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https://github.com/OpenTTD/OpenTTD.git
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Fix: [OSX] Quitting in fullscreen mode would loose the original window size.
This replicates the behaviour on e.g. Windows, which saves the original window size.
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@ -11,10 +11,16 @@
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#define VIDEO_COCOA_H
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#include "../video_driver.hpp"
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#include "../../core/geometry_type.hpp"
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extern bool _cocoa_video_started;
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class VideoDriver_Cocoa : public VideoDriver {
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private:
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bool fullscreen_on_mainloop; ///< Switch to fullscreen once the main loop is running?
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Dimension orig_res; ///< Saved window size for non-fullscreen mode.
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public:
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const char *Start(const StringList ¶m) override;
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@ -59,6 +65,16 @@ public:
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* @return driver name
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*/
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const char *GetName() const override { return "cocoa"; }
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/* --- The following methods should be private, but can't be due to Obj-C limitations. --- */
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/** Main game loop. */
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void GameLoop(); // In event.mm.
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private:
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friend class WindowQuartzSubdriver;
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void GameSizeChanged();
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};
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class FVideoDriver_Cocoa : public DriverFactoryBase {
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@ -190,10 +206,6 @@ extern CocoaSubdriver *_cocoa_subdriver;
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CocoaSubdriver *QZ_CreateWindowQuartzSubdriver(int width, int height, int bpp);
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void QZ_GameSizeChanged();
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void QZ_GameLoop();
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uint QZ_ListModes(OTTD_Point *modes, uint max_modes, CGDirectDisplayID display_id, int display_depth);
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#endif /* VIDEO_COCOA_H */
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@ -143,25 +143,6 @@ static void QZ_UpdateVideoModes()
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}
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}
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/**
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* Handle a change of the display area.
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*/
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void QZ_GameSizeChanged()
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{
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if (_cocoa_subdriver == NULL) return;
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/* Tell the game that the resolution has changed */
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_screen.width = _cocoa_subdriver->GetWidth();
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_screen.height = _cocoa_subdriver->GetHeight();
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_screen.pitch = _cocoa_subdriver->GetWidth();
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_screen.dst_ptr = _cocoa_subdriver->GetPixelBuffer();
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_fullscreen = _cocoa_subdriver->IsFullscreen();
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BlitterFactory::GetCurrentBlitter()->PostResize();
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GameSizeChanged();
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}
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/**
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* Find a suitable cocoa subdriver.
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*
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@ -175,7 +156,6 @@ void QZ_GameSizeChanged()
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static CocoaSubdriver *QZ_CreateSubdriver(int width, int height, int bpp, bool fullscreen, bool fallback)
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{
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CocoaSubdriver *ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
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if (ret != nullptr && fullscreen) ret->ToggleFullscreen(fullscreen);
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if (ret != nullptr) return ret;
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if (!fallback) return nullptr;
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@ -219,6 +199,7 @@ const char *VideoDriver_Cocoa::Start(const StringList &parm)
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/* Don't create a window or enter fullscreen if we're just going to show a dialog. */
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if (!CocoaSetupApplication()) return NULL;
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this->orig_res = _cur_resolution;
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int width = _cur_resolution.width;
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int height = _cur_resolution.height;
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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@ -228,13 +209,16 @@ const char *VideoDriver_Cocoa::Start(const StringList &parm)
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return "The cocoa quartz subdriver only supports 8 and 32 bpp.";
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}
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/* Defer fullscreen toggle until the main loop is running,
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* as otherwise a grey bar will be stuck on top of the window. */
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this->fullscreen_on_mainloop = _fullscreen;
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_cocoa_subdriver = QZ_CreateSubdriver(width, height, bpp, _fullscreen, true);
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if (_cocoa_subdriver == NULL) {
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Stop();
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return "Could not create subdriver";
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}
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QZ_GameSizeChanged();
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this->GameSizeChanged();
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QZ_UpdateVideoModes();
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return NULL;
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@ -281,7 +265,7 @@ bool VideoDriver_Cocoa::ChangeResolution(int w, int h)
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bool ret = _cocoa_subdriver->ChangeResolution(w, h, BlitterFactory::GetCurrentBlitter()->GetScreenDepth());
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QZ_GameSizeChanged();
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this->GameSizeChanged();
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QZ_UpdateVideoModes();
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return ret;
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@ -320,6 +304,29 @@ void VideoDriver_Cocoa::EditBoxLostFocus()
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HandleTextInput(NULL, true);
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}
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/**
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* Handle a change of the display area.
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*/
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void VideoDriver_Cocoa::GameSizeChanged()
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{
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if (_cocoa_subdriver == nullptr) return;
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/* Tell the game that the resolution has changed */
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_screen.width = _cocoa_subdriver->GetWidth();
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_screen.height = _cocoa_subdriver->GetHeight();
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_screen.pitch = _cocoa_subdriver->GetWidth();
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_screen.dst_ptr = _cocoa_subdriver->GetPixelBuffer();
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/* Store old window size if we entered fullscreen mode. */
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bool fullscreen = _cocoa_subdriver->IsFullscreen();
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if (fullscreen && !_fullscreen) this->orig_res = _cur_resolution;
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_fullscreen = fullscreen;
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BlitterFactory::GetCurrentBlitter()->PostResize();
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::GameSizeChanged();
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}
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class WindowQuartzSubdriver;
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/* Subclass of OTTD_CocoaView to fix Quartz rendering */
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@ -825,7 +832,7 @@ bool WindowQuartzSubdriver::WindowResized()
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}
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}
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QZ_GameSizeChanged();
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static_cast<VideoDriver_Cocoa *>(VideoDriver::GetInstance())->GameSizeChanged();
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/* Redraw screen */
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this->num_dirty_rects = MAX_DIRTY_RECTS;
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@ -73,7 +73,7 @@ static OTTDMain *_ottd_main;
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[ _cocoa_subdriver->cocoaview resetCursorRects ];
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/* Hand off to main application code. */
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QZ_GameLoop();
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static_cast<VideoDriver_Cocoa *>(VideoDriver::GetInstance())->GameLoop();
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/* We are done, thank you for playing. */
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[ self performSelectorOnMainThread:@selector(stopEngine) withObject:nil waitUntilDone:FALSE ];
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@ -617,7 +617,7 @@ static bool QZ_PollEvent()
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}
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void QZ_GameLoop()
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void VideoDriver_Cocoa::GameLoop()
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{
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uint32 cur_ticks = GetTick();
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uint32 last_cur_ticks = cur_ticks;
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@ -633,7 +633,7 @@ void QZ_GameLoop()
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_cocoa_subdriver->Draw(true);
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CSleep(1);
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for (int i = 0; i < 2; i++) GameLoop();
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for (int i = 0; i < 2; i++) ::GameLoop();
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UpdateWindows();
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QZ_CheckPaletteAnim();
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@ -652,7 +652,17 @@ void QZ_GameLoop()
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while (QZ_PollEvent()) {}
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if (_exit_game) break;
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/* If we do that right after window creation, a grey bar will be left at the top. */
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if (this->fullscreen_on_mainloop) {
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this->fullscreen_on_mainloop = false;
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_cocoa_subdriver->ToggleFullscreen(true);
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}
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if (_exit_game) {
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/* Restore saved resolution if in fullscreen mode. */
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if (_cocoa_subdriver->IsFullscreen()) _cur_resolution = this->orig_res;
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break;
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}
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#if defined(_DEBUG)
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if (_current_mods & NSShiftKeyMask)
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@ -678,7 +688,7 @@ void QZ_GameLoop()
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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GameLoop();
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::GameLoop();
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UpdateWindows();
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QZ_CheckPaletteAnim();
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