--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/symbian-qemu-0.9.1-12/libsdl-trunk/src/video/quartz/SDL_QuartzVideo.h Fri Jul 31 15:01:17 2009 +0100
@@ -0,0 +1,231 @@
+/*
+ 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_config.h"
+
+/*
+ @file SDL_QuartzVideo.h
+ @author Darrell Walisser, Max Horn, et al.
+
+ @abstract SDL video driver for Mac OS X.
+
+ @discussion
+
+ TODO
+ - 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()
+ Problems:
+ - 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
+*/
+
+/* Needs to be first, so QuickTime.h doesn't include glext.h (10.4) */
+#include "SDL_opengl.h"
+
+#include <Cocoa/Cocoa.h>
+#include <Carbon/Carbon.h>
+#include <QuickTime/QuickTime.h>
+#include <OpenGL/OpenGL.h> /* For CGL functions and types */
+#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_loadso.h"
+#include "SDL_syswm.h"
+#include "../SDL_sysvideo.h"
+#include "../SDL_pixels_c.h"
+#include "../../events/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;
+@end
+
+
+/* Main driver structure to store required state information */
+typedef struct SDL_PrivateVideoData {
+
+ BOOL allow_screensaver; /* 0 == disable screensaver */
+ 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 */
+ NSText *field_edit; /* a field editor for keyboard composition processing */
+ 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 */
+ SInt32 system_version; /* used to dis-/enable workarounds depending on the system version */
+
+ ImageDescriptionHandle yuv_idh;
+ MatrixRecordPtr yuv_matrix;
+ DecompressorComponent yuv_codec;
+ ImageSequence yuv_seq;
+ PlanarPixmapInfoYUV420 *yuv_pixmap;
+ Sint16 yuv_width, yuv_height;
+ CGrafPtr yuv_port;
+
+ void *opengl_library; /* dynamically loaded OpenGL library. */
+} 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 allow_screensaver (this->hidden->allow_screensaver)
+#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 field_edit (this->hidden->field_edit)
+#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)
+#define system_version (this->hidden->system_version)
+#define opengl_library (this->hidden->opengl_library)
+
+/* grab states - the input is in one of these states */
+enum {
+ QZ_UNGRABBED = 0,
+ QZ_VISIBLE_GRAB,
+ QZ_INVISIBLE_GRAB
+};
+
+/* grab actions - these can change the grabbed state */
+enum {
+ QZ_ENABLE_GRAB = 0,
+ QZ_DISABLE_GRAB,
+ QZ_HIDECURSOR,
+ QZ_SHOWCURSOR
+};
+
+/* 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);
+void QZ_UpdateMouse (_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_PrivateGlobalToLocal (_THIS, NSPoint *p);
+void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);
+BOOL QZ_IsMouseInWindow (_THIS);
+void QZ_DoActivate (_THIS);
+void QZ_DoDeactivate (_THIS);