Get rid of unused Sys_Hide() and Sys_Unhide()

Unused functions in the OSX backend.
This commit is contained in:
dhewg 2011-12-31 15:33:31 +01:00
parent cab89769b4
commit fa8e50a086
2 changed files with 0 additions and 100 deletions

View file

@ -1303,52 +1303,6 @@ unsigned long Sys_QueryVideoMemory() {
return maxVRAM;
}
// We will set the Sys_IsHidden global to cause input to be handle differently (we'll just let NSApp handle events in this case). We also will unbind the GL context and restore the video mode.
bool Sys_Hide() {
if ( isHidden ) {
// Eh?
return false;
}
if ( !r_fullscreen.GetBool() ) {
// We only support hiding in fullscreen mode right now
return false;
}
isHidden = true;
// Don't need to store the current gamma since we always keep it around in glw_state.inGameTable.
Sys_FadeScreen(Sys_DisplayToUse());
// Disassociate the GL context from the screen
// Have to call both to actually deallocate kernel resources and free the NSSurface
CGLClearDrawable(OSX_GetCGLContext());
[OSX_GetNSGLContext() clearDrawable];
// Restore the original video mode
_GLimp_RestoreOriginalVideoSettings();
// Restore the original gamma if needed.
// if (glConfig.deviceSupportsGamma) {
// CGDisplayRestoreColorSyncSettings();
// }
// Release the screen(s)
ReleaseAllDisplays();
Sys_UnfadeScreens();
// Shut down the input system so the mouse and keyboard settings are restore to normal
Sys_ShutdownInput();
// Hide the application so that when the user clicks on our app icon, we'll get an unhide notification
[NSApp hide: nil];
return true;
}
CGDisplayErr Sys_CaptureActiveDisplays(void) {
CGDisplayErr err;
CGDisplayCount displayIndex;
@ -1362,56 +1316,6 @@ CGDisplayErr Sys_CaptureActiveDisplays(void) {
return CGDisplayNoErr;
}
bool Sys_Unhide() {
CGDisplayErr err;
CGLError glErr;
if ( !isHidden) {
// Eh?
return false;
}
Sys_FadeScreens();
// Capture the screen(s)
err = Sys_CaptureActiveDisplays();
if (err != CGDisplayNoErr) {
Sys_UnfadeScreens();
common->Printf( "Unhide failed -- cannot capture the display again.\n" );
return false;
}
// Restore the game mode
err = CGDisplaySwitchToMode(glw_state.display, (CFDictionaryRef)glw_state.gameMode);
if ( err != CGDisplayNoErr ) {
ReleaseAllDisplays();
Sys_UnfadeScreens();
common->Printf( "Unhide failed -- Unable to set display mode\n" );
return false;
}
// Reassociate the GL context and the screen
glErr = CGLSetFullScreen(OSX_GetCGLContext());
if (glErr) {
ReleaseAllDisplays();
Sys_UnfadeScreens();
common->Printf( "Unhide failed: CGLSetFullScreen -> %d (%s)\n", err, CGLErrorString(glErr));
return false;
}
// Restore the current context
[OSX_GetNSGLContext() makeCurrentContext];
// Restore the gamma that the game had set
Sys_UnfadeScreen(Sys_DisplayToUse(), &glw_state.inGameTable);
// Restore the input system (last so if something goes wrong we don't eat the mouse)
Sys_InitInput();
isHidden = false;
return true;
}
// enable / disable context is just for the r_skipRenderContext debug option
void GLimp_DeactivateContext( void ) {
[NSOpenGLContext clearCurrentContext];

View file

@ -11,10 +11,6 @@ CGDirectDisplayID Sys_DisplayToUse(void);
void SetProgramPath(char *path);
void Sys_SetMouseInputRect(CGRect newRect);
// In macosx_glimp.m
bool Sys_Hide();
bool Sys_Unhide();
typedef struct {
CGDirectDisplayID display;
CGTableCount tableSize;