/* $Id$ */
/*
* 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 .
*/
/******************************************************************************
* Cocoa video driver *
* Known things left to do: *
* List available resolutions. *
******************************************************************************/
#ifdef WITH_COCOA
#ifdef ENABLE_COCOA_QUARTZ
#include "../../stdafx.h"
#include "../../os/macosx/macos.h"
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4
#define Rect OTTDRect
#define Point OTTDPoint
#import
#undef Rect
#undef Point
#include "../../debug.h"
#include "../../rev.h"
#include "../../core/geometry_type.hpp"
#include "cocoa_v.h"
#include "../../core/math_func.hpp"
#include "../../gfx_func.h"
#include "../../functions.h"
/**
* Important notice regarding all modifications!!!!!!!
* There are certain limitations because the file is objective C++.
* gdb has limitations.
* C++ and objective C code can't be joined in all cases (classes stuff).
* Read http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html for more information.
*/
class WindowQuartzSubdriver;
/* Subclass of NSWindow to fix genie effect and support resize events */
@interface OTTD_QuartzWindow : NSWindow {
WindowQuartzSubdriver *driver;
}
- (void)setDriver:(WindowQuartzSubdriver*)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
/* Delegate for our NSWindow to send ask for quit on close */
@interface OTTD_QuartzWindowDelegate : NSObject{
WindowQuartzSubdriver *driver;
}
- (void)setDriver:(WindowQuartzSubdriver*)drv;
- (BOOL)windowShouldClose:(id)sender;
@end
/* Subclass of NSView to fix Quartz rendering */
@interface OTTD_QuartzView : NSView {
WindowQuartzSubdriver *driver;
}
- (void)setDriver:(WindowQuartzSubdriver*)drv;
- (void)drawRect:(NSRect)rect;
- (BOOL)isOpaque;
@end
class WindowQuartzSubdriver: public CocoaSubdriver {
int device_width;
int device_height;
int window_width;
int window_height;
int buffer_depth;
void *pixel_buffer;
void *image_buffer;
OTTD_QuartzWindow *window;
#define MAX_DIRTY_RECTS 100
Rect dirty_rects[MAX_DIRTY_RECTS];
int num_dirty_rects;
uint32 palette[256];
public:
bool active;
bool setup;
OTTD_QuartzView *qzview;
CGContextRef cgcontext;
private:
void GetDeviceInfo();
bool SetVideoMode(int width, int height);
/**
* This function copies 8bpp pixels from the screen buffer in 32bpp windowed mode.
*
* @param left The x coord for the left edge of the box to blit.
* @param top The y coord for the top edge of the box to blit.
* @param right The x coord for the right edge of the box to blit.
* @param bottom The y coord for the bottom edge of the box to blit.
*/
void BlitIndexedToView32(int left, int top, int right, int bottom);
public:
WindowQuartzSubdriver(int bpp);
virtual ~WindowQuartzSubdriver();
virtual void Draw(bool force_update);
virtual void MakeDirty(int left, int top, int width, int height);
virtual void UpdatePalette(uint first_color, uint num_colors);
virtual uint ListModes(OTTD_Point *modes, uint max_modes);
virtual bool ChangeResolution(int w, int h);
virtual bool IsFullscreen() { return false; }
virtual int GetWidth() { return window_width; }
virtual int GetHeight() { return window_height; }
virtual void *GetPixelBuffer() { return buffer_depth == 8 ? pixel_buffer : image_buffer; }
/* Convert local coordinate to window server (CoreGraphics) coordinate */
virtual CGPoint PrivateLocalToCG(NSPoint *p);
virtual NSPoint GetMouseLocation(NSEvent *event);
virtual bool MouseIsInsideView(NSPoint *pt);
virtual bool IsActive() { return active; }
void SetPortAlphaOpaque();
bool WindowResized();
};
static CGColorSpaceRef QZ_GetCorrectColorSpace()
{
static CGColorSpaceRef colorSpace = NULL;
if (colorSpace == NULL) {
CMProfileRef sysProfile;
if (CMGetSystemProfile(&sysProfile) == noErr) {
colorSpace = CGColorSpaceCreateWithPlatformColorSpace(sysProfile);
CMCloseProfile(sysProfile);
} else {
colorSpace = CGColorSpaceCreateDeviceRGB();
}
if (colorSpace == NULL) error("Could not get system colour space. You might need to recalibrate your monitor.");
}
return colorSpace;
}
@implementation OTTD_QuartzWindow
- (void)setDriver:(WindowQuartzSubdriver*)drv
{
driver = drv;
}
/* we override these methods to fix the miniaturize animation/dock icon bug */
- (void)miniaturize:(id)sender
{
/* make the alpha channel opaque so anim won't have holes in it */
driver->SetPortAlphaOpaque ();
/* window is hidden now */
driver->active = false;
QZ_ShowMouse();
[ super miniaturize:sender ];
}
- (void)display
{
/* This method fires just before the window deminaturizes from the Dock.
* We'll save the current visible surface, let the window manager redraw any
* UI elements, and restore the surface. This way, no expose event
* is required, and the deminiaturize works perfectly.
*/
driver->SetPortAlphaOpaque();
/* save current visible surface */
[ self cacheImageInRect:[ driver->qzview frame ] ];
/* let the window manager redraw controls, border, etc */
[ super display ];
/* restore visible surface */
[ self restoreCachedImage ];
/* window is visible again */
driver->active = true;
}
- (void)setFrame:(NSRect)frameRect display:(BOOL)flag
{
[ super setFrame:frameRect display:flag ];
/* Don't do anything if the window is currently being created */
if (driver->setup) return;
if (!driver->WindowResized()) error("Cocoa: Failed to resize window.");
}
- (void)appDidHide:(NSNotification*)note
{
driver->active = false;
}
- (void)appWillUnhide:(NSNotification*)note
{
driver->SetPortAlphaOpaque ();
/* save current visible surface */
[ self cacheImageInRect:[ driver->qzview frame ] ];
}
- (void)appDidUnhide:(NSNotification*)note
{
/* restore cached image, since it may not be current, post expose event too */
[ self restoreCachedImage ];
driver->active = true;
}
- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag
{
/* Make our window subclass receive these application notifications */
[ [ NSNotificationCenter defaultCenter ] addObserver:self selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ];
[ [ NSNotificationCenter defaultCenter ] addObserver:self selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ];
[ [ NSNotificationCenter defaultCenter ] addObserver:self selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ];
return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ];
}
@end
@implementation OTTD_QuartzWindowDelegate
- (void)setDriver:(WindowQuartzSubdriver*)drv
{
driver = drv;
}
- (BOOL)windowShouldClose:(id)sender
{
HandleExitGameRequest();
return NO;
}
- (void)windowDidBecomeKey:(NSNotification*)aNotification
{
driver->active = true;
}
- (void)windowDidResignKey:(NSNotification*)aNotification
{
driver->active = false;
}
- (void)windowDidBecomeMain:(NSNotification*)aNotification
{
driver->active = true;
}
- (void)windowDidResignMain:(NSNotification*)aNotification
{
driver->active = false;
}
@end
@implementation OTTD_QuartzView
- (void)setDriver:(WindowQuartzSubdriver*)drv
{
driver = drv;
}
- (BOOL)isOpaque
{
return YES;
}
- (void)drawRect:(NSRect)invalidRect
{
if (driver->cgcontext == NULL) return;
CGContextRef viewContext = (CGContextRef)[ [ NSGraphicsContext currentContext ] graphicsPort ];
CGContextSetShouldAntialias(viewContext, FALSE);
CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone);
/* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */
const NSRect *dirtyRects;
NSInteger dirtyRectCount;
[ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ];
/* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */
CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext);
/* Calculate total area we are blitting */
uint32 blitArea = 0;
for (int n = 0; n < dirtyRectCount; n++) {
blitArea += dirtyRects[n].size.width * dirtyRects[n].size.height;
}
/*
* This might be completely stupid, but in my extremely subjective opinion it feels faster
* The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty
* rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass.
* Feel free to remove or find an even better value than 50% ... / blackis
*/
NSRect frameRect = [ self frame ];
if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) {
NSRect rect = invalidRect;
CGRect clipRect;
CGRect blitRect;
blitRect.origin.x = rect.origin.x;
blitRect.origin.y = rect.origin.y;
blitRect.size.width = rect.size.width;
blitRect.size.height = rect.size.height;
clipRect.origin.x = rect.origin.x;
clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
clipRect.size.width = rect.size.width;
clipRect.size.height = rect.size.height;
/* Blit dirty part of image */
CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
CGContextDrawImage(viewContext, blitRect, clippedImage);
CGImageRelease(clippedImage);
} else {
for (int n = 0; n < dirtyRectCount; n++) {
NSRect rect = dirtyRects[n];
CGRect clipRect;
CGRect blitRect;
blitRect.origin.x = rect.origin.x;
blitRect.origin.y = rect.origin.y;
blitRect.size.width = rect.size.width;
blitRect.size.height = rect.size.height;
clipRect.origin.x = rect.origin.x;
clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height;
clipRect.size.width = rect.size.width;
clipRect.size.height = rect.size.height;
/* Blit dirty part of image */
CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
CGContextDrawImage(viewContext, blitRect, clippedImage);
CGImageRelease(clippedImage);
}
}
CGImageRelease(fullImage);
}
@end
void WindowQuartzSubdriver::GetDeviceInfo()
{
/* Initialize the video settings; this data persists between mode switches */
CFDictionaryRef cur_mode = CGDisplayCurrentMode(kCGDirectMainDisplay);
/* Gather some information that is useful to know about the display */
CFNumberGetValue(
(const __CFNumber*)CFDictionaryGetValue(cur_mode, kCGDisplayWidth),
kCFNumberSInt32Type, &this->device_width
);
CFNumberGetValue(
(const __CFNumber*)CFDictionaryGetValue(cur_mode, kCGDisplayHeight),
kCFNumberSInt32Type, &this->device_height
);
}
bool WindowQuartzSubdriver::SetVideoMode(int width, int height)
{
this->setup = true;
this->GetDeviceInfo();
if (width > this->device_width) width = this->device_width;
if (height > this->device_height) height = this->device_height;
NSRect contentRect = NSMakeRect(0, 0, width, height);
/* Check if we should recreate the window */
if (this->window == nil) {
OTTD_QuartzWindowDelegate *delegate;
/* Set the window style */
unsigned int style = NSTitledWindowMask;
style |= (NSMiniaturizableWindowMask | NSClosableWindowMask);
style |= NSResizableWindowMask;
/* Manually create a window, avoids having a nib file resource */
this->window = [ [ OTTD_QuartzWindow alloc ]
initWithContentRect:contentRect
styleMask:style
backing:NSBackingStoreBuffered
defer:NO ];
if (this->window == nil) {
DEBUG(driver, 0, "Could not create the Cocoa window.");
this->setup = false;
return false;
}
[ this->window setDriver:this ];
char caption[50];
snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
NSString *nsscaption = [ [ NSString alloc ] initWithUTF8String:caption ];
[ this->window setTitle:nsscaption ];
[ this->window setMiniwindowTitle:nsscaption ];
[ nsscaption release ];
[ this->window setAcceptsMouseMovedEvents:YES ];
[ this->window setViewsNeedDisplay:NO ];
[ this->window useOptimizedDrawing:YES ];
delegate = [ [ OTTD_QuartzWindowDelegate alloc ] init ];
[ delegate setDriver:this ];
[ this->window setDelegate:[ delegate autorelease ] ];
} else {
/* We already have a window, just change its size */
[ this->window setContentSize:contentRect.size ];
// Ensure frame height - title bar height >= view height
contentRect.size.height = Clamp(height, 0, [ this->window frame ].size.height - 22 /* 22 is the height of title bar of window*/);
if (this->qzview != nil) {
height = contentRect.size.height;
[ this->qzview setFrameSize:contentRect.size ];
}
}
this->window_width = width;
this->window_height = height;
[ this->window center ];
/* Only recreate the view if it doesn't already exist */
if (this->qzview == nil) {
this->qzview = [ [ OTTD_QuartzView alloc ] initWithFrame:contentRect ];
if (this->qzview == nil) {
DEBUG(driver, 0, "Could not create the Quickdraw view.");
this->setup = false;
return false;
}
[ this->qzview setDriver:this ];
[ this->qzview setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ];
[ this->window setContentView:qzview ];
[ this->qzview release ];
[ this->window makeKeyAndOrderFront:nil ];
}
bool ret = WindowResized();
this->UpdatePalette(0, 256);
this->setup = false;
return ret;
}
void WindowQuartzSubdriver::BlitIndexedToView32(int left, int top, int right, int bottom)
{
const uint32 *pal = this->palette;
const uint8 *src = (uint8*)this->pixel_buffer;
uint32 *dst = (uint32*)this->image_buffer;
uint width = this->window_width;
uint pitch = this->window_width;
for (int y = top; y < bottom; y++) {
for (int x = left; x < right; x++) {
dst[y * pitch + x] = pal[src[y * width + x]];
}
}
}
WindowQuartzSubdriver::WindowQuartzSubdriver(int bpp)
{
this->window_width = 0;
this->window_height = 0;
this->buffer_depth = bpp;
this->image_buffer = NULL;
this->pixel_buffer = NULL;
this->active = false;
this->setup = false;
this->window = nil;
this->qzview = nil;
this->cgcontext = NULL;
this->num_dirty_rects = MAX_DIRTY_RECTS;
}
WindowQuartzSubdriver::~WindowQuartzSubdriver()
{
QZ_ShowMouse();
/* Release window mode resources */
if (this->window != nil) [ this->window close ];
CGContextRelease(this->cgcontext);
free(this->image_buffer);
free(this->pixel_buffer);
}
void WindowQuartzSubdriver::Draw(bool force_update)
{
/* Check if we need to do anything */
if (this->num_dirty_rects == 0 || [ this->window isMiniaturized ]) return;
if (this->num_dirty_rects >= MAX_DIRTY_RECTS) {
this->num_dirty_rects = 1;
this->dirty_rects[0].left = 0;
this->dirty_rects[0].top = 0;
this->dirty_rects[0].right = this->window_width;
this->dirty_rects[0].bottom = this->window_height;
}
/* Build the region of dirty rectangles */
for (int i = 0; i < this->num_dirty_rects; i++) {
/* We only need to blit in indexed mode since in 32bpp mode the game draws directly to the image. */
if (this->buffer_depth == 8) {
BlitIndexedToView32(
this->dirty_rects[i].left,
this->dirty_rects[i].top,
this->dirty_rects[i].right,
this->dirty_rects[i].bottom
);
}
NSRect dirtyrect;
dirtyrect.origin.x = this->dirty_rects[i].left;
dirtyrect.origin.y = this->window_height - this->dirty_rects[i].bottom;
dirtyrect.size.width = this->dirty_rects[i].right - this->dirty_rects[i].left;
dirtyrect.size.height = this->dirty_rects[i].bottom - this->dirty_rects[i].top;
/* Normally drawRect will be automatically called by Mac OS X during next update cycle,
* and then blitting will occur. If force_update is true, it will be done right now. */
[ this->qzview setNeedsDisplayInRect:dirtyrect ];
if (force_update) [ this->qzview displayIfNeeded ];
}
//DrawResizeIcon();
this->num_dirty_rects = 0;
}
void WindowQuartzSubdriver::MakeDirty(int left, int top, int width, int height)
{
if (this->num_dirty_rects < MAX_DIRTY_RECTS) {
dirty_rects[this->num_dirty_rects].left = left;
dirty_rects[this->num_dirty_rects].top = top;
dirty_rects[this->num_dirty_rects].right = left + width;
dirty_rects[this->num_dirty_rects].bottom = top + height;
}
this->num_dirty_rects++;
}
void WindowQuartzSubdriver::UpdatePalette(uint first_color, uint num_colors)
{
if (this->buffer_depth != 8) return;
for (uint i = first_color; i < first_color + num_colors; i++) {
uint32 clr = 0xff000000;
clr |= (uint32)_cur_palette[i].r << 16;
clr |= (uint32)_cur_palette[i].g << 8;
clr |= (uint32)_cur_palette[i].b;
this->palette[i] = clr;
}
this->num_dirty_rects = MAX_DIRTY_RECTS;
}
uint WindowQuartzSubdriver::ListModes(OTTD_Point *modes, uint max_modes)
{
return QZ_ListModes(modes, max_modes, kCGDirectMainDisplay, this->buffer_depth);
}
bool WindowQuartzSubdriver::ChangeResolution(int w, int h)
{
int old_width = this->window_width;
int old_height = this->window_height;
if (this->SetVideoMode(w, h)) return true;
if (old_width != 0 && old_height != 0) this->SetVideoMode(old_width, old_height);
return false;
}
/* Convert local coordinate to window server (CoreGraphics) coordinate */
CGPoint WindowQuartzSubdriver::PrivateLocalToCG(NSPoint *p)
{
p->y = this->window_height - p->y;
*p = [ this->qzview convertPoint:*p toView:nil ];
*p = [ this->window convertBaseToScreen:*p ];
p->y = this->device_height - p->y;
CGPoint cgp;
cgp.x = p->x;
cgp.y = p->y;
return cgp;
}
NSPoint WindowQuartzSubdriver::GetMouseLocation(NSEvent *event)
{
NSPoint pt = [ event locationInWindow ];
pt = [ this->qzview convertPoint:pt fromView:nil ];
pt.y = this->window_height - pt.y;
return pt;
}
bool WindowQuartzSubdriver::MouseIsInsideView(NSPoint *pt)
{
return [ qzview mouse:*pt inRect:[ this->qzview bounds ] ];
}
/* This function makes the *game region* of the window 100% opaque.
* The genie effect uses the alpha component. Otherwise,
* it doesn't seem to matter what value it has.
*/
void WindowQuartzSubdriver::SetPortAlphaOpaque()
{
uint32 *pixels = (uint32*)this->image_buffer;
uint32 pitch = this->window_width;
for (int y = 0; y < this->window_height; y++)
for (int x = 0; x < this->window_width; x++) {
pixels[y * pitch + x] |= 0xFF000000;
}
}
bool WindowQuartzSubdriver::WindowResized()
{
if (this->window == nil || this->qzview == nil) return true;
NSRect newframe = [ this->qzview frame ];
this->window_width = newframe.size.width;
this->window_height = newframe.size.height;
/* Create Core Graphics Context */
free(this->image_buffer);
this->image_buffer = (uint32*)malloc(this->window_width * this->window_height * 4);
CGContextRelease(this->cgcontext);
this->cgcontext = CGBitmapContextCreate(
this->image_buffer, // data
this->window_width, // width
this->window_height, // height
8, // bits per component
this->window_width * 4, // bytes per row
QZ_GetCorrectColorSpace(), // color space
kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host
);
assert(this->cgcontext != NULL);
CGContextSetShouldAntialias(this->cgcontext, FALSE);
CGContextSetAllowsAntialiasing(this->cgcontext, FALSE);
CGContextSetInterpolationQuality(this->cgcontext, kCGInterpolationNone);
if (this->buffer_depth == 8) {
free(this->pixel_buffer);
this->pixel_buffer = malloc(this->window_width * this->window_height);
if (this->pixel_buffer == NULL) {
DEBUG(driver, 0, "Failed to allocate pixel buffer");
return false;
}
}
QZ_GameSizeChanged();
/* Redraw screen */
this->num_dirty_rects = MAX_DIRTY_RECTS;
return true;
}
CocoaSubdriver *QZ_CreateWindowQuartzSubdriver(int width, int height, int bpp)
{
if (!MacOSVersionIsAtLeast(10, 4, 0)) {
DEBUG(driver, 0, "The cocoa quartz subdriver requires Mac OS X 10.4 or later.");
return NULL;
}
if (bpp != 8 && bpp != 32) {
DEBUG(driver, 0, "The cocoa quartz subdriver only supports 8 and 32 bpp.");
return NULL;
}
WindowQuartzSubdriver *ret = new WindowQuartzSubdriver(bpp);
if (!ret->ChangeResolution(width, height)) {
delete ret;
return NULL;
}
return ret;
}
#endif /* MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4 */
#endif /* ENABLE_COCOA_QUARTZ */
#endif /* WITH_COCOA */