src/video/quartz/SDL_QuartzVideo.m
author Ryan C. Gordon <icculus@icculus.org>
Mon, 02 Jan 2006 00:31:00 +0000
changeset 1212 7663bb0f52c7
parent 1189 c96b326b90ba
child 1218 057d313e36a2
permissions -rw-r--r--
To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Thu, 15 Dec 2005 21:19:53 +0100 Subject: [SDL] More mouse enhancements for Mac OS X The attached patch brings two more enhancements to mouse handling on Mac OS X (Quartz): 1. Currently, after launching an SDL application, SDL's notion of the mouse position is stuck in the top left corner (0,0) until the first time the mouse is moved. That's because the UpdateMouse() function isn't implemented in the Quartz driver. This patch adds it. 2. When grabbing input while the mouse cursor is hidden, the function CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the system's notion of the mouse location from moving (and therefore leaving the SDL window) even when the mouse is moved. However, apparently the Wacom tablet driver (and maybe other special pointing device drivers) doesn't care about that setting and still allows the mouse location to go outside of the window. Interestingly, the system cursor, which is made visible by the existing code in SDL in that case, does not follow the mouse location, but appears in the middle of the SDL window. The mouse location being outside of the window however means that mouse button events go to background applications (or the dock or whatever is there), which is very confusing to the user who sees no cursor outside of the SDL window. I have not found any way of intercepting these events (and that's probably by design, as "normal" applications shouldn't prevent the user from bringing other applications' windows to the front by clicking on them). An idea would be placing a fully transparent, screen-filling window in front of everything, but I fear that this might affect rendering performance (by doing unnecessary compositing, using up memory, or whatever). The deluxe solution to the problem would be talking to the tablet driver using AppleEvents to tell it to constrain its mapped area to the window (see Wacom's "TabletEventDemo" sample app, http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that the bloat that solution would add to SDL would outweigh its usefulness. What I did instead in my patch is reassociating mouse and cursor when the mouse leaves the window while an invisible grab is in effect, and restoring the grab when the window is entered. That way, the grab can still be effectively broken by a tablet, but at least it's obvious to the user that it is broken. That change is minimal - it doesn't affect operation with a mouse (or a trackpad), and the code that it adds is not executed on every PumpEvents() call, only when entering and leaving the window. Unless there are any concerns about the patch, please apply. Feel free to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's too verbose. Thanks -Christian

/*
    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_QuartzVideo.h"
#include "SDL_QuartzWindow.h"

/* 
    Add methods to get at private members of NSScreen. 
    Since there is a bug in Apple's screen switching code
    that does not update this variable when switching
    to fullscreen, we'll set it manually (but only for the
    main screen).
*/
@interface NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
@end

@implementation NSScreen (NSScreenAccess)
- (void) setFrame:(NSRect)frame;
{
    _frame = frame;
}
@end


/* 
    Structure for rez switch gamma fades
    We can hide the monitor flicker by setting the gamma tables to 0
*/
#define QZ_GAMMA_TABLE_SIZE 256

typedef struct {

    CGGammaValue red[QZ_GAMMA_TABLE_SIZE];
    CGGammaValue green[QZ_GAMMA_TABLE_SIZE];
    CGGammaValue blue[QZ_GAMMA_TABLE_SIZE];

} SDL_QuartzGammaTable;


/* Bootstrap functions */
static int              QZ_Available ();
static SDL_VideoDevice* QZ_CreateDevice (int device_index);
static void             QZ_DeleteDevice (SDL_VideoDevice *device);

/* Initialization, Query, Setup, and Redrawing functions */
static int          QZ_VideoInit        (_THIS, SDL_PixelFormat *video_format);

static SDL_Rect**   QZ_ListModes        (_THIS, SDL_PixelFormat *format,
                                         Uint32 flags);
static void         QZ_UnsetVideoMode   (_THIS);

static SDL_Surface* QZ_SetVideoMode     (_THIS, SDL_Surface *current,
                                         int width, int height, int bpp,
                                         Uint32 flags);
static int          QZ_ToggleFullScreen (_THIS, int on);
static int          QZ_SetColors        (_THIS, int first_color,
                                         int num_colors, SDL_Color *colors);

static int          QZ_LockDoubleBuffer   (_THIS, SDL_Surface *surface);
static void         QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface);
static int          QZ_ThreadFlip         (_THIS);
static int          QZ_FlipDoubleBuffer   (_THIS, SDL_Surface *surface);
static void         QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects);

static void         QZ_DirectUpdate     (_THIS, int num_rects, SDL_Rect *rects);
static int          QZ_LockWindow       (_THIS, SDL_Surface *surface);
static void         QZ_UnlockWindow     (_THIS, SDL_Surface *surface);
static void         QZ_UpdateRects      (_THIS, int num_rects, SDL_Rect *rects);
static void         QZ_VideoQuit        (_THIS);

/* Hardware surface functions (for fullscreen mode only) */
#if 0 /* Not used (apparently, it's really slow) */
static int  QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
#endif
static int  QZ_LockHWSurface(_THIS, SDL_Surface *surface);
static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface);
static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface);
static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface);
/* static int  QZ_FlipHWSurface (_THIS, SDL_Surface *surface); */

/* 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->UpdateMouse      = QZ_UpdateMouse;
    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->AllocHWSurface   = QZ_AllocHWSurface;
    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;
    cursor_should_be_visible    = YES;
    cursor_visible              = YES;
    current_mods = 0;
    
    if ( Gestalt(gestaltSystemVersion, &system_version) != noErr )
        system_version = 0;
    
    /* 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;
}

static SDL_bool QZ_WindowPosition(_THIS, int *x, int *y)
{
    const char *window = getenv("SDL_VIDEO_WINDOW_POS");
    if ( window ) {
        if ( sscanf(window, "%d,%d", x, y) == 2 ) {
            return SDL_TRUE;
        }
    }
    return SDL_FALSE;
}

/* 
    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 double buffer stuff */
        if ( mode_flags & SDL_DOUBLEBUF) {
            quit_thread = YES;
            SDL_SemPost (sem1);
            SDL_WaitThread (thread, NULL);
            SDL_DestroySemaphore (sem1);
            SDL_DestroySemaphore (sem2);
            free (sw_buffers[0]);
        }
        
        /* 
            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);
        CGReleaseAllDisplays ();
        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;
    CGError error;
    
    /* 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 (getenv ("SDL_SINGLEDISPLAY"))
        error = CGDisplayCapture (display_id);
    else
        error = CGCaptureAllDisplays ();
        
    if ( CGDisplayNoErr != error ) {
        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 double-buffer emulation */
    if ( flags & SDL_DOUBLEBUF ) {
        
        /*
            Setup a software backing store for reasonable results when
            double buffering is requested (since a single-buffered hardware
            surface looks hideous).
            
            The actual screen blit occurs in a separate thread to allow 
            other blitting while waiting on the VBL (and hence results in higher framerates).
        */
        this->LockHWSurface = NULL;
        this->UnlockHWSurface = NULL;
        this->UpdateRects = NULL;
        
        current->flags |= (SDL_HWSURFACE|SDL_DOUBLEBUF);
        this->UpdateRects = QZ_DoubleBufferUpdate;
        this->LockHWSurface = QZ_LockDoubleBuffer;
        this->UnlockHWSurface = QZ_UnlockDoubleBuffer;
        this->FlipHWSurface = QZ_FlipDoubleBuffer;

        current->pixels = malloc (current->pitch * current->h * 2);
        if (current->pixels == NULL) {
            SDL_OutOfMemory ();
            goto ERR_DOUBLEBUF;
        }
        
        sw_buffers[0] = current->pixels;
        sw_buffers[1] = (Uint8*)current->pixels + current->pitch * current->h;
        
        quit_thread = NO;
        sem1 = SDL_CreateSemaphore (0);
        sem2 = SDL_CreateSemaphore (1);
        thread = SDL_CreateThread ((int (*)(void *))QZ_ThreadFlip, this);
    }

    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;

    /* we're fullscreen, so flag all input states... */
    SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS | SDL_APPACTIVE);

    return current;

    /* Since the blanking window covers *all* windows (even force quit) correct recovery is crucial */
ERR_NO_GL:      
ERR_DOUBLEBUF:  CGDisplaySwitchToMode (display_id, save_mode);
ERR_NO_SWITCH:  CGReleaseAllDisplays ();
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;
    BOOL isCustom = NO;
    int center_window = 1;
    int origin_x, origin_y;

    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 for user-specified window and view */
    {
        char *windowPtrString = getenv ("SDL_NSWindowPointer");
        char *viewPtrString = getenv ("SDL_NSQuickDrawViewPointer");
    
        if (windowPtrString && viewPtrString) {
            
            /* Release any previous window */
            if ( qz_window ) {
                [ qz_window release ];
                qz_window = nil;
            }
            
            qz_window = (NSWindow*)atoi(windowPtrString);
            window_view = (NSQuickDrawView*)atoi(viewPtrString);
            isCustom = YES;
            
            /* 
                Retain reference to window because we
                might release it in QZ_UnsetVideoMode
            */
            [ qz_window retain ];
            
            style = [ qz_window styleMask ];
            /* Check resizability */
            if ( style & NSResizableWindowMask )
                current->flags |= SDL_RESIZABLE;
            
            /* Check frame */
            if ( style & NSBorderlessWindowMask )
                current->flags |= SDL_NOFRAME;
        }
    }
    
    /* 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;
            }
        }
                
        if ( QZ_WindowPosition(this, &origin_x, &origin_y) ) {
            center_window = 0;
            contentRect.origin.x = (float)origin_x;
            contentRect.origin.y = (float)origin_y;            
        }
        
        /* 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 ];
        if ( center_window ) {
            [ qz_window center ];
        }
        [ qz_window setDelegate:
            [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
    }
    /* We already have a window, just change its size */
    else {
    
        if (!isCustom) {
            [ qz_window setContentSize:contentRect.size ];
            current->flags |= (SDL_NOFRAME|SDL_RESIZABLE) & mode_flags;
            [ window_view setFrameSize:contentRect.size ];
        }
    }

    /* 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: NSViewWidthSizable | NSViewHeightSizable ];
        [ [ 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 {
        short qdbpp = 0;

        /* Only recreate the view if it doesn't already exist */
        if (window_view == nil) {
        
            window_view = [ [ NSQuickDrawView alloc ] initWithFrame:contentRect ];
            [ window_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ];
            [ [ 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 ] ) );
        qdbpp           = GetPixDepth ( GetPortPixMap ( [ window_view qdPort ] ) );
        UnlockPortBits ( [ window_view qdPort ] );

        /* QuickDraw may give a 16-bit shadow surface on 8-bit displays! */
        *bpp = qdbpp;

        current->flags |= SDL_SWSURFACE;
        current->flags |= SDL_PREALLOC;
        current->flags |= SDL_ASYNCBLIT;
        
        /* 
            current->pixels now points to the window's pixels
            We want it to point to the *view's* pixels 
        */
        { 
            int vOffset = [ qz_window frame ].size.height - 
                [ window_view frame ].size.height - [ window_view frame ].origin.y;
            
            int hOffset = [ window_view frame ].origin.x;
                    
            current->pixels += (vOffset * current->pitch) + hOffset * (qdbpp/8);
        }
        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;
    current->pixels = NULL;

    /* 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 int QZ_LockDoubleBuffer (_THIS, SDL_Surface *surface) {

    return 1;
}

static void QZ_UnlockDoubleBuffer (_THIS, SDL_Surface *surface) {

}

 /* The VBL delay is based on code by Ian R Ollmann's RezLib <iano@cco.caltech.edu> */
 static AbsoluteTime QZ_SecondsToAbsolute ( double seconds ) {
    
    union
    {
        UInt64 i;
        Nanoseconds ns;
    } temp;
        
    temp.i = seconds * 1000000000.0;
    
    return NanosecondsToAbsolute ( temp.ns );
}

static int QZ_ThreadFlip (_THIS) {

    Uint8 *src, *dst;
    int skip, len, h;
    
    /*
        Give this thread the highest scheduling priority possible,
        in the hopes that it will immediately run after the VBL delay
    */
    {
        pthread_t current_thread;
        int policy;
        struct sched_param param;
        
        current_thread = pthread_self ();
        pthread_getschedparam (current_thread, &policy, &param);
        policy = SCHED_RR;
        param.sched_priority = sched_get_priority_max (policy);
        pthread_setschedparam (current_thread, policy, &param);
    }
    
    while (1) {
    
        SDL_SemWait (sem1);
        if (quit_thread)
            return 0;
                
        dst = CGDisplayBaseAddress (display_id);
        src = current_buffer;
        len = SDL_VideoSurface->w * SDL_VideoSurface->format->BytesPerPixel;
        h = SDL_VideoSurface->h;
        skip = SDL_VideoSurface->pitch;
    
        /* Wait for the VBL to occur (estimated since we don't have a hardware interrupt) */
        {
            
            /* The VBL delay is based on Ian Ollmann's RezLib <iano@cco.caltech.edu> */
            double refreshRate;
            double linesPerSecond;
            double target;
            double position;
            double adjustment;
            AbsoluteTime nextTime;        
            CFNumberRef refreshRateCFNumber;
            
            refreshRateCFNumber = CFDictionaryGetValue (mode, kCGDisplayRefreshRate);
            if ( NULL == refreshRateCFNumber ) {
                SDL_SetError ("Mode has no refresh rate");
                goto ERROR;
            }
            
            if ( 0 == CFNumberGetValue (refreshRateCFNumber, kCFNumberDoubleType, &refreshRate) ) {
                SDL_SetError ("Error getting refresh rate");
                goto ERROR;
            }
            
            if ( 0 == refreshRate ) {
               
               SDL_SetError ("Display has no refresh rate, using 60hz");
                
                /* ok, for LCD's we'll emulate a 60hz refresh, which may or may not look right */
                refreshRate = 60.0;
            }
            
            linesPerSecond = refreshRate * h;
            target = h;
        
            /* Figure out the first delay so we start off about right */
            position = CGDisplayBeamPosition (display_id);
            if (position > target)
                position = 0;
            
            adjustment = (target - position) / linesPerSecond; 
            
            nextTime = AddAbsoluteToAbsolute (UpTime (), QZ_SecondsToAbsolute (adjustment));
        
            MPDelayUntil (&nextTime);
        }
        
        
        /* On error, skip VBL delay */
        ERROR:
        
        while ( h-- ) {
        
            memcpy (dst, src, len);
            src += skip;
            dst += skip;
        }
        
        /* signal flip completion */
        SDL_SemPost (sem2);
    }
    
    return 0;
}
        
static int QZ_FlipDoubleBuffer (_THIS, SDL_Surface *surface) {

    /* wait for previous flip to complete */
    SDL_SemWait (sem2);
    
    current_buffer = surface->pixels;
        
    if (surface->pixels == sw_buffers[0])
        surface->pixels = sw_buffers[1];
    else
        surface->pixels = sw_buffers[0];
    
    /* signal worker thread to do the flip */
    SDL_SemPost (sem1);
    
    return 0;
}


static void QZ_DoubleBufferUpdate (_THIS, int num_rects, SDL_Rect *rects) {

    /* perform a flip if someone calls updaterects on a doublebuferred surface */
    this->FlipHWSurface (this, SDL_VideoSurface);
}

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.
*/

//#define TEST_OBSCURED 1

#if TEST_OBSCURED
#include "CGS.h"
#endif

static int QZ_IsWindowObscured (NSWindow *window) {


#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 ] );
}

/* Resize icon, BMP format */
static const unsigned char QZ_ResizeIcon[] = {
    0x42,0x4d,0x31,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x36,0x00,0x00,0x00,0x28,0x00,
    0x00,0x00,0x0d,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x01,0x00,0x18,0x00,0x00,0x00,
    0x00,0x00,0xfb,0x01,0x00,0x00,0x13,0x0b,0x00,0x00,0x13,0x0b,0x00,0x00,0x00,0x00,
    0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,
    0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xda,0xda,0xda,0x87,
    0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,
    0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd5,0xd5,0xd5,0x87,0x87,0x87,0xe8,0xe8,0xe8,
    0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,
    0xda,0xda,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,
    0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,
    0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,
    0xe8,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xd9,0xd9,0xd9,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xdc,
    0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,
    0xdb,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,0xdb,0x87,0x87,0x87,0xe8,
    0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdc,
    0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
    0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b
};

static void QZ_DrawResizeIcon (_THIS, RgnHandle dirtyRegion) {

    /* Check if we should draw the resize icon */
    if (SDL_VideoSurface->flags & SDL_RESIZABLE) {
    
        Rect    icon;
        SetRect (&icon, SDL_VideoSurface->w - 13, SDL_VideoSurface->h - 13, 
                    SDL_VideoSurface->w, SDL_VideoSurface->h);
                    
        if (RectInRgn (&icon, dirtyRegion)) {
        
            SDL_Rect icon_rect;
            
            /* Create the icon image */
            if (resize_icon == NULL) {
            
                SDL_RWops *rw;
                SDL_Surface *tmp;
                
                rw = SDL_RWFromConstMem (QZ_ResizeIcon, sizeof(QZ_ResizeIcon));
                tmp = SDL_LoadBMP_RW (rw, SDL_TRUE);
                                                                
                resize_icon = SDL_ConvertSurface (tmp, SDL_VideoSurface->format, SDL_SRCCOLORKEY);
                SDL_SetColorKey (resize_icon, SDL_SRCCOLORKEY, 0xFFFFFF);
                
                SDL_FreeSurface (tmp);
            }
            
            icon_rect.x = SDL_VideoSurface->w - 13;
            icon_rect.y = SDL_VideoSurface->h - 13;
            icon_rect.w = 13;
            icon_rect.h = 13;
            
            SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect);
        }
    }
}

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;
        SetPort (srcPort);
        LocalToGlobal (&offset);

        SetPort (dstPort);

        LockPortBits (dstPort);
        LockPortBits (srcPort);

        dstBits = GetPortBitMapForCopyBits (dstPort);
        srcBits = GetPortBitMapForCopyBits (srcPort);

        for (i = 0; i < numRects; i++) {

            SetRect (&srcRect, rects[i].x, rects[i].y,
                     rects[i].x + rects[i].w,
                     rects[i].y + rects[i].h);

            SetRect (&dstRect,
                     rects[i].x + offset.h,
                     rects[i].y + offset.v,
                     rects[i].x + rects[i].w + offset.h,
                     rects[i].y + rects[i].h + offset.v);

            CopyBits (srcBits, dstBits,
                      &srcRect, &dstRect, srcCopy, NULL);

        }

        SetPort (savePort);
    }
    else {
        /* Use QDFlushPortBuffer() to flush content to display */
        int i;
        RgnHandle dirty = NewRgn ();
        RgnHandle temp  = NewRgn ();

        SetEmptyRgn (dirty);

        /* Build the region of dirty rectangles */
        for (i = 0; i < numRects; i++) {

            MacSetRectRgn (temp, rects[i].x, rects[i].y,
                        rects[i].x + rects[i].w, rects[i].y + rects[i].h);
            MacUnionRgn (dirty, temp, dirty);
        }

        QZ_DrawResizeIcon (this, dirty);
        
        /* Flush the dirty region */
        QDFlushPortBuffer ( [ window_view qdPort ], dirty );
        DisposeRgn (dirty);
        DisposeRgn (temp);
    }
}

static void QZ_VideoQuit (_THIS) {

    /* Restore gamma settings */
    CGDisplayRestoreColorSyncSettings ();

    /* Ensure the cursor will be visible and working when we quit */
    CGDisplayShowCursor (display_id);
    CGAssociateMouseAndMouseCursorPosition (1);
    
    QZ_UnsetVideoMode (this);
    CGPaletteRelease (palette);

    if (opengl_library) {
        SDL_UnloadObject(opengl_library);
        opengl_library = NULL;
    }
    this->gl_config.driver_loaded = 0;
}

#if 0 /* Not used (apparently, it's really slow) */
static int  QZ_FillHWRect (_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color) {

    CGSDisplayHWFill (display_id, rect->x, rect->y, rect->w, rect->h, color);

    return 0;
}
#endif

static int  QZ_LockHWSurface(_THIS, SDL_Surface *surface) {

    return 1;
}

static void QZ_UnlockHWSurface(_THIS, SDL_Surface *surface) {

}

static int QZ_AllocHWSurface(_THIS, SDL_Surface *surface) {
    return(-1); /* unallowed (no HWSURFACE support here). */
}

static void QZ_FreeHWSurface (_THIS, SDL_Surface *surface) {
}

/*
 int QZ_FlipHWSurface (_THIS, SDL_Surface *surface) {
     return 0;
 }
 */

/* Gamma functions */
int QZ_SetGamma (_THIS, float red, float green, float blue) {

    const CGGammaValue min = 0.0, max = 1.0;

    if (red == 0.0)
        red = FLT_MAX;
    else
        red = 1.0 / red;

    if (green == 0.0)
        green = FLT_MAX;
    else
        green = 1.0 / green;

    if (blue == 0.0)
        blue = FLT_MAX;
    else
        blue  = 1.0 / blue;

    if ( CGDisplayNoErr == CGSetDisplayTransferByFormula
         (display_id, min, max, red, min, max, green, min, max, blue) ) {

        return 0;
    }
    else {

        return -1;
    }
}

int QZ_GetGamma (_THIS, float *red, float *green, float *blue) {

    CGGammaValue dummy;
    if ( CGDisplayNoErr == CGGetDisplayTransferByFormula
         (display_id, &dummy, &dummy, red,
          &dummy, &dummy, green, &dummy, &dummy, blue) )

        return 0;
    else
        return -1;
}

int QZ_SetGammaRamp (_THIS, Uint16 *ramp) {

    const CGTableCount tableSize = 255;
    CGGammaValue redTable[tableSize];
    CGGammaValue greenTable[tableSize];
    CGGammaValue blueTable[tableSize];

    int i;

    /* Extract gamma values into separate tables, convert to floats between 0.0 and 1.0 */
    for (i = 0; i < 256; i++)
        redTable[i % 256] = ramp[i] / 65535.0;

    for (i=256; i < 512; i++)
        greenTable[i % 256] = ramp[i] / 65535.0;

    for (i=512; i < 768; i++)
        blueTable[i % 256] = ramp[i] / 65535.0;

    if ( CGDisplayNoErr == CGSetDisplayTransferByTable
         (display_id, tableSize, redTable, greenTable, blueTable) )
        return 0;
    else
        return -1;
}

int QZ_GetGammaRamp (_THIS, Uint16 *ramp) {

    const CGTableCount tableSize = 255;
    CGGammaValue redTable[tableSize];
    CGGammaValue greenTable[tableSize];
    CGGammaValue blueTable[tableSize];
    CGTableCount actual;
    int i;

    if ( CGDisplayNoErr != CGGetDisplayTransferByTable
         (display_id, tableSize, redTable, greenTable, blueTable, &actual) ||
         actual != tableSize)

        return -1;

    /* Pack tables into one array, with values from 0 to 65535 */
    for (i = 0; i < 256; i++)
        ramp[i] = redTable[i % 256] * 65535.0;

    for (i=256; i < 512; i++)
        ramp[i] = greenTable[i % 256] * 65535.0;

    for (i=512; i < 768; i++)
        ramp[i] = blueTable[i % 256] * 65535.0;

    return 0;
}