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📄 sdl_quartzvideo.h

📁 SDL库 在进行视频显示程序spcaview安装时必须的库文件
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/*    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"/*        @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        - 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*//* Needs to be first, so QuickTime.h doesn't include glext.h (10.4) */#include "SDL_opengl.h"#include <Cocoa/Cocoa.h>#include <Carbon/Carbon.h>#include <QuickTime/QuickTime.h>#include <OpenGL/OpenGL.h>	/* For CGL functions and types */#include <IOKit/IOKitLib.h>	/* For powersave handling */#include <pthread.h>#include "SDL_thread.h"#include "SDL_video.h"#include "SDL_error.h"#include "SDL_timer.h"#include "SDL_loadso.h"#include "SDL_syswm.h"#include "../SDL_sysvideo.h"#include "../SDL_pixels_c.h"#include "../../events/SDL_events_c.h"/*     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/* Main driver structure to store required state information */typedef struct SDL_PrivateVideoData {    BOOL               allow_screensaver;  /* 0 == disable screensaver */    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 */    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 */    NSText             *field_edit;        /* a field editor for keyboard composition processing */    Uint32             last_virtual_button;/* last virtual mouse button pressed */    io_connect_t       power_connection;   /* used with IOKit to detect wake from sleep */    Uint8              expect_mouse_up;    /* used to determine when to send mouse up events */    Uint8              grab_state;         /* used to manage grab behavior */    NSPoint            cursor_loc;         /* saved cursor coords, for activate/deactivate when grabbed */    BOOL               cursor_should_be_visible;     /* tells if cursor is supposed to be visible (SDL_ShowCursor) */    BOOL               cursor_visible;     /* tells if cursor is *actually* visible or not */    Uint8*             sw_buffers[2];      /* pointers to the two software buffers for double-buffer emulation */    SDL_Thread         *thread;            /* thread for async updates to the screen */    SDL_sem            *sem1, *sem2;       /* synchronization for async screen updates */    Uint8              *current_buffer;    /* the buffer being copied to the screen */    BOOL               quit_thread;        /* used to quit the async blitting thread */    SInt32             system_version;     /* used to dis-/enable workarounds depending on the system version */        ImageDescriptionHandle yuv_idh;    MatrixRecordPtr        yuv_matrix;    DecompressorComponent  yuv_codec;    ImageSequence          yuv_seq;    PlanarPixmapInfoYUV420 *yuv_pixmap;    Sint16                  yuv_width, yuv_height;    CGrafPtr                yuv_port;    void *opengl_library;    /* dynamically loaded OpenGL library. */} 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 allow_screensaver (this->hidden->allow_screensaver)#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 client_mode_list (this->hidden->client_mode_list)#define keymap (this->hidden->keymap)#define current_mods (this->hidden->current_mods)#define field_edit (this->hidden->field_edit)#define last_virtual_button (this->hidden->last_virtual_button)#define power_connection (this->hidden->power_connection)#define expect_mouse_up (this->hidden->expect_mouse_up)#define grab_state (this->hidden->grab_state)#define cursor_loc (this->hidden->cursor_loc)#define cursor_should_be_visible (this->hidden->cursor_should_be_visible)#define cursor_visible (this->hidden->cursor_visible)#define sw_buffers (this->hidden->sw_buffers)#define thread (this->hidden->thread)#define sem1 (this->hidden->sem1)#define sem2 (this->hidden->sem2)#define current_buffer (this->hidden->current_buffer)#define quit_thread (this->hidden->quit_thread)#define system_version (this->hidden->system_version)#define opengl_library (this->hidden->opengl_library)/* grab states - the input is in one of these states */enum {    QZ_UNGRABBED = 0,    QZ_VISIBLE_GRAB,    QZ_INVISIBLE_GRAB};/* grab actions - these can change the grabbed state */enum {    QZ_ENABLE_GRAB = 0,    QZ_DISABLE_GRAB,    QZ_HIDECURSOR,    QZ_SHOWCURSOR};/* Gamma Functions */int    QZ_SetGamma          (_THIS, float red, float green, float blue);int    QZ_GetGamma          (_THIS, float *red, float *green, float *blue);int    QZ_SetGammaRamp      (_THIS, Uint16 *ramp);int    QZ_GetGammaRamp      (_THIS, Uint16 *ramp);/* OpenGL functions */int    QZ_SetupOpenGL       (_THIS, int bpp, Uint32 flags);void   QZ_TearDownOpenGL    (_THIS);void*  QZ_GL_GetProcAddress (_THIS, const char *proc);int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value);int    QZ_GL_MakeCurrent    (_THIS);void   QZ_GL_SwapBuffers    (_THIS);int    QZ_GL_LoadLibrary    (_THIS, const char *location);/* Cursor and Mouse functions */void         QZ_FreeWMCursor     (_THIS, WMcursor *cursor);WMcursor*    QZ_CreateWMCursor   (_THIS, Uint8 *data, Uint8 *mask,                                  int w, int h, int hot_x, int hot_y);int          QZ_ShowWMCursor     (_THIS, WMcursor *cursor);void         QZ_WarpWMCursor     (_THIS, Uint16 x, Uint16 y);void         QZ_MoveWMCursor     (_THIS, int x, int y);void         QZ_CheckMouseMode   (_THIS);void         QZ_UpdateMouse      (_THIS);/* Event functions */void         QZ_InitOSKeymap     (_THIS);void         QZ_PumpEvents       (_THIS);/* Window Manager functions */void         QZ_SetCaption       (_THIS, const char *title, const char *icon);void         QZ_SetIcon          (_THIS, SDL_Surface *icon, Uint8 *mask);int          QZ_IconifyWindow    (_THIS);SDL_GrabMode QZ_GrabInput        (_THIS, SDL_GrabMode grab_mode);/*int          QZ_GetWMInfo        (_THIS, SDL_SysWMinfo *info);*//* YUV functions */SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,                                         Uint32 format, SDL_Surface *display);/* Private functions (used internally) */void         QZ_PrivateWarpCursor (_THIS, int x, int y);void         QZ_ChangeGrabState (_THIS, int action);void         QZ_RegisterForSleepNotifications (_THIS);void         QZ_PrivateGlobalToLocal (_THIS, NSPoint *p);void         QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);BOOL         QZ_IsMouseInWindow (_THIS);void         QZ_DoActivate (_THIS);void         QZ_DoDeactivate (_THIS);

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