/*
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);
void QZ_SetWindowPos (_THIS, int x, int y);
void QZ_GetWindowPos (_THIS, int *px, int *py);
int QZ_IsWindowVisible (_THIS, int recenter);
int QZ_GetMonitorDPI (_THIS, int *xDpi, int *yDpi);
int QZ_GetMonitorRect (_THIS, SDL_Rect *rect);
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);