/* $Id$ */ /* * 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 */