1166 lines
36 KiB
Objective-C
1166 lines
36 KiB
Objective-C
//========================================================================
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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/
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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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#include "internal.h"
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// Needed for _NSGetProgname
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#include <crt_externs.h>
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//========================================================================
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// Delegate for window related notifications
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//========================================================================
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@interface GLFWWindowDelegate : NSObject
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{
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_GLFWwindow* window;
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}
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWndow;
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@end
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@implementation GLFWWindowDelegate
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
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{
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self = [super init];
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if (self != nil)
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window = initWindow;
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return self;
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}
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- (BOOL)windowShouldClose:(id)sender
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{
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window->closeRequested = GL_TRUE;
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return NO;
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}
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- (void)windowDidResize:(NSNotification *)notification
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{
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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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}
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- (void)windowDidMove:(NSNotification *)notification
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{
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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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CGPoint mainScreenOrigin = CGDisplayBounds(CGMainDisplayID()).origin;
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double mainScreenHeight = CGDisplayBounds(CGMainDisplayID()).size.height;
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CGPoint flippedPos = CGPointMake(contentRect.origin.x - mainScreenOrigin.x,
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mainScreenHeight - contentRect.origin.y -
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mainScreenOrigin.y - window->height);
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_glfwInputWindowPos(window, flippedPos.x, flippedPos.y);
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}
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- (void)windowDidMiniaturize:(NSNotification *)notification
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{
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_glfwInputWindowIconify(window, GL_TRUE);
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}
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- (void)windowDidDeminiaturize:(NSNotification *)notification
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{
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_glfwInputWindowIconify(window, GL_FALSE);
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}
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- (void)windowDidBecomeKey:(NSNotification *)notification
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{
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_glfwInputWindowFocus(window, GL_TRUE);
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}
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- (void)windowDidResignKey:(NSNotification *)notification
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{
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_glfwInputWindowFocus(window, GL_FALSE);
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}
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@end
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//========================================================================
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// Delegate for application related notifications
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//========================================================================
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@interface GLFWApplicationDelegate : NSObject
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@end
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@implementation GLFWApplicationDelegate
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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_GLFWwindow* window;
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for (window = _glfwLibrary.windowListHead; window; window = window->next)
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window->closeRequested = GL_TRUE;
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return NSTerminateCancel;
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}
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@end
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//========================================================================
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// Keyboard symbol translation table
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//========================================================================
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// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
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static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
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{
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/* 00 */ GLFW_KEY_A,
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/* 01 */ GLFW_KEY_S,
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/* 02 */ GLFW_KEY_D,
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/* 03 */ GLFW_KEY_F,
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/* 04 */ GLFW_KEY_H,
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/* 05 */ GLFW_KEY_G,
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/* 06 */ GLFW_KEY_Z,
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/* 07 */ GLFW_KEY_X,
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/* 08 */ GLFW_KEY_C,
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/* 09 */ GLFW_KEY_V,
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/* 0a */ GLFW_KEY_GRAVE_ACCENT,
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/* 0b */ GLFW_KEY_B,
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/* 0c */ GLFW_KEY_Q,
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/* 0d */ GLFW_KEY_W,
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/* 0e */ GLFW_KEY_E,
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/* 0f */ GLFW_KEY_R,
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/* 10 */ GLFW_KEY_Y,
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/* 11 */ GLFW_KEY_T,
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/* 12 */ GLFW_KEY_1,
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/* 13 */ GLFW_KEY_2,
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/* 14 */ GLFW_KEY_3,
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/* 15 */ GLFW_KEY_4,
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/* 16 */ GLFW_KEY_6,
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/* 17 */ GLFW_KEY_5,
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/* 18 */ GLFW_KEY_EQUAL,
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/* 19 */ GLFW_KEY_9,
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/* 1a */ GLFW_KEY_7,
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/* 1b */ GLFW_KEY_MINUS,
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/* 1c */ GLFW_KEY_8,
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/* 1d */ GLFW_KEY_0,
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/* 1e */ GLFW_KEY_RIGHT_BRACKET,
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/* 1f */ GLFW_KEY_O,
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/* 20 */ GLFW_KEY_U,
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/* 21 */ GLFW_KEY_LEFT_BRACKET,
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/* 22 */ GLFW_KEY_I,
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/* 23 */ GLFW_KEY_P,
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/* 24 */ GLFW_KEY_ENTER,
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/* 25 */ GLFW_KEY_L,
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/* 26 */ GLFW_KEY_J,
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/* 27 */ GLFW_KEY_APOSTROPHE,
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/* 28 */ GLFW_KEY_K,
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/* 29 */ GLFW_KEY_SEMICOLON,
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/* 2a */ GLFW_KEY_BACKSLASH,
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/* 2b */ GLFW_KEY_COMMA,
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/* 2c */ GLFW_KEY_SLASH,
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/* 2d */ GLFW_KEY_N,
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/* 2e */ GLFW_KEY_M,
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/* 2f */ GLFW_KEY_PERIOD,
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/* 30 */ GLFW_KEY_TAB,
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/* 31 */ GLFW_KEY_SPACE,
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/* 32 */ GLFW_KEY_WORLD_1,
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/* 33 */ GLFW_KEY_BACKSPACE,
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/* 34 */ -1,
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/* 35 */ GLFW_KEY_ESCAPE,
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/* 36 */ GLFW_KEY_RIGHT_SUPER,
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/* 37 */ GLFW_KEY_LEFT_SUPER,
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/* 38 */ GLFW_KEY_LEFT_SHIFT,
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/* 39 */ GLFW_KEY_CAPS_LOCK,
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/* 3a */ GLFW_KEY_LEFT_ALT,
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/* 3b */ GLFW_KEY_LEFT_CONTROL,
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/* 3c */ GLFW_KEY_RIGHT_SHIFT,
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/* 3d */ GLFW_KEY_RIGHT_ALT,
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/* 3e */ GLFW_KEY_RIGHT_CONTROL,
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/* 3f */ -1, /* Function */
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/* 40 */ GLFW_KEY_F17,
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/* 41 */ GLFW_KEY_KP_DECIMAL,
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/* 42 */ -1,
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/* 43 */ GLFW_KEY_KP_MULTIPLY,
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/* 44 */ -1,
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/* 45 */ GLFW_KEY_KP_ADD,
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/* 46 */ -1,
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/* 47 */ GLFW_KEY_NUM_LOCK, /* Really KeypadClear... */
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/* 48 */ -1, /* VolumeUp */
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/* 49 */ -1, /* VolumeDown */
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/* 4a */ -1, /* Mute */
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/* 4b */ GLFW_KEY_KP_DIVIDE,
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/* 4c */ GLFW_KEY_KP_ENTER,
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/* 4d */ -1,
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/* 4e */ GLFW_KEY_KP_SUBTRACT,
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/* 4f */ GLFW_KEY_F18,
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/* 50 */ GLFW_KEY_F19,
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/* 51 */ GLFW_KEY_KP_EQUAL,
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/* 52 */ GLFW_KEY_KP_0,
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/* 53 */ GLFW_KEY_KP_1,
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/* 54 */ GLFW_KEY_KP_2,
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/* 55 */ GLFW_KEY_KP_3,
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/* 56 */ GLFW_KEY_KP_4,
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/* 57 */ GLFW_KEY_KP_5,
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/* 58 */ GLFW_KEY_KP_6,
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/* 59 */ GLFW_KEY_KP_7,
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/* 5a */ GLFW_KEY_F20,
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/* 5b */ GLFW_KEY_KP_8,
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/* 5c */ GLFW_KEY_KP_9,
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/* 5d */ -1,
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/* 5e */ -1,
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/* 5f */ -1,
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/* 60 */ GLFW_KEY_F5,
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/* 61 */ GLFW_KEY_F6,
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/* 62 */ GLFW_KEY_F7,
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/* 63 */ GLFW_KEY_F3,
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/* 64 */ GLFW_KEY_F8,
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/* 65 */ GLFW_KEY_F9,
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/* 66 */ -1,
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/* 67 */ GLFW_KEY_F11,
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/* 68 */ -1,
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/* 69 */ GLFW_KEY_F13,
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/* 6a */ GLFW_KEY_F16,
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/* 6b */ GLFW_KEY_F14,
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/* 6c */ -1,
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/* 6d */ GLFW_KEY_F10,
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/* 6e */ -1,
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/* 6f */ GLFW_KEY_F12,
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/* 70 */ -1,
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/* 71 */ GLFW_KEY_F15,
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/* 72 */ GLFW_KEY_INSERT, /* Really Help... */
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/* 73 */ GLFW_KEY_HOME,
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/* 74 */ GLFW_KEY_PAGE_UP,
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/* 75 */ GLFW_KEY_DELETE,
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/* 76 */ GLFW_KEY_F4,
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/* 77 */ GLFW_KEY_END,
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/* 78 */ GLFW_KEY_F2,
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/* 79 */ GLFW_KEY_PAGE_DOWN,
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/* 7a */ GLFW_KEY_F1,
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/* 7b */ GLFW_KEY_LEFT,
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/* 7c */ GLFW_KEY_RIGHT,
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/* 7d */ GLFW_KEY_DOWN,
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/* 7e */ GLFW_KEY_UP,
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/* 7f */ -1,
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};
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//========================================================================
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// Converts a Mac OS X keycode to a GLFW keycode
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//========================================================================
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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;
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// This treats keycodes as *positional*; that is, we'll return 'a'
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// for the key left of 's', even on an AZERTY keyboard. The charInput
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// function should still get 'q' though.
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return MAC_TO_GLFW_KEYCODE_MAPPING[macKeyCode];
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}
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//========================================================================
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// Content view class for the GLFW window
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//========================================================================
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@interface GLFWContentView : NSView
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{
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_GLFWwindow* window;
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}
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow;
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@end
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@implementation GLFWContentView
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- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
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{
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self = [super init];
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if (self != nil)
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window = initWindow;
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return self;
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}
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- (BOOL)isOpaque
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{
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return YES;
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}
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- (BOOL)canBecomeKeyView
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{
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return YES;
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}
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- (BOOL)acceptsFirstResponder
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{
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return YES;
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}
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- (void)mouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
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}
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- (void)mouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)mouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
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}
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- (void)mouseMoved:(NSEvent *)event
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{
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if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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_glfwInputCursorMotion(window, [event deltaX], [event deltaY]);
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else
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{
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NSPoint p = [event locationInWindow];
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// Cocoa coordinate system has origin at lower left
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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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}
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- (void)rightMouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
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}
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- (void)rightMouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)rightMouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
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}
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- (void)otherMouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick(window, [event buttonNumber], GLFW_PRESS);
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}
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- (void)otherMouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)otherMouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick(window, [event buttonNumber], GLFW_RELEASE);
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}
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- (void)keyDown:(NSEvent *)event
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{
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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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{
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if (window->systemKeys)
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[super keyDown:event];
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}
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else
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{
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characters = [event characters];
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length = [characters length];
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for (i = 0; i < length; i++)
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_glfwInputChar(window, [characters characterAtIndex:i]);
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}
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}
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}
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- (void)flagsChanged:(NSEvent *)event
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{
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int mode;
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unsigned int newModifierFlags =
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[event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
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if (newModifierFlags > window->NS.modifierFlags)
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mode = GLFW_PRESS;
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else
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mode = GLFW_RELEASE;
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window->NS.modifierFlags = newModifierFlags;
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_glfwInputKey(window, MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode);
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}
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- (void)keyUp:(NSEvent *)event
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{
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int code = convertMacKeyCode([event keyCode]);
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if (code != -1)
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_glfwInputKey(window, code, GLFW_RELEASE);
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}
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- (void)scrollWheel:(NSEvent *)event
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{
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double deltaX = window->NS.fracScrollX + [event deltaX];
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double deltaY = window->NS.fracScrollY + [event deltaY];
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if ((int) deltaX || (int) deltaY)
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_glfwInputScroll(window, (int) deltaX, (int) deltaY);
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window->NS.fracScrollX = (int) (deltaX - floor(deltaX));
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window->NS.fracScrollY = (int) (deltaY - floor(deltaY));
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}
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@end
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//========================================================================
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// GLFW application class
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//========================================================================
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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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[[self keyWindow] sendEvent:event];
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else
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[super sendEvent:event];
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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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//========================================================================
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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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unsigned int i;
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NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
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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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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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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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char** progname = _NSGetProgname();
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if (progname && *progname)
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{
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// TODO: UTF-8?
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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 =
|
|
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
|
|
NSMenu* appMenu = [[NSMenu alloc] init];
|
|
[appMenuItem setSubmenu:appMenu];
|
|
|
|
[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName]
|
|
action:@selector(orderFrontStandardAboutPanel:)
|
|
keyEquivalent:@""];
|
|
[appMenu addItem:[NSMenuItem separatorItem]];
|
|
NSMenu* servicesMenu = [[NSMenu alloc] init];
|
|
[NSApp setServicesMenu:servicesMenu];
|
|
[[appMenu addItemWithTitle:@"Services"
|
|
action:NULL
|
|
keyEquivalent:@""] setSubmenu:servicesMenu];
|
|
[appMenu addItem:[NSMenuItem separatorItem]];
|
|
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName]
|
|
action:@selector(hide:)
|
|
keyEquivalent:@"h"];
|
|
[[appMenu addItemWithTitle:@"Hide Others"
|
|
action:@selector(hideOtherApplications:)
|
|
keyEquivalent:@"h"]
|
|
setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask];
|
|
[appMenu addItemWithTitle:@"Show All"
|
|
action:@selector(unhideAllApplications:)
|
|
keyEquivalent:@""];
|
|
[appMenu addItem:[NSMenuItem separatorItem]];
|
|
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName]
|
|
action:@selector(terminate:)
|
|
keyEquivalent:@"q"];
|
|
|
|
NSMenuItem* windowMenuItem =
|
|
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
|
|
NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
|
|
[NSApp setWindowsMenu:windowMenu];
|
|
[windowMenuItem setSubmenu:windowMenu];
|
|
|
|
[windowMenu addItemWithTitle:@"Miniaturize"
|
|
action:@selector(performMiniaturize:)
|
|
keyEquivalent:@"m"];
|
|
[windowMenu addItemWithTitle:@"Zoom"
|
|
action:@selector(performZoom:)
|
|
keyEquivalent:@""];
|
|
[windowMenu addItem:[NSMenuItem separatorItem]];
|
|
[windowMenu addItemWithTitle:@"Bring All to Front"
|
|
action:@selector(arrangeInFront:)
|
|
keyEquivalent:@""];
|
|
|
|
// At least guard the call to private API to avoid an exception if it
|
|
// goes away. Hopefully that means the worst we'll break in future is to
|
|
// look ugly...
|
|
if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
|
|
[NSApp setAppleMenu:appMenu];
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Initialize the Cocoa Application Kit
|
|
//========================================================================
|
|
static GLboolean initializeCocoa(void)
|
|
{
|
|
if (NSApp)
|
|
return GL_TRUE;
|
|
|
|
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
|
|
|
|
// Implicitly create shared NSApplication instance
|
|
[GLFWApplication sharedApplication];
|
|
|
|
// Setting up the menu bar must go between sharedApplication
|
|
// above and finishLaunching below, in order to properly emulate the
|
|
// behavior of NSApplicationMain
|
|
setUpMenuBar();
|
|
|
|
[NSApp finishLaunching];
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
//========================================================================
|
|
// Create the Cocoa window
|
|
//========================================================================
|
|
|
|
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;
|
|
}
|
|
|
|
//========================================================================
|
|
// Create the OpenGL context
|
|
//========================================================================
|
|
|
|
static GLboolean createContext(_GLFWwindow* window,
|
|
const _GLFWwndconfig* wndconfig,
|
|
const _GLFWfbconfig* fbconfig)
|
|
{
|
|
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
|
|
// 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 "
|
|
"not support any OpenGL version above 2.1 except 3.2");
|
|
return GL_FALSE;
|
|
}
|
|
|
|
if (wndconfig->glProfile)
|
|
{
|
|
// Fail if a profile other than core was explicitly selected
|
|
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
|
|
// Fail if OpenGL 3.0 or above was requested
|
|
if (wndconfig->glMajor > 2)
|
|
{
|
|
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
|
|
"Cocoa/NSOpenGL: The targeted version of Mac OS X does "
|
|
"not support OpenGL version 3.0 or above");
|
|
return GL_FALSE;
|
|
}
|
|
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
|
|
|
// Fail if a robustness strategy was requested
|
|
if (wndconfig->glRobustness)
|
|
{
|
|
_glfwSetError(GLFW_VERSION_UNAVAILABLE,
|
|
"Cocoa/NSOpenGL: Mac OS X does not support OpenGL "
|
|
"robustness strategies");
|
|
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];
|
|
|
|
ADD_ATTR(NSOpenGLPFADoubleBuffer);
|
|
|
|
if (wndconfig->mode == GLFW_FULLSCREEN)
|
|
{
|
|
ADD_ATTR(NSOpenGLPFAFullScreen);
|
|
ADD_ATTR(NSOpenGLPFANoRecovery);
|
|
ADD_ATTR2(NSOpenGLPFAScreenMask,
|
|
CGDisplayIDToOpenGLDisplayMask(CGMainDisplayID()));
|
|
}
|
|
|
|
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
|
if (wndconfig->glMajor > 2)
|
|
ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
|
|
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
|
|
|
ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
|
|
|
|
if (fbconfig->alphaBits > 0)
|
|
ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
|
|
|
|
if (fbconfig->depthBits > 0)
|
|
ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
|
|
|
|
if (fbconfig->stencilBits > 0)
|
|
ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
|
|
|
|
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
|
|
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
|
|
|
|
if (accumBits > 0)
|
|
ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
|
|
|
|
if (fbconfig->auxBuffers > 0)
|
|
ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
|
|
|
|
if (fbconfig->stereo)
|
|
ADD_ATTR(NSOpenGLPFAStereo);
|
|
|
|
if (fbconfig->samples > 0)
|
|
{
|
|
ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
|
|
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
|
|
}
|
|
|
|
ADD_ATTR(0);
|
|
|
|
#undef ADD_ATTR
|
|
#undef ADD_ATTR2
|
|
|
|
window->NSGL.pixelFormat =
|
|
[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
|
|
if (window->NSGL.pixelFormat == nil)
|
|
{
|
|
_glfwSetError(GLFW_PLATFORM_ERROR,
|
|
"Cocoa/NSOpenGL: Failed to create OpenGL pixel format");
|
|
return GL_FALSE;
|
|
}
|
|
|
|
NSOpenGLContext* share = NULL;
|
|
|
|
if (wndconfig->share)
|
|
share = wndconfig->share->NSGL.context;
|
|
|
|
window->NSGL.context =
|
|
[[NSOpenGLContext alloc] initWithFormat:window->NSGL.pixelFormat
|
|
shareContext:share];
|
|
if (window->NSGL.context == nil)
|
|
{
|
|
_glfwSetError(GLFW_PLATFORM_ERROR,
|
|
"Cocoa/NSOpenGL: Failed to create OpenGL context");
|
|
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,
|
|
const _GLFWwndconfig* wndconfig,
|
|
const _GLFWfbconfig* fbconfig)
|
|
{
|
|
if (!initializeCocoa())
|
|
return GL_FALSE;
|
|
|
|
window->resizable = wndconfig->resizable;
|
|
|
|
// 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;
|
|
|
|
[window->NS.window makeKeyAndOrderFront:nil];
|
|
[window->NSGL.context setView:[window->NS.window contentView]];
|
|
|
|
if (wndconfig->mode == GLFW_FULLSCREEN)
|
|
{
|
|
CGCaptureAllDisplays();
|
|
CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
|
|
|
|
[[window->NS.window contentView] enterFullScreenMode:[NSScreen mainScreen]
|
|
withOptions:nil];
|
|
}
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
NSPoint point = [[NSCursor currentCursor] hotSpot];
|
|
window->cursorPosX = point.x;
|
|
window->cursorPosY = point.y;
|
|
|
|
window->resizable = wndconfig->resizable;
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Properly kill the window / video display
|
|
//========================================================================
|
|
|
|
void _glfwPlatformCloseWindow(_GLFWwindow* window)
|
|
{
|
|
[window->NS.window orderOut:nil];
|
|
|
|
if (window->mode == GLFW_FULLSCREEN)
|
|
{
|
|
[[window->NS.window contentView] exitFullScreenModeWithOptions:nil];
|
|
|
|
CGDisplaySwitchToMode(CGMainDisplayID(),
|
|
(CFDictionaryRef) _glfwLibrary.NS.desktopMode);
|
|
CGReleaseAllDisplays();
|
|
}
|
|
|
|
[window->NSGL.pixelFormat release];
|
|
window->NSGL.pixelFormat = nil;
|
|
|
|
[NSOpenGLContext clearCurrentContext];
|
|
[window->NSGL.context release];
|
|
window->NSGL.context = nil;
|
|
|
|
[window->NS.window setDelegate:nil];
|
|
[window->NS.delegate release];
|
|
window->NS.delegate = nil;
|
|
|
|
[window->NS.window close];
|
|
window->NS.window = nil;
|
|
|
|
// TODO: Probably more cleanup
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window title
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title)
|
|
{
|
|
[window->NS.window setTitle:[NSString stringWithUTF8String:title]];
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window size
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
|
|
{
|
|
[window->NS.window setContentSize:NSMakeSize(width, height)];
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window position
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y)
|
|
{
|
|
NSRect contentRect =
|
|
[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
|
|
|
|
// We assume here that the client code wants to position the window within the
|
|
// screen the window currently occupies
|
|
NSRect screenRect = [[window->NS.window screen] visibleFrame];
|
|
contentRect.origin = NSMakePoint(screenRect.origin.x + x,
|
|
screenRect.origin.y + screenRect.size.height -
|
|
y - contentRect.size.height);
|
|
|
|
[window->NS.window setFrame:[window->NS.window frameRectForContentRect:contentRect]
|
|
display:YES];
|
|
}
|
|
|
|
//========================================================================
|
|
// Iconify the window
|
|
//========================================================================
|
|
|
|
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
|
|
{
|
|
[window->NS.window miniaturize:nil];
|
|
}
|
|
|
|
//========================================================================
|
|
// Restore (un-iconify) the window
|
|
//========================================================================
|
|
|
|
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
|
|
{
|
|
[window->NS.window deminiaturize:nil];
|
|
}
|
|
|
|
//========================================================================
|
|
// Write back window parameters into GLFW window structure
|
|
//========================================================================
|
|
|
|
void _glfwPlatformRefreshWindowParams(void)
|
|
{
|
|
GLint value;
|
|
_GLFWwindow* window = _glfwLibrary.currentWindow;
|
|
|
|
// Since GLFW doesn't understand screens, we use virtual screen zero
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAccelerated
|
|
forVirtualScreen:0];
|
|
window->accelerated = value;
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAlphaSize
|
|
forVirtualScreen:0];
|
|
window->alphaBits = value;
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAColorSize
|
|
forVirtualScreen:0];
|
|
|
|
// 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);
|
|
|
|
[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];
|
|
|
|
_glfwSplitBPP(value,
|
|
&window->accumRedBits,
|
|
&window->accumGreenBits,
|
|
&window->accumBlueBits);
|
|
|
|
// TODO: Figure out what to set this value to
|
|
window->accumAlphaBits = 0;
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAuxBuffers
|
|
forVirtualScreen:0];
|
|
window->auxBuffers = value;
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAStereo
|
|
forVirtualScreen:0];
|
|
window->stereo = value;
|
|
|
|
[window->NSGL.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFASamples
|
|
forVirtualScreen:0];
|
|
window->samples = value;
|
|
|
|
// These this is forced to false as long as Mac OS X lacks support for
|
|
// requesting debug contexts
|
|
window->glDebug = GL_FALSE;
|
|
}
|
|
|
|
//========================================================================
|
|
// Poll for new window and input events
|
|
//========================================================================
|
|
|
|
void _glfwPlatformPollEvents(void)
|
|
{
|
|
NSEvent* event;
|
|
|
|
do
|
|
{
|
|
event = [NSApp nextEventMatchingMask:NSAnyEventMask
|
|
untilDate:[NSDate distantPast]
|
|
inMode:NSDefaultRunLoopMode
|
|
dequeue:YES];
|
|
|
|
if (event)
|
|
[NSApp sendEvent:event];
|
|
}
|
|
while (event);
|
|
|
|
[_glfwLibrary.NS.autoreleasePool drain];
|
|
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
|
|
}
|
|
|
|
//========================================================================
|
|
// 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
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y)
|
|
{
|
|
// 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.
|
|
CGSetLocalEventsSuppressionInterval(0.0);
|
|
|
|
NSPoint localPoint = NSMakePoint(x, y);
|
|
NSPoint globalPoint = [window->NS.window convertBaseToScreen:localPoint];
|
|
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);
|
|
}
|
|
|
|
//========================================================================
|
|
// 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;
|
|
}
|
|
}
|
|
|