251 lines
8.5 KiB
Objective-C
251 lines
8.5 KiB
Objective-C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Cocoa/NSOpenGL
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// API Version: 2.7
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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// Needed for _NSGetProgname
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#include <crt_externs.h>
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#include "internal.h"
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@interface GLFWApplication : NSApplication
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@end
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@implementation GLFWApplication
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// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
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// This works around an AppKit bug, where key up events while holding
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// down the command key don't get sent to the key window.
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- (void)sendEvent:(NSEvent *)event
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{
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if( [event type] == NSKeyUp && ( [event modifierFlags] & NSCommandKeyMask ) )
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{
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[[self keyWindow] sendEvent:event];
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}
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else
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{
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[super sendEvent:event];
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}
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}
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@end
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// Prior to Snow Leopard, we need to use this oddly-named semi-private API
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// to get the application menu working properly. Need to be careful in
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// case it goes away in a future OS update.
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@interface NSApplication (NSAppleMenu)
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- (void)setAppleMenu:(NSMenu *)m;
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@end
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// Keys to search for as potential application names
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NSString *GLFWNameKeys[] =
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{
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@"CFBundleDisplayName",
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@"CFBundleName",
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@"CFBundleExecutable",
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};
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//========================================================================
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// Try to figure out what the calling application is called
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//========================================================================
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static NSString *findAppName( void )
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{
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NSDictionary *infoDictionary = [[NSBundle mainBundle] infoDictionary];
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unsigned int i;
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for( i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++ )
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{
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id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
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if (name &&
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[name isKindOfClass:[NSString class]] &&
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![@"" isEqualToString:name])
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{
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return name;
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}
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}
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// If we get here, we're unbundled
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if( !_glfwLibrary.Unbundled )
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{
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// Could do this only if we discover we're unbundled, but it should
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// do no harm...
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ProcessSerialNumber psn = { 0, kCurrentProcess };
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TransformProcessType( &psn, kProcessTransformToForegroundApplication );
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// Having the app in front of the terminal window is also generally
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// handy. There is an NSApplication API to do this, but...
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SetFrontProcess( &psn );
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_glfwLibrary.Unbundled = GL_TRUE;
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}
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char **progname = _NSGetProgname();
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if( progname && *progname )
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{
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// TODO: UTF8?
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return [NSString stringWithUTF8String:*progname];
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}
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// Really shouldn't get here
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return @"GLFW Application";
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}
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//========================================================================
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// Set up the menu bar (manually)
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// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
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// could go away at any moment, lots of stuff that really should be
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// localize(d|able), etc. Loading a nib would save us this horror, but that
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// doesn't seem like a good thing to require of GLFW's clients.
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//========================================================================
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static void setUpMenuBar( void )
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{
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NSString *appName = findAppName();
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NSMenu *bar = [[NSMenu alloc] init];
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[NSApp setMainMenu:bar];
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NSMenuItem *appMenuItem =
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[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
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NSMenu *appMenu = [[NSMenu alloc] init];
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[appMenuItem setSubmenu:appMenu];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName]
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action:@selector(orderFrontStandardAboutPanel:)
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keyEquivalent:@""];
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[appMenu addItem:[NSMenuItem separatorItem]];
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NSMenu *servicesMenu = [[NSMenu alloc] init];
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[NSApp setServicesMenu:servicesMenu];
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[[appMenu addItemWithTitle:@"Services"
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action:NULL
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keyEquivalent:@""] setSubmenu:servicesMenu];
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[appMenu addItem:[NSMenuItem separatorItem]];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName]
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action:@selector(hide:)
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keyEquivalent:@"h"];
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[[appMenu addItemWithTitle:@"Hide Others"
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action:@selector(hideOtherApplications:)
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keyEquivalent:@"h"]
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setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask];
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[appMenu addItemWithTitle:@"Show All"
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action:@selector(unhideAllApplications:)
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keyEquivalent:@""];
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[appMenu addItem:[NSMenuItem separatorItem]];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName]
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action:@selector(terminate:)
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keyEquivalent:@"q"];
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NSMenuItem *windowMenuItem =
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[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
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NSMenu *windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
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[NSApp setWindowsMenu:windowMenu];
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[windowMenuItem setSubmenu:windowMenu];
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[windowMenu addItemWithTitle:@"Miniaturize"
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action:@selector(performMiniaturize:)
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keyEquivalent:@"m"];
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[windowMenu addItemWithTitle:@"Zoom"
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action:@selector(performZoom:)
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keyEquivalent:@""];
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[windowMenu addItem:[NSMenuItem separatorItem]];
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[windowMenu addItemWithTitle:@"Bring All to Front"
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action:@selector(arrangeInFront:)
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keyEquivalent:@""];
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// At least guard the call to private API to avoid an exception if it
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// goes away. Hopefully that means the worst we'll break in future is to
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// look ugly...
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if( [NSApp respondsToSelector:@selector(setAppleMenu:)] )
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{
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[NSApp setAppleMenu:appMenu];
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}
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}
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//========================================================================
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// Terminate GLFW when exiting application
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//========================================================================
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static void glfw_atexit( void )
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{
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glfwTerminate();
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}
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//************************************************************************
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//**** Platform implementation functions ****
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//************************************************************************
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//========================================================================
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// Initialize the GLFW library
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//========================================================================
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int _glfwPlatformInit( void )
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{
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_glfwLibrary.AutoreleasePool = [[NSAutoreleasePool alloc] init];
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// Implicitly create shared NSApplication instance
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[GLFWApplication sharedApplication];
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NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
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if( access( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK ) == 0 )
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{
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chdir( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding] );
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}
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// Setting up menu bar must go exactly here else weirdness ensues
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setUpMenuBar();
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[NSApp finishLaunching];
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// Install atexit routine
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atexit( glfw_atexit );
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_glfwPlatformSetTime( 0.0 );
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_glfwLibrary.DesktopMode =
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(NSDictionary *)CGDisplayCurrentMode( CGMainDisplayID() );
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return GL_TRUE;
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}
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//========================================================================
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// Close window, if open, and shut down GLFW
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//========================================================================
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int _glfwPlatformTerminate( void )
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{
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glfwCloseWindow();
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// TODO: Probably other cleanup
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[_glfwLibrary.AutoreleasePool release];
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_glfwLibrary.AutoreleasePool = nil;
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return GL_TRUE;
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}
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