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SDL_QuartzVideo.h
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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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
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slouken@libsdl.org
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*/
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/*
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@file SDL_QuartzVideo.h
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@author Darrell Walisser, Max Horn, et al.
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@abstract SDL video driver for Mac OS X.
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@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
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- 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
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- Find a way to deal with external resolution/depth switch while app is running
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- Resizeable windows (done)
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- Check accuracy of QZ_SetGamma()
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Problems:
- OGL not working in full screen with software renderer
- SetColors sets palette correctly but clears framebuffer
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- Crash in CG after several mode switches (I think this has been fixed)
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- Retained windows don't draw their title bar quite right (OS Bug) (not using retained windows)
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- Cursor in 8 bit modes is screwy (might just be Radeon PCI bug) (update: not just Radeon)
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- Warping cursor delays mouse events for a fraction of a second,
there is a hack around this that helps a bit
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*/
#include <Cocoa/Cocoa.h>
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#include <OpenGL/OpenGL.h>
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#include <Carbon/Carbon.h>
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#include <QuickTime/QuickTime.h>
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#include "SDL_video.h"
#include "SDL_error.h"
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#include "SDL_timer.h"
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#include "SDL_syswm.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_events_c.h"
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/*
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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).
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*/
@interface NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
@end
@implementation NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
{
_frame = frame;
}
@end
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/*
This is a workaround to directly access NSOpenGLContext's CGL context
We need this to check for errors NSOpenGLContext doesn't support
*/
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@interface NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
@end
@implementation NSOpenGLContext (CGLContextAccess)
- (CGLContextObj) cglContext;
{
return _contextAuxiliary;
}
@end
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/*
Structure for rez switch gamma fades
We can hide the monitor flicker by setting the gamma tables to 0
*/
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#define QZ_GAMMA_TABLE_SIZE 256
typedef struct {
CGGammaValue red[QZ_GAMMA_TABLE_SIZE];
CGGammaValue green[QZ_GAMMA_TABLE_SIZE];
CGGammaValue blue[QZ_GAMMA_TABLE_SIZE];
} SDL_QuartzGammaTable;
/* Main driver structure to store required state information */
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typedef struct SDL_PrivateVideoData {
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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 */
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NSOpenGLContext *gl_context; /* OpenGL rendering context */
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Uint32 width, height, bpp; /* frequently used data about the display */
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Uint32 flags; /* flags for current mode, for teardown purposes */
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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 */
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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 */
BOOL in_foreground; /* boolean; indicate if app is in foreground or not */
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 */
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io_connect_t powerConnection; /* used with IOKit to detect wake from sleep */
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ImageDescriptionHandle yuv_idh;
MatrixRecordPtr yuv_matrix;
DecompressorComponent yuv_codec;
ImageSequence yuv_seq;
PlanarPixmapInfoYUV420 *yuv_pixmap;
Sint16 yuv_width, yuv_height;
CGrafPtr yuv_port;
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} SDL_PrivateVideoData ;
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#define _THIS SDL_VideoDevice *this
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#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)
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#define qz_window (this->hidden->window)
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#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)
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#define resize_icon (this->hidden->resize_icon)
#define current_grab_mode (this->hidden->current_grab_mode)
#define in_foreground (this->hidden->in_foreground)
#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)
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#define powerConnection (this->hidden->powerConnection)
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#define yuv_idh (this->hidden->yuv_idh)
#define yuv_matrix (this->hidden->yuv_matrix)
#define yuv_codec (this->hidden->yuv_codec)
#define yuv_seq (this->hidden->yuv_seq)
#define yuv_pixmap (this->hidden->yuv_pixmap)
#define yuv_data (this->hidden->yuv_data)
#define yuv_width (this->hidden->yuv_width)
#define yuv_height (this->hidden->yuv_height)
#define yuv_port (this->hidden->yuv_port)
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/*
Obscuring code: maximum number of windows above ours (inclusive)
Note: this doesn't work too well in practice and should be
phased out when we add OpenGL 2D acceleration. It was never
enabled in the first place, so this shouldn't be a problem ;-)
*/
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#define kMaxWindows 256
/* Some of the Core Graphics Server API for obscuring code */
#define kCGSWindowLevelTop 2147483632
#define kCGSWindowLevelDockIconDrag 500
#define kCGSWindowLevelDockMenu 101
#define kCGSWindowLevelMenuIgnore 21
#define kCGSWindowLevelMenu 20
#define kCGSWindowLevelDockLabel 12
#define kCGSWindowLevelDockIcon 11
#define kCGSWindowLevelDock 10
#define kCGSWindowLevelUtility 3
#define kCGSWindowLevelNormal 0
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/*
For completeness; We never use these window levels, they are always below us
#define kCGSWindowLevelMBarShadow -20
#define kCGSWindowLevelDesktopPicture -2147483647
#define kCGSWindowLevelDesktop -2147483648
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*/
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typedef CGError CGSError;
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typedef long CGSWindowCount;
typedef void * CGSConnectionID;
typedef int CGSWindowID;
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typedef CGSWindowID* CGSWindowIDList;
typedef CGWindowLevel CGSWindowLevel;
typedef NSRect CGSRect;
extern CGSConnectionID _CGSDefaultConnection ();
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extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid,
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CGSConnectionID owner,
CGSWindowCount listCapacity,
CGSWindowIDList list,
CGSWindowCount *listCount);
extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid,
CGSWindowID wid,
CGSRect *rect);
extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid,
CGSWindowID wid,
CGSWindowLevel *level);
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extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y,
unsigned int w, unsigned int h, unsigned int color);
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extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id);
extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags);
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/* 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);
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static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format,
Uint32 flags);
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static void QZ_UnsetVideoMode (_THIS);
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static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current,
int width, int height, int bpp,
Uint32 flags);
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static int QZ_ToggleFullScreen (_THIS, int on);
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static int QZ_SetColors (_THIS, int first_color,
int num_colors, SDL_Color *colors);
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static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects);
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static int QZ_LockWindow (_THIS, SDL_Surface *surface);
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static void QZ_UnlockWindow (_THIS, SDL_Surface *surface);
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static void QZ_UpdateRects (_THIS, int num_rects, SDL_Rect *rects);
static void QZ_VideoQuit (_THIS);
/* Hardware surface functions (for fullscreen mode only) */
static int QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
static int QZ_LockHWSurface(_THIS, SDL_Surface *surface);
static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
/* static int QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */
/* Gamma Functions */
static int QZ_SetGamma (_THIS, float red, float green, float blue);
static int QZ_GetGamma (_THIS, float *red, float *green, float *blue);
static int QZ_SetGammaRamp (_THIS, Uint16 *ramp);
static int QZ_GetGammaRamp (_THIS, Uint16 *ramp);
/* OpenGL functions */
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static int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags);
static void QZ_TearDownOpenGL (_THIS);
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static void* QZ_GL_GetProcAddress (_THIS, const char *proc);
static int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value);
static int QZ_GL_MakeCurrent (_THIS);
static void QZ_GL_SwapBuffers (_THIS);
static int QZ_GL_LoadLibrary (_THIS, const char *location);
/* Private function to warp the cursor (used internally) */
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static void QZ_PrivateWarpCursor (_THIS, int x, int y);
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/* Cursor and Mouse functions */
static void QZ_FreeWMCursor (_THIS, WMcursor *cursor);
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static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask,
int w, int h, int hot_x, int hot_y);
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static int QZ_ShowWMCursor (_THIS, WMcursor *cursor);
static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y);
static void QZ_MoveWMCursor (_THIS, int x, int y);
static void QZ_CheckMouseMode (_THIS);
/* Event functions */
static void QZ_InitOSKeymap (_THIS);
static void QZ_PumpEvents (_THIS);
/* Window Manager functions */
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static void QZ_SetCaption (_THIS, const char *title, const char *icon);
static void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask);
static int QZ_IconifyWindow (_THIS);
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static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode);
/*static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*/
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/* YUV functions */
static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
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Uint32 format, SDL_Surface *display);