (client_mode_list == NULL)
+ client_mode_list = (SDL_Rect**)
+ SDL_malloc (sizeof(*client_mode_list) * (list_size+1) );
+ else
+ client_mode_list = (SDL_Rect**)
+ SDL_realloc (client_mode_list, sizeof(*client_mode_list) * (list_size+1));
+
+ rect = (SDL_Rect*) SDL_malloc (sizeof(**client_mode_list));
+
+ if (client_mode_list == NULL || rect == NULL) {
+ SDL_OutOfMemory ();
+ return NULL;
+ }
+
+ rect->x = rect->y = 0;
+ rect->w = width;
+ rect->h = height;
+
+ client_mode_list[list_size-1] = rect;
+ client_mode_list[list_size] = NULL;
+ }
+ }
+ }
+
+ /* Sort list largest to smallest (by area) */
+ {
+ int i, j;
+ for (i = 0; i < list_size; i++) {
+ for (j = 0; j < list_size-1; j++) {
+
+ int area1, area2;
+ area1 = client_mode_list[j]->w * client_mode_list[j]->h;
+ area2 = client_mode_list[j+1]->w * client_mode_list[j+1]->h;
+
+ if (area1 < area2) {
+ SDL_Rect *tmp = client_mode_list[j];
+ client_mode_list[j] = client_mode_list[j+1];
+ client_mode_list[j+1] = tmp;
+ }
+ }
+ }
+ }
+ return client_mode_list;
+}
+
+static SDL_bool QZ_WindowPosition(_THIS, int *x, int *y)
+{
+ const char *window = getenv("SDL_VIDEO_WINDOW_POS");
+ if ( window ) {
+ if ( sscanf(window, "%d,%d", x, y) == 2 ) {
+ return SDL_TRUE;
+ }
+ }
+ return SDL_FALSE;
+}
+
+static void QZ_UnsetVideoMode (_THIS, BOOL to_desktop) {
+
+ /* Reset values that may change between switches */
+ this->info.blit_fill = 0;
+ this->FillHWRect = NULL;
+ this->UpdateRects = NULL;
+ this->LockHWSurface = NULL;
+ this->UnlockHWSurface = NULL;
+
+ /* Release fullscreen resources */
+ if ( mode_flags & SDL_FULLSCREEN ) {
+
+ NSRect screen_rect;
+
+ /* Release double buffer stuff */
+ if ( mode_flags & SDL_DOUBLEBUF) {
+ quit_thread = YES;
+ SDL_SemPost (sem1);
+ SDL_WaitThread (thread, NULL);
+ SDL_DestroySemaphore (sem1);
+ SDL_DestroySemaphore (sem2);
+ SDL_free (sw_buffers[0]);
+ }
+
+ /* If we still have a valid window, close it. */
+ if ( qz_window ) {
+ [ qz_window close ];
+ [ qz_window release ];
+ qz_window = nil;
+ window_view = nil;
+ }
+ /*
+ Release the OpenGL context
+ Do this first to avoid trash on the display before fade
+ */
+ if ( mode_flags & SDL_OPENGL ) {
+
+ QZ_TearDownOpenGL (this);
+ CGLSetFullScreen (NULL);
+ }
+ if (to_desktop) {
+ ShowMenuBar ();
+ /* Restore original screen resolution/bpp */
+ CGDisplaySwitchToMode (display_id, save_mode);
+ CGReleaseAllDisplays ();
+ /*
+ Reset the main screen's rectangle
+ See comment in QZ_SetVideoFullscreen for why we do this
+ */
+ screen_rect = NSMakeRect(0,0,device_width,device_height);
+ [ [ NSScreen mainScreen ] setFrame:screen_rect ];
+ }
+ }
+ /* Release window mode resources */
+ else {
+
+ [ qz_window close ];
+ [ qz_window release ];
+ qz_window = nil;
+ window_view = nil;
+
+ /* Release the OpenGL context */
+ if ( mode_flags & SDL_OPENGL )
+ QZ_TearDownOpenGL (this);
+ }
+
+ /* Signal successful teardown */
+ video_set = SDL_FALSE;
+}
+
+static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int width,
+ int height, int bpp, Uint32 flags) {
+ boolean_t exact_match = 0;
+ NSRect screen_rect;
+ CGError error;
+ NSRect contentRect;
+ BOOL isCustom = NO;
+ CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
+
+ /* Fade to black to hide resolution-switching flicker (and garbage
+ that is displayed by a destroyed OpenGL context, if applicable) */
+ if ( CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess ) {
+ CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
+ }
+
+ /* Destroy any previous mode */
+ if (video_set == SDL_TRUE)
+ QZ_UnsetVideoMode (this, FALSE);
+
+ /* See if requested mode exists */
+ mode = CGDisplayBestModeForParameters (display_id, bpp, width,
+ height, &exact_match);
+
+ /* Require an exact match to the requested mode */
+ if ( ! exact_match ) {
+ SDL_SetError ("Failed to find display resolution: %dx%dx%d", width, height, bpp);
+ goto ERR_NO_MATCH;
+ }
+
+ /* Put up the blanking window (a window above all other windows) */
+ if (getenv ("SDL_SINGLEDISPLAY"))
+ error = CGDisplayCapture (display_id);
+ else
+ error = CGCaptureAllDisplays ();
+
+ if ( CGDisplayNoErr != error ) {
+ SDL_SetError ("Failed capturing display");
+ goto ERR_NO_CAPTURE;
+ }
+
+ /* Do the physical switch */
+ if ( CGDisplayNoErr != CGDisplaySwitchToMode (display_id, mode) ) {
+ SDL_SetError ("Failed switching display resolution");
+ goto ERR_NO_SWITCH;
+ }
+
+ current->pixels = (Uint32*) CGDisplayBaseAddress (display_id);
+ current->pitch = CGDisplayBytesPerRow (display_id);
+
+ current->flags = 0;
+ current->w = width;
+ current->h = height;
+ current->flags |= SDL_FULLSCREEN;
+ current->flags |= SDL_HWSURFACE;
+ current->flags |= SDL_PREALLOC;
+
+ this->UpdateRects = QZ_DirectUpdate;
+ this->LockHWSurface = QZ_LockHWSurface;
+ this->UnlockHWSurface = QZ_UnlockHWSurface;
+
+ /* Setup double-buffer emulation */
+ if ( flags & SDL_DOUBLEBUF ) {
+
+ /*
+ Setup a software backing store for reasonable results when
+ double buffering is requested (since a single-buffered hardware
+ surface looks hideous).
+
+ The actual screen blit occurs in a separate thread to allow
+ other blitting while waiting on the VBL (and hence results in higher framerates).
+ */
+ this->LockHWSurface = NULL;
+ this->UnlockHWSurface = NULL;
+ this->UpdateRects = NULL;
+
+ current->flags |= (SDL_HWSURFACE|SDL_DOUBLEBUF);
+ this->UpdateRects = QZ_DoubleBufferUpdate;
+ this->LockHWSurface = QZ_LockDoubleBuffer;
+ this->UnlockHWSurface = QZ_UnlockDoubleBuffer;
+ this->FlipHWSurface = QZ_FlipDoubleBuffer;
+
+ current->pixels = SDL_malloc (current->pitch * current->h * 2);
+ if (current->pixels == NULL) {
+ SDL_OutOfMemory ();
+ goto ERR_DOUBLEBUF;
+ }
+
+ sw_buffers[0] = current->pixels;
+ sw_buffers[1] = (Uint8*)current->pixels + current->pitch * current->h;
+
+ quit_thread = NO;
+ sem1 = SDL_CreateSemaphore (0);
+ sem2 = SDL_CreateSemaphore (1);
+ thread = SDL_CreateThread ((int (*)(void *))QZ_ThreadFlip, this);
+ }
+
+ if ( CGDisplayCanSetPalette (display_id) )
+ current->flags |= SDL_HWPALETTE;
+
+ /* The code below checks for any valid custom windows and views. If none are
+ available, then we create new ones. Window/View code was added in FULLSCREEN
+ so that special events like the changing of the cursor image would be handled
+ ( only the front-most and active application can change the cursor appearance
+ and with no valid window/view in FULLSCREEN, SDL wouldn't update its cursor. )
+ */
+ /* Check for user-specified window and view */
+ {
+ char *windowPtrString = getenv ("SDL_NSWindowPointer");
+ char *viewPtrString = getenv ("SDL_NSQuickDrawViewPointer");
+
+ contentRect = NSMakeRect (0, 0, width, height);
+
+ if (windowPtrString && viewPtrString) {
+ /* Release any previous window */
+ if ( qz_window ) {
+ [ qz_window release ];
+ qz_window = nil;
+ }
+
+ qz_window = (NSWindow*)atoi(windowPtrString);
+ window_view = (NSQuickDrawView*)atoi(viewPtrString);
+ isCustom = YES;
+ /*
+ Retain reference to window because we
+ might release it in QZ_UnsetVideoMode
+ */
+ [ qz_window retain ];
+ }
+ }
+ /* Check if we should recreate the window */
+ if (qz_window == nil) {
+ /* Manually create a window, avoids having a nib file resource */
+ qz_window = [ [ SDL_QuartzWindow alloc ]
+ initWithContentRect:contentRect
+ styleMask:nil
+ backing:NSBackingStoreBuffered
+ defer:NO ];
+
+ if (qz_window != nil) {
+ [ qz_window setAcceptsMouseMovedEvents:YES ];
+ [ qz_window setViewsNeedDisplay:NO ];
+ }
+ }
+ /* We already have a window, just change its size */
+ else {
+ if (!isCustom) {
+ [ qz_window setContentSize:contentRect.size ];
+ current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
+ [ window_view setFrameSize:contentRect.size ];
+ }
+ }
+
+ /* Setup OpenGL for a fullscreen context */
+ if (flags & SDL_OPENGL) {
+
+ CGLError err;
+ CGLContextObj ctx;
+
+ if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
+ goto ERR_NO_GL;
+ }
+
+ /* Initialize the NSView and add it to our window. The presence of a valid window and
+ view allow the cursor to be changed whilst in fullscreen.*/
+ window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
+ [ [ qz_window contentView ] addSubview:window_view ];
+ [ window_view release ];
+
+ ctx = [ gl_context cglContext ];
+ err = CGLSetFullScreen (ctx);
+
+ if (err) {
+ SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
+ goto ERR_NO_GL;
+ }
+
+ [ gl_context makeCurrentContext];
+
+ glClear (GL_COLOR_BUFFER_BIT);
+
+ [ gl_context flushBuffer ];
+
+ current->flags |= SDL_OPENGL;
+ }
+
+ /* If we don't hide menu bar, it will get events and interrupt the program */
+ HideMenuBar ();
+
+ /* Fade in again (asynchronously) */
+ if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation(fade_token);
+ }
+
+ /*
+ There is a bug in Cocoa where NSScreen doesn't synchronize
+ with CGDirectDisplay, so the main screen's frame is wrong.
+ As a result, coordinate translation produces incorrect results.
+ We can hack around this bug by setting the screen rect
+ ourselves. This hack should be removed if/when the bug is fixed.
+ */
+ screen_rect = NSMakeRect(0,0,width,height);
+ [ [ NSScreen mainScreen ] setFrame:screen_rect ];
+
+ /* Save the flags to ensure correct tear-down */
+ mode_flags = current->flags;
+
+ /* Set app state, hide cursor if necessary, ... */
+ QZ_DoActivate(this);
+
+ return current;
+
+ /* Since the blanking window covers *all* windows (even force quit) correct recovery is crucial */
+ERR_NO_GL:
+ERR_DOUBLEBUF: CGDisplaySwitchToMode (display_id, save_mode);
+ERR_NO_SWITCH: CGReleaseAllDisplays ();
+ERR_NO_CAPTURE:
+ERR_NO_MATCH: if ( fade_token != kCGDisplayFadeReservationInvalidToken ) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation (fade_token);
+ }
+ return NULL;
+}
+
+static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
+ int height, int *bpp, Uint32 flags) {
+ unsigned int style;
+ NSRect contentRect;
+ BOOL isCustom = NO;
+ int center_window = 1;
+ int origin_x, origin_y;
+ CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
+
+ current->flags = 0;
+ current->w = width;
+ current->h = height;
+
+ contentRect = NSMakeRect (0, 0, width, height);
+
+ /*
+ Check if we should completely destroy the previous mode
+ - If it is fullscreen
+ - If it has different noframe or resizable attribute
+ - If it is OpenGL (since gl attributes could be different)
+ - If new mode is OpenGL, but previous mode wasn't
+ */
+ if (video_set == SDL_TRUE) {
+ if (mode_flags & SDL_FULLSCREEN) {
+ /* Fade to black to hide resolution-switching flicker (and garbage
+ that is displayed by a destroyed OpenGL context, if applicable) */
+ if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
+ CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
+ }
+ QZ_UnsetVideoMode (this, TRUE);
+ }
+ else if ( ((mode_flags ^ flags) & (SDL_NOFRAME|SDL_RESIZABLE)) ||
+ (mode_flags & SDL_OPENGL) ||
+ (flags & SDL_OPENGL) ) {
+ QZ_UnsetVideoMode (this, TRUE);
+ }
+ }
+
+ /* Check for user-specified window and view */
+ {
+ char *windowPtrString = getenv ("SDL_NSWindowPointer");
+ char *viewPtrString = getenv ("SDL_NSQuickDrawViewPointer");
+
+ if (windowPtrString && viewPtrString) {
+
+ /* Release any previous window */
+ if ( qz_window ) {
+ [ qz_window release ];
+ qz_window = nil;
+ }
+
+ qz_window = (NSWindow*)atoi(windowPtrString);
+ window_view = (NSQuickDrawView*)atoi(viewPtrString);
+ isCustom = YES;
+
+ /*
+ Retain reference to window because we
+ might release it in QZ_UnsetVideoMode
+ */
+ [ qz_window retain ];
+
+ style = [ qz_window styleMask ];
+ /* Check resizability */
+ if ( style & NSResizableWindowMask )
+ current->flags |= SDL_RESIZABLE;
+
+ /* Check frame */
+ if ( style & NSBorderlessWindowMask )
+ current->flags |= SDL_NOFRAME;
+ }
+ }
+
+ /* Check if we should recreate the window */
+ if (qz_window == nil) {
+
+ /* Set the window style based on input flags */
+ if ( flags & SDL_NOFRAME ) {
+ style = NSBorderlessWindowMask;
+ current->flags |= SDL_NOFRAME;
+ } else {
+ style = NSTitledWindowMask;
+ style |= (NSMiniaturizableWindowMask | NSClosableWindowMask);
+ if ( flags & SDL_RESIZABLE ) {
+ style |= NSResizableWindowMask;
+ current->flags |= SDL_RESIZABLE;
+ }
+ }
+ /* Manually create a window, avoids having a nib file resource */
+ qz_window = [ [ SDL_QuartzWindow alloc ]
+ initWithContentRect:contentRect
+ styleMask:style
+ backing:NSBackingStoreBuffered
+ defer:NO ];
+
+ if (qz_window == nil) {
+ SDL_SetError ("Could not create the Cocoa window");
+ if (fade_token != kCGDisplayFadeReservationInvalidToken) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation (fade_token);
+ }
+ return NULL;
+ }
+
+ /*[ qz_window setReleasedWhenClosed:YES ];*/
+ QZ_SetCaption(this, this->wm_title, this->wm_icon);
+ [ qz_window setAcceptsMouseMovedEvents:YES ];
+ [ qz_window setViewsNeedDisplay:NO ];
+
+ if ( QZ_WindowPosition(this, &origin_x, &origin_y) ) {
+ [ qz_window setFrameTopLeftPoint:NSMakePoint(origin_x,this->info.current_h - origin_y) ];
+ } else {
+ [ qz_window center ];
+ }
+ [ qz_window setDelegate:
+ [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
+ [ qz_window setContentView: [ [ [ SDL_QuartzView alloc ] init ] autorelease ] ];
+ }
+ /* We already have a window, just change its size */
+ else {
+
+ if (!isCustom) {
+ [ qz_window setContentSize:contentRect.size ];
+ current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
+ [ window_view setFrameSize:contentRect.size ];
+ }
+ }
+
+ /* For OpenGL, we bind the context to a subview */
+ if ( flags & SDL_OPENGL ) {
+
+ if ( ! QZ_SetupOpenGL (this, *bpp, flags) ) {
+ if (fade_token != kCGDisplayFadeReservationInvalidToken) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation (fade_token);
+ }
+ return NULL;
+ }
+
+ window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
+ [ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
+ [ [ qz_window contentView ] addSubview:window_view ];
+ [ gl_context setView: window_view ];
+ [ window_view release ];
+ [ gl_context makeCurrentContext];
+ [ qz_window makeKeyAndOrderFront:nil ];
+ current->flags |= SDL_OPENGL;
+ }
+ /* For 2D, we set the subview to an NSQuickDrawView */
+ else {
+ short qdbpp = 0;
+ CGrafPtr qdport;
+
+ /* Only recreate the view if it doesn't already exist */
+ if (window_view == nil) {
+
+ window_view = [ [ NSQuickDrawView alloc ] initWithFrame:contentRect ];
+ [ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
+ [ [ qz_window contentView ] addSubview:window_view ];
+ [ window_view release ];
+ [ qz_window makeKeyAndOrderFront:nil ];
+ }
+
+ qdport = [ window_view qdPort ];
+
+ LockPortBits ( qdport );
+ current->pixels = GetPixBaseAddr ( GetPortPixMap ( qdport ) );
+ current->pitch = GetPixRowBytes ( GetPortPixMap ( qdport ) );
+ qdbpp = GetPixDepth ( GetPortPixMap ( qdport ) );
+ UnlockPortBits ( qdport );
+
+ /* QuickDraw may give a 16-bit shadow surface on 8-bit displays! */
+ *bpp = qdbpp;
+
+ current->flags |= SDL_SWSURFACE;
+ current->flags |= SDL_PREALLOC;
+ current->flags |= SDL_ASYNCBLIT;
+
+ /*
+ current->pixels now points to the window's pixels
+ We want it to point to the *view's* pixels
+ */
+ {
+ NSRect winFrame = [ qz_window frame ];
+ NSRect viewFrame = [ window_view frame ];
+
+ int vOffset = winFrame.size.height - viewFrame.size.height - viewFrame.origin.y;
+ int hOffset = viewFrame.origin.x;
+
+ current->pixels = (Uint8 *)current->pixels + (vOffset * current->pitch) + hOffset * (qdbpp/8);
+ }
+ this->UpdateRects = QZ_UpdateRects;
+ this->LockHWSurface = QZ_LockWindow;
+ this->UnlockHWSurface = QZ_UnlockWindow;
+ }
+
+ /* Save flags to ensure correct teardown */
+ mode_flags = current->flags;
+
+ /* Fade in again (asynchronously) if we came from a fullscreen mode and faded to black */
+ if (fade_token != kCGDisplayFadeReservationInvalidToken) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation (fade_token);
+ }
+
+ return current;
+}
+
+static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
+ int height, int bpp, Uint32 flags) {
+
+ current->flags = 0;
+ current->pixels = NULL;
+
+ /* Setup full screen video */
+ if ( flags & SDL_FULLSCREEN ) {
+ current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
+ if (current == NULL)
+ return NULL;
+ }
+ /* Setup windowed video */
+ else {
+ /* Force bpp to the device's bpp */
+ bpp = device_bpp;
+ current = QZ_SetVideoWindowed (this, current, width, height, &bpp, flags);
+ if (current == NULL)
+ return NULL;
+ }
+
+ /* Setup the new pixel format */
+ {
+ int amask = 0,
+ rmask = 0,
+ gmask = 0,
+ bmask = 0;
+
+ switch (bpp) {
+ case 16: /* (1)-5-5-5 RGB */
+ amask = 0;
+ rmask = 0x7C00;
+ gmask = 0x03E0;
+ bmask = 0x001F;
+ break;
+ case 24:
+ SDL_SetError ("24bpp is not available");
+ return NULL;
+ case 32: /* (8)-8-8-8 ARGB */
+ amask = 0x00000000;
+ rmask = 0x00FF0000;
+ gmask = 0x0000FF00;
+ bmask = 0x000000FF;
+ break;
+ }
+
+ if ( ! SDL_ReallocFormat (current, bpp,
+ rmask, gmask, bmask, amask ) ) {
+ SDL_SetError ("Couldn't reallocate pixel format");
+ return NULL;
+ }
+ }
+
+ /* Signal successful completion (used internally) */
+ video_set = SDL_TRUE;
+
+ return current;
+}
+
+static int QZ_ToggleFullScreen (_THIS, int on) {
+ return 0;
+}
+
+static int QZ_SetColors (_THIS, int first_color, int num_colors,
+ SDL_Color *colors) {
+
+ CGTableCount index;
+ CGDeviceColor color;
+
+ for (index = first_color; index < first_color+num_colors; index++) {
+
+ /* Clamp colors between 0.0 and 1.0 */
+ color.red = colors->r / 255.0;
+ color.blue = colors->b / 255.0;
+ color.green = colors->g / 255.0;
+
+ colors++;
+
+ CGPaletteSetColorAtIndex (palette, color, index);
+ }
+
+ if ( CGDisplayNoErr != CGDisplaySetPalette (display_id, palette) )
+ return 0;
+
+ return 1;
+}
+
+static int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface) {
+
+ return 1;
+}
+
+static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface) {
+
+}
+
+ /* The VBL delay is based on code by Ian R Ollmann's RezLib <iano@cco.caltech.edu> */
+ static AbsoluteTime QZ_SecondsToAbsolute ( double seconds ) {
+
+ union
+ {
+ UInt64 i;
+ Nanoseconds ns;
+ } temp;
+
+ temp.i = seconds * 1000000000.0;
+
+ return NanosecondsToAbsolute ( temp.ns );
+}
+
+static int QZ_ThreadFlip (_THIS) {
+
+ Uint8 *src, *dst;
+ int skip, len, h;
+
+ /*
+ Give this thread the highest scheduling priority possible,
+ in the hopes that it will immediately run after the VBL delay
+ */
+ {
+ pthread_t current_thread;
+ int policy;
+ struct sched_param param;
+
+ current_thread = pthread_self ();
+ pthread_getschedparam (current_thread, &policy, &param);
+ policy = SCHED_RR;
+ param.sched_priority = sched_get_priority_max (policy);
+ pthread_setschedparam (current_thread, policy, &param);
+ }
+
+ while (1) {
+
+ SDL_SemWait (sem1);
+ if (quit_thread)
+ return 0;
+
+ /*
+ * We have to add SDL_VideoSurface->offset here, since we might be a
+ * smaller surface in the center of the framebuffer (you asked for
+ * a fullscreen resolution smaller than the hardware could supply
+ * so SDL is centering it in a bigger resolution)...
+ */
+ dst = (Uint8 *)CGDisplayBaseAddress (display_id) + SDL_VideoSurface->offset;
+ src = current_buffer + SDL_VideoSurface->offset;
+ len = SDL_VideoSurface->w * SDL_VideoSurface->format->BytesPerPixel;
+ h = SDL_VideoSurface->h;
+ skip = SDL_VideoSurface->pitch;
+
+ /* Wait for the VBL to occur (estimated since we don't have a hardware interrupt) */
+ {
+
+ /* The VBL delay is based on Ian Ollmann's RezLib <iano@cco.caltech.edu> */
+ double refreshRate;
+ double linesPerSecond;
+ double target;
+ double position;
+ double adjustment;
+ AbsoluteTime nextTime;
+ CFNumberRef refreshRateCFNumber;
+
+ refreshRateCFNumber = CFDictionaryGetValue (mode, kCGDisplayRefreshRate);
+ if ( NULL == refreshRateCFNumber ) {
+ SDL_SetError ("Mode has no refresh rate");
+ goto ERROR;
+ }
+
+ if ( 0 == CFNumberGetValue (refreshRateCFNumber, kCFNumberDoubleType, &refreshRate) ) {
+ SDL_SetError ("Error getting refresh rate");
+ goto ERROR;
+ }
+
+ if ( 0 == refreshRate ) {
+
+ SDL_SetError ("Display has no refresh rate, using 60hz");
+
+ /* ok, for LCD's we'll emulate a 60hz refresh, which may or may not look right */
+ refreshRate = 60.0;
+ }
+
+ linesPerSecond = refreshRate * h;
+ target = h;
+
+ /* Figure out the first delay so we start off about right */
+ position = CGDisplayBeamPosition (display_id);
+ if (position > target)
+ position = 0;
+
+ adjustment = (target - position) / linesPerSecond;
+
+ nextTime = AddAbsoluteToAbsolute (UpTime (), QZ_SecondsToAbsolute (adjustment));
+
+ MPDelayUntil (&nextTime);
+ }
+
+
+ /* On error, skip VBL delay */
+ ERROR:
+
+ while ( h-- ) {
+
+ SDL_memcpy (dst, src, len);
+ src += skip;
+ dst += skip;
+ }
+
+ /* signal flip completion */
+ SDL_SemPost (sem2);
+ }
+
+ return 0;
+}
+
+static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface) {
+
+ /* wait for previous flip to complete */
+ SDL_SemWait (sem2);
+
+ current_buffer = surface->pixels;
+
+ if (surface->pixels == sw_buffers[0])
+ surface->pixels = sw_buffers[1];
+ else
+ surface->pixels = sw_buffers[0];
+
+ /* signal worker thread to do the flip */
+ SDL_SemPost (sem1);
+
+ return 0;
+}
+
+
+static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects) {
+
+ /* perform a flip if someone calls updaterects on a doublebuferred surface */
+ this->FlipHWSurface (this, SDL_VideoSurface);
+}
+
+static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects) {
+#pragma unused(this,num_rects,rects)
+}
+
+/*
+ The obscured code is based on work by Matt Slot fprefect@ambrosiasw.com,
+ who supplied sample code for Carbon.
+*/
+
+/*#define TEST_OBSCURED 1*/
+
+#if TEST_OBSCURED
+#include "CGS.h"
+#endif
+
+static int QZ_IsWindowObscured (NSWindow *window) {
+
+
+#if TEST_OBSCURED
+
+ /*
+ In order to determine if a direct copy to the screen is possible,
+ we must figure out if there are any windows covering ours (including shadows).
+ This can be done by querying the window server about the on screen
+ windows for their screen rectangle and window level.
+ The procedure used below is puts accuracy before speed; however, it aims to call
+ the window server the fewest number of times possible to keep things reasonable.
+ In my testing on a 300mhz G3, this routine typically takes < 2 ms. -DW
+
+ Notes:
+ -Calls into the Window Server involve IPC which is slow.
+ -Getting a rectangle seems slower than getting the window level
+ -The window list we get back is in sorted order, top to bottom
+ -On average, I suspect, most windows above ours are dock icon windows (hence optimization)
+ -Some windows above ours are always there, and cannot move or obscure us (menu bar)
+
+ Bugs:
+ -no way (yet) to deactivate direct drawing when a window is dragged,
+ or suddenly obscured, so drawing continues and can produce garbage
+ We need some kind of locking mechanism on window movement to prevent this
+
+ -deactivated normal windows use activated normal
+ window shadows (slight inaccuraccy)
+ */
+
+ /* Cache the connection to the window server */
+ static CGSConnectionID cgsConnection = (CGSConnectionID) -1;
+
+ /* Cache the dock icon windows */
+ static CGSWindowID dockIcons[kMaxWindows];
+ static int numCachedDockIcons = 0;
+
+ CGSWindowID windows[kMaxWindows];
+ CGSWindowCount i, count;
+ CGSWindowLevel winLevel;
+ CGSRect winRect;
+
+ CGSRect contentRect;
+ int windowNumber;
+ int firstDockIcon;
+ int dockIconCacheMiss;
+ int windowContentOffset;
+
+ int obscured = SDL_TRUE;
+
+ if ( [ window isVisible ] ) {
+
+ /*
+ walk the window list looking for windows over top of
+ (or casting a shadow on) ours
+ */
+
+ /*
+ Get a connection to the window server
+ Should probably be moved out into SetVideoMode() or InitVideo()
+ */
+ if (cgsConnection == (CGSConnectionID) -1) {
+ cgsConnection = (CGSConnectionID) 0;
+ cgsConnection = _CGSDefaultConnection ();
+ }
+
+ if (cgsConnection) {
+
+ if ( ! [ window styleMask ] & NSBorderlessWindowMask )
+ windowContentOffset = 22;
+ else
+ windowContentOffset = 0;
+
+ windowNumber = [ window windowNumber ];
+
+ /* The window list is sorted according to order on the screen */
+ count = 0;
+ CGSGetOnScreenWindowList (cgsConnection, 0, kMaxWindows, windows, &count);
+ CGSGetScreenRectForWindow (cgsConnection, windowNumber, &contentRect);
+
+ /* adjust rect for window title bar (if present) */
+ contentRect.origin.y += windowContentOffset;
+ contentRect.size.height -= windowContentOffset;
+
+ firstDockIcon = -1;
+ dockIconCacheMiss = SDL_FALSE;
+
+ /*
+ The first window is always an empty window with level kCGSWindowLevelTop
+ so start at index 1
+ */
+ for (i = 1; i < count; i++) {
+
+ /* If we reach our window in the list, it cannot be obscured */
+ if (windows[i] == windowNumber) {
+
+ obscured = SDL_FALSE;
+ break;
+ }
+ else {
+
+ float shadowSide;
+ float shadowTop;
+ float shadowBottom;
+
+ CGSGetWindowLevel (cgsConnection, windows[i], &winLevel);
+
+ if (winLevel == kCGSWindowLevelDockIcon) {
+
+ int j;
+
+ if (firstDockIcon < 0) {
+
+ firstDockIcon = i;
+
+ if (numCachedDockIcons > 0) {
+
+ for (j = 0; j < numCachedDockIcons; j++) {
+
+ if (windows[i] == dockIcons[j])
+ i++;
+ else
+ break;
+ }
+
+ if (j != 0) {
+
+ i--;
+
+ if (j < numCachedDockIcons) {
+
+ dockIconCacheMiss = SDL_TRUE;
+ }
+ }
+
+ }
+ }
+
+ continue;
+ }
+ else if (winLevel == kCGSWindowLevelMenuIgnore
+ /* winLevel == kCGSWindowLevelTop */) {
+
+ continue; /* cannot obscure window */
+ }
+ else if (winLevel == kCGSWindowLevelDockMenu ||
+ winLevel == kCGSWindowLevelMenu) {
+
+ shadowSide = 18;
+ shadowTop = 4;
+ shadowBottom = 22;
+ }
+ else if (winLevel == kCGSWindowLevelUtility) {
+
+ shadowSide = 8;
+ shadowTop = 4;
+ shadowBottom = 12;
+ }
+ else if (winLevel == kCGSWindowLevelNormal) {
+
+ /*
+ These numbers are for foreground windows,
+ they are too big (but will work) for background windows
+ */
+ shadowSide = 20;
+ shadowTop = 10;
+ shadowBottom = 24;
+ }
+ else if (winLevel == kCGSWindowLevelDock) {
+
+ /* Create dock icon cache */
+ if (numCachedDockIcons != (i-firstDockIcon) ||
+ dockIconCacheMiss) {
+
+ numCachedDockIcons = i - firstDockIcon;
+ SDL_memcpy (dockIcons, &(windows[firstDockIcon]),
+ numCachedDockIcons * sizeof(*windows));
+ }
+
+ /* no shadow */
+ shadowSide = 0;
+ shadowTop = 0;
+ shadowBottom = 0;
+ }
+ else {
+
+ /*
+ kCGSWindowLevelDockLabel,
+ kCGSWindowLevelDock,
+ kOther???
+ */
+
+ /* no shadow */
+ shadowSide = 0;
+ shadowTop = 0;
+ shadowBottom = 0;
+ }
+
+ CGSGetScreenRectForWindow (cgsConnection, windows[i], &winRect);
+
+ winRect.origin.x -= shadowSide;
+ winRect.origin.y -= shadowTop;
+ winRect.size.width += shadowSide;
+ winRect.size.height += shadowBottom;
+
+ if (NSIntersectsRect (contentRect, winRect)) {
+
+ obscured = SDL_TRUE;
+ break;
+ }
+
+ } /* window was not our window */
+
+ } /* iterate over windows */
+
+ } /* get cgsConnection */
+
+ } /* window is visible */
+
+ return obscured;
+#else
+ return SDL_TRUE;
+#endif
+}
+
+
+/* Locking functions for the software window buffer */
+static int QZ_LockWindow (_THIS, SDL_Surface *surface) {
+#if 1
+ return LockPortBits( [ window_view qdPort ] );
+#else
+ CGrafPtr qdport = [ window_view qdPort ];
+ int result = LockPortBits ( qdport );
+
+ if ( !result ) {
+ Uint8* pixels = GetPixBaseAddr ( GetPortPixMap ( qdport ) );
+ NSRect viewFrame = [ window_view frame ];
+ NSRect winFrame = [ qz_window frame ];
+ int vOffset = winFrame.size.height - viewFrame.size.height - viewFrame.origin.y;
+ int hOffset = viewFrame.origin.x;
+
+ pixels = pixels + (vOffset * surface->pitch) + hOffset *4;
+
+ if ( surface->pixels != pixels ) {
+ fprintf(stderr,"XXX: surface->pixels is %p, should be %p\n", surface->pixels, pixels);
+ }
+ } else {
+ fprintf(stderr, "XXX: could not lock port %p for surface %p\n", qdport, surface);
+ }
+ return result;
+#endif
+}
+
+static void QZ_UnlockWindow (_THIS, SDL_Surface *surface) {
+
+ UnlockPortBits ( [ window_view qdPort ] );
+}
+
+/* Resize icon, BMP format */
+static const unsigned char QZ_ResizeIcon[] = {
+ 0x42,0x4d,0x31,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x36,0x00,0x00,0x00,0x28,0x00,
+ 0x00,0x00,0x0d,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x01,0x00,0x18,0x00,0x00,0x00,
+ 0x00,0x00,0xfb,0x01,0x00,0x00,0x13,0x0b,0x00,0x00,0x13,0x0b,0x00,0x00,0x00,0x00,
+ 0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,
+ 0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
+ 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xda,0xda,0xda,0x87,
+ 0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,
+ 0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd5,0xd5,0xd5,0x87,0x87,0x87,0xe8,0xe8,0xe8,
+ 0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,
+ 0xda,0xda,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,
+ 0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,
+ 0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
+ 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,
+ 0xe8,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xd9,0xd9,0xd9,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xdc,
+ 0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,
+ 0xdb,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,0xdb,0x87,0x87,0x87,0xe8,
+ 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdc,
+ 0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b
+};
+
+static void QZ_DrawResizeIcon (_THIS, RgnHandle dirtyRegion) {
+
+ /* Check if we should draw the resize icon */
+ if (SDL_VideoSurface->flags & SDL_RESIZABLE) {
+
+ Rect icon;
+ SetRect (&icon, SDL_VideoSurface->w - 13, SDL_VideoSurface->h - 13,
+ SDL_VideoSurface->w, SDL_VideoSurface->h);
+
+ if (RectInRgn (&icon, dirtyRegion)) {
+
+ SDL_Rect icon_rect;
+
+ /* Create the icon image */
+ if (resize_icon == NULL) {
+
+ SDL_RWops *rw;
+ SDL_Surface *tmp;
+
+ rw = SDL_RWFromConstMem (QZ_ResizeIcon, sizeof(QZ_ResizeIcon));
+ tmp = SDL_LoadBMP_RW (rw, SDL_TRUE);
+
+ resize_icon = SDL_ConvertSurface (tmp, SDL_VideoSurface->format, SDL_SRCCOLORKEY);
+ SDL_SetColorKey (resize_icon, SDL_SRCCOLORKEY, 0xFFFFFF);
+
+ SDL_FreeSurface (tmp);
+ }
+
+ icon_rect.x = SDL_VideoSurface->w - 13;
+ icon_rect.y = SDL_VideoSurface->h - 13;
+ icon_rect.w = 13;
+ icon_rect.h = 13;
+
+ SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect);
+ }
+ }
+}
+
+static void QZ_UpdateRects (_THIS, int numRects, SDL_Rect *rects) {
+
+ if (SDL_VideoSurface->flags & SDL_OPENGLBLIT) {
+ QZ_GL_SwapBuffers (this);
+ }
+ else if ( [ qz_window isMiniaturized ] ) {
+
+ /* Do nothing if miniaturized */
+ }
+
+ else if ( ! QZ_IsWindowObscured (qz_window) ) {
+
+ /* Use direct copy to flush contents to the display */
+ CGrafPtr savePort;
+ CGrafPtr dstPort, srcPort;
+ const BitMap *dstBits, *srcBits;
+ Rect dstRect, srcRect;
+ Point offset;
+ int i;
+
+ GetPort (&savePort);
+
+ dstPort = CreateNewPortForCGDisplayID ((UInt32)display_id);
+ srcPort = [ window_view qdPort ];
+
+ offset.h = 0;
+ offset.v = 0;
+ SetPort (srcPort);
+ LocalToGlobal (&offset);
+
+ SetPort (dstPort);
+
+ LockPortBits (dstPort);
+ LockPortBits (srcPort);
+
+ dstBits = GetPortBitMapForCopyBits (dstPort);
+ srcBits = GetPortBitMapForCopyBits (srcPort);
+
+ for (i = 0; i < numRects; i++) {
+
+ SetRect (&srcRect, rects[i].x, rects[i].y,
+ rects[i].x + rects[i].w,
+ rects[i].y + rects[i].h);
+
+ SetRect (&dstRect,
+ rects[i].x + offset.h,
+ rects[i].y + offset.v,
+ rects[i].x + rects[i].w + offset.h,
+ rects[i].y + rects[i].h + offset.v);
+
+ CopyBits (srcBits, dstBits,
+ &srcRect, &dstRect, srcCopy, NULL);
+
+ }
+
+ SetPort (savePort);
+ }
+ else {
+ /* Use QDFlushPortBuffer() to flush content to display */
+ int i;
+ RgnHandle dirty = NewRgn ();
+ RgnHandle temp = NewRgn ();
+
+ SetEmptyRgn (dirty);
+
+ /* Build the region of dirty rectangles */
+ for (i = 0; i < numRects; i++) {
+
+ MacSetRectRgn (temp, rects[i].x, rects[i].y,
+ rects[i].x + rects[i].w, rects[i].y + rects[i].h);
+ MacUnionRgn (dirty, temp, dirty);
+ }
+
+ QZ_DrawResizeIcon (this, dirty);
+
+ /* Flush the dirty region */
+ QDFlushPortBuffer ( [ window_view qdPort ], dirty );
+ DisposeRgn (dirty);
+ DisposeRgn (temp);
+ }
+}
+
+static void QZ_VideoQuit (_THIS) {
+
+ CGDisplayFadeReservationToken fade_token = kCGDisplayFadeReservationInvalidToken;
+
+ /* Restore gamma settings */
+ CGDisplayRestoreColorSyncSettings ();
+
+ /* Ensure the cursor will be visible and working when we quit */
+ CGDisplayShowCursor (display_id);
+ CGAssociateMouseAndMouseCursorPosition (1);
+
+ if (mode_flags & SDL_FULLSCREEN) {
+ /* Fade to black to hide resolution-switching flicker (and garbage
+ that is displayed by a destroyed OpenGL context, if applicable) */
+ if (CGAcquireDisplayFadeReservation (5, &fade_token) == kCGErrorSuccess) {
+ CGDisplayFade (fade_token, 0.3, kCGDisplayBlendNormal, kCGDisplayBlendSolidColor, 0.0, 0.0, 0.0, TRUE);
+ }
+ QZ_UnsetVideoMode (this, TRUE);
+ if (fade_token != kCGDisplayFadeReservationInvalidToken) {
+ CGDisplayFade (fade_token, 0.5, kCGDisplayBlendSolidColor, kCGDisplayBlendNormal, 0.0, 0.0, 0.0, FALSE);
+ CGReleaseDisplayFadeReservation (fade_token);
+ }
+ }
+ else
+ QZ_UnsetVideoMode (this, TRUE);
+
+ CGPaletteRelease (palette);
+
+ if (opengl_library) {
+ SDL_UnloadObject(opengl_library);
+ opengl_library = NULL;
+ }
+ this->gl_config.driver_loaded = 0;
+
+ if (field_edit) {
+ [field_edit release];
+ field_edit = NULL;
+ }
+}
+
+#if 0 /* Not used (apparently, it's really slow) */
+static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color) {
+
+ CGSDisplayHWFill (display_id, rect->x, rect->y, rect->w, rect->h, color);
+
+ return 0;
+}
+#endif
+
+static int QZ_LockHWSurface(_THIS, SDL_Surface *surface) {
+
+ return 1;
+}
+
+static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface) {
+
+}
+
+static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface) {
+ return(-1); /* unallowed (no HWSURFACE support here). */
+}
+
+static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface) {
+}
+
+/*
+ int QZ_FlipHWSurface (_THIS, SDL_Surface *surface) {
+ return 0;
+ }
+ */
+
+/* Gamma functions */
+int QZ_SetGamma (_THIS, float red, float green, float blue) {
+
+ const CGGammaValue min = 0.0, max = 1.0;
+
+ if (red == 0.0)
+ red = FLT_MAX;
+ else
+ red = 1.0 / red;
+
+ if (green == 0.0)
+ green = FLT_MAX;
+ else
+ green = 1.0 / green;
+
+ if (blue == 0.0)
+ blue = FLT_MAX;
+ else
+ blue = 1.0 / blue;
+
+ if ( CGDisplayNoErr == CGSetDisplayTransferByFormula
+ (display_id, min, max, red, min, max, green, min, max, blue) ) {
+
+ return 0;
+ }
+ else {
+
+ return -1;
+ }
+}
+
+int QZ_GetGamma (_THIS, float *red, float *green, float *blue) {
+
+ CGGammaValue dummy;
+ if ( CGDisplayNoErr == CGGetDisplayTransferByFormula
+ (display_id, &dummy, &dummy, red,
+ &dummy, &dummy, green, &dummy, &dummy, blue) )
+
+ return 0;
+ else
+ return -1;
+}
+
+int QZ_SetGammaRamp (_THIS, Uint16 *ramp) {
+
+ const CGTableCount tableSize = 255;
+ CGGammaValue redTable[tableSize];
+ CGGammaValue greenTable[tableSize];
+ CGGammaValue blueTable[tableSize];
+
+ int i;
+
+ /* Extract gamma values into separate tables, convert to floats between 0.0 and 1.0 */
+ for (i = 0; i < 256; i++)
+ redTable[i % 256] = ramp[i] / 65535.0;
+
+ for (i=256; i < 512; i++)
+ greenTable[i % 256] = ramp[i] / 65535.0;
+
+ for (i=512; i < 768; i++)
+ blueTable[i % 256] = ramp[i] / 65535.0;
+
+ if ( CGDisplayNoErr == CGSetDisplayTransferByTable
+ (display_id, tableSize, redTable, greenTable, blueTable) )
+ return 0;
+ else
+ return -1;
+}
+
+int QZ_GetGammaRamp (_THIS, Uint16 *ramp) {
+
+ const CGTableCount tableSize = 255;
+ CGGammaValue redTable[tableSize];
+ CGGammaValue greenTable[tableSize];
+ CGGammaValue blueTable[tableSize];
+ CGTableCount actual;
+ int i;
+
+ if ( CGDisplayNoErr != CGGetDisplayTransferByTable
+ (display_id, tableSize, redTable, greenTable, blueTable, &actual) ||
+ actual != tableSize)
+
+ return -1;
+
+ /* Pack tables into one array, with values from 0 to 65535 */
+ for (i = 0; i < 256; i++)
+ ramp[i] = redTable[i % 256] * 65535.0;
+
+ for (i=256; i < 512; i++)
+ ramp[i] = greenTable[i % 256] * 65535.0;
+
+ for (i=512; i < 768; i++)
+ ramp[i] = blueTable[i % 256] * 65535.0;
+
+ return 0;
+}
+