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@ -20,16 +20,36 @@ class VideoDriver_Cocoa: public VideoDriver {
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public:
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/* virtual */ const char *Start(const char * const *param);
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/** Stop the video driver */
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/* virtual */ void Stop();
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/** Mark dirty a screen region
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* @param left x-coordinate of left border
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* @param top y-coordinate of top border
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* @param width width or dirty rectangle
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* @param height height of dirty rectangle
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*/
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/* virtual */ void MakeDirty(int left, int top, int width, int height);
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/** Programme main loop */
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/* virtual */ void MainLoop();
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/** Change window resolution
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* @param w New window width
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* @param h New window height
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* @return Whether change was successful
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*/
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/* virtual */ bool ChangeResolution(int w, int h);
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/** Set a new window mode
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* @param fullscreen Whether to set fullscreen mode or not
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* @return Whether changing the screen mode was successful
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*/
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/* virtual */ bool ToggleFullscreen(bool fullscreen);
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/** Return driver name
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* @return driver name
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*/
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/* virtual */ const char *GetName() const { return "cocoa"; }
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};
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@ -49,59 +69,116 @@ public:
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*/
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class CocoaSubdriver {
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public:
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int device_width;
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int device_height;
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int device_depth;
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int device_width; ///< Width of device in pixel
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int device_height; ///< Height of device in pixel
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int device_depth; ///< Colour depth of device in bit
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int window_width;
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int window_height;
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int window_width; ///< Current window width in pixel
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int window_height; ///< Current window height in pixel
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int window_pitch;
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int buffer_depth;
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void *pixel_buffer; // used for direct pixel access
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void *window_buffer; // has colour translation from palette to screen
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id window; // pointer to window object
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int buffer_depth; ///< Colour depth of used frame buffer
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void *pixel_buffer; ///< used for direct pixel access
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void *window_buffer; ///< Colour translation from palette to screen
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id window; ///< Pointer to window object
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# define MAX_DIRTY_RECTS 100
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Rect dirty_rects[MAX_DIRTY_RECTS];
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int num_dirty_rects;
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uint32 palette[256];
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Rect dirty_rects[MAX_DIRTY_RECTS]; ///< dirty rectangles
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int num_dirty_rects; ///< Number of dirty rectangles
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uint32 palette[256]; ///< Colour Palette
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bool active;
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bool active; ///< Whether the window is visible
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bool setup;
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id cocoaview; // pointer to view object
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id cocoaview; ///< Pointer to view object
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/* Separate driver vars for Quarz
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* Needed here in order to avoid much code duplication */
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CGContextRef cgcontext;
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CGContextRef cgcontext; ///< Context reference for Quartz subdriver
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/* Driver methods */
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/** Initialize driver */
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virtual ~CocoaSubdriver() {}
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/** Draw window
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* @param force_update Whether to redraw unconditionally
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*/
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virtual void Draw(bool force_update = false) = 0;
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/** Mark dirty a screen region
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* @param left x-coordinate of left border
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* @param top y-coordinate of top border
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* @param width width or dirty rectangle
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* @param height height of dirty rectangle
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*/
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virtual void MakeDirty(int left, int top, int width, int height) = 0;
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/** Update the palette */
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virtual void UpdatePalette(uint first_color, uint num_colors) = 0;
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virtual uint ListModes(OTTD_Point *modes, uint max_modes) = 0;
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/** Change window resolution
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* @param w New window width
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* @param h New window height
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* @return Whether change was successful
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*/
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virtual bool ChangeResolution(int w, int h) = 0;
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/** Are we in fullscreen mode
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* @return whether fullscreen mode is currently used
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*/
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virtual bool IsFullscreen() = 0;
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/** Toggle between fullscreen and windowed mode
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* @return whether switch was successfull
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*/
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virtual bool ToggleFullscreen() { return false; };
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/** Return the width of the current view
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* @return width of the current view
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*/
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virtual int GetWidth() = 0;
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/** Return the height of the current view
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* @return height of the current view
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*/
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virtual int GetHeight() = 0;
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/** Return the current pixel buffer
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* @return pixelbuffer
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*/
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virtual void *GetPixelBuffer() = 0;
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/* Convert local coordinate to window server (CoreGraphics) coordinate */
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/** Convert local coordinate to window server (CoreGraphics) coordinate
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* @param p local coordinates
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* @return window driver coordinates
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*/
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virtual CGPoint PrivateLocalToCG(NSPoint *p) = 0;
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/** Return the mouse location
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* @param event UI event
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* @return mouse location as NSPoint
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*/
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virtual NSPoint GetMouseLocation(NSEvent *event) = 0;
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/** Return whether the mouse is within our view
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* @param pt Mouse coordinates
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* @return Whether mouse coordinates are within view
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*/
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virtual bool MouseIsInsideView(NSPoint *pt) = 0;
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/** Return whether the window is active (visible)
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* @return whether the window is visible or not
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*/
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virtual bool IsActive() = 0;
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/** Makes the *game region* of the window 100% opaque. */
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virtual void SetPortAlphaOpaque() { return; };
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/** Whether the window was successfully resized
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* @return whether the window was succesfully resized
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*/
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virtual bool WindowResized() { return false; };
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};
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