author Sam Lantinga <>
Tue, 06 Jan 2004 17:16:02 +0000
changeset 777 6f4fe7f2063b
parent 770 ac44ddb84f6f
child 779 68c8da837fc0
permissions -rw-r--r--
*** empty log message ***

    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
    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

    @file   SDL_QuartzVideo.h
    @author Darrell Walisser, Max Horn, et al.
    @abstract SDL video driver for Mac OS X.
        - 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()
        - 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

#include <Cocoa/Cocoa.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <Carbon/Carbon.h>
#include <QuickTime/QuickTime.h>
#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_syswm.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "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;

/* Main driver structure to store required state information */
typedef struct SDL_PrivateVideoData {

    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 */
    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 */
    ImageDescriptionHandle yuv_idh;
    MatrixRecordPtr        yuv_matrix;
    DecompressorComponent  yuv_codec;
    ImageSequence          yuv_seq;
    PlanarPixmapInfoYUV420 *yuv_pixmap;
    Sint16                  yuv_width, yuv_height;
    CGrafPtr                yuv_port;

} 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 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 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)

/* grab states - the input is in one of these states */
enum {

/* grab actions - these can change the grabbed state */
enum {

/* 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);

/* 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_ShowMouse (_THIS);
void         QZ_HideMouse (_THIS);
void         QZ_PrivateGlobalToLocal (_THIS, NSPoint *p);
void         QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);