📄 sdl_quartzvideo.h
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 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*//* @file SDL_QuartzVideo.h @author Darrell Walisser, Max Horn, et al. @abstract SDL video driver for Mac OS X. @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 - 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 - Find a way to deal with external resolution/depth switch while app is running - Resizeable windows (done) - Check accuracy of QZ_SetGamma() Problems: - OGL not working in full screen with software renderer - SetColors sets palette correctly but clears framebuffer - Crash in CG after several mode switches (I think this has been fixed) - Retained windows don't draw their title bar quite right (OS Bug) (not using retained windows) - Cursor in 8 bit modes is screwy (might just be Radeon PCI bug) (update: not just Radeon) - Warping cursor delays mouse events for a fraction of a second, there is a hack around this that helps a bit*/#include <Cocoa/Cocoa.h>#include <OpenGL/OpenGL.h>#include <Carbon/Carbon.h>#include <QuickTime/QuickTime.h>#include "SDL_video.h"#include "SDL_error.h"#include "SDL_timer.h"#include "SDL_syswm.h"#include "SDL_sysvideo.h"#include "SDL_pixels_c.h"#include "SDL_events_c.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/* This is a workaround to directly access NSOpenGLContext's CGL context We need this to check for errors NSOpenGLContext doesn't support*/@interface NSOpenGLContext (CGLContextAccess)- (CGLContextObj) cglContext;@end@implementation NSOpenGLContext (CGLContextAccess)- (CGLContextObj) cglContext;{ return _contextAuxiliary;}@end/* Structure for rez switch gamma fades We can hide the monitor flicker by setting the gamma tables to 0*/#define QZ_GAMMA_TABLE_SIZE 256typedef 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 */typedef struct SDL_PrivateVideoData { 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 */ NSOpenGLContext *gl_context; /* OpenGL rendering context */ Uint32 width, height, bpp; /* frequently used data about the display */ Uint32 flags; /* flags for current mode, for teardown purposes */ 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 */ 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 */ ImageDescriptionHandle yuv_idh; MatrixRecordPtr yuv_matrix; DecompressorComponent yuv_codec; ImageSequence yuv_seq; PlanarPixmapInfoYUV420 *yuv_pixmap; Sint16 yuv_width, yuv_height; CGrafPtr yuv_port;} SDL_PrivateVideoData ;#define _THIS SDL_VideoDevice *this#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)#define qz_window (this->hidden->window)#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)#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)#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)/* 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 ;-)*/#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/* For completeness; We never use these window levels, they are always below us #define kCGSWindowLevelMBarShadow -20 #define kCGSWindowLevelDesktopPicture -2147483647 #define kCGSWindowLevelDesktop -2147483648*/typedef CGError CGSError;typedef long CGSWindowCount;typedef void * CGSConnectionID;typedef int CGSWindowID;typedef CGSWindowID* CGSWindowIDList;typedef CGWindowLevel CGSWindowLevel;typedef NSRect CGSRect;extern CGSConnectionID _CGSDefaultConnection ();extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid, 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);extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y, unsigned int w, unsigned int h, unsigned int color);extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id);extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags);/* 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);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 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) */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 */static int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags);static void QZ_TearDownOpenGL (_THIS);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) */static void QZ_PrivateWarpCursor (_THIS, int x, int y);/* Cursor and Mouse functions */static void QZ_FreeWMCursor (_THIS, WMcursor *cursor);static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);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 */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);static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode);/*static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info);*//* YUV functions */static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height, Uint32 format, SDL_Surface *display);
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