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Location: cpp/openttd-patchpack/source/src/video/cocoa/cocoa_v.h
r20187:7dc8afa9992d
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(svn r25178) -Update from WebTranslator v3.0:
gaelic - 14 changes by GunChleoc
gaelic - 14 changes by GunChleoc
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD 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 General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file cocoa_v.h The Cocoa video driver. */
#ifndef VIDEO_COCOA_H
#define VIDEO_COCOA_H
#include "../video_driver.hpp"
class VideoDriver_Cocoa: public VideoDriver {
public:
/* virtual */ const char *Start(const char * const *param);
/** Stop the video driver */
/* virtual */ void Stop();
/** Mark dirty a screen region
* @param left x-coordinate of left border
* @param top y-coordinate of top border
* @param width width or dirty rectangle
* @param height height of dirty rectangle
*/
/* virtual */ void MakeDirty(int left, int top, int width, int height);
/** Programme main loop */
/* virtual */ void MainLoop();
/** Change window resolution
* @param w New window width
* @param h New window height
* @return Whether change was successful
*/
/* virtual */ bool ChangeResolution(int w, int h);
/** Set a new window mode
* @param fullscreen Whether to set fullscreen mode or not
* @return Whether changing the screen mode was successful
*/
/* virtual */ bool ToggleFullscreen(bool fullscreen);
/** Callback invoked after the blitter was changed.
* @return True if no error.
*/
/* virtual */ bool AfterBlitterChange();
/** Return driver name
* @return driver name
*/
/* virtual */ const char *GetName() const { return "cocoa"; }
};
class FVideoDriver_Cocoa: public VideoDriverFactory<FVideoDriver_Cocoa> {
public:
static const int priority = 10;
/* virtual */ const char *GetName() { return "cocoa"; }
/* virtual */ const char *GetDescription() { return "Cocoa Video Driver"; }
/* virtual */ Driver *CreateInstance() { return new VideoDriver_Cocoa(); }
};
/**
* Generic display driver for cocoa
* On grounds to not duplicate some code, it contains a few variables
* which are not used by all device drivers.
*/
class CocoaSubdriver {
public:
int device_width; ///< Width of device in pixel
int device_height; ///< Height of device in pixel
int device_depth; ///< Colour depth of device in bit
int window_width; ///< Current window width in pixel
int window_height; ///< Current window height in pixel
int window_pitch;
int buffer_depth; ///< Colour depth of used frame buffer
void *pixel_buffer; ///< used for direct pixel access
void *window_buffer; ///< Colour translation from palette to screen
id window; ///< Pointer to window object
# define MAX_DIRTY_RECTS 100
Rect dirty_rects[MAX_DIRTY_RECTS]; ///< dirty rectangles
int num_dirty_rects; ///< Number of dirty rectangles
uint32 palette[256]; ///< Colour Palette
bool active; ///< Whether the window is visible
bool setup;
id cocoaview; ///< Pointer to view object
/* Separate driver vars for Quarz
* Needed here in order to avoid much code duplication */
CGContextRef cgcontext; ///< Context reference for Quartz subdriver
/* Driver methods */
/** Initialize driver */
virtual ~CocoaSubdriver() {}
/** Draw window
* @param force_update Whether to redraw unconditionally
*/
virtual void Draw(bool force_update = false) = 0;
/** Mark dirty a screen region
* @param left x-coordinate of left border
* @param top y-coordinate of top border
* @param width width or dirty rectangle
* @param height height of dirty rectangle
*/
virtual void MakeDirty(int left, int top, int width, int height) = 0;
/** Update the palette */
virtual void UpdatePalette(uint first_color, uint num_colors) = 0;
virtual uint ListModes(OTTD_Point *modes, uint max_modes) = 0;
/** Change window resolution
* @param w New window width
* @param h New window height
* @return Whether change was successful
*/
virtual bool ChangeResolution(int w, int h, int bpp) = 0;
/** Are we in fullscreen mode
* @return whether fullscreen mode is currently used
*/
virtual bool IsFullscreen() = 0;
/** Toggle between fullscreen and windowed mode
* @return whether switch was successful
*/
virtual bool ToggleFullscreen() { return false; };
/** Return the width of the current view
* @return width of the current view
*/
virtual int GetWidth() = 0;
/** Return the height of the current view
* @return height of the current view
*/
virtual int GetHeight() = 0;
/** Return the current pixel buffer
* @return pixelbuffer
*/
virtual void *GetPixelBuffer() = 0;
/** Convert local coordinate to window server (CoreGraphics) coordinate
* @param p local coordinates
* @return window driver coordinates
*/
virtual CGPoint PrivateLocalToCG(NSPoint *p) = 0;
/** Return the mouse location
* @param event UI event
* @return mouse location as NSPoint
*/
virtual NSPoint GetMouseLocation(NSEvent *event) = 0;
/** Return whether the mouse is within our view
* @param pt Mouse coordinates
* @return Whether mouse coordinates are within view
*/
virtual bool MouseIsInsideView(NSPoint *pt) = 0;
/** Return whether the window is active (visible)
* @return whether the window is visible or not
*/
virtual bool IsActive() = 0;
/** Makes the *game region* of the window 100% opaque. */
virtual void SetPortAlphaOpaque() { return; };
/** Whether the window was successfully resized
* @return whether the window was successfully resized
*/
virtual bool WindowResized() { return false; };
};
extern CocoaSubdriver *_cocoa_subdriver;
CocoaSubdriver *QZ_CreateFullscreenSubdriver(int width, int height, int bpp);
#ifdef ENABLE_COCOA_QUICKDRAW
CocoaSubdriver *QZ_CreateWindowQuickdrawSubdriver(int width, int height, int bpp);
#endif
#ifdef ENABLE_COCOA_QUARTZ
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4
CocoaSubdriver *QZ_CreateWindowQuartzSubdriver(int width, int height, int bpp);
#endif
#endif
void QZ_GameSizeChanged();
void QZ_GameLoop();
uint QZ_ListModes(OTTD_Point *modes, uint max_modes, CGDirectDisplayID display_id, int display_depth);
/** Category of NSCursor to allow cursor showing/hiding */
@interface NSCursor (OTTD_QuickdrawCursor)
+ (NSCursor *) clearCocoaCursor;
@end
/** Subclass of NSWindow to cater our special needs */
@interface OTTD_CocoaWindow : NSWindow {
CocoaSubdriver *driver;
}
- (void)setDriver:(CocoaSubdriver*)drv;
- (void)miniaturize:(id)sender;
- (void)display;
- (void)setFrame:(NSRect)frameRect display:(BOOL)flag;
- (void)appDidHide:(NSNotification*)note;
- (void)appWillUnhide:(NSNotification*)note;
- (void)appDidUnhide:(NSNotification*)note;
- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag;
@end
/** Subclass of NSView to fix Quartz rendering and mouse awareness */
@interface OTTD_CocoaView : NSView {
CocoaSubdriver *driver;
NSTrackingRectTag trackingtag;
}
- (void)setDriver:(CocoaSubdriver*)drv;
- (void)drawRect:(NSRect)rect;
- (BOOL)isOpaque;
- (BOOL)acceptsFirstResponder;
- (BOOL)becomeFirstResponder;
- (void)setTrackingRect;
- (void)clearTrackingRect;
- (void)resetCursorRects;
- (void)viewWillMoveToWindow:(NSWindow *)win;
- (void)viewDidMoveToWindow;
- (void)mouseEntered:(NSEvent *)theEvent;
- (void)mouseExited:(NSEvent *)theEvent;
@end
/** Delegate for our NSWindow to send ask for quit on close */
@interface OTTD_CocoaWindowDelegate : NSObject {
CocoaSubdriver *driver;
}
- (void)setDriver:(CocoaSubdriver*)drv;
- (BOOL)windowShouldClose:(id)sender;
@end
#endif /* VIDEO_COCOA_H */
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