Implementing wxScreenDC::GetAsBitmap on Mac.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/WX_2_8_BRANCH@53822 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Kevin Ollivier
2008-05-29 17:04:18 +00:00
parent 09cd20825b
commit 638d138729
6 changed files with 277 additions and 6 deletions

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@@ -2053,12 +2053,14 @@ IMPORTANT: please read docs/tech/tn0016.txt before modifying this file!
<set var="MAC_OSX_LOWLEVEL_SRC" hints="files">
<!-- Shared wxMac and wxCocoa files -->
src/mac/common/glgrab.c
src/mac/corefoundation/gsockosx.cpp
src/mac/corefoundation/hid.cpp
src/mac/corefoundation/utilsexc_cf.cpp
</set>
<set var="MAC_OSX_LOWLEVEL_HDR" hints="files">
wx/mac/common/glgrab.h
</set>
<set var="MAC_LOWLEVEL_SRC" hints="files">

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@@ -4185,7 +4185,7 @@ if test "$wxUSE_OPENGL" = "yes"; then
if test "$wxUSE_MGL" = 1 -o "$wxUSE_DFB" = "1"; then
AC_MSG_WARN([wxGLCanvas not implemented for this port, library will be compiled without it.])
wxUSE_OPENGL="no"
elif test "$wxUSE_MAC" = 1 -o "$wxUSE_COCOA" = "1"; then
elif test "$wxUSE_COCOA" = "1"; then
OPENGL_LIBS="-framework OpenGL -framework AGL"
elif test "$wxUSE_MSW" = 1; then
OPENGL_LIBS="-lopengl32 -lglu32"
@@ -7779,7 +7779,7 @@ if test "$wxUSE_MAC" = 1 ; then
fi
fi
if test "$USE_DARWIN" = 1; then
LDFLAGS="$LDFLAGS -framework IOKit -framework Carbon -framework Cocoa -framework System -framework QuickTime"
LDFLAGS="$LDFLAGS -framework IOKit -framework Carbon -framework Cocoa -framework System -framework QuickTime -framework OpenGL -framework AGL"
else
LDFLAGS="$LDFLAGS -lCarbonLib"
fi

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@@ -23,11 +23,14 @@ class WXDLLEXPORT wxScreenDC: public wxWindowDC
wxScreenDC();
virtual ~wxScreenDC();
wxBitmap DoGetAsBitmap(const wxRect*) const;
// Compatibility with X's requirements for
// drawing on top of all windows
static bool StartDrawingOnTop(wxWindow* WXUNUSED(window)) { return TRUE; }
static bool StartDrawingOnTop(wxRect* WXUNUSED(rect) = NULL) { return TRUE; }
static bool EndDrawingOnTop() { return TRUE; }
private:
#if wxMAC_USE_CORE_GRAPHICS
void* m_overlayWindow;

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@@ -0,0 +1,22 @@
#import <CoreFoundation/CoreFoundation.h>
#if defined __cplusplus
extern "C" {
#endif
CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect);
#if defined __cplusplus
}
#endif
#import <CoreFoundation/CoreFoundation.h>
#if defined __cplusplus
extern "C" {
#endif
CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect);
#if defined __cplusplus
}
#endif

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@@ -14,14 +14,11 @@
#include "wx/dcscreen.h"
#include "wx/mac/uma.h"
#include "wx/mac/common/glgrab.h"
#include "wx/graphics.h"
IMPLEMENT_DYNAMIC_CLASS(wxScreenDC, wxWindowDC)
// TODO : for the Screenshot use case, which doesn't work in Quartz
// we should do a GetAsBitmap using something like
// http://www.cocoabuilder.com/archive/message/cocoa/2005/8/13/144256
// Create a DC representing the whole screen
wxScreenDC::wxScreenDC()
{
@@ -79,3 +76,37 @@ wxScreenDC::~wxScreenDC()
DisposePort( (CGrafPtr) m_macPort ) ;
#endif
}
wxBitmap wxScreenDC::DoGetAsBitmap(const wxRect *subrect) const
{
CGRect srcRect = CGRectMake(0, 0, m_width, m_height);
if (subrect)
{
srcRect.origin.x = subrect->GetX();
srcRect.origin.y = subrect->GetY();
srcRect.size.width = subrect->GetWidth();
srcRect.size.height = subrect->GetHeight();
}
wxBitmap bmp = wxBitmap(srcRect.size.width, srcRect.size.height, 32);
CGContextRef context = (CGContextRef)bmp.GetHBITMAP();
CGContextSaveGState(context);
CGContextTranslateCTM( context, 0, m_height );
CGContextScaleCTM( context, 1, -1 );
if ( subrect )
srcRect = CGRectOffset( srcRect, -subrect->x, -subrect->y ) ;
CGImageRef image = grabViaOpenGL(kCGNullDirectDisplay, srcRect);
wxASSERT_MSG(image, wxT("wxScreenDC::GetAsBitmap - unable to get screenshot."));
CGContextDrawImage(context, srcRect, image);
CGContextRestoreGState(context);
return bmp;
}

213
src/mac/common/glgrab.c Normal file
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@@ -0,0 +1,213 @@
/*
IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
consideration of your agreement to the following terms, and your use, installation or modification
of this Apple software constitutes acceptance of these terms. If you do not agree with these terms,
please do not use, install or modify this Apple software.
In consideration of your agreement to abide by the following terms, and subject to these
terms, Apple grants you a personal, non-exclusive license, under Apple\xd5s copyrights in
this original Apple software (the "Apple Software"), to use and modify the Apple Software,
with or without modifications, in source and/or binary forms; provided that if you redistribute
the Apple Software in its entirety and without modifications, you must retain this notice and
the following text and disclaimers in all such redistributions of the Apple Software.
Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used
to endorse or promote products derived from the Apple Software without specific prior
written permission from Apple. Except as expressly tated in this notice, no other rights or
licenses, express or implied, are granted by Apple herein, including but not limited
to any patent rights that may be infringed by your derivative works or by other works
in which the Apple Software may be incorporated.
The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES,
EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT,
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS
USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND
WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR
OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#import <CoreFoundation/CoreFoundation.h>
#import <ApplicationServices/ApplicationServices.h>
#import <OpenGL/OpenGL.h>
#import <OpenGL/gl.h>
#include "wx/mac/common/glgrab.h"
/*
* perform an in-place swap from Quadrant 1 to Quadrant III format
* (upside-down PostScript/GL to right side up QD/CG raster format)
* We do this in-place, which requires more copying, but will touch
* only half the pages. (Display grabs are BIG!)
*
* Pixel reformatting may optionally be done here if needed.
*/
static void swizzleBitmap(void * data, int rowBytes, int height)
{
int top, bottom;
void * buffer;
void * topP;
void * bottomP;
void * base;
top = 0;
bottom = height - 1;
base = data;
buffer = malloc(rowBytes);
while ( top < bottom )
{
topP = (void *)((top * rowBytes) + (intptr_t)base);
bottomP = (void *)((bottom * rowBytes) + (intptr_t)base);
/*
* Save and swap scanlines.
*
* This code does a simple in-place exchange with a temp buffer.
* If you need to reformat the pixels, replace the first two bcopy()
* calls with your own custom pixel reformatter.
*/
bcopy( topP, buffer, rowBytes );
bcopy( bottomP, topP, rowBytes );
bcopy( buffer, bottomP, rowBytes );
++top;
--bottom;
}
free( buffer );
}
/*
* Given a display ID and a rectangle on that display, generate a CGImageRef
* containing the display contents.
*
* srcRect is display-origin relative.
*
* This function uses a full screen OpenGL read-only context.
* By using OpenGL, we can read the screen using a DMA transfer
* when it's in millions of colors mode, and we can correctly read
* a microtiled full screen OpenGL context, such as a game or full
* screen video display.
*
* Returns a CGImageRef. When you are done with the CGImageRef, release it
* using CFRelease().
* Returns NULL on an error.
*/
CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect)
{
CGContextRef bitmap;
CGImageRef image;
void * data;
long bytewidth;
GLint width, height;
long bytes;
CGColorSpaceRef cSpace = CGColorSpaceCreateWithName (kCGColorSpaceGenericRGB);
CGLContextObj glContextObj;
CGLPixelFormatObj pixelFormatObj ;
long numPixelFormats ;
CGLPixelFormatAttribute attribs[] =
{
kCGLPFAFullScreen,
kCGLPFADisplayMask,
0, /* Display mask bit goes here */
0
} ;
if ( display == kCGNullDirectDisplay )
display = CGMainDisplayID();
attribs[2] = CGDisplayIDToOpenGLDisplayMask(display);
/* Build a full-screen GL context */
CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats );
if ( pixelFormatObj == NULL ) // No full screen context support
return NULL;
CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ;
CGLDestroyPixelFormat( pixelFormatObj ) ;
if ( glContextObj == NULL )
return NULL;
CGLSetCurrentContext( glContextObj ) ;
CGLSetFullScreen( glContextObj ) ;
glReadBuffer(GL_FRONT);
width = srcRect.size.width;
height = srcRect.size.height;
bytewidth = width * 4; // Assume 4 bytes/pixel for now
bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes
bytes = bytewidth * height; // width * height
/* Build bitmap context */
data = malloc(height * bytewidth);
if ( data == NULL )
{
CGLSetCurrentContext( NULL );
CGLClearDrawable( glContextObj ); // disassociate from full screen
CGLDestroyContext( glContextObj ); // and destroy the context
return NULL;
}
bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth,
cSpace, kCGImageAlphaNoneSkipFirst /* XRGB */);
CFRelease(cSpace);
/* Read framebuffer into our bitmap */
glFinish(); /* Finish all OpenGL commands */
glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
/*
* Fetch the data in XRGB format, matching the bitmap context.
*/
glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height,
GL_BGRA,
#ifdef __BIG_ENDIAN__
GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC
#else
GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html
#endif
data);
/*
* glReadPixels generates a quadrant I raster, with origin in the lower left
* This isn't a problem for signal processing routines such as compressors,
* as they can simply use a negative 'advance' to move between scanlines.
* CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to
* invert it. Pixel reformatting can also be done here.
*/
swizzleBitmap(data, bytewidth, height);
/* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */
image = CGBitmapContextCreateImage(bitmap);
/* Get rid of bitmap */
CFRelease(bitmap);
free(data);
/* Get rid of GL context */
CGLSetCurrentContext( NULL );
CGLClearDrawable( glContextObj ); // disassociate from full screen
CGLDestroyContext( glContextObj ); // and destroy the context
/* Returned image has a reference count of 1 */
return image;
}