Add GLFW_COCOA_RETINA_FRAMEBUFFER

Look, a can of worms!  I wonder what's inside.

This adds the first platform specific window hint, transforming
a compile-time option to a run-time per-window one.
This commit is contained in:
Camilla Löwy 2016-12-07 00:41:54 +01:00
parent 766a9dc9fd
commit 58ceab5f1e
10 changed files with 32 additions and 22 deletions

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@ -39,7 +39,6 @@ endif()
if (APPLE)
option(GLFW_USE_CHDIR "Make glfwInit chdir to Contents/Resources" ON)
option(GLFW_USE_MENUBAR "Populate the menu bar on first window creation" ON)
option(GLFW_USE_RETINA "Use the full resolution of Retina displays" ON)
endif()
if (UNIX AND NOT APPLE)
@ -355,10 +354,6 @@ if (_GLFW_COCOA)
set(_GLFW_USE_CHDIR 1)
endif()
if (GLFW_USE_RETINA)
set(_GLFW_USE_RETINA 1)
endif()
list(APPEND glfw_LIBRARIES
"-framework Cocoa"
"-framework IOKit"

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@ -110,6 +110,8 @@ information on what to include when reporting a bug.
- Added `glfwSetWindowAttrib` function for changing window attributes (#537)
- Added headless [OSMesa](http://mesa3d.org/osmesa.html) backend (#281,#850)
- Added definition of `GLAPIENTRY` to public header
- Added macOS specific `GLFW_COCOA_RETINA_FRAMEBUFFER` window hint
- Removed `GLFW_USE_RETINA` compile-time option
- Bugfix: Calling `glfwMaximizeWindow` on a full screen window was not ignored
- Bugfix: `GLFW_INCLUDE_VULKAN` could not be combined with the corresponding
OpenGL and OpenGL ES header macros

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@ -229,10 +229,6 @@ directory of bundled applications to the `Contents/Resources` directory.
__GLFW_USE_MENUBAR__ determines whether the first call to @ref glfwCreateWindow
sets up a minimal menu bar.
@anchor GLFW_USE_RETINA
__GLFW_USE_RETINA__ determines whether windows will use the full resolution of
Retina displays.
@subsubsection compile_options_win32 Windows specific CMake options
@ -298,8 +294,6 @@ available:
application bundle during @ref glfwInit (recommended)
- @b _GLFW_USE_MENUBAR to create and populate the menu bar when the first window
is created (recommended)
- @b _GLFW_USE_RETINA to have windows use the full resolution of Retina displays
(recommended)
@note None of the @ref build_macros may be defined during the compilation of
GLFW. If you define any of these in your build files, make sure they are not

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@ -146,6 +146,11 @@ context. These hints are set to their default values each time the library is
initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
and reset all at once to their defaults with @ref glfwDefaultWindowHints.
Some hints are platform specific. These are always valid to set on any
platform but they will only affect their specific platform. Other platforms
will simply ignore them. Setting these hints requires no platform specific
headers or calls.
Note that hints need to be set _before_ the creation of the window and context
you wish to have the specified attributes.
@ -400,6 +405,13 @@ fail on early drivers where this flag is supported without those extensions
being listed.
@subsubsection window_hints_osx macOS specific hints
@anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint
__GLFW_COCOA_RETINA_FRAMEBUFFER__ specifies whether to use full resolution
framebuffers on Retina displays. This is ignored on other platforms.
@subsubsection window_hints_values Supported and default values
Window hint | Default value | Supported values
@ -436,6 +448,7 @@ GLFW_CONTEXT_RELEASE_BEHAVIOR | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_
GLFW_OPENGL_FORWARD_COMPAT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
GLFW_OPENGL_DEBUG_CONTEXT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
GLFW_OPENGL_PROFILE | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE`
GLFW_COCOA_RETINA_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@section window_events Window event processing

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@ -776,6 +776,8 @@ extern "C" {
#define GLFW_CONTEXT_NO_ERROR 0x0002200A
#define GLFW_CONTEXT_CREATION_API 0x0002200B
#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001
#define GLFW_NO_API 0
#define GLFW_OPENGL_API 0x00030001
#define GLFW_OPENGL_ES_API 0x00030002
@ -1972,9 +1974,10 @@ GLFWAPI void glfwWindowHint(int hint, int value);
* [compile-time option](@ref compile_options_osx).
*
* @remark @macos On OS X 10.10 and later the window frame will not be rendered
* at full resolution on Retina displays unless the `NSHighResolutionCapable`
* key is enabled in the application bundle's `Info.plist`. For more
* information, see
* at full resolution on Retina displays unless the
* [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)
* hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the
* application bundle's `Info.plist`. For more information, see
* [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
* in the Mac Developer Library. The GLFW test and example programs use
* a custom `Info.plist` template for this, which can be found as

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@ -381,9 +381,6 @@ const char* _glfwPlatformGetVersionString(void)
#if defined(_GLFW_USE_MENUBAR)
" menubar"
#endif
#if defined(_GLFW_USE_RETINA)
" retina"
#endif
#if defined(_GLFW_BUILD_DLL)
" dynamic"
#endif

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@ -1038,9 +1038,8 @@ static GLFWbool createNativeWindow(_GLFWwindow* window,
window->ns.view = [[GLFWContentView alloc] initWithGlfwWindow:window];
#if defined(_GLFW_USE_RETINA)
if (wndconfig->ns.retina)
[window->ns.view setWantsBestResolutionOpenGLSurface:YES];
#endif /*_GLFW_USE_RETINA*/
[window->ns.object setContentView:window->ns.view];
[window->ns.object makeFirstResponder:window->ns.view];

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@ -62,6 +62,4 @@
#cmakedefine _GLFW_USE_CHDIR
// Define this to 1 if glfwCreateWindow should populate the menu bar
#cmakedefine _GLFW_USE_MENUBAR
// Define this to 1 if windows should use full resolution on Retina displays
#cmakedefine _GLFW_USE_RETINA

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@ -264,6 +264,9 @@ struct _GLFWwndconfig
GLFWbool autoIconify;
GLFWbool floating;
GLFWbool maximized;
struct {
GLFWbool retina;
} ns;
};
/*! @brief Context configuration.

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@ -266,6 +266,9 @@ void glfwDefaultWindowHints(void)
// The default is to select the highest available refresh rate
_glfw.hints.refreshRate = GLFW_DONT_CARE;
// The default is to use full Retina resolution framebuffers
_glfw.hints.window.ns.retina = GLFW_TRUE;
}
GLFWAPI void glfwWindowHint(int hint, int value)
@ -340,6 +343,9 @@ GLFWAPI void glfwWindowHint(int hint, int value)
case GLFW_VISIBLE:
_glfw.hints.window.visible = value ? GLFW_TRUE : GLFW_FALSE;
break;
case GLFW_COCOA_RETINA_FRAMEBUFFER:
_glfw.hints.window.ns.retina = value ? GLFW_TRUE : GLFW_FALSE;
break;
case GLFW_CLIENT_API:
_glfw.hints.context.client = value;
break;