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Fixed crash with Cocoa window import.
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1091 4e206d99-4929-0410-ac5d-dfc041789085
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@ -155,13 +155,6 @@
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title:(NSString *)title
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delegate:(sf::priv::WindowImplCocoa *)delegate;
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////////////////////////////////////////////////////////////
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/// Finish the window setup (without knowing whether it's a imported
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/// window)
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////////////////////////////////////////////////////////////
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/* - (void)setupGLViewAndWindow; */
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////////////////////////////////////////////////////////////
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/// Return a reference to the internal Cocoa window
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////////////////////////////////////////////////////////////
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@ -445,107 +445,6 @@ static GLContext *sharedCtx = nil;
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title:(NSString *)title
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delegate:(sf::priv::WindowImplCocoa *)delegate
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{
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/*
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assert(title != nil);
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assert(delegate != NULL);
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self = [super init];
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if (self)
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{
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NSRect frame = NSMakeRect (0.0f, 0.0f, (float) mode.Width, (float) mode.Height);
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unsigned int mask = 0;
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// We grab options from WindowStyle and add them to our window mask
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if (style & sf::Style::None || style & sf::Style::Fullscreen) {
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mask |= NSBorderlessWindowMask;
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if (style & sf::Style::Fullscreen) {
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myIsFullscreen = true;
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// Check display mode and put new values in 'mode' if needed
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boolean_t exact = true;
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CFDictionaryRef properties = CGDisplayBestModeForParameters(kCGDirectMainDisplay, mode.BitsPerPixel,
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mode.Width, mode.Height, &exact);
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if (!properties) {
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std::cerr << "Unable to get a display mode with the given parameters" << std::endl;
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[self autorelease];
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return nil;
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}
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if (exact == false) {
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CFNumberGetValue((CFNumberRef) CFDictionaryGetValue(properties, kCGDisplayWidth),
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kCFNumberIntType, &mode.Width);
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CFNumberGetValue((CFNumberRef) CFDictionaryGetValue(properties, kCGDisplayHeight),
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kCFNumberIntType, &mode.Height);
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CFNumberGetValue((CFNumberRef) CFDictionaryGetValue(properties, kCGDisplayBitsPerPixel),
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kCFNumberIntType, &mode.BitsPerPixel);
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}
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}
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} else {
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if (style & sf::Style::Titlebar) {
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mask |= NSTitledWindowMask;
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mask |= NSMiniaturizableWindowMask;
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}
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if (style & sf::Style::Resize) {
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mask |= NSTitledWindowMask;
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mask |= NSMiniaturizableWindowMask;
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mask |= NSResizableWindowMask;
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}
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if (style & sf::Style::Close) {
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mask |= NSTitledWindowMask;
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mask |= NSClosableWindowMask;
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mask |= NSMiniaturizableWindowMask;
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}
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}
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// Now we make the window with the values we got
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// Note: defer flag set to NO to be able to use OpenGL in our window
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myWindow = [[GLWindow alloc] initWithContentRect:frame
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styleMask:mask
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backing:NSBackingStoreBuffered
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defer:NO];
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if (myWindow) {
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// We set title and window position
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[myWindow setTitle:title];
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[myWindow center];
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// Make the OpenGL view
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myView = [[GLView alloc] initWithFrame:[[myWindow contentView] frame]
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mode:mode
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settings:params
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delegate:delegate];
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if (myView) {
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// Finish setting up the view and window
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[self setupGLViewAndWindow];
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} else {
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std::cerr << "Unable to create the OpenGL view" << std::endl;
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[self autorelease];
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return nil;
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}
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if (myIsFullscreen) {
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myFullscreenMode = mode;
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// Using this because full screen window was not always
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// in front of the other application windows when unhiding app
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[myWindow setLevel:NSFloatingWindowLevel];
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}
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}
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}
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return self;
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*/
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return [self initWithWindow:nil
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settings:params
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videoMode:mode
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@ -565,43 +464,8 @@ static GLContext *sharedCtx = nil;
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settings:(sf::WindowSettings&)params
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delegate:(sf::priv::WindowImplCocoa *)delegate
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{
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/*
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assert(window != NULL);
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assert(delegate != NULL);
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self = [super init];
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if (self)
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{
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myWindow = (GLWindow *)[window retain];
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sf::VideoMode mode([[myWindow contentView] frame].size.width,
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[[myWindow contentView] frame].size.height);
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// Make the OpenGL view
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myView = [[GLView alloc] initWithFrame:[[myWindow contentView] frame]
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mode:mode
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settings:params
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delegate:delegate];
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if (myView)
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{
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// Finish setting up the view and window
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[self setupGLViewAndWindow];
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}
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else
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{
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std::cerr << "Unable to create the OpenGL view" << std::endl;
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[self autorelease];
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return nil;
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}
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}
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return self;
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*/
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sf::VideoMode mode([[myWindow contentView] frame].size.width, [[myWindow contentView] frame].size.height);
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return [self initWithWindow:[window autorelease]
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return [self initWithWindow:window
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settings:params
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videoMode:mode
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style:0
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@ -768,44 +632,6 @@ static GLContext *sharedCtx = nil;
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return self;
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}
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////////////////////////////////////////////////////////////
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/// Finish the window setup (without knowing whether it's a imported
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/// window)
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////////////////////////////////////////////////////////////
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/* - (void)setupGLViewAndWindow
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{
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NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
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// We want to know when our window got the focus
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[nc addObserver:myView
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selector:@selector(windowDidBecomeMain:)
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name:NSWindowDidBecomeMainNotification
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object:myWindow];
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// We want to know when our window lost the focus
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[nc addObserver:myView
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selector:@selector(windowDidResignMain:)
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name:NSWindowDidResignMainNotification
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object:myWindow];
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// We want to know when the user closes the window
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[nc addObserver:myView
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selector:@selector(windowWillClose:)
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name:NSWindowWillCloseNotification
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object:myWindow];
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// I want to re-center the window if it's a full screen one and moved by Spaces
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[nc addObserver:myView
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selector:@selector(windowDidMove:)
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name:NSWindowDidMoveNotification
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object:myWindow];
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// Needed not to make application crash when releasing the window in our destructor
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// (I prefer to take control of everything :P)
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[myWindow setReleasedWhenClosed:NO];
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[myWindow setAcceptsMouseMovedEvents:YES];
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} */
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////////////////////////////////////////////////////////////
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/// Clean the window wrapper
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