Fix1005.patch

GelluleX, 09/26/2011 06:54 am

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b/code/nel/src/3d/driver/opengl/driver_opengl.h
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	NSAutoreleasePool*         _autoreleasePool;
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	uint16                     _backBufferHeight;
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	uint16                     _backBufferWidth;
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    NSWindow*                  _cocoaWindow;
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	NSView* containerView() { return (NSView*)_win; }
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    NSWindow* cocoaWindow() { return _cocoaWindow; }
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	void setupApplicationMenu();
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#elif defined (NL_OS_UNIX)
b/code/nel/src/3d/driver/opengl/driver_opengl_window.cpp
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		nldebug("cannot create cocoa view for cocoa window");
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		return false;
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	}
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    _cocoaWindow = cocoa_window;
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#elif defined (NL_OS_UNIX)
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......
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#elif defined(NL_OS_MAC)
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	// leave fullscreen mode, enter windowed mode
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	if(windowStyle == EWSWindowed && [containerView() isInFullScreenMode])
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	if(windowStyle == EWSWindowed && !_CurrentMode.Windowed)
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	{
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		// disable manual setting of back buffer size, cocoa handles this
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		// automatically as soon as the view gets resized
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		CGLError error = CGLDisable((CGLContextObj)[_ctx CGLContextObj],
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			kCGLCESurfaceBackingSize);
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		if(error != kCGLNoError)
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			nlerror("cannot disable kCGLCESurfaceBackingSize (%s)",
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				CGLErrorString(error));
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		// pull the view back from fullscreen restoring window options
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		[containerView() exitFullScreenModeWithOptions:nil];
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        // disable manual setting of back buffer size, cocoa handles this
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        // automatically as soon as the view gets resized
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        CGLError error = CGLDisable((CGLContextObj)[_ctx CGLContextObj], kCGLCESurfaceBackingSize);
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        if(error != kCGLNoError)
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            nlerror("cannot disable kCGLCESurfaceBackingSize (%s)", CGLErrorString(error));
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        // Makes the cocoaWindow a regular window
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        [cocoaWindow() setStyleMask:(NSTitledWindowMask | NSClosableWindowMask |
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                                     NSMiniaturizableWindowMask | NSResizableWindowMask)];
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        [cocoaWindow() setFrame:[[NSScreen mainScreen] visibleFrame] display:true];
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        [cocoaWindow() setLevel:NSNormalWindowLevel];
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		// let the gl view receive key events
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		[[containerView() window] makeFirstResponder:_glView];
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		// bring the window containing the gl view to the front
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		[[containerView() window] makeKeyAndOrderFront:nil];
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	}
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	// enter fullscreen, leave windowed mode
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	else if(windowStyle == EWSFullscreen && ![containerView() isInFullScreenMode])
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	else if(windowStyle == EWSFullscreen && _CurrentMode.Windowed)
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	{
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		// enable manual back buffer size for mode setting in fullscreen
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		CGLError error = CGLEnable((CGLContextObj)[_ctx CGLContextObj],
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			kCGLCESurfaceBackingSize);
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		if(error != kCGLNoError)
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			nlerror("cannot enable kCGLCESurfaceBackingSize (%s)",
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				CGLErrorString(error));
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		// put the view in fullscreen mode, hiding the dock but enabling the menubar
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		// to pop up if the mouse hits the top screen border.
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		// NOTE: withOptions:nil disables <CMD>+<Tab> application switching!
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#if defined(MAC_OS_X_VERSION_10_6) && MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_6
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		[containerView() enterFullScreenMode:[NSScreen mainScreen] withOptions:
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			[NSDictionary dictionaryWithObjectsAndKeys:
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				[NSNumber numberWithInt:
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					NSApplicationPresentationHideDock |
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					NSApplicationPresentationAutoHideMenuBar],
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				NSFullScreenModeApplicationPresentationOptions, nil]];
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#endif
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		/*
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			TODO check if simply using NSView enterFullScreenMode is a good idea.
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			 the context can be set to full screen as well, performance differences?
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		*/
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        // enable manual back buffer size for mode setting in fullscreen
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        CGLError error = CGLEnable((CGLContextObj)[_ctx CGLContextObj], kCGLCESurfaceBackingSize);
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        if(error != kCGLNoError)
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            nlerror("cannot enable kCGLCESurfaceBackingSize (%s)", CGLErrorString(error));
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        // Makes the cocoaWindow borderless, fullscreen, and one level above the menu bar
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        [cocoaWindow() setStyleMask:NSBorderlessWindowMask];
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        [cocoaWindow() setFrame:[[NSScreen mainScreen] frame] display:true];
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        [cocoaWindow() setLevel:NSMainMenuWindowLevel+1];
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		// let the gl view receive key events
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		[[containerView() window] makeFirstResponder:_glView];
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	}
......
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	mode.Depth     = NSBitsPerPixelFromDepth([screen depth]);
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	// in fullscreen mode
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	if([containerView() isInFullScreenMode])
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	if(!_CurrentMode.Windowed)
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	{
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		// return the size of the back buffer (like having switched monitor mode)
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		mode.Windowed  = false;
......
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	else
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	{
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#ifdef NL_OS_MAC
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		if([containerView() isInFullScreenMode])
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		if(!_CurrentMode.Windowed)
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		{
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			width = _backBufferWidth;
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			height = _backBufferHeight;
......
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#elif defined(NL_OS_MAC)
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	// for fullscreen mode, adjust the back buffer size to desired resolution
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	if([containerView() isInFullScreenMode])
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	if(!_CurrentMode.Windowed)
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	{
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		// disable and re-enable fullscreen
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		// fixes #1062 (http://dev.ryzom.com/issues/1062)