Converted Cocoa port to new API.

This commit is contained in:
Camilla Berglund 2010-09-15 18:57:25 +02:00
parent 855b386e46
commit 26eb8e74c8
8 changed files with 367 additions and 442 deletions

View File

@ -3,9 +3,8 @@ configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake ${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY) ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
include_directories( include_directories(${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_SOURCE_DIR}/src
${CMAKE_SOURCE_DIR}/lib
${GLFW_INCLUDE_DIR}) ${GLFW_INCLUDE_DIR})
set(cocoa_SOURCES set(cocoa_SOURCES

View File

@ -37,12 +37,12 @@
// Enable and disable system keys // Enable and disable system keys
//======================================================================== //========================================================================
void _glfwPlatformEnableSystemKeys( void ) void _glfwPlatformEnableSystemKeys(_GLFWwindow* window)
{ {
// This is checked in macosx_window.m; we take no action here // This is checked in macosx_window.m; we take no action here
} }
void _glfwPlatformDisableSystemKeys( void ) void _glfwPlatformDisableSystemKeys(_GLFWwindow* window)
{ {
// This is checked in macosx_window.m; we take no action here // This is checked in macosx_window.m; we take no action here
// I don't think it's really possible to disable stuff like Exposé // I don't think it's really possible to disable stuff like Exposé

View File

@ -33,7 +33,7 @@
// Check whether the display mode should be included in enumeration // Check whether the display mode should be included in enumeration
//======================================================================== //========================================================================
static BOOL modeIsGood( NSDictionary *mode ) static BOOL modeIsGood(NSDictionary* mode)
{ {
// This is a bit controversial, if you've got something other than an // This is a bit controversial, if you've got something other than an
// LCD computer monitor as an output device you might not want these // LCD computer monitor as an output device you might not want these
@ -50,7 +50,7 @@ static BOOL modeIsGood( NSDictionary *mode )
// Convert Core Graphics display mode to GLFW video mode // Convert Core Graphics display mode to GLFW video mode
//======================================================================== //========================================================================
static GLFWvidmode vidmodeFromCGDisplayMode( NSDictionary *mode ) static GLFWvidmode vidmodeFromCGDisplayMode(NSDictionary* mode)
{ {
unsigned int width = [[mode objectForKey:(id)kCGDisplayWidth] unsignedIntValue]; unsigned int width = [[mode objectForKey:(id)kCGDisplayWidth] unsignedIntValue];
unsigned int height = [[mode objectForKey:(id)kCGDisplayHeight] unsignedIntValue]; unsigned int height = [[mode objectForKey:(id)kCGDisplayHeight] unsignedIntValue];
@ -74,18 +74,16 @@ static GLFWvidmode vidmodeFromCGDisplayMode( NSDictionary *mode )
// Get a list of available video modes // Get a list of available video modes
//======================================================================== //========================================================================
int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount ) int _glfwPlatformGetVideoModes(GLFWvidmode* list, int maxcount)
{ {
NSArray *modes = (NSArray *)CGDisplayAvailableModes( CGMainDisplayID() ); NSArray* modes = (NSArray*) CGDisplayAvailableModes(CGMainDisplayID());
unsigned int i, j = 0, n = [modes count]; unsigned int i, j = 0, n = [modes count];
for( i = 0; i < n && i < (unsigned)maxcount; i++ )
for (i = 0; i < n && i < (unsigned)maxcount; i++)
{ {
NSDictionary *mode = [modes objectAtIndex:i]; NSDictionary *mode = [modes objectAtIndex:i];
if( modeIsGood( mode ) ) if (modeIsGood(mode))
{ list[j++] = vidmodeFromCGDisplayMode(mode);
list[j++] = vidmodeFromCGDisplayMode( mode );
}
} }
return j; return j;
@ -95,8 +93,8 @@ int _glfwPlatformGetVideoModes( GLFWvidmode *list, int maxcount )
// Get the desktop video mode // Get the desktop video mode
//======================================================================== //========================================================================
void _glfwPlatformGetDesktopMode( GLFWvidmode *mode ) void _glfwPlatformGetDesktopMode(GLFWvidmode *mode)
{ {
*mode = vidmodeFromCGDisplayMode( _glfwLibrary.DesktopMode ); *mode = vidmodeFromCGDisplayMode(_glfwLibrary.NS.desktopMode);
} }

View File

@ -37,7 +37,7 @@
// Check if an OpenGL extension is available at runtime // Check if an OpenGL extension is available at runtime
//======================================================================== //========================================================================
int _glfwPlatformExtensionSupported( const char *extension ) int _glfwPlatformExtensionSupported(const char* extension)
{ {
// There are no AGL, CGL or NSGL extensions. // There are no AGL, CGL or NSGL extensions.
return GL_FALSE; return GL_FALSE;
@ -47,16 +47,16 @@ int _glfwPlatformExtensionSupported( const char *extension )
// Get the function pointer to an OpenGL function // Get the function pointer to an OpenGL function
//======================================================================== //========================================================================
void * _glfwPlatformGetProcAddress( const char *procname ) void* _glfwPlatformGetProcAddress(const char* procname)
{ {
CFStringRef symbolName = CFStringCreateWithCString( kCFAllocatorDefault, CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault,
procname, procname,
kCFStringEncodingASCII ); kCFStringEncodingASCII);
void *symbol = CFBundleGetFunctionPointerForName( _glfwLibrary.OpenGLFramework, void* symbol = CFBundleGetFunctionPointerForName(_glfwLibrary.NS.OpenGLFramework,
symbolName ); symbolName);
CFRelease( symbolName ); CFRelease(symbolName);
return symbol; return symbol;
} }

View File

@ -42,14 +42,10 @@
// down the command key don't get sent to the key window. // down the command key don't get sent to the key window.
- (void)sendEvent:(NSEvent *)event - (void)sendEvent:(NSEvent *)event
{ {
if( [event type] == NSKeyUp && ( [event modifierFlags] & NSCommandKeyMask ) ) if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
{
[[self keyWindow] sendEvent:event]; [[self keyWindow] sendEvent:event];
}
else else
{
[super sendEvent:event]; [super sendEvent:event];
}
} }
@end @end
@ -58,11 +54,11 @@
// to get the application menu working properly. Need to be careful in // to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update. // case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu) @interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu *)m; - (void)setAppleMenu:(NSMenu*)m;
@end @end
// Keys to search for as potential application names // Keys to search for as potential application names
NSString *GLFWNameKeys[] = NSString* GLFWNameKeys[] =
{ {
@"CFBundleDisplayName", @"CFBundleDisplayName",
@"CFBundleName", @"CFBundleName",
@ -72,12 +68,12 @@ NSString *GLFWNameKeys[] =
//======================================================================== //========================================================================
// Try to figure out what the calling application is called // Try to figure out what the calling application is called
//======================================================================== //========================================================================
static NSString *findAppName( void ) static NSString* findAppName(void)
{ {
NSDictionary *infoDictionary = [[NSBundle mainBundle] infoDictionary];
unsigned int i; unsigned int i;
for( i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++ ) NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++)
{ {
id name = [infoDictionary objectForKey:GLFWNameKeys[i]]; id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
if (name && if (name &&
@ -89,22 +85,22 @@ static NSString *findAppName( void )
} }
// If we get here, we're unbundled // If we get here, we're unbundled
if( !_glfwLibrary.Unbundled ) if (!_glfwLibrary.NS.unbundled)
{ {
// Could do this only if we discover we're unbundled, but it should // Could do this only if we discover we're unbundled, but it should
// do no harm... // do no harm...
ProcessSerialNumber psn = { 0, kCurrentProcess }; ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType( &psn, kProcessTransformToForegroundApplication ); TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Having the app in front of the terminal window is also generally // Having the app in front of the terminal window is also generally
// handy. There is an NSApplication API to do this, but... // handy. There is an NSApplication API to do this, but...
SetFrontProcess( &psn ); SetFrontProcess(&psn);
_glfwLibrary.Unbundled = GL_TRUE; _glfwLibrary.NS.unbundled = GL_TRUE;
} }
char **progname = _NSGetProgname(); char** progname = _NSGetProgname();
if( progname && *progname ) if (progname && *progname)
{ {
// TODO: UTF8? // TODO: UTF8?
return [NSString stringWithUTF8String:*progname]; return [NSString stringWithUTF8String:*progname];
@ -178,17 +174,15 @@ static void setUpMenuBar( void )
// At least guard the call to private API to avoid an exception if it // 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 // goes away. Hopefully that means the worst we'll break in future is to
// look ugly... // look ugly...
if( [NSApp respondsToSelector:@selector(setAppleMenu:)] ) if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
{
[NSApp setAppleMenu:appMenu]; [NSApp setAppleMenu:appMenu];
}
} }
//======================================================================== //========================================================================
// Terminate GLFW when exiting application // Terminate GLFW when exiting application
//======================================================================== //========================================================================
static void glfw_atexit( void ) static void glfw_atexit(void)
{ {
glfwTerminate(); glfwTerminate();
} }
@ -202,19 +196,17 @@ static void glfw_atexit( void )
// Initialize the GLFW library // Initialize the GLFW library
//======================================================================== //========================================================================
int _glfwPlatformInit( void ) int _glfwPlatformInit(void)
{ {
_glfwLibrary.AutoreleasePool = [[NSAutoreleasePool alloc] init]; _glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
// Implicitly create shared NSApplication instance // Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication]; [GLFWApplication sharedApplication];
NSString* resourcePath = [[NSBundle mainBundle] resourcePath]; NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
if( access( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK ) == 0 ) if (access([resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK) == 0)
{ chdir([resourcePath cStringUsingEncoding:NSUTF8StringEncoding]);
chdir( [resourcePath cStringUsingEncoding:NSUTF8StringEncoding] );
}
// Setting up menu bar must go exactly here else weirdness ensues // Setting up menu bar must go exactly here else weirdness ensues
setUpMenuBar(); setUpMenuBar();
@ -222,12 +214,12 @@ int _glfwPlatformInit( void )
[NSApp finishLaunching]; [NSApp finishLaunching];
// Install atexit routine // Install atexit routine
atexit( glfw_atexit ); atexit(glfw_atexit);
_glfwPlatformSetTime( 0.0 ); _glfwPlatformSetTime(0.0);
_glfwLibrary.DesktopMode = _glfwLibrary.NS.desktopMode =
(NSDictionary *)CGDisplayCurrentMode( CGMainDisplayID() ); (NSDictionary*) CGDisplayCurrentMode(CGMainDisplayID());
return GL_TRUE; return GL_TRUE;
} }
@ -238,13 +230,24 @@ int _glfwPlatformInit( void )
int _glfwPlatformTerminate( void ) int _glfwPlatformTerminate( void )
{ {
glfwCloseWindow();
// TODO: Probably other cleanup // TODO: Probably other cleanup
[_glfwLibrary.AutoreleasePool release]; [_glfwLibrary.NS.autoreleasePool release];
_glfwLibrary.AutoreleasePool = nil; _glfwLibrary.NS.autoreleasePool = nil;
return GL_TRUE; return GL_TRUE;
} }
//========================================================================
// Get the GLFW version string
//========================================================================
const char* _glfwPlatformGetVersionString(void)
{
// TODO: Bring in CMake version
const char* version = "GLFW" " Cocoa";
return version;
}

View File

@ -39,7 +39,8 @@
double _glfwPlatformGetTime( void ) double _glfwPlatformGetTime( void )
{ {
return [NSDate timeIntervalSinceReferenceDate] - _glfwLibrary.Timer.t0; return [NSDate timeIntervalSinceReferenceDate] -
_glfwLibrary.NS.timer.t0;
} }
//======================================================================== //========================================================================
@ -48,6 +49,7 @@ double _glfwPlatformGetTime( void )
void _glfwPlatformSetTime( double time ) void _glfwPlatformSetTime( double time )
{ {
_glfwLibrary.Timer.t0 = [NSDate timeIntervalSinceReferenceDate] - time; _glfwLibrary.NS.timer.t0 =
[NSDate timeIntervalSinceReferenceDate] - time;
} }

View File

@ -35,52 +35,59 @@
//======================================================================== //========================================================================
@interface GLFWWindowDelegate : NSObject @interface GLFWWindowDelegate : NSObject
{
_GLFWwindow* window;
}
- (id)initWithRats:(_GLFWwindow*)initWndow;
@end @end
@implementation GLFWWindowDelegate @implementation GLFWWindowDelegate
- (BOOL)windowShouldClose:(id)window - (id)initWithRats:(_GLFWwindow*)initWindow
{ {
if( _glfwWin.windowCloseCallback ) self = [super init];
{ if (self != nil)
if( !_glfwWin.windowCloseCallback() ) window = initWindow;
return self;
}
- (BOOL)windowShouldClose:(id)sender
{
if (window->windowCloseCallback)
{ {
if (!window->windowCloseCallback(window))
return NO; return NO;
} }
}
// This is horribly ugly, but it works window->closed = GL_TRUE;
glfwCloseWindow();
return NO; return NO;
} }
- (void)windowDidResize:(NSNotification *)notification - (void)windowDidResize:(NSNotification *)notification
{ {
[_glfwWin.context update]; [window->NSGL.context update];
NSRect contentRect = NSRect contentRect =
[_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]]; [window->NS.window contentRectForFrameRect:[window->NS.window frame]];
_glfwWin.width = contentRect.size.width; window->width = contentRect.size.width;
_glfwWin.height = contentRect.size.height; window->height = contentRect.size.height;
if( _glfwWin.windowSizeCallback ) if (window->windowSizeCallback)
{ window->windowSizeCallback(window, window->width, window->height);
_glfwWin.windowSizeCallback( _glfwWin.width, _glfwWin.height );
}
} }
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{ {
if( _glfwWin.windowCloseCallback ) if (window->windowCloseCallback)
{
if( !_glfwWin.windowCloseCallback() )
{ {
if (!window->windowCloseCallback(window))
return NSTerminateCancel; return NSTerminateCancel;
} }
}
// This is horribly ugly, but it works window->closed = GL_TRUE;
glfwCloseWindow();
return NSTerminateCancel; return NSTerminateCancel;
} }
@ -223,12 +230,10 @@ static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
// Converts a Mac OS X keycode to a GLFW keycode // Converts a Mac OS X keycode to a GLFW keycode
//======================================================================== //========================================================================
static int convertMacKeyCode( unsigned int macKeyCode ) static int convertMacKeyCode(unsigned int macKeyCode)
{ {
if( macKeyCode >= 128 ) if (macKeyCode >= 128)
{
return -1; return -1;
}
// This treats keycodes as *positional*; that is, we'll return 'a' // This treats keycodes as *positional*; that is, we'll return 'a'
// for the key left of 's', even on an AZERTY keyboard. The charInput // for the key left of 's', even on an AZERTY keyboard. The charInput
@ -241,10 +246,25 @@ static int convertMacKeyCode( unsigned int macKeyCode )
//======================================================================== //========================================================================
@interface GLFWContentView : NSView @interface GLFWContentView : NSView
{
_GLFWwindow* window;
}
- (id)initWithRats:(_GLFWwindow*)initWindow;
@end @end
@implementation GLFWContentView @implementation GLFWContentView
- (id)initWithRats:(_GLFWwindow*)initWindow
{
self = [super init];
if (self != nil)
window = initWindow;
return self;
}
- (BOOL)isOpaque - (BOOL)isOpaque
{ {
return YES; return YES;
@ -262,7 +282,7 @@ static int convertMacKeyCode( unsigned int macKeyCode )
- (void)mouseDown:(NSEvent *)event - (void)mouseDown:(NSEvent *)event
{ {
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS ); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
} }
- (void)mouseDragged:(NSEvent *)event - (void)mouseDragged:(NSEvent *)event
@ -272,34 +292,32 @@ static int convertMacKeyCode( unsigned int macKeyCode )
- (void)mouseUp:(NSEvent *)event - (void)mouseUp:(NSEvent *)event
{ {
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE ); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
} }
- (void)mouseMoved:(NSEvent *)event - (void)mouseMoved:(NSEvent *)event
{ {
if( _glfwWin.mouseLock ) if (window == _glfwLibrary.cursorLockWindow)
{ {
_glfwInput.MousePosX += [event deltaX]; window->mousePosX += [event deltaX];
_glfwInput.MousePosY += [event deltaY]; window->mousePosY += [event deltaY];
} }
else else
{ {
NSPoint p = [event locationInWindow]; NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left // Cocoa coordinate system has origin at lower left
_glfwInput.MousePosX = p.x; window->mousePosX = p.x;
_glfwInput.MousePosY = [[_glfwWin.window contentView] bounds].size.height - p.y; window->mousePosY = [[window->NS.window contentView] bounds].size.height - p.y;
} }
if( _glfwWin.mousePosCallback ) if (window->mousePosCallback)
{ window->mousePosCallback(window, window->mousePosX, window->mousePosY);
_glfwWin.mousePosCallback( _glfwInput.MousePosX, _glfwInput.MousePosY );
}
} }
- (void)rightMouseDown:(NSEvent *)event - (void)rightMouseDown:(NSEvent *)event
{ {
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS ); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
} }
- (void)rightMouseDragged:(NSEvent *)event - (void)rightMouseDragged:(NSEvent *)event
@ -309,12 +327,12 @@ static int convertMacKeyCode( unsigned int macKeyCode )
- (void)rightMouseUp:(NSEvent *)event - (void)rightMouseUp:(NSEvent *)event
{ {
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE ); _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
} }
- (void)otherMouseDown:(NSEvent *)event - (void)otherMouseDown:(NSEvent *)event
{ {
_glfwInputMouseClick( [event buttonNumber], GLFW_PRESS ); _glfwInputMouseClick(window, [event buttonNumber], GLFW_PRESS);
} }
- (void)otherMouseDragged:(NSEvent *)event - (void)otherMouseDragged:(NSEvent *)event
@ -324,86 +342,64 @@ static int convertMacKeyCode( unsigned int macKeyCode )
- (void)otherMouseUp:(NSEvent *)event - (void)otherMouseUp:(NSEvent *)event
{ {
_glfwInputMouseClick( [event buttonNumber], GLFW_RELEASE ); _glfwInputMouseClick(window, [event buttonNumber], GLFW_RELEASE);
} }
- (void)keyDown:(NSEvent *)event - (void)keyDown:(NSEvent *)event
{ {
NSUInteger length; NSUInteger i, length;
NSString* characters; NSString* characters;
int i, code = convertMacKeyCode( [event keyCode] ); int code = convertMacKeyCode([event keyCode]);
if( code != -1 ) if (code != -1)
{ {
_glfwInputKey( code, GLFW_PRESS ); _glfwInputKey(window, code, GLFW_PRESS);
if( [event modifierFlags] & NSCommandKeyMask ) if ([event modifierFlags] & NSCommandKeyMask)
{
if( !_glfwWin.sysKeysDisabled )
{ {
if (!window->sysKeysDisabled)
[super keyDown:event]; [super keyDown:event];
} }
}
else else
{ {
characters = [event characters]; characters = [event characters];
length = [characters length]; length = [characters length];
for( i = 0; i < length; i++ ) for (i = 0; i < length; i++)
{ _glfwInputChar(window, [characters characterAtIndex:i]);
_glfwInputChar( [characters characterAtIndex:i], GLFW_PRESS );
}
} }
} }
} }
- (void)flagsChanged:(NSEvent *)event - (void)flagsChanged:(NSEvent *)event
{ {
unsigned int newModifierFlags = [event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
int mode; int mode;
unsigned int newModifierFlags =
[event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
if( newModifierFlags > _glfwWin.modifierFlags ) if (newModifierFlags > window->NS.modifierFlags)
{
mode = GLFW_PRESS; mode = GLFW_PRESS;
}
else else
{
mode = GLFW_RELEASE; mode = GLFW_RELEASE;
}
_glfwWin.modifierFlags = newModifierFlags; window->NS.modifierFlags = newModifierFlags;
_glfwInputKey( MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode ); _glfwInputKey(window, MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode);
} }
- (void)keyUp:(NSEvent *)event - (void)keyUp:(NSEvent *)event
{ {
NSUInteger length; int code = convertMacKeyCode([event keyCode]);
NSString* characters; if (code != -1)
int i, code = convertMacKeyCode( [event keyCode] ); _glfwInputKey(window, code, GLFW_RELEASE);
if( code != -1 )
{
_glfwInputKey( code, GLFW_RELEASE );
characters = [event characters];
length = [characters length];
for( i = 0; i < length; i++ )
{
_glfwInputChar( [characters characterAtIndex:i], GLFW_RELEASE );
}
}
} }
- (void)scrollWheel:(NSEvent *)event - (void)scrollWheel:(NSEvent *)event
{ {
_glfwInput.WheelPosFloating += [event deltaY]; window->NS.wheelPosFloating += [event deltaY];
_glfwInput.WheelPos = lrint(_glfwInput.WheelPosFloating); window->wheelPos = lrint(window->NS.wheelPosFloating);
if( _glfwWin.mouseWheelCallback ) if (window->mouseWheelCallback)
{ window->mouseWheelCallback(window, window->wheelPos);
_glfwWin.mouseWheelCallback( _glfwInput.WheelPos );
}
} }
@end @end
@ -417,43 +413,37 @@ static int convertMacKeyCode( unsigned int macKeyCode )
// created // created
//======================================================================== //========================================================================
int _glfwPlatformOpenWindow( int width, int height, int _glfwPlatformOpenWindow(_GLFWwindow* window,
const _GLFWwndconfig *wndconfig, const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig ) const _GLFWfbconfig *fbconfig)
{ {
int colorBits; window->NS.window = nil;
window->NS.delegate = nil;
_glfwWin.pixelFormat = nil; window->NSGL.pixelFormat = nil;
_glfwWin.window = nil; window->NSGL.context = nil;
_glfwWin.context = nil;
_glfwWin.delegate = nil;
// Fail if OpenGL 3.0 or above was requested // Fail if OpenGL 3.0 or above was requested
if( wndconfig->glMajor > 2 ) if (wndconfig->glMajor > 2)
{ {
_glfwPlatformCloseWindow(); _glfwSetError(GLFW_UNAVAILABLE_VERSION);
return GL_FALSE; return GL_FALSE;
} }
_glfwWin.delegate = [[GLFWWindowDelegate alloc] init]; window->NS.delegate = [[GLFWWindowDelegate alloc] initWithRats:window];
if( _glfwWin.delegate == nil ) if (window->NS.delegate == nil)
{ {
_glfwPlatformCloseWindow(); _glfwSetError(GLFW_INTERNAL_ERROR);
return GL_FALSE; return GL_FALSE;
} }
[NSApp setDelegate:_glfwWin.delegate]; [NSApp setDelegate:window->NS.delegate];
// Mac OS X needs non-zero color size, so set resonable values // Mac OS X needs non-zero color size, so set resonable values
colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits; int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
if( colorBits == 0 ) if (colorBits == 0)
{
colorBits = 24; colorBits = 24;
} else if (colorBits < 15)
else if( colorBits < 15 )
{
colorBits = 15; colorBits = 15;
}
// Ignored hints: // Ignored hints:
// OpenGLMajor, OpenGLMinor, OpenGLForward: // OpenGLMajor, OpenGLMinor, OpenGLForward:
@ -465,55 +455,55 @@ int _glfwPlatformOpenWindow( int width, int height,
// Aux buffers probably aren't accelerated either // Aux buffers probably aren't accelerated either
CFDictionaryRef fullscreenMode = NULL; CFDictionaryRef fullscreenMode = NULL;
if( wndconfig->mode == GLFW_FULLSCREEN ) if (wndconfig->mode == GLFW_FULLSCREEN)
{ {
fullscreenMode =
// I think it's safe to pass 0 to the refresh rate for this function // 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 // rather than conditionalizing the code to call the version which
// doesn't specify refresh... // doesn't specify refresh...
fullscreenMode =
CGDisplayBestModeForParametersAndRefreshRateWithProperty( CGDisplayBestModeForParametersAndRefreshRateWithProperty(
CGMainDisplayID(), CGMainDisplayID(),
colorBits + fbconfig->alphaBits, colorBits + fbconfig->alphaBits,
width, window->width, window->height,
height,
wndconfig->refreshRate, wndconfig->refreshRate,
// Controversial, see macosx_fullscreen.m for discussion // Controversial, see macosx_fullscreen.m for discussion
kCGDisplayModeIsSafeForHardware, kCGDisplayModeIsSafeForHardware,
NULL); NULL);
width = [[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue]; window->width = [[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
height = [[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue]; window->height = [[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
} }
unsigned int styleMask = 0; unsigned int styleMask = 0;
if( wndconfig->mode == GLFW_WINDOW )
if (wndconfig->mode == GLFW_WINDOWED)
{ {
styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask; styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if( !wndconfig->windowNoResize ) if (!wndconfig->windowNoResize)
{
styleMask |= NSResizableWindowMask; styleMask |= NSResizableWindowMask;
} }
}
else else
{
styleMask = NSBorderlessWindowMask; styleMask = NSBorderlessWindowMask;
}
_glfwWin.window = [[NSWindow alloc] window->NS.window = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0, 0, width, height) initWithContentRect:NSMakeRect(0, 0, window->width, window->height)
styleMask:styleMask styleMask:styleMask
backing:NSBackingStoreBuffered backing:NSBackingStoreBuffered
defer:NO]; defer:NO];
[_glfwWin.window setContentView:[[GLFWContentView alloc] init]];
[_glfwWin.window setDelegate:_glfwWin.delegate];
[_glfwWin.window setAcceptsMouseMovedEvents:YES];
[_glfwWin.window center];
if( wndconfig->mode == GLFW_FULLSCREEN ) [window->NS.window setTitle:[NSString stringWithCString:wndconfig->title
encoding:NSISOLatin1StringEncoding]];
[window->NS.window setContentView:[[GLFWContentView alloc] initWithRats:window]];
[window->NS.window setDelegate:window->NS.delegate];
[window->NS.window setAcceptsMouseMovedEvents:YES];
[window->NS.window center];
if (wndconfig->mode == GLFW_FULLSCREEN)
{ {
CGCaptureAllDisplays(); CGCaptureAllDisplays();
CGDisplaySwitchToMode( CGMainDisplayID(), fullscreenMode ); CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
} }
unsigned int attribute_count = 0; unsigned int attribute_count = 0;
@ -522,123 +512,125 @@ int _glfwPlatformOpenWindow( int width, int height,
#define MAX_ATTRS 24 // urgh #define MAX_ATTRS 24 // urgh
NSOpenGLPixelFormatAttribute attributes[MAX_ATTRS]; NSOpenGLPixelFormatAttribute attributes[MAX_ATTRS];
ADD_ATTR( NSOpenGLPFADoubleBuffer ); ADD_ATTR(NSOpenGLPFADoubleBuffer);
if( wndconfig->mode == GLFW_FULLSCREEN ) if (wndconfig->mode == GLFW_FULLSCREEN)
{ {
ADD_ATTR( NSOpenGLPFAFullScreen ); ADD_ATTR(NSOpenGLPFAFullScreen);
ADD_ATTR( NSOpenGLPFANoRecovery ); ADD_ATTR(NSOpenGLPFANoRecovery);
ADD_ATTR2( NSOpenGLPFAScreenMask, ADD_ATTR2(NSOpenGLPFAScreenMask,
CGDisplayIDToOpenGLDisplayMask( CGMainDisplayID() ) ); CGDisplayIDToOpenGLDisplayMask(CGMainDisplayID()));
} }
ADD_ATTR2( NSOpenGLPFAColorSize, colorBits ); ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
if( fbconfig->alphaBits > 0) if (fbconfig->alphaBits > 0)
{ ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
ADD_ATTR2( NSOpenGLPFAAlphaSize, fbconfig->alphaBits );
}
if( fbconfig->depthBits > 0) if (fbconfig->depthBits > 0)
{ ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
ADD_ATTR2( NSOpenGLPFADepthSize, fbconfig->depthBits );
}
if( fbconfig->stencilBits > 0) if (fbconfig->stencilBits > 0)
{ ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
ADD_ATTR2( NSOpenGLPFAStencilSize, fbconfig->stencilBits );
}
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits + int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
fbconfig->accumBlueBits + fbconfig->accumAlphaBits; fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
if( accumBits > 0) if (accumBits > 0)
{ ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
ADD_ATTR2( NSOpenGLPFAAccumSize, accumBits );
}
if( fbconfig->auxBuffers > 0) if (fbconfig->auxBuffers > 0)
{ ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
ADD_ATTR2( NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers );
}
if( fbconfig->stereo) if (fbconfig->stereo)
{ ADD_ATTR(NSOpenGLPFAStereo );
ADD_ATTR( NSOpenGLPFAStereo );
}
if( fbconfig->samples > 0) if (fbconfig->samples > 0)
{ {
ADD_ATTR2( NSOpenGLPFASampleBuffers, 1 ); ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2( NSOpenGLPFASamples, fbconfig->samples ); ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
} }
ADD_ATTR(0); ADD_ATTR(0);
_glfwWin.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; window->NSGL.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if( _glfwWin.pixelFormat == nil ) if (window->NSGL.pixelFormat == nil)
{ {
_glfwPlatformCloseWindow(); _glfwSetError(GLFW_NO_PIXEL_FORMAT);
return GL_FALSE; return GL_FALSE;
} }
_glfwWin.context = [[NSOpenGLContext alloc] initWithFormat:_glfwWin.pixelFormat window->NSGL.context = [[NSOpenGLContext alloc] initWithFormat:window->NSGL.pixelFormat
shareContext:nil]; shareContext:nil];
if( _glfwWin.context == nil ) if (window->NSGL.context == nil)
{ {
_glfwPlatformCloseWindow(); _glfwSetError(GLFW_INTERNAL_ERROR);
return GL_FALSE; return GL_FALSE;
} }
[_glfwWin.window makeKeyAndOrderFront:nil]; [window->NS.window makeKeyAndOrderFront:nil];
[_glfwWin.context setView:[_glfwWin.window contentView]]; [window->NSGL.context setView:[window->NS.window contentView]];
if( wndconfig->mode == GLFW_FULLSCREEN ) if (wndconfig->mode == GLFW_FULLSCREEN)
{ {
// TODO: Make this work on pre-Leopard systems // TODO: Make this work on pre-Leopard systems
[[_glfwWin.window contentView] enterFullScreenMode:[NSScreen mainScreen] [[window->NS.window contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil]; withOptions:nil];
} }
[_glfwWin.context makeCurrentContext]; glfwMakeWindowCurrent(window);
NSPoint point = [[NSCursor currentCursor] hotSpot]; NSPoint point = [[NSCursor currentCursor] hotSpot];
_glfwInput.MousePosX = point.x; window->mousePosX = point.x;
_glfwInput.MousePosY = point.y; window->mousePosY = point.y;
return GL_TRUE; return GL_TRUE;
} }
//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
void _glfwPlatformMakeWindowCurrent(_GLFWwindow* window)
{
if (window)
[window->NSGL.context makeCurrentContext];
else
[NSOpenGLContext clearCurrentContext];
}
//======================================================================== //========================================================================
// Properly kill the window / video display // Properly kill the window / video display
//======================================================================== //========================================================================
void _glfwPlatformCloseWindow( void ) void _glfwPlatformCloseWindow(_GLFWwindow* window)
{ {
[_glfwWin.window orderOut:nil]; [window->NS.window orderOut:nil];
if( _glfwWin.fullscreen ) if (window->mode == GLFW_FULLSCREEN)
{ {
[[_glfwWin.window contentView] exitFullScreenModeWithOptions:nil]; [[window->NS.window contentView] exitFullScreenModeWithOptions:nil];
CGDisplaySwitchToMode( CGMainDisplayID(),
(CFDictionaryRef)_glfwLibrary.DesktopMode ); CGDisplaySwitchToMode(CGMainDisplayID(),
(CFDictionaryRef) _glfwLibrary.NS.desktopMode);
CGReleaseAllDisplays(); CGReleaseAllDisplays();
} }
[_glfwWin.pixelFormat release]; [window->NSGL.pixelFormat release];
_glfwWin.pixelFormat = nil; window->NSGL.pixelFormat = nil;
[NSOpenGLContext clearCurrentContext]; [NSOpenGLContext clearCurrentContext];
[_glfwWin.context release]; [window->NSGL.context release];
_glfwWin.context = nil; window->NSGL.context = nil;
[_glfwWin.window setDelegate:nil]; [window->NS.window setDelegate:nil];
[NSApp setDelegate:nil]; [NSApp setDelegate:nil];
[_glfwWin.delegate release]; [window->NS.delegate release];
_glfwWin.delegate = nil; window->NS.delegate = nil;
[_glfwWin.window close]; [window->NS.window close];
_glfwWin.window = nil; window->NS.window = nil;
// TODO: Probably more cleanup // TODO: Probably more cleanup
} }
@ -647,9 +639,9 @@ void _glfwPlatformCloseWindow( void )
// Set the window title // Set the window title
//======================================================================== //========================================================================
void _glfwPlatformSetWindowTitle( const char *title ) void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title)
{ {
[_glfwWin.window setTitle:[NSString stringWithCString:title [window->NS.window setTitle:[NSString stringWithCString:title
encoding:NSISOLatin1StringEncoding]]; encoding:NSISOLatin1StringEncoding]];
} }
@ -657,27 +649,27 @@ void _glfwPlatformSetWindowTitle( const char *title )
// Set the window size // Set the window size
//======================================================================== //========================================================================
void _glfwPlatformSetWindowSize( int width, int height ) void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{ {
[_glfwWin.window setContentSize:NSMakeSize(width, height)]; [window->NS.window setContentSize:NSMakeSize(width, height)];
} }
//======================================================================== //========================================================================
// Set the window position // Set the window position
//======================================================================== //========================================================================
void _glfwPlatformSetWindowPos( int x, int y ) void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y)
{ {
NSRect contentRect = [_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]]; NSRect contentRect = [window->NS.window contentRectForFrameRect:[window->NS.window frame]];
// We assume here that the client code wants to position the window within the // We assume here that the client code wants to position the window within the
// screen the window currently occupies // screen the window currently occupies
NSRect screenRect = [[_glfwWin.window screen] visibleFrame]; NSRect screenRect = [[window->NS.window screen] visibleFrame];
contentRect.origin = NSMakePoint(screenRect.origin.x + x, contentRect.origin = NSMakePoint(screenRect.origin.x + x,
screenRect.origin.y + screenRect.size.height - screenRect.origin.y + screenRect.size.height -
y - contentRect.size.height); y - contentRect.size.height);
[_glfwWin.window setFrame:[_glfwWin.window frameRectForContentRect:contentRect] [window->NS.window setFrame:[window->NS.window frameRectForContentRect:contentRect]
display:YES]; display:YES];
} }
@ -685,117 +677,122 @@ void _glfwPlatformSetWindowPos( int x, int y )
// Iconify the window // Iconify the window
//======================================================================== //========================================================================
void _glfwPlatformIconifyWindow( void ) void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{ {
[_glfwWin.window miniaturize:nil]; [window->NS.window miniaturize:nil];
} }
//======================================================================== //========================================================================
// Restore (un-iconify) the window // Restore (un-iconify) the window
//======================================================================== //========================================================================
void _glfwPlatformRestoreWindow( void ) void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{ {
[_glfwWin.window deminiaturize:nil]; [window->NS.window deminiaturize:nil];
} }
//======================================================================== //========================================================================
// Swap buffers // Swap buffers
//======================================================================== //========================================================================
void _glfwPlatformSwapBuffers( void ) void _glfwPlatformSwapBuffers(void)
{ {
_GLFWwindow* window = _glfwLibrary.currentWindow;
// ARP appears to be unnecessary, but this is future-proof // ARP appears to be unnecessary, but this is future-proof
[_glfwWin.context flushBuffer]; [window->NSGL.context flushBuffer];
} }
//======================================================================== //========================================================================
// Set double buffering swap interval // Set double buffering swap interval
//======================================================================== //========================================================================
void _glfwPlatformSwapInterval( int interval ) void _glfwPlatformSwapInterval(int interval)
{ {
_GLFWwindow* window = _glfwLibrary.currentWindow;
GLint sync = interval; GLint sync = interval;
[_glfwWin.context setValues:&sync forParameter:NSOpenGLCPSwapInterval]; [window->NSGL.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
} }
//======================================================================== //========================================================================
// Write back window parameters into GLFW window structure // Write back window parameters into GLFW window structure
//======================================================================== //========================================================================
void _glfwPlatformRefreshWindowParams( void ) void _glfwPlatformRefreshWindowParams(void)
{ {
GLint value; GLint value;
_GLFWwindow* window = _glfwLibrary.currentWindow;
// Since GLFW 2.x doesn't understand screens, we use virtual screen zero // Since GLFW doesn't understand screens, we use virtual screen zero
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccelerated forAttribute:NSOpenGLPFAAccelerated
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.accelerated = value; window->accelerated = value;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAlphaSize forAttribute:NSOpenGLPFAAlphaSize
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.alphaBits = value; window->alphaBits = value;
// It seems that the color size includes the size of the alpha channel // It seems that the color size includes the size of the alpha channel
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAColorSize forAttribute:NSOpenGLPFAColorSize
forVirtualScreen:0]; forVirtualScreen:0];
value -= _glfwWin.alphaBits; value -= window->alphaBits;
_glfwWin.redBits = value / 3; window->redBits = value / 3;
_glfwWin.greenBits = value / 3; window->greenBits = value / 3;
_glfwWin.blueBits = value / 3; window->blueBits = value / 3;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFADepthSize forAttribute:NSOpenGLPFADepthSize
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.depthBits = value; window->depthBits = value;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStencilSize forAttribute:NSOpenGLPFAStencilSize
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.stencilBits = value; window->stencilBits = value;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccumSize forAttribute:NSOpenGLPFAAccumSize
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.accumRedBits = value / 3; window->accumRedBits = value / 3;
_glfwWin.accumGreenBits = value / 3; window->accumGreenBits = value / 3;
_glfwWin.accumBlueBits = value / 3; window->accumBlueBits = value / 3;
// TODO: Figure out what to set this value to // TODO: Figure out what to set this value to
_glfwWin.accumAlphaBits = 0; window->accumAlphaBits = 0;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAuxBuffers forAttribute:NSOpenGLPFAAuxBuffers
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.auxBuffers = value; window->auxBuffers = value;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStereo forAttribute:NSOpenGLPFAStereo
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.stereo = value; window->stereo = value;
[_glfwWin.pixelFormat getValues:&value [window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFASamples forAttribute:NSOpenGLPFASamples
forVirtualScreen:0]; forVirtualScreen:0];
_glfwWin.samples = value; window->samples = value;
// These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+ // These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+
_glfwWin.glForward = GL_FALSE; window->glForward = GL_FALSE;
_glfwWin.glDebug = GL_FALSE; window->glDebug = GL_FALSE;
_glfwWin.glProfile = 0; window->glProfile = 0;
} }
//======================================================================== //========================================================================
// Poll for new window and input events // Poll for new window and input events
//======================================================================== //========================================================================
void _glfwPlatformPollEvents( void ) void _glfwPlatformPollEvents(void)
{ {
NSEvent *event; NSEvent* event;
do do
{ {
@ -805,14 +802,12 @@ void _glfwPlatformPollEvents( void )
dequeue:YES]; dequeue:YES];
if (event) if (event)
{
[NSApp sendEvent:event]; [NSApp sendEvent:event];
} }
}
while (event); while (event);
[_glfwLibrary.AutoreleasePool drain]; [_glfwLibrary.NS.autoreleasePool drain];
_glfwLibrary.AutoreleasePool = [[NSAutoreleasePool alloc] init]; _glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
} }
//======================================================================== //========================================================================
@ -837,27 +832,27 @@ void _glfwPlatformWaitEvents( void )
// Hide mouse cursor (lock it) // Hide mouse cursor (lock it)
//======================================================================== //========================================================================
void _glfwPlatformHideMouseCursor( void ) void _glfwPlatformHideMouseCursor(_GLFWwindow* window)
{ {
[NSCursor hide]; [NSCursor hide];
CGAssociateMouseAndMouseCursorPosition( false ); CGAssociateMouseAndMouseCursorPosition(false);
} }
//======================================================================== //========================================================================
// Show mouse cursor (unlock it) // Show mouse cursor (unlock it)
//======================================================================== //========================================================================
void _glfwPlatformShowMouseCursor( void ) void _glfwPlatformShowMouseCursor(_GLFWwindow* window)
{ {
[NSCursor unhide]; [NSCursor unhide];
CGAssociateMouseAndMouseCursorPosition( true ); CGAssociateMouseAndMouseCursorPosition(true);
} }
//======================================================================== //========================================================================
// Set physical mouse cursor position // Set physical mouse cursor position
//======================================================================== //========================================================================
void _glfwPlatformSetMouseCursorPos( int x, int y ) void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y)
{ {
// The library seems to assume that after calling this the mouse won't move, // 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, // but obviously it will, and escape the app's window, and activate other apps,
@ -876,7 +871,7 @@ void _glfwPlatformSetMouseCursorPos( int x, int y )
CGSetLocalEventsSuppressionInterval( 0.0 ); CGSetLocalEventsSuppressionInterval( 0.0 );
NSPoint localPoint = NSMakePoint( x, y ); NSPoint localPoint = NSMakePoint( x, y );
NSPoint globalPoint = [_glfwWin.window convertBaseToScreen:localPoint]; NSPoint globalPoint = [window->NS.window convertBaseToScreen:localPoint];
CGPoint mainScreenOrigin = CGDisplayBounds( CGMainDisplayID() ).origin; CGPoint mainScreenOrigin = CGDisplayBounds( CGMainDisplayID() ).origin;
double mainScreenHeight = CGDisplayBounds( CGMainDisplayID() ).size.height; double mainScreenHeight = CGDisplayBounds( CGMainDisplayID() ).size.height;
CGPoint targetPoint = CGPointMake( globalPoint.x - mainScreenOrigin.x, CGPoint targetPoint = CGPointMake( globalPoint.x - mainScreenOrigin.x,

View File

@ -31,25 +31,33 @@
#define _platform_h_ #define _platform_h_
#include <stdint.h>
// This is the Mac OS X version of GLFW // This is the Mac OS X version of GLFW
#define _GLFW_MAC_OS_X #define _GLFW_MAC_OS_X
#if defined(__OBJC__) #if defined(__OBJC__)
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#else #else
typedef void *id; typedef void* id;
#endif #endif
#include "../../include/GL/glfw.h" #include "../../include/GL/glfw3.h"
#ifndef GL_VERSION_3_0 #ifndef GL_VERSION_3_0
typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint); typedef const GLubyte* (APIENTRY *PFNGLGETSTRINGIPROC)(GLenum, GLuint);
#endif /*GL_VERSION_3_0*/ #endif /*GL_VERSION_3_0*/
#define _GLFW_PLATFORM_WINDOW_STATE _GLFWwindowNS NS
#define _GLFW_PLATFORM_LIBRARY_STATE _GLFWlibraryNS NS
#define _GLFW_PLATFORM_CONTEXT_STATE _GLFWcontextNSGL NSGL
//======================================================================== //========================================================================
// GLFW platform specific types // GLFW platform specific types
//======================================================================== //========================================================================
@ -60,127 +68,47 @@ typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
typedef intptr_t GLFWintptr; typedef intptr_t GLFWintptr;
//------------------------------------------------------------------------ //------------------------------------------------------------------------
// Window structure // Platform-specific OpenGL context structure
//------------------------------------------------------------------------ //------------------------------------------------------------------------
typedef struct _GLFWwin_struct _GLFWwin; typedef struct _GLFWcontextNSGL
{
struct _GLFWwin_struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// User callback functions
GLFWwindowsizefun windowSizeCallback;
GLFWwindowclosefun windowCloseCallback;
GLFWwindowrefreshfun windowRefreshCallback;
GLFWmousebuttonfun mouseButtonCallback;
GLFWmouseposfun mousePosCallback;
GLFWmousewheelfun mouseWheelCallback;
GLFWkeyfun keyCallback;
GLFWcharfun charCallback;
// User selected window settings
int fullscreen; // Fullscreen flag
int mouseLock; // Mouse-lock flag
int sysKeysDisabled; // System keys disabled flag
int windowNoResize; // Resize- and maximize gadgets disabled flag
int refreshRate; // Vertical monitor refresh rate
// Window status & parameters
int opened; // Flag telling if window is opened or not
int active; // Application active flag
int iconified; // Window iconified flag
int width, height; // Window width and heigth
int accelerated; // GL_TRUE if window is HW accelerated
// Framebuffer attributes
int redBits;
int greenBits;
int blueBits;
int alphaBits;
int depthBits;
int stencilBits;
int accumRedBits;
int accumGreenBits;
int accumBlueBits;
int accumAlphaBits;
int auxBuffers;
int stereo;
int samples;
// OpenGL extensions and context attributes
int glMajor, glMinor, glRevision;
int glForward, glDebug, glProfile;
PFNGLGETSTRINGIPROC GetStringi;
// ========= PLATFORM SPECIFIC PART ======================================
id window;
id pixelFormat; id pixelFormat;
id context; id context;
} _GLFWcontextNSGL;
//------------------------------------------------------------------------
// Platform-specific window structure
//------------------------------------------------------------------------
typedef struct _GLFWwindowNS
{
id window;
id delegate; id delegate;
unsigned int modifierFlags; unsigned int modifierFlags;
}; double wheelPosFloating;
} _GLFWwindowNS;
GLFWGLOBAL _GLFWwin _glfwWin;
//------------------------------------------------------------------------ //------------------------------------------------------------------------
// Library global data // Platform-specific library global data
//------------------------------------------------------------------------ //------------------------------------------------------------------------
GLFWGLOBAL struct { typedef struct _GLFWlibraryNS
{
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Window opening hints
_GLFWhints hints;
// ========= PLATFORM SPECIFIC PART ======================================
// Timer data // Timer data
struct { struct {
double t0; double t0;
} Timer; } timer;
// dlopen handle for dynamically-loading extension function pointers // dlopen handle for dynamically-loading extension function pointers
void *OpenGLFramework; void* OpenGLFramework;
int Unbundled; int unbundled;
id DesktopMode; id desktopMode;
id AutoreleasePool; id autoreleasePool;
} _glfwLibrary; } _GLFWlibraryNS;
//------------------------------------------------------------------------
// User input status (some of this should go in _GLFWwin)
//------------------------------------------------------------------------
GLFWGLOBAL struct {
// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
// Mouse status
int MousePosX, MousePosY;
int WheelPos;
char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
// Keyboard status
char Key[ GLFW_KEY_LAST+1 ];
int LastChar;
// User selected settings
int StickyKeys;
int StickyMouseButtons;
int KeyRepeat;
// ========= PLATFORM SPECIFIC PART ======================================
double WheelPosFloating;
} _glfwInput;
#endif // _platform_h_ #endif // _platform_h_