src/video/quartz/SDL_QuartzVideo.h
author Ryan C. Gordon <icculus@icculus.org>
Fri, 27 Dec 2002 20:52:41 +0000
changeset 563 04dcaf3da918
parent 561 4bcf7dd06c47
child 588 2c6510c0a304
permissions -rw-r--r--
Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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/*    
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    @file   SDL_QuartzVideo.h
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    @author Darrell Walisser, Max Horn, et al.
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    @abstract SDL video driver for Mac OS X.
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    @discussion
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    TODO
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        - Hardware Cursor support with NSCursor instead of Carbon
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        - Keyboard repeat/mouse speed adjust (if needed)
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        - Multiple monitor support (currently only main display)
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        - Accelerated blitting support
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        - Fix white OpenGL window on minimize (fixed) (update: broken again on 10.2)
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        - Find out what events should be sent/ignored if window is minimized
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        - Find a way to deal with external resolution/depth switch while app is running
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        - Resizeable windows (done)
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        - Check accuracy of QZ_SetGamma()
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    Problems:
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        - OGL not working in full screen with software renderer
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        - SetColors sets palette correctly but clears framebuffer
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        - Crash in CG after several mode switches (I think this has been fixed)
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        - Retained windows don't draw their title bar quite right (OS Bug) (not using retained windows)
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        - Cursor in 8 bit modes is screwy (might just be Radeon PCI bug) (update: not just Radeon)
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        - Warping cursor delays mouse events for a fraction of a second,
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          there is a hack around this that helps a bit
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*/
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#include <Cocoa/Cocoa.h>
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#include <OpenGL/OpenGL.h>
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#include <Carbon/Carbon.h>
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#include <QuickTime/QuickTime.h>
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#include <IOKit/IOKitLib.h>	/* For powersave handling */
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#include "SDL_video.h"
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#include "SDL_error.h"
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#include "SDL_timer.h"
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#include "SDL_syswm.h"
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#include "SDL_sysvideo.h"
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#include "SDL_pixels_c.h"
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#include "SDL_events_c.h"
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/* 
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    Add methods to get at private members of NSScreen. 
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    Since there is a bug in Apple's screen switching code
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    that does not update this variable when switching
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    to fullscreen, we'll set it manually (but only for the
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    main screen).
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*/
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@interface NSScreen (NSScreenAccess)
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- (void) setFrame:(NSRect)frame;
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@end
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@implementation NSScreen (NSScreenAccess)
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- (void) setFrame:(NSRect)frame;
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{
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    _frame = frame;
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}
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@end
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/* 
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    This is a workaround to directly access NSOpenGLContext's CGL context
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    We need this to check for errors NSOpenGLContext doesn't support
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*/
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@interface NSOpenGLContext (CGLContextAccess)
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- (CGLContextObj) cglContext;
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@end
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@implementation NSOpenGLContext (CGLContextAccess)
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- (CGLContextObj) cglContext;
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{
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    return _contextAuxiliary;
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}
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@end
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/* 
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    Structure for rez switch gamma fades
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    We can hide the monitor flicker by setting the gamma tables to 0
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*/
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#define QZ_GAMMA_TABLE_SIZE 256
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typedef struct {
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    CGGammaValue red[QZ_GAMMA_TABLE_SIZE];
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    CGGammaValue green[QZ_GAMMA_TABLE_SIZE];
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    CGGammaValue blue[QZ_GAMMA_TABLE_SIZE];
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} SDL_QuartzGammaTable;
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/* Main driver structure to store required state information */
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typedef struct SDL_PrivateVideoData {
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    CGDirectDisplayID  display;            /* 0 == main display (only support single display) */
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    CFDictionaryRef    mode;               /* current mode of the display */
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    CFDictionaryRef    save_mode;          /* original mode of the display */
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    CFArrayRef         mode_list;          /* list of available fullscreen modes */
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    CGDirectPaletteRef palette;            /* palette of an 8-bit display */
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    NSOpenGLContext    *gl_context;        /* OpenGL rendering context */
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    Uint32             width, height, bpp; /* frequently used data about the display */
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    Uint32             flags;              /* flags for current mode, for teardown purposes */
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    Uint32             video_set;          /* boolean; indicates if video was set correctly */
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    Uint32             warp_flag;          /* boolean; notify to event loop that a warp just occured */
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    Uint32             warp_ticks;         /* timestamp when the warp occured */
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    NSWindow           *window;            /* Cocoa window to implement the SDL window */
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    NSQuickDrawView    *view;              /* the window's view; draw 2D and OpenGL into this view */
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    SDL_Surface        *resize_icon;       /* icon for the resize badge, we have to draw it by hand */
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    SDL_GrabMode       current_grab_mode;  /* default value is SDL_GRAB_OFF */
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    BOOL               in_foreground;      /* boolean; indicate if app is in foreground or not */
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    SDL_Rect           **client_mode_list; /* resolution list to pass back to client */
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    SDLKey             keymap[256];        /* Mac OS X to SDL key mapping */
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    Uint32             current_mods;       /* current keyboard modifiers, to track modifier state */
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    Uint32             last_virtual_button;/* last virtual mouse button pressed */
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    io_connect_t       power_connection;   /* used with IOKit to detect wake from sleep */
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    Uint8              expect_mouse_up;    /* used to determine when to send mouse up events */
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    Uint8              grab_state;         /* used to manage grab behavior */
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    NSPoint            cursor_loc;         /* saved cursor coords, for activate/deactivate when grabbed */
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    BOOL          	   cursor_visible;     /* tells if cursor was hidden or not */
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    ImageDescriptionHandle yuv_idh;
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    MatrixRecordPtr        yuv_matrix;
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    DecompressorComponent  yuv_codec;
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    ImageSequence          yuv_seq;
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    PlanarPixmapInfoYUV420 *yuv_pixmap;
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    Sint16                  yuv_width, yuv_height;
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    CGrafPtr                yuv_port;
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} SDL_PrivateVideoData ;
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#define _THIS    SDL_VideoDevice *this
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#define display_id (this->hidden->display)
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#define mode (this->hidden->mode)
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#define save_mode (this->hidden->save_mode)
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#define mode_list (this->hidden->mode_list)
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#define palette (this->hidden->palette)
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#define gl_context (this->hidden->gl_context)
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#define device_width (this->hidden->width)
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#define device_height (this->hidden->height)
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#define device_bpp (this->hidden->bpp)
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#define mode_flags (this->hidden->flags)
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#define qz_window (this->hidden->window)
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#define window_view (this->hidden->view)
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#define video_set (this->hidden->video_set)
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#define warp_ticks (this->hidden->warp_ticks)
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#define warp_flag (this->hidden->warp_flag)
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#define resize_icon (this->hidden->resize_icon)
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#define current_grab_mode (this->hidden->current_grab_mode)
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#define in_foreground (this->hidden->in_foreground)
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#define client_mode_list (this->hidden->client_mode_list)
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#define keymap (this->hidden->keymap)
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#define current_mods (this->hidden->current_mods)
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#define last_virtual_button (this->hidden->last_virtual_button)
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#define power_connection (this->hidden->power_connection)
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#define expect_mouse_up (this->hidden->expect_mouse_up)
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#define grab_state (this->hidden->grab_state)
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#define cursor_loc (this->hidden->cursor_loc)
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#define cursor_visible (this->hidden->cursor_visible)
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#define yuv_idh (this->hidden->yuv_idh)
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#define yuv_matrix (this->hidden->yuv_matrix)
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#define yuv_codec (this->hidden->yuv_codec)
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#define yuv_seq (this->hidden->yuv_seq)
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#define yuv_pixmap (this->hidden->yuv_pixmap)
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#define yuv_data (this->hidden->yuv_data)
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#define yuv_width (this->hidden->yuv_width)
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#define yuv_height (this->hidden->yuv_height)
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#define yuv_port (this->hidden->yuv_port)
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/* grab states - the input is in one of these states */
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enum {
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    QZ_UNGRABBED = 0,
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    QZ_VISIBLE_GRAB,
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    QZ_INVISIBLE_GRAB
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};
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/* grab actions - these can change the grabbed state */
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enum {
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    QZ_ENABLE_GRAB = 0,
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    QZ_DISABLE_GRAB,
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    QZ_HIDECURSOR,
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    QZ_SHOWCURSOR
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};
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/* 
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    Obscuring code: maximum number of windows above ours (inclusive) 
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    Note: this doesn't work too well in practice and should be
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    phased out when we add OpenGL 2D acceleration. It was never
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    enabled in the first place, so this shouldn't be a problem ;-)
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*/
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#define kMaxWindows 256
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/* Some of the Core Graphics Server API for obscuring code */
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#define kCGSWindowLevelTop          2147483632
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#define kCGSWindowLevelDockIconDrag 500
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#define kCGSWindowLevelDockMenu     101
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#define kCGSWindowLevelMenuIgnore    21
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#define kCGSWindowLevelMenu          20
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#define kCGSWindowLevelDockLabel     12
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#define kCGSWindowLevelDockIcon      11
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#define kCGSWindowLevelDock          10
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#define kCGSWindowLevelUtility        3
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#define kCGSWindowLevelNormal         0
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/* 
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    For completeness; We never use these window levels, they are always below us
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    #define kCGSWindowLevelMBarShadow -20
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    #define kCGSWindowLevelDesktopPicture -2147483647
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    #define kCGSWindowLevelDesktop        -2147483648
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*/
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typedef CGError       CGSError;
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typedef long          CGSWindowCount;
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typedef void *        CGSConnectionID;
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typedef int           CGSWindowID;
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typedef CGSWindowID*  CGSWindowIDList;
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typedef CGWindowLevel CGSWindowLevel;
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typedef NSRect        CGSRect;
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extern CGSConnectionID _CGSDefaultConnection ();
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extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid,
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                                          CGSConnectionID owner,
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                                          CGSWindowCount listCapacity,
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                                          CGSWindowIDList list,
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                                          CGSWindowCount *listCount);
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extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid,
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                                           CGSWindowID wid,
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                                           CGSRect *rect);
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extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid,
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                                        CGSWindowID wid,
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                                        CGSWindowLevel *level);
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extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y,
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                                  unsigned int w, unsigned int h, unsigned int color);
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extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id);
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extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags);
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/* Bootstrap functions */
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static int              QZ_Available ();
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static SDL_VideoDevice* QZ_CreateDevice (int device_index);
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static void             QZ_DeleteDevice (SDL_VideoDevice *device);
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/* Initialization, Query, Setup, and Redrawing functions */
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static int          QZ_VideoInit        (_THIS, SDL_PixelFormat *video_format);
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static SDL_Rect**   QZ_ListModes        (_THIS, SDL_PixelFormat *format,
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                                         Uint32 flags);
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static void         QZ_UnsetVideoMode   (_THIS);
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static SDL_Surface* QZ_SetVideoMode     (_THIS, SDL_Surface *current,
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                                         int width, int height, int bpp,
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                                         Uint32 flags);
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static int          QZ_ToggleFullScreen (_THIS, int on);
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static int          QZ_SetColors        (_THIS, int first_color,
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                                         int num_colors, SDL_Color *colors);
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static void         QZ_DirectUpdate     (_THIS, int num_rects, SDL_Rect *rects);
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static int          QZ_LockWindow       (_THIS, SDL_Surface *surface);
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static void         QZ_UnlockWindow     (_THIS, SDL_Surface *surface);
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static void         QZ_UpdateRects      (_THIS, int num_rects, SDL_Rect *rects);
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static void         QZ_VideoQuit        (_THIS);
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/* Hardware surface functions (for fullscreen mode only) */
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static int  QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
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static int  QZ_LockHWSurface(_THIS, SDL_Surface *surface);
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static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
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static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
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/* static int  QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */
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/* Gamma Functions */
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static int QZ_SetGamma     (_THIS, float red, float green, float blue);
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static int QZ_GetGamma     (_THIS, float *red, float *green, float *blue);
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static int QZ_SetGammaRamp (_THIS, Uint16 *ramp);
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static int QZ_GetGammaRamp (_THIS, Uint16 *ramp);
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/* OpenGL functions */
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static int    QZ_SetupOpenGL       (_THIS, int bpp, Uint32 flags);
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static void   QZ_TearDownOpenGL    (_THIS);
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static void*  QZ_GL_GetProcAddress (_THIS, const char *proc);
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static int    QZ_GL_GetAttribute   (_THIS, SDL_GLattr attrib, int* value);
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static int    QZ_GL_MakeCurrent    (_THIS);
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static void   QZ_GL_SwapBuffers    (_THIS);
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static int    QZ_GL_LoadLibrary    (_THIS, const char *location);
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/* Private function to warp the cursor (used internally) */
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static void  QZ_PrivateWarpCursor (_THIS, int x, int y);
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/* Cursor and Mouse functions */
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static void         QZ_FreeWMCursor     (_THIS, WMcursor *cursor);
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static WMcursor*    QZ_CreateWMCursor   (_THIS, Uint8 *data, Uint8 *mask,
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                                         int w, int h, int hot_x, int hot_y);
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static int          QZ_ShowWMCursor     (_THIS, WMcursor *cursor);
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static void         QZ_WarpWMCursor     (_THIS, Uint16 x, Uint16 y);
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static void         QZ_MoveWMCursor     (_THIS, int x, int y);
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static void         QZ_CheckMouseMode   (_THIS);
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/* Event functions */
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static void         QZ_InitOSKeymap     (_THIS);
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static void         QZ_PumpEvents       (_THIS);
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/* Window Manager functions */
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static void QZ_SetCaption        (_THIS, const char *title, const char *icon);
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static void QZ_SetIcon           (_THIS, SDL_Surface *icon, Uint8 *mask);
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static int  QZ_IconifyWindow     (_THIS);
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static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode);
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/*static int  QZ_GetWMInfo     (_THIS, SDL_SysWMinfo *info);*/
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/* YUV functions */
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static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
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                                         Uint32 format, SDL_Surface *display);