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2026-10-18 03:11:11 +00:00

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C++

// SpeedBreaker runtime. GPL-3.0-or-later (see COPYING).
//
// macOS: the game's window with its picture under a transparent title bar
// (apple/macos_window.mm; GitHub pull request #23 by aleszczynskig). The
// title isn't shown, the title bar is drawn over the top of the picture
// (NSWindowStyleMaskFullSizeContentView), and the close, minimise and zoom
// buttons sit over it only while the mouse is in use there (ui.cpp shows and
// hides them with the pointer). Fullscreen is macOS's own, unchanged. Main
// thread only (AppKit).
#pragma once
struct SDL_Window;
namespace platform::macos
{
// Once, after SDL_CreateWindow: watches the window's fullscreen
// transitions (for RestoreAfterFullscreen) and, when `windowed` (not
// made fullscreen), puts the title bar over the picture now. The content
// keeps its size (-setStyleMask: keeps the content rect), so the picture
// is the size the window was made at, the saved size, and the frame
// loses the title bar's height. A window made fullscreen gets the look
// when it leaves fullscreen: not while its Space is opening.
void ConfigureWindow(SDL_Window* window, bool windowed);
// The look again after the window left fullscreen: SDL resets the
// window's style around every fullscreen Space (SDL 3.4's Cocoa
// windowWillEnterFullScreen and windowDidExitFullScreen), which takes
// the full-size content view off. Call it from the game's event loop on
// SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, not from an event watch: those run
// inside SDL's windowDidExitFullScreen, where putting it back left the
// window one title bar shorter after every round trip (AppKit has just
// restored the frame without it, and -setStyleMask: keeps the smaller
// content) and the next entry into fullscreen sometimes crashed in
// AppKit (SDL's reset then landing in the middle of the transition).
// Here it keeps the window's frame. Does nothing (false) while a
// fullscreen transition is under way (a toggle queued behind another):
// the next SDL_EVENT_WINDOW_LEAVE_FULLSCREEN brings it.
bool RestoreAfterFullscreen(SDL_Window* window);
// Shows or hides the close, minimise and zoom buttons.
void ShowWindowButtons(SDL_Window* window, bool shown);
// The height in points of the title bar's strip over the picture (0
// when there is none: fullscreen, or before the look is applied), for
// laying the UI out below it.
float TitleStripHeight(SDL_Window* window);
// The window's screen refreshes at one fixed rate (macOS's minimum and
// maximum refresh intervals agree) and isn't the Mac's built-in one: not
// a ProMotion panel, nor a monitor with adaptive sync on. `minHz` and
// `maxHz`, if given, get the range (for the log). False without a screen.
bool DisplayRefreshFixed(SDL_Window* window, double* minHz = nullptr, double* maxHz = nullptr);
// Before SDL_DestroyWindow: stops watching the window.
void ForgetWindow(SDL_Window* window);
}