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-rw-r--r--distrib/sdl-1.2.15/src/video/quartz/SDL_QuartzWM.m574
1 files changed, 574 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/src/video/quartz/SDL_QuartzWM.m b/distrib/sdl-1.2.15/src/video/quartz/SDL_QuartzWM.m
new file mode 100644
index 0000000..b40abf8
--- /dev/null
+++ b/distrib/sdl-1.2.15/src/video/quartz/SDL_QuartzWM.m
@@ -0,0 +1,574 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2012 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_QuartzWM.h"
+
+
+void QZ_FreeWMCursor (_THIS, WMcursor *cursor) {
+
+ if ( cursor != NULL ) {
+ [ cursor->nscursor release ];
+ free (cursor);
+ }
+}
+
+WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask,
+ int w, int h, int hot_x, int hot_y) {
+ WMcursor *cursor;
+ NSBitmapImageRep *imgrep;
+ NSImage *img;
+ unsigned char *planes[5];
+ int i;
+ NSAutoreleasePool *pool;
+
+ pool = [ [ NSAutoreleasePool alloc ] init ];
+
+ /* Allocate the cursor memory */
+ cursor = (WMcursor *)SDL_malloc(sizeof(WMcursor));
+ if (cursor == NULL) goto outOfMemory;
+
+ /* create the image representation and get the pointers to its storage */
+ imgrep = [ [ [ NSBitmapImageRep alloc ] initWithBitmapDataPlanes: NULL pixelsWide: w pixelsHigh: h bitsPerSample: 1 samplesPerPixel: 2 hasAlpha: YES isPlanar: YES colorSpaceName: NSDeviceWhiteColorSpace bytesPerRow: (w+7)/8 bitsPerPixel: 0 ] autorelease ];
+ if (imgrep == nil) goto outOfMemory;
+ [ imgrep getBitmapDataPlanes: planes ];
+
+ /* copy data and mask, extending the mask to all black pixels because the inversion effect doesn't work with Cocoa's alpha-blended cursors */
+ for (i = 0; i < (w+7)/8*h; i++) {
+ planes[0][i] = data[i] ^ 0xFF;
+ planes[1][i] = mask[i] | data[i];
+ }
+
+ /* create image and cursor */
+ img = [ [ [ NSImage alloc ] initWithSize: NSMakeSize(w, h) ] autorelease ];
+ if (img == nil) goto outOfMemory;
+ [ img addRepresentation: imgrep ];
+ if (system_version < 0x1030) { /* on 10.2, cursors must be 16*16 */
+ if (w > 16 || h > 16) { /* too big: scale it down */
+ [ img setScalesWhenResized: YES ];
+ hot_x = hot_x*16/w;
+ hot_y = hot_y*16/h;
+ }
+ else { /* too small (or just right): extend it (from the bottom left corner, so hot_y must be adjusted) */
+ hot_y += 16 - h;
+ }
+ [ img setSize: NSMakeSize(16, 16) ];
+ }
+ cursor->nscursor = [ [ NSCursor alloc ] initWithImage: img hotSpot: NSMakePoint(hot_x, hot_y) ];
+ if (cursor->nscursor == nil) goto outOfMemory;
+
+ [ pool release ];
+ return(cursor);
+
+outOfMemory:
+ [ pool release ];
+ if (cursor != NULL) SDL_free(cursor);
+ SDL_OutOfMemory();
+ return(NULL);
+}
+
+void QZ_UpdateCursor (_THIS) {
+ BOOL state;
+
+ if (cursor_should_be_visible || !(SDL_GetAppState() & SDL_APPMOUSEFOCUS)) {
+ state = YES;
+ } else {
+ state = NO;
+ }
+ if (state != cursor_visible) {
+ if (state) {
+ [ NSCursor unhide ];
+ } else {
+ [ NSCursor hide ];
+ }
+ cursor_visible = state;
+ }
+}
+
+BOOL QZ_IsMouseInWindow (_THIS) {
+ if (qz_window == nil || (mode_flags & SDL_FULLSCREEN)) return YES; /*fullscreen*/
+ else {
+ NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ];
+ p.y -= 1.0f; /* Apparently y goes from 1 to h, not from 0 to h-1 (i.e. the "location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" */
+ return NSPointInRect(p, [ window_view frame ]);
+ }
+}
+
+int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {
+
+ if ( cursor == NULL) {
+ if ( cursor_should_be_visible ) {
+ cursor_should_be_visible = NO;
+ QZ_ChangeGrabState (this, QZ_HIDECURSOR);
+ }
+ QZ_UpdateCursor(this);
+ }
+ else {
+ if ( qz_window != nil && !(mode_flags & SDL_FULLSCREEN) ) {
+ [ qz_window invalidateCursorRectsForView: [ qz_window contentView ] ];
+ }
+ if ( ! cursor_should_be_visible ) {
+ cursor_should_be_visible = YES;
+ QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
+ }
+ [ cursor->nscursor performSelectorOnMainThread:@selector(set) withObject:nil waitUntilDone:NO ];
+ QZ_UpdateCursor(this);
+ }
+
+ return 1;
+}
+
+/*
+ Coordinate conversion functions, for convenience
+ Cocoa sets the origin at the lower left corner of the window/screen
+ SDL, CoreGraphics/WindowServer, and QuickDraw use the origin at the upper left corner
+ The routines were written so they could be called before SetVideoMode() has finished;
+ this might have limited usefulness at the moment, but the extra cost is trivial.
+*/
+
+/* Convert Cocoa screen coordinate to Cocoa window coordinate */
+void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) {
+
+ if ( ! CGDisplayIsCaptured (display_id) )
+ *p = [ qz_window convertScreenToBase:*p ];
+}
+
+
+/* Convert Cocoa window coordinate to Cocoa screen coordinate */
+void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) {
+
+ if ( ! CGDisplayIsCaptured (display_id) )
+ *p = [ qz_window convertBaseToScreen:*p ];
+}
+
+/* Convert SDL coordinate to Cocoa coordinate */
+void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) {
+
+ if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
+
+ p->y = CGDisplayPixelsHigh (display_id) - p->y;
+ }
+ else {
+
+ *p = [ window_view convertPoint:*p toView: nil ];
+ p->y = [window_view frame].size.height - p->y;
+ }
+}
+
+/* Convert Cocoa coordinate to SDL coordinate */
+void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {
+
+ if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
+
+ p->y = CGDisplayPixelsHigh (display_id) - p->y;
+ }
+ else {
+
+ *p = [ window_view convertPoint:*p fromView: nil ];
+ p->y = [window_view frame].size.height - p->y;
+ }
+}
+
+/* Convert SDL coordinate to window server (CoreGraphics) coordinate */
+CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) {
+
+ CGPoint cgp;
+
+ if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */
+
+ int height;
+
+ QZ_PrivateSDLToCocoa (this, p);
+ QZ_PrivateLocalToGlobal (this, p);
+
+ height = CGDisplayPixelsHigh (display_id);
+ p->y = height - p->y;
+ }
+
+ cgp.x = p->x;
+ cgp.y = p->y;
+
+ return cgp;
+}
+
+#if 0 /* Dead code */
+/* Convert window server (CoreGraphics) coordinate to SDL coordinate */
+void QZ_PrivateCGToSDL (_THIS, NSPoint *p) {
+
+ if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */
+
+ int height;
+
+ /* Convert CG Global to Cocoa Global */
+ height = CGDisplayPixelsHigh (display_id);
+ p->y = height - p->y;
+
+ QZ_PrivateGlobalToLocal (this, p);
+ QZ_PrivateCocoaToSDL (this, p);
+ }
+}
+#endif /* Dead code */
+
+void QZ_PrivateWarpCursor (_THIS, int x, int y) {
+ NSPoint p;
+ CGPoint cgp;
+
+ p = NSMakePoint (x, y);
+ cgp = QZ_PrivateSDLToCG (this, &p);
+
+ /* this is the magic call that fixes cursor "freezing" after warp */
+ CGAssociateMouseAndMouseCursorPosition (0);
+ CGWarpMouseCursorPosition (cgp);
+ if (grab_state != QZ_INVISIBLE_GRAB) { /* can't leave it disassociated? */
+ CGAssociateMouseAndMouseCursorPosition (1);
+ }
+ SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
+}
+
+void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) {
+
+ /* Only allow warping when in foreground */
+ if ( ! [ NSApp isActive ] )
+ return;
+
+ /* Do the actual warp */
+ if (grab_state != QZ_INVISIBLE_GRAB) QZ_PrivateWarpCursor (this, x, y);
+
+ /* Generate the mouse moved event */
+ SDL_PrivateMouseMotion (0, 0, x, y);
+}
+
+void QZ_MoveWMCursor (_THIS, int x, int y) { }
+void QZ_CheckMouseMode (_THIS) { }
+
+void QZ_SetCaption (_THIS, const char *title, const char *icon) {
+
+ if ( qz_window != nil ) {
+ NSString *string;
+ if ( title != NULL ) {
+ string = [ [ NSString alloc ] initWithUTF8String:title ];
+ [ qz_window setTitle:string ];
+ [ string release ];
+ }
+ if ( icon != NULL ) {
+ string = [ [ NSString alloc ] initWithUTF8String:icon ];
+ [ qz_window setMiniwindowTitle:string ];
+ [ string release ];
+ }
+ }
+}
+
+void QZ_SetWindowPos (_THIS, int x, int y)
+{
+ if ( qz_window == nil ) {
+ //printf( "%s(%d,%d): called for NULL window\n", __FUNCTION__, x, y );
+ return;
+ }
+
+ [ qz_window setFrameTopLeftPoint:NSMakePoint( x, this->hidden->height - y ) ];
+ //printf( "%s(%d,%d): done\n", __FUNCTION__, x, y );
+}
+
+void QZ_GetWindowPos(_THIS, int *px, int *py)
+{
+ NSPoint pt;
+
+ *px = *py = 0;
+
+ if ( qz_window == NULL ) {
+ //printf( "%s: called on NULL window\n", __FUNCTION__ );
+ }
+
+ if ( qz_window != nil ) {
+ NSRect rect = [ qz_window frame ];
+ *px = rect.origin.x;
+ *py = this->hidden->height - rect.origin.y - rect.size.height;
+ //printf( "%s: returning (%d,%d)\n", __FUNCTION__, *px, *py );
+ }
+}
+
+/* determine if the window is fully visible on the current screen configuration */
+int QZ_IsWindowVisible(_THIS, int recenter)
+{
+ int result = 0;
+
+ //printf( "... enter %s\n", __FUNCTION__ );
+
+ if ( qz_window != NULL ) {
+ NSRect frame = [ qz_window frame ];
+ NSArray* screens = [ NSScreen screens ];
+ unsigned int count = [ screens count ];
+ unsigned int n;
+ //printf( "window frame (%d,%d) (%d,%d)\n", frame.origin.x, frame.origin.y,
+ // frame.size.width, frame.size.height );
+ for (n = 0; n < count; n++) {
+ NSScreen* screen = [ screens objectAtIndex: n ];
+ NSRect vis = [ screen visibleFrame ];
+
+ //printf( "screen %d/%d frame (%d,%d) (%d,%d)\n", n+1, count,
+ // vis.origin.x, vis.origin.y, vis.size.width, vis.size.height );
+
+ if (frame.origin.x >= vis.origin.x &&
+ frame.origin.x + frame.size.width <= vis.origin.x + vis.size.width &&
+ frame.origin.y >= vis.origin.y &&
+ frame.origin.y + frame.size.height <= vis.origin.y + vis.size.height )
+ {
+ result = 1;
+ break;
+ }
+ }
+ }
+ //printf ( "... exit %s, result = %d\n", __FUNCTION__, result );
+ if ( !result && recenter ) {
+ [ qz_window center ] ;
+ }
+ return result;
+}
+
+int QZ_GetMonitorDPI(_THIS, int *xDpi, int *yDpi)
+{
+ /* FIXME: how to get this information from Cocoa ? */
+ return -1;
+}
+
+int QZ_GetMonitorRect (_THIS, SDL_Rect *rect)
+{
+ NSWindow* window = qz_window;
+ NSRect frame = [ window frame ];
+ int fx1 = frame.origin.x;
+ int fy1 = frame.origin.y;
+ int fx2 = frame.size.width + fx1;
+ int fy2 = frame.size.height + fy1;
+ NSArray* screens = [ NSScreen screens ];
+ unsigned int count = [ screens count ];
+ int bestScreen = -1;
+ int bestArea = 0;
+
+ unsigned int n;
+
+ /* we need to compute which screen has the most window pixels */
+ for (n = 0; n < count; n++) {
+ NSScreen* screen = [ screens objectAtIndex: n ];
+ NSRect vis = [ screen visibleFrame ];
+ int vx1 = vis.origin.x;
+ int vy1 = vis.origin.y;
+ int vx2 = vis.size.width + vx1;
+ int vy2 = vis.size.height + vy1;
+ int cx1, cx2, cy1, cy2, cArea;
+
+ if (fx1 >= vx2 || vx1 >= fx2 || fy1 >= vy2 || vy1 >= fy2)
+ continue;
+
+ cx1 = (fx1 < vx1) ? vx1 : fx1;
+ cx2 = (fx2 > vx2) ? vx2 : fx2;
+ cy1 = (fy1 < vy1) ? vy1 : fy1;
+ cy2 = (fy2 > vy2) ? vy2 : fy2;
+
+ if (cx1 >= cx2 || cy1 >= cy2)
+ continue;
+
+ cArea = (cx2-cx1)*(cy2-cy1);
+
+ if (bestScreen < 0 || cArea > bestArea) {
+ bestScreen = n;
+ bestArea = cArea;
+ }
+ }
+ if (bestScreen < 0)
+ bestScreen = 0;
+
+ {
+ NSScreen* screen = [ screens objectAtIndex: bestScreen ];
+ NSRect vis = [ screen visibleFrame ];
+
+ rect->x = vis.origin.x;
+ rect->y = vis.origin.y;
+ rect->w = vis.size.width;
+ rect->h = vis.size.height;
+ }
+ return 0;
+}
+
+void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask)
+{
+ NSBitmapImageRep *imgrep;
+ NSImage *img;
+ SDL_Surface *mergedSurface;
+ NSAutoreleasePool *pool;
+ Uint8 *pixels;
+ SDL_bool iconSrcAlpha;
+ Uint8 iconAlphaValue;
+ int i, j, maskPitch, index;
+
+ pool = [ [ NSAutoreleasePool alloc ] init ];
+
+ imgrep = [ [ [ NSBitmapImageRep alloc ] initWithBitmapDataPlanes: NULL pixelsWide: icon->w pixelsHigh: icon->h bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bytesPerRow: 4*icon->w bitsPerPixel: 32 ] autorelease ];
+ if (imgrep == nil) goto freePool;
+ pixels = [ imgrep bitmapData ];
+ SDL_memset(pixels, 0, 4*icon->w*icon->h); /* make the background, which will survive in colorkeyed areas, completely transparent */
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+#define BYTEORDER_DEPENDENT_RGBA_MASKS 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
+#else
+#define BYTEORDER_DEPENDENT_RGBA_MASKS 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
+#endif
+ mergedSurface = SDL_CreateRGBSurfaceFrom(pixels, icon->w, icon->h, 32, 4*icon->w, BYTEORDER_DEPENDENT_RGBA_MASKS);
+ if (mergedSurface == NULL) goto freePool;
+
+ /* blit, with temporarily cleared SRCALPHA flag because we want to copy, not alpha-blend */
+ iconSrcAlpha = ((icon->flags & SDL_SRCALPHA) != 0);
+ iconAlphaValue = icon->format->alpha;
+ SDL_SetAlpha(icon, 0, 255);
+ SDL_BlitSurface(icon, NULL, mergedSurface, NULL);
+ if (iconSrcAlpha) SDL_SetAlpha(icon, SDL_SRCALPHA, iconAlphaValue);
+
+ SDL_FreeSurface(mergedSurface);
+
+ /* apply mask, source alpha, and premultiply color values by alpha */
+ maskPitch = (icon->w+7)/8;
+ for (i = 0; i < icon->h; i++) {
+ for (j = 0; j < icon->w; j++) {
+ index = i*4*icon->w + j*4;
+ if (!(mask[i*maskPitch + j/8] & (128 >> j%8))) {
+ pixels[index + 3] = 0;
+ }
+ else {
+ if (iconSrcAlpha) {
+ if (icon->format->Amask == 0) pixels[index + 3] = icon->format->alpha;
+ }
+ else {
+ pixels[index + 3] = 255;
+ }
+ }
+ if (pixels[index + 3] < 255) {
+ pixels[index + 0] = (Uint16)pixels[index + 0]*pixels[index + 3]/255;
+ pixels[index + 1] = (Uint16)pixels[index + 1]*pixels[index + 3]/255;
+ pixels[index + 2] = (Uint16)pixels[index + 2]*pixels[index + 3]/255;
+ }
+ }
+ }
+
+ img = [ [ [ NSImage alloc ] initWithSize: NSMakeSize(icon->w, icon->h) ] autorelease ];
+ if (img == nil) goto freePool;
+ [ img addRepresentation: imgrep ];
+ [ NSApp setApplicationIconImage:img ];
+
+freePool:
+ [ pool release ];
+}
+
+int QZ_IconifyWindow (_THIS) {
+
+ if ( ! [ qz_window isMiniaturized ] ) {
+ [ qz_window miniaturize:nil ];
+ if ( ! [ qz_window isMiniaturized ] ) {
+ SDL_SetError ("window iconification failed");
+ return 0;
+ }
+ return 1;
+ }
+ else {
+ SDL_SetError ("window already iconified");
+ return 0;
+ }
+}
+
+int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) {
+ info->nsWindowPtr = qz_window;
+ return 0;
+}
+
+void QZ_ChangeGrabState (_THIS, int action) {
+
+ /*
+ Figure out what the next state should be based on the action.
+ Ignore actions that can't change the current state.
+ */
+ if ( grab_state == QZ_UNGRABBED ) {
+ if ( action == QZ_ENABLE_GRAB ) {
+ if ( cursor_should_be_visible )
+ grab_state = QZ_VISIBLE_GRAB;
+ else
+ grab_state = QZ_INVISIBLE_GRAB;
+ }
+ }
+ else if ( grab_state == QZ_VISIBLE_GRAB ) {
+ if ( action == QZ_DISABLE_GRAB )
+ grab_state = QZ_UNGRABBED;
+ else if ( action == QZ_HIDECURSOR )
+ grab_state = QZ_INVISIBLE_GRAB;
+ }
+ else {
+ assert( grab_state == QZ_INVISIBLE_GRAB );
+
+ if ( action == QZ_DISABLE_GRAB )
+ grab_state = QZ_UNGRABBED;
+ else if ( action == QZ_SHOWCURSOR )
+ grab_state = QZ_VISIBLE_GRAB;
+ }
+
+ /* now apply the new state */
+ if (grab_state == QZ_UNGRABBED) {
+
+ CGAssociateMouseAndMouseCursorPosition (1);
+ }
+ else if (grab_state == QZ_VISIBLE_GRAB) {
+
+ CGAssociateMouseAndMouseCursorPosition (1);
+ }
+ else {
+ assert( grab_state == QZ_INVISIBLE_GRAB );
+
+ QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
+ CGAssociateMouseAndMouseCursorPosition (0);
+ }
+}
+
+SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {
+
+ int doGrab = grab_mode & SDL_GRAB_ON;
+ /*int fullscreen = grab_mode & SDL_GRAB_FULLSCREEN;*/
+
+ if ( this->screen == NULL ) {
+ SDL_SetError ("QZ_GrabInput: screen is NULL");
+ return SDL_GRAB_OFF;
+ }
+
+ if ( ! video_set ) {
+ /*SDL_SetError ("QZ_GrabInput: video is not set, grab will take effect on mode switch"); */
+ current_grab_mode = grab_mode;
+ return grab_mode; /* Will be set later on mode switch */
+ }
+
+ if ( grab_mode != SDL_GRAB_QUERY ) {
+ if ( doGrab )
+ QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
+ else
+ QZ_ChangeGrabState (this, QZ_DISABLE_GRAB);
+
+ current_grab_mode = doGrab ? SDL_GRAB_ON : SDL_GRAB_OFF;
+ QZ_UpdateCursor(this);
+ }
+
+ return current_grab_mode;
+}