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:
@@ -2053,12 +2053,14 @@ IMPORTANT: please read docs/tech/tn0016.txt before modifying this file!
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<set var="MAC_OSX_LOWLEVEL_SRC" hints="files">
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<!-- Shared wxMac and wxCocoa files -->
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src/mac/common/glgrab.c
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src/mac/corefoundation/gsockosx.cpp
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src/mac/corefoundation/hid.cpp
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src/mac/corefoundation/utilsexc_cf.cpp
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</set>
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<set var="MAC_OSX_LOWLEVEL_HDR" hints="files">
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wx/mac/common/glgrab.h
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</set>
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<set var="MAC_LOWLEVEL_SRC" hints="files">
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@@ -4185,7 +4185,7 @@ if test "$wxUSE_OPENGL" = "yes"; then
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if test "$wxUSE_MGL" = 1 -o "$wxUSE_DFB" = "1"; then
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AC_MSG_WARN([wxGLCanvas not implemented for this port, library will be compiled without it.])
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wxUSE_OPENGL="no"
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elif test "$wxUSE_MAC" = 1 -o "$wxUSE_COCOA" = "1"; then
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elif test "$wxUSE_COCOA" = "1"; then
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OPENGL_LIBS="-framework OpenGL -framework AGL"
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elif test "$wxUSE_MSW" = 1; then
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OPENGL_LIBS="-lopengl32 -lglu32"
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@@ -7779,7 +7779,7 @@ if test "$wxUSE_MAC" = 1 ; then
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fi
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fi
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if test "$USE_DARWIN" = 1; then
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LDFLAGS="$LDFLAGS -framework IOKit -framework Carbon -framework Cocoa -framework System -framework QuickTime"
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LDFLAGS="$LDFLAGS -framework IOKit -framework Carbon -framework Cocoa -framework System -framework QuickTime -framework OpenGL -framework AGL"
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else
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LDFLAGS="$LDFLAGS -lCarbonLib"
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fi
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@@ -23,11 +23,14 @@ class WXDLLEXPORT wxScreenDC: public wxWindowDC
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wxScreenDC();
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virtual ~wxScreenDC();
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wxBitmap DoGetAsBitmap(const wxRect*) const;
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// Compatibility with X's requirements for
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// drawing on top of all windows
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static bool StartDrawingOnTop(wxWindow* WXUNUSED(window)) { return TRUE; }
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static bool StartDrawingOnTop(wxRect* WXUNUSED(rect) = NULL) { return TRUE; }
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static bool EndDrawingOnTop() { return TRUE; }
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private:
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#if wxMAC_USE_CORE_GRAPHICS
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void* m_overlayWindow;
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22
include/wx/mac/common/glgrab.h
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22
include/wx/mac/common/glgrab.h
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@@ -0,0 +1,22 @@
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#import <CoreFoundation/CoreFoundation.h>
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#if defined __cplusplus
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extern "C" {
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#endif
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CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect);
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#if defined __cplusplus
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}
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#endif
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#import <CoreFoundation/CoreFoundation.h>
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#if defined __cplusplus
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extern "C" {
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#endif
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CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect);
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#if defined __cplusplus
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}
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#endif
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@@ -14,14 +14,11 @@
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#include "wx/dcscreen.h"
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#include "wx/mac/uma.h"
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#include "wx/mac/common/glgrab.h"
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#include "wx/graphics.h"
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IMPLEMENT_DYNAMIC_CLASS(wxScreenDC, wxWindowDC)
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// TODO : for the Screenshot use case, which doesn't work in Quartz
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// we should do a GetAsBitmap using something like
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// http://www.cocoabuilder.com/archive/message/cocoa/2005/8/13/144256
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// Create a DC representing the whole screen
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wxScreenDC::wxScreenDC()
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{
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@@ -79,3 +76,37 @@ wxScreenDC::~wxScreenDC()
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DisposePort( (CGrafPtr) m_macPort ) ;
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#endif
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}
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wxBitmap wxScreenDC::DoGetAsBitmap(const wxRect *subrect) const
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{
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CGRect srcRect = CGRectMake(0, 0, m_width, m_height);
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if (subrect)
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{
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srcRect.origin.x = subrect->GetX();
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srcRect.origin.y = subrect->GetY();
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srcRect.size.width = subrect->GetWidth();
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srcRect.size.height = subrect->GetHeight();
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}
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wxBitmap bmp = wxBitmap(srcRect.size.width, srcRect.size.height, 32);
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CGContextRef context = (CGContextRef)bmp.GetHBITMAP();
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CGContextSaveGState(context);
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CGContextTranslateCTM( context, 0, m_height );
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CGContextScaleCTM( context, 1, -1 );
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if ( subrect )
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srcRect = CGRectOffset( srcRect, -subrect->x, -subrect->y ) ;
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CGImageRef image = grabViaOpenGL(kCGNullDirectDisplay, srcRect);
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wxASSERT_MSG(image, wxT("wxScreenDC::GetAsBitmap - unable to get screenshot."));
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CGContextDrawImage(context, srcRect, image);
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CGContextRestoreGState(context);
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return bmp;
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}
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213
src/mac/common/glgrab.c
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src/mac/common/glgrab.c
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@@ -0,0 +1,213 @@
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/*
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IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in
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consideration of your agreement to the following terms, and your use, installation or modification
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of this Apple software constitutes acceptance of these terms. If you do not agree with these terms,
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please do not use, install or modify this Apple software.
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In consideration of your agreement to abide by the following terms, and subject to these
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terms, Apple grants you a personal, non-exclusive license, under Apple\xd5s copyrights in
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this original Apple software (the "Apple Software"), to use and modify the Apple Software,
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with or without modifications, in source and/or binary forms; provided that if you redistribute
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the Apple Software in its entirety and without modifications, you must retain this notice and
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the following text and disclaimers in all such redistributions of the Apple Software.
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Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used
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to endorse or promote products derived from the Apple Software without specific prior
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written permission from Apple. Except as expressly tated in this notice, no other rights or
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licenses, express or implied, are granted by Apple herein, including but not limited
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to any patent rights that may be infringed by your derivative works or by other works
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in which the Apple Software may be incorporated.
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES,
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EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT,
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS
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USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
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REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND
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WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR
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OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#import <CoreFoundation/CoreFoundation.h>
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#import <ApplicationServices/ApplicationServices.h>
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#import <OpenGL/OpenGL.h>
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#import <OpenGL/gl.h>
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#include "wx/mac/common/glgrab.h"
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/*
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* perform an in-place swap from Quadrant 1 to Quadrant III format
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* (upside-down PostScript/GL to right side up QD/CG raster format)
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* We do this in-place, which requires more copying, but will touch
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* only half the pages. (Display grabs are BIG!)
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*
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* Pixel reformatting may optionally be done here if needed.
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*/
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static void swizzleBitmap(void * data, int rowBytes, int height)
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{
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int top, bottom;
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void * buffer;
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void * topP;
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void * bottomP;
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void * base;
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top = 0;
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bottom = height - 1;
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base = data;
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buffer = malloc(rowBytes);
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while ( top < bottom )
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{
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topP = (void *)((top * rowBytes) + (intptr_t)base);
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bottomP = (void *)((bottom * rowBytes) + (intptr_t)base);
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/*
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* Save and swap scanlines.
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*
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* This code does a simple in-place exchange with a temp buffer.
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* If you need to reformat the pixels, replace the first two bcopy()
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* calls with your own custom pixel reformatter.
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*/
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bcopy( topP, buffer, rowBytes );
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bcopy( bottomP, topP, rowBytes );
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bcopy( buffer, bottomP, rowBytes );
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++top;
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--bottom;
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}
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free( buffer );
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}
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/*
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* Given a display ID and a rectangle on that display, generate a CGImageRef
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* containing the display contents.
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*
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* srcRect is display-origin relative.
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*
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* This function uses a full screen OpenGL read-only context.
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* By using OpenGL, we can read the screen using a DMA transfer
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* when it's in millions of colors mode, and we can correctly read
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* a microtiled full screen OpenGL context, such as a game or full
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* screen video display.
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*
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* Returns a CGImageRef. When you are done with the CGImageRef, release it
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* using CFRelease().
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* Returns NULL on an error.
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*/
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CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect)
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{
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CGContextRef bitmap;
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CGImageRef image;
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void * data;
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long bytewidth;
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GLint width, height;
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long bytes;
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CGColorSpaceRef cSpace = CGColorSpaceCreateWithName (kCGColorSpaceGenericRGB);
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CGLContextObj glContextObj;
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CGLPixelFormatObj pixelFormatObj ;
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long numPixelFormats ;
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CGLPixelFormatAttribute attribs[] =
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{
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kCGLPFAFullScreen,
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kCGLPFADisplayMask,
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0, /* Display mask bit goes here */
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0
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} ;
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if ( display == kCGNullDirectDisplay )
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display = CGMainDisplayID();
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attribs[2] = CGDisplayIDToOpenGLDisplayMask(display);
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/* Build a full-screen GL context */
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CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats );
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if ( pixelFormatObj == NULL ) // No full screen context support
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return NULL;
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CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ;
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CGLDestroyPixelFormat( pixelFormatObj ) ;
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if ( glContextObj == NULL )
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return NULL;
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CGLSetCurrentContext( glContextObj ) ;
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CGLSetFullScreen( glContextObj ) ;
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glReadBuffer(GL_FRONT);
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width = srcRect.size.width;
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height = srcRect.size.height;
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bytewidth = width * 4; // Assume 4 bytes/pixel for now
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bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes
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bytes = bytewidth * height; // width * height
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/* Build bitmap context */
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data = malloc(height * bytewidth);
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if ( data == NULL )
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{
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CGLSetCurrentContext( NULL );
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CGLClearDrawable( glContextObj ); // disassociate from full screen
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CGLDestroyContext( glContextObj ); // and destroy the context
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return NULL;
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}
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bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth,
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cSpace, kCGImageAlphaNoneSkipFirst /* XRGB */);
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CFRelease(cSpace);
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/* Read framebuffer into our bitmap */
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glFinish(); /* Finish all OpenGL commands */
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glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */
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glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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glPixelStorei(GL_PACK_SKIP_ROWS, 0);
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glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
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/*
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* Fetch the data in XRGB format, matching the bitmap context.
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*/
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glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height,
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GL_BGRA,
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#ifdef __BIG_ENDIAN__
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GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC
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#else
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GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html
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#endif
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data);
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/*
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* glReadPixels generates a quadrant I raster, with origin in the lower left
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* This isn't a problem for signal processing routines such as compressors,
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* as they can simply use a negative 'advance' to move between scanlines.
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* CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to
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* invert it. Pixel reformatting can also be done here.
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*/
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swizzleBitmap(data, bytewidth, height);
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/* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */
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image = CGBitmapContextCreateImage(bitmap);
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/* Get rid of bitmap */
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CFRelease(bitmap);
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free(data);
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/* Get rid of GL context */
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CGLSetCurrentContext( NULL );
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CGLClearDrawable( glContextObj ); // disassociate from full screen
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CGLDestroyContext( glContextObj ); // and destroy the context
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/* Returned image has a reference count of 1 */
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return image;
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}
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