/*
===========================================================================

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).  

RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW SP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __macosx_local_h
#define __macosx_local_h

#include "qcommon.h"

#ifdef __cplusplus
typedef void NSDictionary;
typedef void NSOpenGLContext;
typedef void NSWindow;

extern "C" {
#else
#import <Foundation/NSGeometry.h>
@class NSEvent, NSOpenGLContext, NSWindow;
#endif

#include <ApplicationServices/ApplicationServices.h>
#include <OpenGL/CGLTypes.h>

// In macosx_input.m
extern void Sys_InitInput( void );
extern void Sys_ShutdownInput( void );
extern void Sys_SetMouseInputRect( CGRect newRect );
extern CGDirectDisplayID Sys_DisplayToUse( void );

// In macosx_sys.m
extern void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
extern void Sys_AnnoyingBanner();

// In macosx_glimp.m
extern qboolean Sys_IsHidden;
extern qboolean Sys_Hide();
extern qboolean Sys_Unhide();

typedef struct {
	CGDirectDisplayID display;
	CGTableCount tableSize;
	CGGammaValue     *red;
	CGGammaValue     *blue;
	CGGammaValue     *green;
} glwgamma_t;

typedef struct
{
	CGDirectDisplayID display;
	NSDictionary         *desktopMode;
	NSDictionary         *gameMode;

	CGDisplayCount displayCount;
	glwgamma_t           *originalDisplayGammaTables;
	glwgamma_t inGameTable;
	glwgamma_t tempTable;

	NSOpenGLContext      *_ctx;
	CGLContextObj _cgl_ctx;
	qboolean _ctx_is_current;
	NSWindow             *window;

	FILE                 *log_fp;

	unsigned int bufferSwapCount;
	unsigned int glPauseCount;
} glwstate_t;

extern glwstate_t glw_state;

#define OSX_SetGLContext( context )	\
	do { \
		NSOpenGLContext *_context = ( context ); \
		glw_state._ctx = _context; \
		glw_state._cgl_ctx = [_context cglContext];	\
	} while ( 0 )

#define OSX_GetNSGLContext() glw_state._ctx
#define OSX_GetCGLContext() glw_state._cgl_ctx

#define OSX_GLContextIsCurrent() glw_state._ctx_is_current
#define OSX_GLContextSetCurrent() \
	do { \
		[glw_state._ctx makeCurrentContext]; \
		glw_state._ctx_is_current = ( glw_state._ctx != nil ); \
	} while ( 0 )

#define OSX_GLContextClearCurrent()	\
	do { \
		[NSOpenGLContext clearCurrentContext]; \
		glw_state._ctx_is_current = NO;	\
	} while ( 0 )


extern void Sys_PauseGL();
extern void Sys_ResumeGL();


#import "macosx_timers.h"

#ifdef OMNI_TIMER
extern OTStampList glThreadStampList;
#define GLSTAMP( name, data ) OTStampListAddStamp( glThreadStampList, name, data )
#else
#define GLSTAMP( name, data )
#endif

#ifdef __cplusplus
}
#endif

#endif // __macosx_local_h
