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SDL_QuartzWindow.m
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2012 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
slouken@libsdl.org
*/
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#include "SDL_config.h"
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#include "SDL_QuartzVideo.h"
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#include "SDL_QuartzWM.h"
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#include "SDL_QuartzWindow.h"
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/*
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 () {
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SDL_Surface *surface = current_video->screen;
int bpp;
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bpp = surface->format->BitsPerPixel;
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if (bpp == 32) {
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Uint32 *pixels = (Uint32*) surface->pixels;
Uint32 rowPixels = surface->pitch / 4;
Uint32 i, j;
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for (i = 0; i < surface->h; i++)
for (j = 0; j < surface->w; j++) {
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pixels[ (i * rowPixels) + j ] |= 0xFF000000;
}
}
}
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@implementation SDL_QuartzWindow
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/* we override these methods to fix the miniaturize animation/dock icon bug */
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- (void)miniaturize:(id)sender
{
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if (SDL_VideoSurface->flags & SDL_OPENGL) {
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/*
Future: Grab framebuffer and put into NSImage
[ qz_window setMiniwindowImage:image ];
*/
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}
else {
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/* make the alpha channel opaque so anim won't have holes in it */
QZ_SetPortAlphaOpaque ();
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}
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/* window is hidden now */
SDL_PrivateAppActive (0, SDL_APPACTIVE);
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[ super miniaturize:sender ];
}
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- (void)display
{
/*
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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.
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*/
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SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
/* make sure pixels are fully opaque */
if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
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QZ_SetPortAlphaOpaque ();
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/* 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 ];
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/* window is visible again */
SDL_PrivateAppActive (1, SDL_APPACTIVE);
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}
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- (void)setFrame:(NSRect)frameRect display:(BOOL)flag
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{
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/*
If the video surface is NULL, this originated from QZ_SetVideoMode,
so don't send the resize event.
*/
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SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
if (this && SDL_VideoSurface == NULL) {
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[ super setFrame:frameRect display:flag ];
}
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else if (this && qz_window) {
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NSRect newViewFrame;
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[ super setFrame:frameRect display:flag ];
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newViewFrame = [ window_view frame ];
SDL_PrivateResize (newViewFrame.size.width, newViewFrame.size.height);
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}
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}
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/* QZ_DoActivate() calls a low-level CoreGraphics routine to adjust
the cursor position, if input is being grabbed. If app activation is
triggered by a mouse click in the title bar, then the window manager
gets confused and thinks we're dragging the window. The solution
below postpones the activate event to avoid this scenario. */
- (void)becomeKeyWindow
{
NSEvent *event = [self currentEvent];
if ([event type] == NSLeftMouseDown && [event window] == self)
watchForMouseUp = YES;
else
[super becomeKeyWindow];
}
- (void)sendEvent:(NSEvent *)event
{
[super sendEvent:event];
if (watchForMouseUp && [event type] == NSLeftMouseUp)
{
watchForMouseUp = NO;
[super becomeKeyWindow];
}
}
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- (void)appDidHide:(NSNotification*)note
{
SDL_PrivateAppActive (0, SDL_APPACTIVE);
}
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- (void)appWillUnhide:(NSNotification*)note
{
SDL_VideoDevice *this = (SDL_VideoDevice*)current_video;
if ( this ) {
/* make sure pixels are fully opaque */
if (! ( SDL_VideoSurface->flags & SDL_OPENGL ) )
QZ_SetPortAlphaOpaque ();
/* save current visible SDL surface */
[ self cacheImageInRect:[ window_view frame ] ];
}
}
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- (void)appDidUnhide:(NSNotification*)note
{
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/* restore cached image, since it may not be current, post expose event too */
[ self restoreCachedImage ];
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/*SDL_PrivateExpose ();*/
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SDL_PrivateAppActive (1, SDL_APPACTIVE);
}
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- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
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{
/* 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 ];
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[ [ NSNotificationCenter defaultCenter ] addObserver:self
selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
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return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
}
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@end
@implementation SDL_QuartzWindowDelegate
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- (BOOL)windowShouldClose:(id)sender
{
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SDL_PrivateQuit();
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return NO;
}
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- (void)windowDidBecomeKey:(NSNotification *)aNotification
{
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QZ_DoActivate (current_video);
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}
- (void)windowDidResignKey:(NSNotification *)aNotification
{
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QZ_DoDeactivate (current_video);
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}
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@end
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@implementation SDL_QuartzView
- (void)resetCursorRects
{
SDL_Cursor *sdlc = SDL_GetCursor();
if (sdlc != NULL && sdlc->wm_cursor != NULL) {
[self addCursorRect: [self visibleRect] cursor: sdlc->wm_cursor->nscursor];
}
}
@end