Postponed AppKit init to first window creation.

This commit is contained in:
Camilla Berglund 2012-02-15 01:44:55 +01:00
parent e7f7c19de3
commit 4a9545317e
3 changed files with 194 additions and 158 deletions

View File

@ -310,6 +310,7 @@ version of GLFW.</p>
<li>Bugfix: The FSAA test did not check for the availability of <code>GL_ARB_multisample</code></li> <li>Bugfix: The FSAA test did not check for the availability of <code>GL_ARB_multisample</code></li>
<li>[Cocoa] Added support for OpenGL 3.2 core profile in 10.7 Lion and above</li> <li>[Cocoa] Added support for OpenGL 3.2 core profile in 10.7 Lion and above</li>
<li>[Cocoa] Added support for joysticks</li> <li>[Cocoa] Added support for joysticks</li>
<li>[Cocoa] Postponed menu creation to first window creation</li>
<li>[Cocoa] Replaced <code>NSDate</code> time source with <code>mach_absolute_time</code></li> <li>[Cocoa] Replaced <code>NSDate</code> time source with <code>mach_absolute_time</code></li>
<li>[Cocoa] Bugfix: The loop condition for saving video modes used the wrong index variable</li> <li>[Cocoa] Bugfix: The loop condition for saving video modes used the wrong index variable</li>
<li>[Cocoa] Bugfix: The OpenGL framework was not retrieved, making glfwGetProcAddress crash</li> <li>[Cocoa] Bugfix: The OpenGL framework was not retrieved, making glfwGetProcAddress crash</li>

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@ -27,168 +27,39 @@
// //
//======================================================================== //========================================================================
// Needed for _NSGetProgname
#include <crt_externs.h>
#include "internal.h" #include "internal.h"
//========================================================================
// GLFW application class
//========================================================================
@interface GLFWApplication : NSApplication
@end
@implementation GLFWApplication
// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
// This works around an AppKit bug, where key up events while holding
// down the command key don't get sent to the key window.
- (void)sendEvent:(NSEvent *)event
{
if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
[[self keyWindow] sendEvent:event];
else
[super sendEvent:event];
}
@end
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu*)m;
@end
// Keys to search for as potential application names
NSString* GLFWNameKeys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
//======================================================================== //========================================================================
// Change to our application bundle's resources directory, if present // Change to our application bundle's resources directory, if present
//======================================================================== //========================================================================
static void changeToResourcesDirectory(void) static void changeToResourcesDirectory(void)
{ {
char* resourcePath = [[[NSBundle mainBundle] resourcePath] UTF8String]; CFBundleRef bundle = CFBundleGetMainBundle();
if (!bundle)
return;
if (access(resourcePath, R_OK) == 0) CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(bundle);
chdir(resourcePath); char resourcesPath[MAXPATHLEN];
}
CFStringRef name = CFURLCopyLastPathComponent(resourcesURL);
if (CFStringCompare(CFSTR("Resources"), name, 0) != kCFCompareEqualTo)
return;
//======================================================================== CFRelease(name);
// Try to figure out what the calling application is called
//========================================================================
static NSString* findAppName(void)
{
unsigned int i;
NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++) if (!CFURLGetFileSystemRepresentation(resourcesURL,
TRUE,
(UInt8*) resourcesPath,
MAXPATHLEN));
{ {
id name = [infoDictionary objectForKey:GLFWNameKeys[i]]; CFRelease(resourcesURL);
if (name && return;
[name isKindOfClass:[NSString class]] &&
![@"" isEqualToString:name])
{
_glfwLibrary.NS.bundled = GL_TRUE;
return name;
}
} }
// If we get here, we're unbundled CFRelease(resourcesURL);
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Having the app in front of the terminal window is also generally chdir(resourcesPath);
// handy. There is an NSApplication API to do this, but...
SetFrontProcess(&psn);
char** progname = _NSGetProgname();
if (progname && *progname)
{
// TODO: UTF-8?
return [NSString stringWithUTF8String:*progname];
}
// Really shouldn't get here
return @"GLFW Application";
}
//========================================================================
// Set up the menu bar (manually)
// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
// could go away at any moment, lots of stuff that really should be
// localize(d|able), etc. Loading a nib would save us this horror, but that
// doesn't seem like a good thing to require of GLFW's clients.
//========================================================================
static void setUpMenuBar(void)
{
NSString* appName = findAppName();
NSMenu* bar = [[NSMenu alloc] init];
[NSApp setMainMenu:bar];
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];
} }
@ -202,11 +73,6 @@ static void setUpMenuBar(void)
int _glfwPlatformInit(void) int _glfwPlatformInit(void)
{ {
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
_glfwLibrary.NS.OpenGLFramework = _glfwLibrary.NS.OpenGLFramework =
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl")); CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
if (_glfwLibrary.NS.OpenGLFramework == NULL) if (_glfwLibrary.NS.OpenGLFramework == NULL)
@ -216,13 +82,6 @@ int _glfwPlatformInit(void)
return GL_FALSE; return GL_FALSE;
} }
// 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];
if (_glfwLibrary.NS.bundled) if (_glfwLibrary.NS.bundled)
changeToResourcesDirectory(); changeToResourcesDirectory();

View File

@ -29,6 +29,9 @@
#include "internal.h" #include "internal.h"
// Needed for _NSGetProgname
#include <crt_externs.h>
//======================================================================== //========================================================================
// Delegate for window related notifications // Delegate for window related notifications
@ -443,6 +446,176 @@ static int convertMacKeyCode(unsigned int macKeyCode)
@end @end
//========================================================================
// GLFW application class
//========================================================================
@interface GLFWApplication : NSApplication
@end
@implementation GLFWApplication
// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
// This works around an AppKit bug, where key up events while holding
// down the command key don't get sent to the key window.
- (void)sendEvent:(NSEvent *)event
{
if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
[[self keyWindow] sendEvent:event];
else
[super sendEvent:event];
}
@end
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu*)m;
@end
//========================================================================
// Try to figure out what the calling application is called
//========================================================================
static NSString* findAppName(void)
{
unsigned int i;
NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
// Keys to search for as potential application names
NSString* GLFWNameKeys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++)
{
id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
if (name &&
[name isKindOfClass:[NSString class]] &&
![@"" isEqualToString:name])
{
_glfwLibrary.NS.bundled = GL_TRUE;
return name;
}
}
// If we get here, we're unbundled
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Having the app in front of the terminal window is also generally
// handy. There is an NSApplication API to do this, but...
SetFrontProcess(&psn);
char** progname = _NSGetProgname();
if (progname && *progname)
{
// TODO: UTF-8?
return [NSString stringWithUTF8String:*progname];
}
// Really shouldn't get here
return @"GLFW Application";
}
//========================================================================
// Set up the menu bar (manually)
// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
// could go away at any moment, lots of stuff that really should be
// localize(d|able), etc. Loading a nib would save us this horror, but that
// doesn't seem like a good thing to require of GLFW's clients.
//========================================================================
static void setUpMenuBar(void)
{
NSString* appName = findAppName();
NSMenu* bar = [[NSMenu alloc] init];
[NSApp setMainMenu:bar];
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 // Create the Cocoa window
//======================================================================== //========================================================================
@ -641,6 +814,9 @@ int _glfwPlatformOpenWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig, const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig) const _GLFWfbconfig* fbconfig)
{ {
if (!initializeCocoa())
return GL_FALSE;
// We can only have one application delegate, but we only allocate it the // 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 // first time we create a window to keep all window code in this file
if (_glfwLibrary.NS.delegate == nil) if (_glfwLibrary.NS.delegate == nil)