quadrilateralcowboy/sys/osx/macosx_sys.h

85 lines
1.9 KiB
Objective-C

#import "../posix/posix_public.h"
#import <Foundation/NSGeometry.h>
@class NSEvent, NSOpenGLContext, NSWindow;
#import <ApplicationServices/ApplicationServices.h>
#import <OpenGL/CGLTypes.h>
// sys
const char *macosx_scanForLibraryDirectory(void);
// In macosx_input.m
void Sys_InitInput(void);
void Sys_ShutdownInput(void);
CGDirectDisplayID Sys_DisplayToUse(void);
//extern void osxQuit();
void SetProgramPath(char *path);
void Sys_SetMouseInputRect(CGRect newRect);
void Sys_AnnoyingBanner();
// In macosx_glimp.m
bool Sys_Hide();
bool Sys_Unhide();
typedef struct {
CGDirectDisplayID display;
uint32 tableSize;
CGGammaValue *red;
CGGammaValue *blue;
CGGammaValue *green;
} glwgamma_t;
typedef struct
{
CGDirectDisplayID display;
NSDictionary *desktopMode;
NSDictionary *gameMode;
CGDisplayCount displayCount;
glwgamma_t *originalDisplayGammaTables;
glwgamma_t inGameTable;
glwgamma_t tempTable;
NSOpenGLContext *_ctx;
CGLContextObj _cgl_ctx;
bool _ctx_is_current;
NSWindow *window;
FILE *log_fp;
unsigned int bufferSwapCount;
unsigned int glPauseCount;
} glwstate_t;
extern glwstate_t glw_state;
#define OSX_SetGLContext(context) \
do { \
NSOpenGLContext *_context = (context); \
glw_state._ctx = _context; \
glw_state._cgl_ctx = [_context cglContext]; \
} while (0)
#define OSX_GetNSGLContext() glw_state._ctx
#define OSX_GetCGLContext() glw_state._cgl_ctx
#define OSX_GLContextIsCurrent() glw_state._ctx_is_current
#define OSX_GLContextSetCurrent() \
do { \
[glw_state._ctx makeCurrentContext]; \
glw_state._ctx_is_current = (glw_state._ctx != nil); \
} while (0)
#define OSX_GLContextClearCurrent() \
do { \
[NSOpenGLContext clearCurrentContext]; \
glw_state._ctx_is_current = NO; \
} while (0)
void Sys_PauseGL();
void Sys_ResumeGL();