glfw/src/cocoa_init.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"
#include <sys/param.h> // For MAXPATHLEN
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//========================================================================
// Change to our application bundle's resources directory, if present
//========================================================================
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static void changeToResourcesDirectory(void)
{
char resourcesPath[MAXPATHLEN];
CFBundleRef bundle = CFBundleGetMainBundle();
if (!bundle)
return;
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CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(bundle);
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CFStringRef last = CFURLCopyLastPathComponent(resourcesURL);
if (CFStringCompare(CFSTR("Resources"), last, 0) != kCFCompareEqualTo)
{
CFRelease(last);
CFRelease(resourcesURL);
return;
}
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CFRelease(last);
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if (!CFURLGetFileSystemRepresentation(resourcesURL,
true,
(UInt8*) resourcesPath,
MAXPATHLEN))
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{
CFRelease(resourcesURL);
return;
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}
CFRelease(resourcesURL);
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chdir(resourcesPath);
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}
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//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
// Initialize the GLFW library
//========================================================================
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int _glfwPlatformInit(void)
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{
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
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_glfwLibrary.NSGL.framework =
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CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
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if (_glfwLibrary.NSGL.framework == NULL)
{
_glfwSetError(GLFW_PLATFORM_ERROR, "Failed to locate OpenGL framework");
return GL_FALSE;
}
changeToResourcesDirectory();
_glfwLibrary.NS.desktopMode = CGDisplayCopyDisplayMode(CGMainDisplayID());
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// Save the original gamma ramp
_glfwLibrary.originalRampSize = CGDisplayGammaTableCapacity(CGMainDisplayID());
_glfwPlatformGetGammaRamp(&_glfwLibrary.originalRamp);
_glfwLibrary.currentRamp = _glfwLibrary.originalRamp;
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_glfwInitTimer();
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_glfwInitJoysticks();
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if (!_glfwInitOpenGL())
return GL_FALSE;
_glfwLibrary.NS.eventSource = CGEventSourceCreate(kCGEventSourceStateHIDSystemState);
if (!_glfwLibrary.NS.eventSource)
return GL_FALSE;
CGEventSourceSetLocalEventsSuppressionInterval(_glfwLibrary.NS.eventSource,
0.0);
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return GL_TRUE;
}
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//========================================================================
// Close window, if open, and shut down GLFW
//========================================================================
void _glfwPlatformTerminate(void)
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{
// TODO: Probably other cleanup
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if (_glfwLibrary.NS.eventSource)
{
CFRelease(_glfwLibrary.NS.eventSource);
_glfwLibrary.NS.eventSource = NULL;
}
// Restore the original gamma ramp
if (_glfwLibrary.rampChanged)
_glfwPlatformSetGammaRamp(&_glfwLibrary.originalRamp);
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CGDisplayModeRelease(_glfwLibrary.NS.desktopMode);
[NSApp setDelegate:nil];
[_glfwLibrary.NS.delegate release];
_glfwLibrary.NS.delegate = nil;
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[_glfwLibrary.NS.autoreleasePool release];
_glfwLibrary.NS.autoreleasePool = nil;
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_glfwTerminateJoysticks();
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_glfwTerminateOpenGL();
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}
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//========================================================================
// Get the GLFW version string
//========================================================================
const char* _glfwPlatformGetVersionString(void)
{
const char* version = _GLFW_VERSION_FULL
#if defined(_GLFW_BUILD_DLL)
" dynamic"
#endif
;
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return version;
}