src/video/quartz/SDL_QuartzWM.m
author Sam Lantinga <slouken@libsdl.org>
Tue, 21 Aug 2001 07:19:59 +0000
changeset 158 4382c38dfbee
parent 58 bd6b0a910a65
child 168 e92aa316c517
permissions -rw-r--r--
Date: Tue, 21 Aug 2001 03:50:01 +0200 From: Max Horn <max@quendi.de> Subject: New patch for OS X Attached a .patch file for SDL/OSX with some nice bug fixes / enhancments. * fixes the activation issues, which also caused the window to be always drawn like an inactive. The close/minimize widgets now are animated properly, too. * the menu items are automatically adjusted to use the app name instead of just "SDL App". I did this so that we really can use one central SDLMain.nib file, w/o requiring developers to make a copy of it and adjust it. * libSDLMain now contains the proper cocoa code, not as before the carbon code. This means apps no longer have to carry a copy of SDLMain.m/SDLMain.h * revamped configure.in to properly build a Cocoa/Quartz SDL lib, not a Carbon based SDL lib
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001  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@devolution.com
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*/
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struct WMcursor {
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    Cursor curs;
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};
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static void QZ_FreeWMCursor     (_THIS, WMcursor *cursor) { 
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    if ( cursor != NULL )
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        free (cursor);
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}
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/* Use the Carbon cursor routines for now */
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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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	WMcursor *cursor;
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	int row, bytes;
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	cursor = (WMcursor *)malloc(sizeof(WMcursor));
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	if ( cursor == NULL ) {
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		SDL_OutOfMemory();
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		return(NULL);
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	}
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	memset(cursor, 0, sizeof(*cursor));
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	bytes = (w/8);
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	if ( bytes > 2 ) {
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		bytes = 2;
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	}
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	for ( row=0; row<h && (row < 16); ++row ) {
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		memcpy(&cursor->curs.data[row], data, bytes);
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		data += w/8;
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	}
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	for ( row=0; row<h && (row < 16); ++row ) {
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		memcpy(&cursor->curs.mask[row], mask, bytes);
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		mask += w/8;
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	}
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	cursor->curs.hotSpot.h = hot_x;
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	cursor->curs.hotSpot.v = hot_y;
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        return(cursor);
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}
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static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { 
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    static int visible = 1;
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    if ( cursor == NULL) {
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        if ( visible ) {
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            HideCursor ();
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            visible = 0;
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        }
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    }
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    else {
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        SetCursor(&cursor->curs);
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        if ( ! visible ) {
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            ShowCursor ();
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            visible = 1;
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        }
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    }
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    return 1;
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}
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static void  QZ_PrivateWarpCursor (_THIS, int fullscreen, int h, int x, int y) {
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    CGPoint p;
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    /* We require absolute screen coordiates for our warp */
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    p.x = x;
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    p.y = h - y;
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    if ( fullscreen )
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        /* Already absolute coordinates */
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        CGDisplayMoveCursorToPoint(display_id, p);
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    else {
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        /* Convert to absolute screen coordinates */
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        NSPoint base, screen;
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        base = NSMakePoint (p.x, p.y);
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        screen = [ qz_window convertBaseToScreen:base ];
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        p.x = screen.x;
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        p.y = device_height - screen.y;
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        CGDisplayMoveCursorToPoint (display_id, p);
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    }
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}
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static void QZ_WarpWMCursor     (_THIS, Uint16 x, Uint16 y) {
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    /* Only allow warping when in foreground */
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    if ( ! inForeground )
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        return;
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    /* Do the actual warp */
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    QZ_PrivateWarpCursor (this, SDL_VideoSurface->flags & SDL_FULLSCREEN, 
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        SDL_VideoSurface->h, x, y);
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    /* Generate mouse moved event */
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    SDL_PrivateMouseMotion (SDL_RELEASED, 0, x, y);
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}
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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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static void QZ_SetCaption    (_THIS, const char *title, const char *icon) {
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    if ( qz_window != nil ) {
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        NSString *string;
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        if ( title != NULL ) {
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            string = [ [ NSString alloc ] initWithCString:title ];
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            [ qz_window setTitle:string ];
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            [ string release ];
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        }
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        if ( icon != NULL ) {
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            string = [ [ NSString alloc ] initWithCString:icon ];
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            [ qz_window setMiniwindowTitle:string ];
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            [ string release ];
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        }
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    }
47
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}
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static void QZ_SetIcon       (_THIS, SDL_Surface *icon, Uint8 *mask) {
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/* Convert icon/mask to NSImage, assign with NSWindow's setMiniwindowImage method */
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}
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static int  QZ_IconifyWindow (_THIS) { 
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    /* Bug! minimize erases the framebuffer */
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    if ( ! [ qz_window isMiniaturized ] ) {
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        [ qz_window miniaturize:nil ];
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        return 1;
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    }
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    else {
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        SDL_SetError ("qz_window already iconified");
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        return 0;
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    }
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}
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/*
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static int  QZ_GetWMInfo  (_THIS, SDL_SysWMinfo *info) { 
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    info->nsWindowPtr = qz_window;
47
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    return 0; 
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}*/
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static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {
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    switch (grab_mode) {
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	case SDL_GRAB_QUERY:
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            break;
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   168
	case SDL_GRAB_OFF:
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            CGAssociateMouseAndMouseCursorPosition (1);
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            currentGrabMode = SDL_GRAB_OFF;
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            break;
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   172
	case SDL_GRAB_ON:
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            QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
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   174
            CGAssociateMouseAndMouseCursorPosition (0);
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            currentGrabMode = SDL_GRAB_ON;
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   176
            break;
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   177
        case SDL_GRAB_FULLSCREEN:
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   178
            break;
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   179
    }
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   181
    return currentGrabMode;
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   182
}