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SDL_QuartzVideo.m
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SDL_QuartzVideo.m
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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
*/
#include "SDL_QuartzVideo.h"
/* Include files into one compile unit...break apart eventually */
#include "SDL_QuartzWM.m"
#include "SDL_QuartzEvents.m"
#include "SDL_QuartzWindow.m"
/* Bootstrap binding, enables entry point into the driver */
VideoBootStrap QZ_bootstrap = {
"Quartz", "Mac OS X CoreGraphics", QZ_Available, QZ_CreateDevice
};
/* Bootstrap functions */
static int QZ_Available () {
return 1;
}
static SDL_VideoDevice* QZ_CreateDevice (int device_index) {
#pragma unused (device_index)
SDL_VideoDevice *device;
SDL_PrivateVideoData *hidden;
device = (SDL_VideoDevice*) malloc (sizeof (*device) );
hidden = (SDL_PrivateVideoData*) malloc (sizeof (*hidden) );
if (device == NULL || hidden == NULL)
SDL_OutOfMemory ();
memset (device, 0, sizeof (*device) );
memset (hidden, 0, sizeof (*hidden) );
device->hidden = hidden;
device->VideoInit = QZ_VideoInit;
device->ListModes = QZ_ListModes;
device->SetVideoMode = QZ_SetVideoMode;
device->ToggleFullScreen = QZ_ToggleFullScreen;
device->SetColors = QZ_SetColors;
/* device->UpdateRects = QZ_UpdateRects; this is determined by SetVideoMode() */
device->VideoQuit = QZ_VideoQuit;
device->LockHWSurface = QZ_LockHWSurface;
device->UnlockHWSurface = QZ_UnlockHWSurface;
device->FreeHWSurface = QZ_FreeHWSurface;
/* device->FlipHWSurface = QZ_FlipHWSurface */;
device->SetGamma = QZ_SetGamma;
device->GetGamma = QZ_GetGamma;
device->SetGammaRamp = QZ_SetGammaRamp;
device->GetGammaRamp = QZ_GetGammaRamp;
device->GL_GetProcAddress = QZ_GL_GetProcAddress;
device->GL_GetAttribute = QZ_GL_GetAttribute;
device->GL_MakeCurrent = QZ_GL_MakeCurrent;
device->GL_SwapBuffers = QZ_GL_SwapBuffers;
device->GL_LoadLibrary = QZ_GL_LoadLibrary;
device->FreeWMCursor = QZ_FreeWMCursor;
device->CreateWMCursor = QZ_CreateWMCursor;
device->ShowWMCursor = QZ_ShowWMCursor;
device->WarpWMCursor = QZ_WarpWMCursor;
device->MoveWMCursor = QZ_MoveWMCursor;
device->CheckMouseMode = QZ_CheckMouseMode;
device->InitOSKeymap = QZ_InitOSKeymap;
device->PumpEvents = QZ_PumpEvents;
device->SetCaption = QZ_SetCaption;
device->SetIcon = QZ_SetIcon;
device->IconifyWindow = QZ_IconifyWindow;
/*device->GetWMInfo = QZ_GetWMInfo;*/
device->GrabInput = QZ_GrabInput;
device->CreateYUVOverlay = QZ_CreateYUVOverlay;
device->free = QZ_DeleteDevice;
return device;
}
static void QZ_DeleteDevice (SDL_VideoDevice *device) {
free (device->hidden);
free (device);
}
static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) {
/* Initialize the video settings; this data persists between mode switches */
display_id = kCGDirectMainDisplay;
save_mode = CGDisplayCurrentMode (display_id);
mode_list = CGDisplayAvailableModes (display_id);
palette = CGPaletteCreateDefaultColorPalette ();
/* Gather some information that is useful to know about the display */
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayBitsPerPixel),
kCFNumberSInt32Type, &device_bpp);
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayWidth),
kCFNumberSInt32Type, &device_width);
CFNumberGetValue (CFDictionaryGetValue (save_mode, kCGDisplayHeight),
kCFNumberSInt32Type, &device_height);
video_format->BitsPerPixel = device_bpp;
/* Set misc globals */
current_grab_mode = SDL_GRAB_OFF;
in_foreground = YES;
cursor_visible = YES;
/* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
QZ_RegisterForSleepNotifications (this);
return 0;
}
static SDL_Rect** QZ_ListModes (_THIS, SDL_PixelFormat *format, Uint32 flags) {
CFIndex num_modes;
CFIndex i;
int list_size = 0;
/* Any windowed mode is acceptable */
if ( (flags & SDL_FULLSCREEN) == 0 )
return (SDL_Rect**)-1;
/* Free memory from previous call, if any */
if ( client_mode_list != NULL ) {
int i;
for (i = 0; client_mode_list[i] != NULL; i++)
free (client_mode_list[i]);
free (client_mode_list);
client_mode_list = NULL;
}
num_modes = CFArrayGetCount (mode_list);
/* Build list of modes with the requested bpp */
for (i = 0; i < num_modes; i++) {
CFDictionaryRef onemode;
CFNumberRef number;
int bpp;
onemode = CFArrayGetValueAtIndex (mode_list, i);
number = CFDictionaryGetValue (onemode, kCGDisplayBitsPerPixel);
CFNumberGetValue (number, kCFNumberSInt32Type, &bpp);
if (bpp == format->BitsPerPixel) {
int intvalue;
int hasMode;
int width, height;
number = CFDictionaryGetValue (onemode, kCGDisplayWidth);
CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
width = (Uint16) intvalue;
number = CFDictionaryGetValue (onemode, kCGDisplayHeight);
CFNumberGetValue (number, kCFNumberSInt32Type, &intvalue);
height = (Uint16) intvalue;
/* Check if mode is already in the list */
{
int i;
hasMode = SDL_FALSE;
for (i = 0; i < list_size; i++) {
if (client_mode_list[i]->w == width &&
client_mode_list[i]->h == height) {
hasMode = SDL_TRUE;
break;
}
}
}
/* Grow the list and add mode to the list */
if ( ! hasMode ) {
SDL_Rect *rect;
list_size++;
if (client_mode_list == NULL)
client_mode_list = (SDL_Rect**)
malloc (sizeof(*client_mode_list) * (list_size+1) );
else
client_mode_list = (SDL_Rect**)
realloc (client_mode_list, sizeof(*client_mode_list) * (list_size+1));
rect = (SDL_Rect*) malloc (sizeof(**client_mode_list));
if (client_mode_list == NULL || rect == NULL) {
SDL_OutOfMemory ();
return NULL;
}
rect->w = width;
rect->h = height;
client_mode_list[list_size-1] = rect;
client_mode_list[list_size] = NULL;
}
}
}
/* Sort list largest to smallest (by area) */
{
int i, j;
for (i = 0; i < list_size; i++) {
for (j = 0; j < list_size-1; j++) {
int area1, area2;
area1 = client_mode_list[j]->w * client_mode_list[j]->h;
area2 = client_mode_list[j+1]->w * client_mode_list[j+1]->h;
if (area1 < area2) {
SDL_Rect *tmp = client_mode_list[j];
client_mode_list[j] = client_mode_list[j+1];
client_mode_list[j+1] = tmp;
}
}
}
}
return client_mode_list;
}
/*
Gamma functions to try to hide the flash from a rez switch
Fade the display from normal to black
Save gamma tables for fade back to normal
*/
static UInt32 QZ_FadeGammaOut (_THIS, SDL_QuartzGammaTable *table) {
CGGammaValue redTable[QZ_GAMMA_TABLE_SIZE],
greenTable[QZ_GAMMA_TABLE_SIZE],
blueTable[QZ_GAMMA_TABLE_SIZE];
float percent;
int j;
int actual;
if ( (CGDisplayNoErr != CGGetDisplayTransferByTable
(display_id, QZ_GAMMA_TABLE_SIZE,
table->red, table->green, table->blue, &actual)) ||
actual != QZ_GAMMA_TABLE_SIZE) {
return 1;
}
memcpy (redTable, table->red, sizeof(redTable));
memcpy (greenTable, table->green, sizeof(greenTable));
memcpy (blueTable, table->blue, sizeof(greenTable));
for (percent = 1.0; percent >= 0.0; percent -= 0.01) {
for (j = 0; j < QZ_GAMMA_TABLE_SIZE; j++) {
redTable[j] = redTable[j] * percent;
greenTable[j] = greenTable[j] * percent;
blueTable[j] = blueTable[j] * percent;
}
if (CGDisplayNoErr != CGSetDisplayTransferByTable
(display_id, QZ_GAMMA_TABLE_SIZE,
redTable, greenTable, blueTable)) {
CGDisplayRestoreColorSyncSettings();
return 1;
}
SDL_Delay (10);
}
return 0;
}
/*
Fade the display from black to normal
Restore previously saved gamma values
*/
static UInt32 QZ_FadeGammaIn (_THIS, SDL_QuartzGammaTable *table) {
CGGammaValue redTable[QZ_GAMMA_TABLE_SIZE],
greenTable[QZ_GAMMA_TABLE_SIZE],
blueTable[QZ_GAMMA_TABLE_SIZE];
float percent;
int j;
memset (redTable, 0, sizeof(redTable));
memset (greenTable, 0, sizeof(greenTable));
memset (blueTable, 0, sizeof(greenTable));
for (percent = 0.0; percent <= 1.0; percent += 0.01) {
for (j = 0; j < QZ_GAMMA_TABLE_SIZE; j++) {
redTable[j] = table->red[j] * percent;
greenTable[j] = table->green[j] * percent;
blueTable[j] = table->blue[j] * percent;
}
if (CGDisplayNoErr != CGSetDisplayTransferByTable
(display_id, QZ_GAMMA_TABLE_SIZE,
redTable, greenTable, blueTable)) {
CGDisplayRestoreColorSyncSettings();
return 1;
}
SDL_Delay (10);
}
return 0;
}
static void QZ_UnsetVideoMode (_THIS) {
/* Reset values that may change between switches */
this->info.blit_fill = 0;
this->FillHWRect = NULL;
this->UpdateRects = NULL;
this->LockHWSurface = NULL;
this->UnlockHWSurface = NULL;
/* Release fullscreen resources */
if ( mode_flags & SDL_FULLSCREEN ) {
SDL_QuartzGammaTable gamma_table;
int gamma_error;
NSRect screen_rect;
gamma_error = QZ_FadeGammaOut (this, &gamma_table);
/*
Release the OpenGL context
Do this first to avoid trash on the display before fade
*/
if ( mode_flags & SDL_OPENGL ) {
QZ_TearDownOpenGL (this);
CGLSetFullScreen (NULL);
}
/* Restore original screen resolution/bpp */
CGDisplaySwitchToMode (display_id, save_mode);
CGDisplayRelease (display_id);
ShowMenuBar ();
/*
Reset the main screen's rectangle
See comment in QZ_SetVideoFullscreen for why we do this
*/
screen_rect = NSMakeRect(0,0,device_width,device_height);
[ [ NSScreen mainScreen ] setFrame:screen_rect ];
if (! gamma_error)
QZ_FadeGammaIn (this, &gamma_table);
}
/* Release window mode resources */
else {
[ qz_window close ];
[ qz_window release ];
qz_window = nil;
window_view = nil;
/* Release the OpenGL context */
if ( mode_flags & SDL_OPENGL )
QZ_TearDownOpenGL (this);
}
/* Signal successful teardown */
video_set = SDL_FALSE;
}
static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags) {
int exact_match;
int gamma_error;
SDL_QuartzGammaTable gamma_table;
NSRect screen_rect;
/* Destroy any previous mode */
if (video_set == SDL_TRUE)
QZ_UnsetVideoMode (this);
/* See if requested mode exists */
mode = CGDisplayBestModeForParameters (display_id, bpp, width,
height, &exact_match);
/* Require an exact match to the requested mode */
if ( ! exact_match ) {
SDL_SetError ("Failed to find display resolution: %dx%dx%d", width, height, bpp);
goto ERR_NO_MATCH;
}
/* Fade display to zero gamma */
gamma_error = QZ_FadeGammaOut (this, &gamma_table);
/* Put up the blanking window (a window above all other windows) */
if ( CGDisplayNoErr != CGDisplayCapture (display_id) ) {
SDL_SetError ("Failed capturing display");
goto ERR_NO_CAPTURE;
}
/* Do the physical switch */
if ( CGDisplayNoErr != CGDisplaySwitchToMode (display_id, mode) ) {
SDL_SetError ("Failed switching display resolution");
goto ERR_NO_SWITCH;
}
current->pixels = (Uint32*) CGDisplayBaseAddress (display_id);
current->pitch = CGDisplayBytesPerRow (display_id);
current->flags = 0;
current->w = width;
current->h = height;
current->flags |= SDL_FULLSCREEN;
current->flags |= SDL_HWSURFACE;
current->flags |= SDL_PREALLOC;
this->UpdateRects = QZ_DirectUpdate;
this->LockHWSurface = QZ_LockHWSurface;
this->UnlockHWSurface = QZ_UnlockHWSurface;
/* Setup some mode-dependant info */
if ( CGSDisplayCanHWFill (display_id) ) {
this->info.blit_fill = 1;
this->FillHWRect = QZ_FillHWRect;
}
if ( CGDisplayCanSetPalette (display_id) )
current->flags |= SDL_HWPALETTE;
/* Setup OpenGL for a fullscreen context */
if (flags & SDL_OPENGL) {
CGLError err;
CGLContextObj ctx;
if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
goto ERR_NO_GL;
}
ctx = [ gl_context cglContext ];
err = CGLSetFullScreen (ctx);
if (err) {
SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
goto ERR_NO_GL;
}
[ gl_context makeCurrentContext];
glClear (GL_COLOR_BUFFER_BIT);
[ gl_context flushBuffer ];
current->flags |= SDL_OPENGL;
}
/* If we don't hide menu bar, it will get events and interrupt the program */
HideMenuBar ();
/* Fade the display to original gamma */
if (! gamma_error )
QZ_FadeGammaIn (this, &gamma_table);
/*
There is a bug in Cocoa where NSScreen doesn't synchronize
with CGDirectDisplay, so the main screen's frame is wrong.
As a result, coordinate translation produces incorrect results.
We can hack around this bug by setting the screen rect
ourselves. This hack should be removed if/when the bug is fixed.
*/
screen_rect = NSMakeRect(0,0,width,height);
[ [ NSScreen mainScreen ] setFrame:screen_rect ];
/* Save the flags to ensure correct tear-down */
mode_flags = current->flags;
return current;
/* Since the blanking window covers *all* windows (even force quit) correct recovery is crucial */
ERR_NO_GL: CGDisplaySwitchToMode (display_id, save_mode);
ERR_NO_SWITCH: CGDisplayRelease (display_id);
ERR_NO_CAPTURE: if (!gamma_error) { QZ_FadeGammaIn (this, &gamma_table); }
ERR_NO_MATCH: return NULL;
}
static SDL_Surface* QZ_SetVideoWindowed (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags) {
unsigned int style;
NSRect contentRect;
current->flags = 0;
current->w = width;
current->h = height;
contentRect = NSMakeRect (0, 0, width, height);
/*
Check if we should completely destroy the previous mode
- If it is fullscreen
- If it has different noframe or resizable attribute
- If it is OpenGL (since gl attributes could be different)
- If new mode is OpenGL, but previous mode wasn't
*/
if (video_set == SDL_TRUE)
if ( (mode_flags & SDL_FULLSCREEN) ||
((mode_flags ^ flags) & (SDL_NOFRAME|SDL_RESIZABLE)) ||
(mode_flags & SDL_OPENGL) ||
(flags & SDL_OPENGL) )
QZ_UnsetVideoMode (this);
/* Check if we should recreate the window */
if (qz_window == nil) {
/* Set the window style based on input flags */
if ( flags & SDL_NOFRAME ) {
style = NSBorderlessWindowMask;
current->flags |= SDL_NOFRAME;
} else {
style = NSTitledWindowMask;
style |= (NSMiniaturizableWindowMask | NSClosableWindowMask);
if ( flags & SDL_RESIZABLE ) {
style |= NSResizableWindowMask;
current->flags |= SDL_RESIZABLE;
}
}
/* Manually create a window, avoids having a nib file resource */
qz_window = [ [ SDL_QuartzWindow alloc ]
initWithContentRect:contentRect
styleMask:style
backing:NSBackingStoreBuffered
defer:NO ];
if (qz_window == nil) {
SDL_SetError ("Could not create the Cocoa window");
return NULL;
}
//[ qz_window setReleasedWhenClosed:YES ];
QZ_SetCaption(this, this->wm_title, this->wm_icon);
[ qz_window setAcceptsMouseMovedEvents:YES ];
[ qz_window setViewsNeedDisplay:NO ];
[ qz_window center ];
[ qz_window setDelegate:
[ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
}
/* We already have a window, just change its size */
else {
[ qz_window setContentSize:contentRect.size ];
current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
}
/* For OpenGL, we bind the context to a subview */
if ( flags & SDL_OPENGL ) {
if ( ! QZ_SetupOpenGL (this, bpp, flags) ) {
return NULL;
}
window_view = [ [ NSView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewMinYMargin ];
[ [ qz_window contentView ] addSubview:window_view ];
[ gl_context setView: window_view ];
[ window_view release ];
[ gl_context makeCurrentContext];
[ qz_window makeKeyAndOrderFront:nil ];
current->flags |= SDL_OPENGL;
}
/* For 2D, we set the subview to an NSQuickDrawView */
else {
/* Only recreate the view if it doesn't already exist */
if (window_view == nil) {
window_view = [ [ SDL_QuartzWindowView alloc ] initWithFrame:contentRect ];
[ window_view setAutoresizingMask: NSViewMinYMargin ];
[ [ qz_window contentView ] addSubview:window_view ];
[ window_view release ];
[ qz_window makeKeyAndOrderFront:nil ];
}
LockPortBits ( [ window_view qdPort ] );
current->pixels = GetPixBaseAddr ( GetPortPixMap ( [ window_view qdPort ] ) );
current->pitch = GetPixRowBytes ( GetPortPixMap ( [ window_view qdPort ] ) );
UnlockPortBits ( [ window_view qdPort ] );
current->flags |= SDL_SWSURFACE;
current->flags |= SDL_PREALLOC;
current->flags |= SDL_ASYNCBLIT;
/* Offset below the title bar to fill the full content region */
current->pixels += ((int)([ qz_window frame ].size.height) - height) * current->pitch;
this->UpdateRects = QZ_UpdateRects;
this->LockHWSurface = QZ_LockWindow;
this->UnlockHWSurface = QZ_UnlockWindow;
}
/* Save flags to ensure correct teardown */
mode_flags = current->flags;
return current;
}
static SDL_Surface* QZ_SetVideoMode (_THIS, SDL_Surface *current, int width,
int height, int bpp, Uint32 flags) {
current->flags = 0;
/* Setup full screen video */
if ( flags & SDL_FULLSCREEN ) {
current = QZ_SetVideoFullScreen (this, current, width, height, bpp, flags );
if (current == NULL)
return NULL;
}
/* Setup windowed video */
else {
/* Force bpp to the device's bpp */
bpp = device_bpp;
current = QZ_SetVideoWindowed (this, current, width, height, bpp, flags);
if (current == NULL)
return NULL;
}
/* Setup the new pixel format */
{
int amask = 0,
rmask = 0,
gmask = 0,
bmask = 0;
switch (bpp) {
case 16: /* (1)-5-5-5 RGB */
amask = 0;
rmask = 0x7C00;
gmask = 0x03E0;
bmask = 0x001F;
break;
case 24:
SDL_SetError ("24bpp is not available");
return NULL;
case 32: /* (8)-8-8-8 ARGB */
amask = 0x00000000;
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
break;
}
if ( ! SDL_ReallocFormat (current, bpp,
rmask, gmask, bmask, amask ) ) {
SDL_SetError ("Couldn't reallocate pixel format");
return NULL;
}
}
/* Signal successful completion (used internally) */
video_set = SDL_TRUE;
return current;
}
static int QZ_ToggleFullScreen (_THIS, int on) {
return 0;
}
static int QZ_SetColors (_THIS, int first_color, int num_colors,
SDL_Color *colors) {
CGTableCount index;
CGDeviceColor color;
for (index = first_color; index < first_color+num_colors; index++) {
/* Clamp colors between 0.0 and 1.0 */
color.red = colors->r / 255.0;
color.blue = colors->b / 255.0;
color.green = colors->g / 255.0;
colors++;
CGPaletteSetColorAtIndex (palette, color, index);
}
if ( CGDisplayNoErr != CGDisplaySetPalette (display_id, palette) )
return 0;
return 1;
}
static void QZ_DirectUpdate (_THIS, int num_rects, SDL_Rect *rects) {
#pragma unused(this,num_rects,rects)
}
/*
The obscured code is based on work by Matt Slot fprefect@ambrosiasw.com,
who supplied sample code for Carbon.
*/
static int QZ_IsWindowObscured (NSWindow *window) {
//#define TEST_OBSCURED 1
#if TEST_OBSCURED
/*
In order to determine if a direct copy to the screen is possible,
we must figure out if there are any windows covering ours (including shadows).
This can be done by querying the window server about the on screen
windows for their screen rectangle and window level.
The procedure used below is puts accuracy before speed; however, it aims to call
the window server the fewest number of times possible to keep things reasonable.
In my testing on a 300mhz G3, this routine typically takes < 2 ms. -DW
Notes:
-Calls into the Window Server involve IPC which is slow.
-Getting a rectangle seems slower than getting the window level
-The window list we get back is in sorted order, top to bottom
-On average, I suspect, most windows above ours are dock icon windows (hence optimization)
-Some windows above ours are always there, and cannot move or obscure us (menu bar)
Bugs:
-no way (yet) to deactivate direct drawing when a window is dragged,
or suddenly obscured, so drawing continues and can produce garbage
We need some kind of locking mechanism on window movement to prevent this
-deactivated normal windows use activated normal
window shadows (slight inaccuraccy)
*/
/* Cache the connection to the window server */
static CGSConnectionID cgsConnection = (CGSConnectionID) -1;
/* Cache the dock icon windows */
static CGSWindowID dockIcons[kMaxWindows];
static int numCachedDockIcons = 0;
CGSWindowID windows[kMaxWindows];
CGSWindowCount i, count;
CGSWindowLevel winLevel;
CGSRect winRect;
CGSRect contentRect;
int windowNumber;
//int isMainWindow;
int firstDockIcon;
int dockIconCacheMiss;
int windowContentOffset;
int obscured = SDL_TRUE;
if ( [ window isVisible ] ) {
/*
walk the window list looking for windows over top of
(or casting a shadow on) ours
*/
/*
Get a connection to the window server
Should probably be moved out into SetVideoMode() or InitVideo()
*/
if (cgsConnection == (CGSConnectionID) -1) {
cgsConnection = (CGSConnectionID) 0;
cgsConnection = _CGSDefaultConnection ();
}
if (cgsConnection) {
if ( ! [ window styleMask ] & NSBorderlessWindowMask )
windowContentOffset = 22;
else
windowContentOffset = 0;
windowNumber = [ window windowNumber ];
//isMainWindow = [ window isMainWindow ];
/* The window list is sorted according to order on the screen */
count = 0;
CGSGetOnScreenWindowList (cgsConnection, 0, kMaxWindows, windows, &count);
CGSGetScreenRectForWindow (cgsConnection, windowNumber, &contentRect);
/* adjust rect for window title bar (if present) */
contentRect.origin.y += windowContentOffset;
contentRect.size.height -= windowContentOffset;
firstDockIcon = -1;
dockIconCacheMiss = SDL_FALSE;
/*
The first window is always an empty window with level kCGSWindowLevelTop
so start at index 1
*/
for (i = 1; i < count; i++) {
/* If we reach our window in the list, it cannot be obscured */
if (windows[i] == windowNumber) {
obscured = SDL_FALSE;
break;
}
else {
float shadowSide;
float shadowTop;
float shadowBottom;
CGSGetWindowLevel (cgsConnection, windows[i], &winLevel);
if (winLevel == kCGSWindowLevelDockIcon) {
int j;
if (firstDockIcon < 0) {
firstDockIcon = i;
if (numCachedDockIcons > 0) {
for (j = 0; j < numCachedDockIcons; j++) {
if (windows[i] == dockIcons[j])
i++;
else
break;
}
if (j != 0) {
i--;
if (j < numCachedDockIcons) {
dockIconCacheMiss = SDL_TRUE;
}
}
}
}
continue;
}
else if (winLevel == kCGSWindowLevelMenuIgnore
/* winLevel == kCGSWindowLevelTop */) {
continue; /* cannot obscure window */
}
else if (winLevel == kCGSWindowLevelDockMenu ||
winLevel == kCGSWindowLevelMenu) {
shadowSide = 18;
shadowTop = 4;
shadowBottom = 22;
}
else if (winLevel == kCGSWindowLevelUtility) {
shadowSide = 8;
shadowTop = 4;
shadowBottom = 12;
}
else if (winLevel == kCGSWindowLevelNormal) {
/*
These numbers are for foreground windows,
they are too big (but will work) for background windows
*/
shadowSide = 20;
shadowTop = 10;
shadowBottom = 24;
}
else if (winLevel == kCGSWindowLevelDock) {
/* Create dock icon cache */
if (numCachedDockIcons != (i-firstDockIcon) ||
dockIconCacheMiss) {
numCachedDockIcons = i - firstDockIcon;
memcpy (dockIcons, &(windows[firstDockIcon]),
numCachedDockIcons * sizeof(*windows));
}
/* no shadow */
shadowSide = 0;
shadowTop = 0;
shadowBottom = 0;
}
else {
/*
kCGSWindowLevelDockLabel,
kCGSWindowLevelDock,
kOther???
*/
/* no shadow */
shadowSide = 0;
shadowTop = 0;
shadowBottom = 0;
}
CGSGetScreenRectForWindow (cgsConnection, windows[i], &winRect);
winRect.origin.x -= shadowSide;
winRect.origin.y -= shadowTop;
winRect.size.width += shadowSide;
winRect.size.height += shadowBottom;
if (NSIntersectsRect (contentRect, winRect)) {
obscured = SDL_TRUE;
break;
}
} /* window was not our window */
} /* iterate over windows */
} /* get cgsConnection */
} /* window is visible */
return obscured;
#else
return SDL_TRUE;
#endif
}
/* Locking functions for the software window buffer */
static int QZ_LockWindow (_THIS, SDL_Surface *surface) {
return LockPortBits ( [ window_view qdPort ] );
}
static void QZ_UnlockWindow (_THIS, SDL_Surface *surface) {
UnlockPortBits ( [ window_view qdPort ] );
}
static void QZ_UpdateRects (_THIS, int numRects, SDL_Rect *rects) {
if (SDL_VideoSurface->flags & SDL_OPENGLBLIT) {
QZ_GL_SwapBuffers (this);
}
else if ( [ qz_window isMiniaturized ] ) {
/* Do nothing if miniaturized */
}
else if ( ! QZ_IsWindowObscured (qz_window) ) {
/* Use direct copy to flush contents to the display */
CGrafPtr savePort;
CGrafPtr dstPort, srcPort;
const BitMap *dstBits, *srcBits;
Rect dstRect, srcRect;
Point offset;
int i;
GetPort (&savePort);
dstPort = CreateNewPortForCGDisplayID ((UInt32)display_id);
srcPort = [ window_view qdPort ];
offset.h = 0;
offset.v = 0;