glfw/src/cocoa_window.m

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//========================================================================
// GLFW - An OpenGL library
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// Platform: Cocoa/NSOpenGL
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// API Version: 3.0
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// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
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//========================================================================
// Delegate for window related notifications
//========================================================================
@interface GLFWWindowDelegate : NSObject
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{
_GLFWwindow* window;
}
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWndow;
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@end
@implementation GLFWWindowDelegate
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
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{
self = [super init];
if (self != nil)
window = initWindow;
return self;
}
- (BOOL)windowShouldClose:(id)sender
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{
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window->closeRequested = GL_TRUE;
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return NO;
}
- (void)windowDidResize:(NSNotification *)notification
{
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[window->NSGL.context update];
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NSRect contentRect =
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[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
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_glfwInputWindowSize(window, contentRect.size.width, contentRect.size.height);
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}
- (void)windowDidMove:(NSNotification *)notification
{
[window->NSGL.context update];
NSRect contentRect =
[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
CGPoint mainScreenOrigin = CGDisplayBounds(CGMainDisplayID()).origin;
double mainScreenHeight = CGDisplayBounds(CGMainDisplayID()).size.height;
CGPoint flippedPos = CGPointMake(contentRect.origin.x - mainScreenOrigin.x,
mainScreenHeight - contentRect.origin.y -
mainScreenOrigin.y - window->height);
_glfwInputWindowPos(window, flippedPos.x, flippedPos.y);
}
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- (void)windowDidMiniaturize:(NSNotification *)notification
{
_glfwInputWindowIconify(window, GL_TRUE);
}
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- (void)windowDidDeminiaturize:(NSNotification *)notification
{
_glfwInputWindowIconify(window, GL_FALSE);
}
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- (void)windowDidBecomeKey:(NSNotification *)notification
{
_glfwInputWindowFocus(window, GL_TRUE);
}
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- (void)windowDidResignKey:(NSNotification *)notification
{
_glfwInputWindowFocus(window, GL_FALSE);
}
@end
//========================================================================
// Delegate for application related notifications
//========================================================================
@interface GLFWApplicationDelegate : NSObject
@end
@implementation GLFWApplicationDelegate
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
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window->closeRequested = GL_TRUE;
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return NSTerminateCancel;
}
@end
//========================================================================
// Keyboard symbol translation table
//========================================================================
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// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
{
/* 00 */ GLFW_KEY_A,
/* 01 */ GLFW_KEY_S,
/* 02 */ GLFW_KEY_D,
/* 03 */ GLFW_KEY_F,
/* 04 */ GLFW_KEY_H,
/* 05 */ GLFW_KEY_G,
/* 06 */ GLFW_KEY_Z,
/* 07 */ GLFW_KEY_X,
/* 08 */ GLFW_KEY_C,
/* 09 */ GLFW_KEY_V,
/* 0a */ GLFW_KEY_GRAVE_ACCENT,
/* 0b */ GLFW_KEY_B,
/* 0c */ GLFW_KEY_Q,
/* 0d */ GLFW_KEY_W,
/* 0e */ GLFW_KEY_E,
/* 0f */ GLFW_KEY_R,
/* 10 */ GLFW_KEY_Y,
/* 11 */ GLFW_KEY_T,
/* 12 */ GLFW_KEY_1,
/* 13 */ GLFW_KEY_2,
/* 14 */ GLFW_KEY_3,
/* 15 */ GLFW_KEY_4,
/* 16 */ GLFW_KEY_6,
/* 17 */ GLFW_KEY_5,
/* 18 */ GLFW_KEY_EQUAL,
/* 19 */ GLFW_KEY_9,
/* 1a */ GLFW_KEY_7,
/* 1b */ GLFW_KEY_MINUS,
/* 1c */ GLFW_KEY_8,
/* 1d */ GLFW_KEY_0,
/* 1e */ GLFW_KEY_RIGHT_BRACKET,
/* 1f */ GLFW_KEY_O,
/* 20 */ GLFW_KEY_U,
/* 21 */ GLFW_KEY_LEFT_BRACKET,
/* 22 */ GLFW_KEY_I,
/* 23 */ GLFW_KEY_P,
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/* 24 */ GLFW_KEY_ENTER,
/* 25 */ GLFW_KEY_L,
/* 26 */ GLFW_KEY_J,
/* 27 */ GLFW_KEY_APOSTROPHE,
/* 28 */ GLFW_KEY_K,
/* 29 */ GLFW_KEY_SEMICOLON,
/* 2a */ GLFW_KEY_BACKSLASH,
/* 2b */ GLFW_KEY_COMMA,
/* 2c */ GLFW_KEY_SLASH,
/* 2d */ GLFW_KEY_N,
/* 2e */ GLFW_KEY_M,
/* 2f */ GLFW_KEY_PERIOD,
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/* 30 */ GLFW_KEY_TAB,
/* 31 */ GLFW_KEY_SPACE,
/* 32 */ GLFW_KEY_WORLD_1,
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/* 33 */ GLFW_KEY_BACKSPACE,
/* 34 */ -1,
/* 35 */ GLFW_KEY_ESCAPE,
/* 36 */ GLFW_KEY_RIGHT_SUPER,
/* 37 */ GLFW_KEY_LEFT_SUPER,
/* 38 */ GLFW_KEY_LEFT_SHIFT,
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/* 39 */ GLFW_KEY_CAPS_LOCK,
/* 3a */ GLFW_KEY_LEFT_ALT,
/* 3b */ GLFW_KEY_LEFT_CONTROL,
/* 3c */ GLFW_KEY_RIGHT_SHIFT,
/* 3d */ GLFW_KEY_RIGHT_ALT,
/* 3e */ GLFW_KEY_RIGHT_CONTROL,
/* 3f */ -1, /* Function */
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/* 40 */ GLFW_KEY_F17,
/* 41 */ GLFW_KEY_KP_DECIMAL,
/* 42 */ -1,
/* 43 */ GLFW_KEY_KP_MULTIPLY,
/* 44 */ -1,
/* 45 */ GLFW_KEY_KP_ADD,
/* 46 */ -1,
/* 47 */ GLFW_KEY_NUM_LOCK, /* Really KeypadClear... */
/* 48 */ -1, /* VolumeUp */
/* 49 */ -1, /* VolumeDown */
/* 4a */ -1, /* Mute */
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/* 4b */ GLFW_KEY_KP_DIVIDE,
/* 4c */ GLFW_KEY_KP_ENTER,
/* 4d */ -1,
/* 4e */ GLFW_KEY_KP_SUBTRACT,
/* 4f */ GLFW_KEY_F18,
/* 50 */ GLFW_KEY_F19,
/* 51 */ GLFW_KEY_KP_EQUAL,
/* 52 */ GLFW_KEY_KP_0,
/* 53 */ GLFW_KEY_KP_1,
/* 54 */ GLFW_KEY_KP_2,
/* 55 */ GLFW_KEY_KP_3,
/* 56 */ GLFW_KEY_KP_4,
/* 57 */ GLFW_KEY_KP_5,
/* 58 */ GLFW_KEY_KP_6,
/* 59 */ GLFW_KEY_KP_7,
/* 5a */ GLFW_KEY_F20,
/* 5b */ GLFW_KEY_KP_8,
/* 5c */ GLFW_KEY_KP_9,
/* 5d */ -1,
/* 5e */ -1,
/* 5f */ -1,
/* 60 */ GLFW_KEY_F5,
/* 61 */ GLFW_KEY_F6,
/* 62 */ GLFW_KEY_F7,
/* 63 */ GLFW_KEY_F3,
/* 64 */ GLFW_KEY_F8,
/* 65 */ GLFW_KEY_F9,
/* 66 */ -1,
/* 67 */ GLFW_KEY_F11,
/* 68 */ -1,
/* 69 */ GLFW_KEY_F13,
/* 6a */ GLFW_KEY_F16,
/* 6b */ GLFW_KEY_F14,
/* 6c */ -1,
/* 6d */ GLFW_KEY_F10,
/* 6e */ -1,
/* 6f */ GLFW_KEY_F12,
/* 70 */ -1,
/* 71 */ GLFW_KEY_F15,
/* 72 */ GLFW_KEY_INSERT, /* Really Help... */
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/* 73 */ GLFW_KEY_HOME,
/* 74 */ GLFW_KEY_PAGE_UP,
/* 75 */ GLFW_KEY_DELETE,
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/* 76 */ GLFW_KEY_F4,
/* 77 */ GLFW_KEY_END,
/* 78 */ GLFW_KEY_F2,
/* 79 */ GLFW_KEY_PAGE_DOWN,
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/* 7a */ GLFW_KEY_F1,
/* 7b */ GLFW_KEY_LEFT,
/* 7c */ GLFW_KEY_RIGHT,
/* 7d */ GLFW_KEY_DOWN,
/* 7e */ GLFW_KEY_UP,
/* 7f */ -1,
};
//========================================================================
// Converts a Mac OS X keycode to a GLFW keycode
//========================================================================
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static int convertMacKeyCode(unsigned int macKeyCode)
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{
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if (macKeyCode >= 128)
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return -1;
// This treats keycodes as *positional*; that is, we'll return 'a'
// for the key left of 's', even on an AZERTY keyboard. The charInput
// function should still get 'q' though.
return MAC_TO_GLFW_KEYCODE_MAPPING[macKeyCode];
}
//========================================================================
// Content view class for the GLFW window
//========================================================================
@interface GLFWContentView : NSView
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{
_GLFWwindow* window;
}
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow;
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@end
@implementation GLFWContentView
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
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{
self = [super init];
if (self != nil)
window = initWindow;
return self;
}
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- (BOOL)isOpaque
{
return YES;
}
- (BOOL)canBecomeKeyView
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)mouseDown:(NSEvent *)event
{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
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}
- (void)mouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)mouseUp:(NSEvent *)event
{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
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}
- (void)mouseMoved:(NSEvent *)event
{
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
_glfwInputCursorMotion(window, [event deltaX], [event deltaY]);
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else
{
NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left
p.y = [[window->NS.window contentView] bounds].size.height - p.y;
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_glfwInputCursorMotion(window, p.x, p.y);
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}
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}
- (void)rightMouseDown:(NSEvent *)event
{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
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}
- (void)rightMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)rightMouseUp:(NSEvent *)event
{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
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}
- (void)otherMouseDown:(NSEvent *)event
{
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_glfwInputMouseClick(window, [event buttonNumber], GLFW_PRESS);
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}
- (void)otherMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)otherMouseUp:(NSEvent *)event
{
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_glfwInputMouseClick(window, [event buttonNumber], GLFW_RELEASE);
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}
- (void)keyDown:(NSEvent *)event
{
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NSUInteger i, length;
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NSString* characters;
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int code = convertMacKeyCode([event keyCode]);
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if (code != -1)
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{
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_glfwInputKey(window, code, GLFW_PRESS);
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if ([event modifierFlags] & NSCommandKeyMask)
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{
if (window->systemKeys)
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[super keyDown:event];
}
else
{
characters = [event characters];
length = [characters length];
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for (i = 0; i < length; i++)
_glfwInputChar(window, [characters characterAtIndex:i]);
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}
}
}
- (void)flagsChanged:(NSEvent *)event
{
int mode;
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unsigned int newModifierFlags =
[event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
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if (newModifierFlags > window->NS.modifierFlags)
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mode = GLFW_PRESS;
else
mode = GLFW_RELEASE;
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window->NS.modifierFlags = newModifierFlags;
_glfwInputKey(window, MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode);
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}
- (void)keyUp:(NSEvent *)event
{
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int code = convertMacKeyCode([event keyCode]);
if (code != -1)
_glfwInputKey(window, code, GLFW_RELEASE);
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}
- (void)scrollWheel:(NSEvent *)event
{
double deltaX = window->NS.fracScrollX + [event deltaX];
double deltaY = window->NS.fracScrollY + [event deltaY];
if ((int) deltaX || (int) deltaY)
_glfwInputScroll(window, (int) deltaX, (int) deltaY);
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window->NS.fracScrollX = (int) (deltaX - floor(deltaX));
window->NS.fracScrollY = (int) (deltaY - floor(deltaY));
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}
@end
//========================================================================
// Create the Cocoa window
//========================================================================
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static GLboolean createWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig)
{
unsigned int styleMask = 0;
if (wndconfig->mode == GLFW_WINDOWED)
{
styleMask = NSTitledWindowMask | NSClosableWindowMask |
NSMiniaturizableWindowMask;
if (wndconfig->resizable)
styleMask |= NSResizableWindowMask;
}
else
styleMask = NSBorderlessWindowMask;
window->NS.window = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0, 0, window->width, window->height)
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
if (window->NS.window == nil)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Cocoa/NSOpenGL: Failed to create window");
return GL_FALSE;
}
[window->NS.window setTitle:[NSString stringWithUTF8String:wndconfig->title]];
[window->NS.window setContentView:[[GLFWContentView alloc]
initWithGlfwWindow:window]];
[window->NS.window setDelegate:window->NS.delegate];
[window->NS.window setAcceptsMouseMovedEvents:YES];
[window->NS.window center];
return GL_TRUE;
}
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//========================================================================
// Create the OpenGL context
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//========================================================================
static GLboolean createContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
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{
unsigned int attributeCount = 0;
// Mac OS X needs non-zero color size, so set resonable values
int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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// Fail if any OpenGL version above 2.1 other than 3.2 was requested
if (wndconfig->glMajor > 3 ||
(wndconfig->glMajor == 3 && wndconfig->glMinor != 2))
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Cocoa/NSOpenGL: The targeted version of Mac OS X does "
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"not support any OpenGL version above 2.1 except 3.2");
return GL_FALSE;
}
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if (wndconfig->glProfile)
{
// Fail if a profile other than core was explicitly selected
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if (wndconfig->glProfile != GLFW_OPENGL_CORE_PROFILE)
{
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Cocoa/NSOpenGL: The targeted version of Mac OS X "
"only supports the OpenGL core profile");
return GL_FALSE;
}
}
#else
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// Fail if OpenGL 3.0 or above was requested
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if (wndconfig->glMajor > 2)
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{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Cocoa/NSOpenGL: The targeted version of Mac OS X does "
"not support OpenGL version 3.0 or above");
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return GL_FALSE;
}
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
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// Fail if a robustness strategy was requested
if (wndconfig->glRobustness)
{
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_glfwSetError(GLFW_VERSION_UNAVAILABLE,
"Cocoa/NSOpenGL: Mac OS X does not support OpenGL "
"robustness strategies");
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return GL_FALSE;
}
#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
// Arbitrary array size here
NSOpenGLPixelFormatAttribute attributes[24];
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ADD_ATTR(NSOpenGLPFADoubleBuffer);
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if (wndconfig->mode == GLFW_FULLSCREEN)
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{
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ADD_ATTR(NSOpenGLPFAFullScreen);
ADD_ATTR(NSOpenGLPFANoRecovery);
ADD_ATTR2(NSOpenGLPFAScreenMask,
CGDisplayIDToOpenGLDisplayMask(CGMainDisplayID()));
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}
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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if (wndconfig->glMajor > 2)
ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
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ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
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if (fbconfig->alphaBits > 0)
ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
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if (fbconfig->depthBits > 0)
ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
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if (fbconfig->stencilBits > 0)
ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
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int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
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if (accumBits > 0)
ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
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if (fbconfig->auxBuffers > 0)
ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
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if (fbconfig->stereo)
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ADD_ATTR(NSOpenGLPFAStereo);
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if (fbconfig->samples > 0)
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{
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ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
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}
ADD_ATTR(0);
#undef ADD_ATTR
#undef ADD_ATTR2
window->NSGL.pixelFormat =
[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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if (window->NSGL.pixelFormat == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"Cocoa/NSOpenGL: Failed to create OpenGL pixel format");
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return GL_FALSE;
}
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NSOpenGLContext* share = NULL;
if (wndconfig->share)
share = wndconfig->share->NSGL.context;
window->NSGL.context =
[[NSOpenGLContext alloc] initWithFormat:window->NSGL.pixelFormat
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shareContext:share];
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if (window->NSGL.context == nil)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
"Cocoa/NSOpenGL: Failed to create OpenGL context");
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return GL_FALSE;
}
return GL_TRUE;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
// We can only have one application delegate, but we only allocate it the
// first time we create a window to keep all window code in this file
if (_glfwLibrary.NS.delegate == nil)
{
_glfwLibrary.NS.delegate = [[GLFWApplicationDelegate alloc] init];
if (_glfwLibrary.NS.delegate == nil)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Cocoa/NSOpenGL: Failed to create application "
"delegate");
return GL_FALSE;
}
[NSApp setDelegate:_glfwLibrary.NS.delegate];
}
window->NS.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
if (window->NS.delegate == nil)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"Cocoa/NSOpenGL: Failed to create window delegate");
return GL_FALSE;
}
// Mac OS X needs non-zero color size, so set resonable values
int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
colorBits = 15;
// Don't use accumulation buffer support; it's not accelerated
// Aux buffers probably aren't accelerated either
CFDictionaryRef fullscreenMode = NULL;
if (wndconfig->mode == GLFW_FULLSCREEN)
{
// I think it's safe to pass 0 to the refresh rate for this function
// rather than conditionalizing the code to call the version which
// doesn't specify refresh...
fullscreenMode =
CGDisplayBestModeForParametersAndRefreshRateWithProperty(
CGMainDisplayID(),
colorBits + fbconfig->alphaBits,
window->width, window->height,
wndconfig->refreshRate,
// Controversial, see macosx_fullscreen.m for discussion
kCGDisplayModeIsSafeForHardware,
NULL);
window->width =
[[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
window->height =
[[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
}
if (!createWindow(window, wndconfig))
return GL_FALSE;
if (!createContext(window, wndconfig, fbconfig))
return GL_FALSE;
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[window->NS.window makeKeyAndOrderFront:nil];
[window->NSGL.context setView:[window->NS.window contentView]];
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if (wndconfig->mode == GLFW_FULLSCREEN)
{
CGCaptureAllDisplays();
CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
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[[window->NS.window contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil];
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}
glfwMakeContextCurrent(window);
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NSPoint point = [[NSCursor currentCursor] hotSpot];
window->cursorPosX = point.x;
window->cursorPosY = point.y;
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window->resizable = wndconfig->resizable;
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return GL_TRUE;
}
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//========================================================================
// Properly kill the window / video display
//========================================================================
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void _glfwPlatformCloseWindow(_GLFWwindow* window)
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{
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[window->NS.window orderOut:nil];
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if (window->mode == GLFW_FULLSCREEN)
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{
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[[window->NS.window contentView] exitFullScreenModeWithOptions:nil];
CGDisplaySwitchToMode(CGMainDisplayID(),
(CFDictionaryRef) _glfwLibrary.NS.desktopMode);
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CGReleaseAllDisplays();
}
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[window->NSGL.pixelFormat release];
window->NSGL.pixelFormat = nil;
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[NSOpenGLContext clearCurrentContext];
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[window->NSGL.context release];
window->NSGL.context = nil;
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[window->NS.window setDelegate:nil];
[window->NS.delegate release];
window->NS.delegate = nil;
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[window->NS.window close];
window->NS.window = nil;
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// TODO: Probably more cleanup
}
//========================================================================
// Set the window title
//========================================================================
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void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title)
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{
[window->NS.window setTitle:[NSString stringWithUTF8String:title]];
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}
//========================================================================
// Set the window size
//========================================================================
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void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
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{
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[window->NS.window setContentSize:NSMakeSize(width, height)];
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}
//========================================================================
// Set the window position
//========================================================================
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void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y)
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{
NSRect contentRect =
[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
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// We assume here that the client code wants to position the window within the
// screen the window currently occupies
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NSRect screenRect = [[window->NS.window screen] visibleFrame];
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contentRect.origin = NSMakePoint(screenRect.origin.x + x,
screenRect.origin.y + screenRect.size.height -
y - contentRect.size.height);
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[window->NS.window setFrame:[window->NS.window frameRectForContentRect:contentRect]
display:YES];
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}
//========================================================================
// Iconify the window
//========================================================================
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void _glfwPlatformIconifyWindow(_GLFWwindow* window)
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{
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[window->NS.window miniaturize:nil];
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}
//========================================================================
// Restore (un-iconify) the window
//========================================================================
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void _glfwPlatformRestoreWindow(_GLFWwindow* window)
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{
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[window->NS.window deminiaturize:nil];
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}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
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void _glfwPlatformRefreshWindowParams(void)
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{
GLint value;
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_GLFWwindow* window = _glfwLibrary.currentWindow;
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// Since GLFW doesn't understand screens, we use virtual screen zero
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccelerated
forVirtualScreen:0];
window->accelerated = value;
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAlphaSize
forVirtualScreen:0];
window->alphaBits = value;
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAColorSize
forVirtualScreen:0];
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// It seems that the color size includes the size of the alpha channel so
// we subtract it before splitting
_glfwSplitBPP(value - window->alphaBits,
&window->redBits,
&window->greenBits,
&window->blueBits);
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFADepthSize
forVirtualScreen:0];
window->depthBits = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStencilSize
forVirtualScreen:0];
window->stencilBits = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccumSize
forVirtualScreen:0];
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_glfwSplitBPP(value,
&window->accumRedBits,
&window->accumGreenBits,
&window->accumBlueBits);
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// TODO: Figure out what to set this value to
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window->accumAlphaBits = 0;
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAuxBuffers
forVirtualScreen:0];
window->auxBuffers = value;
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStereo
forVirtualScreen:0];
window->stereo = value;
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[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFASamples
forVirtualScreen:0];
window->samples = value;
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// These this is forced to false as long as Mac OS X lacks support for
// requesting debug contexts
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window->glDebug = GL_FALSE;
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}
//========================================================================
// Poll for new window and input events
//========================================================================
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void _glfwPlatformPollEvents(void)
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{
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NSEvent* event;
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do
{
event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantPast]
inMode:NSDefaultRunLoopMode
dequeue:YES];
if (event)
[NSApp sendEvent:event];
}
while (event);
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[_glfwLibrary.NS.autoreleasePool drain];
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
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}
//========================================================================
// Wait for new window and input events
//========================================================================
void _glfwPlatformWaitEvents( void )
{
// I wanted to pass NO to dequeue:, and rely on PollEvents to
// dequeue and send. For reasons not at all clear to me, passing
// NO to dequeue: causes this method never to return.
NSEvent *event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantFuture]
inMode:NSDefaultRunLoopMode
dequeue:YES];
[NSApp sendEvent:event];
_glfwPlatformPollEvents();
}
//========================================================================
// Set physical mouse cursor position
//========================================================================
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void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y)
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{
// The library seems to assume that after calling this the mouse won't move,
// but obviously it will, and escape the app's window, and activate other apps,
// and other badness in pain. I think the API's just silly, but maybe I'm
// misunderstanding it...
// Also, (x, y) are window coords...
// Also, it doesn't seem possible to write this robustly without
// calculating the maximum y coordinate of all screens, since Cocoa's
// "global coordinates" are upside down from CG's...
// Without this (once per app run, but it's convenient to do it here)
// events will be suppressed for a default of 0.25 seconds after we
// move the cursor.
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CGSetLocalEventsSuppressionInterval(0.0);
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NSPoint localPoint = NSMakePoint(x, y);
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NSPoint globalPoint = [window->NS.window convertBaseToScreen:localPoint];
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CGPoint mainScreenOrigin = CGDisplayBounds(CGMainDisplayID()).origin;
double mainScreenHeight = CGDisplayBounds(CGMainDisplayID()).size.height;
CGPoint targetPoint = CGPointMake(globalPoint.x - mainScreenOrigin.x,
mainScreenHeight - globalPoint.y -
mainScreenOrigin.y);
CGDisplayMoveCursorToPoint(CGMainDisplayID(), targetPoint);
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}
//========================================================================
// Set physical mouse cursor mode
//========================================================================
void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode)
{
switch (mode)
{
case GLFW_CURSOR_NORMAL:
[NSCursor unhide];
CGAssociateMouseAndMouseCursorPosition(true);
break;
case GLFW_CURSOR_HIDDEN:
break;
case GLFW_CURSOR_CAPTURED:
[NSCursor hide];
CGAssociateMouseAndMouseCursorPosition(false);
break;
}
}