glfw/src/cocoa_window.m
2012-12-30 00:58:18 +01:00

987 lines
29 KiB
Objective-C

//========================================================================
// GLFW - An OpenGL library
// Platform: Cocoa/NSOpenGL
// API Version: 3.0
// 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"
// Needed for _NSGetProgname
#include <crt_externs.h>
//========================================================================
// Delegate for window related notifications
//========================================================================
@interface GLFWWindowDelegate : NSObject
{
_GLFWwindow* window;
}
- (id)initWithGlfwWindow:(_GLFWwindow *)initWndow;
@end
@implementation GLFWWindowDelegate
- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
{
self = [super init];
if (self != nil)
window = initWindow;
return self;
}
- (BOOL)windowShouldClose:(id)sender
{
_glfwInputWindowCloseRequest(window);
return NO;
}
- (void)windowDidResize:(NSNotification *)notification
{
[window->NSGL.context update];
NSRect contentRect =
[window->NS.object contentRectForFrameRect:[window->NS.object frame]];
_glfwInputWindowSize(window, contentRect.size.width, contentRect.size.height);
}
- (void)windowDidMove:(NSNotification *)notification
{
[window->NSGL.context update];
NSRect contentRect =
[window->NS.object contentRectForFrameRect:[window->NS.object frame]];
CGPoint mainScreenOrigin = CGDisplayBounds(CGMainDisplayID()).origin;
double mainScreenHeight = CGDisplayBounds(CGMainDisplayID()).size.height;
CGPoint flippedPos = CGPointMake(contentRect.origin.x - mainScreenOrigin.x,
mainScreenHeight - contentRect.origin.y -
mainScreenOrigin.y - window->height);
_glfwInputWindowPos(window, flippedPos.x, flippedPos.y);
}
- (void)windowDidMiniaturize:(NSNotification *)notification
{
_glfwInputWindowIconify(window, GL_TRUE);
}
- (void)windowDidDeminiaturize:(NSNotification *)notification
{
_glfwInputWindowIconify(window, GL_FALSE);
}
- (void)windowDidBecomeKey:(NSNotification *)notification
{
_glfwInputWindowFocus(window, GL_TRUE);
}
- (void)windowDidResignKey:(NSNotification *)notification
{
_glfwInputWindowFocus(window, GL_FALSE);
}
@end
//========================================================================
// Delegate for application related notifications
//========================================================================
@interface GLFWApplicationDelegate : NSObject
@end
@implementation GLFWApplicationDelegate
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
_glfwInputWindowCloseRequest(window);
return NSTerminateCancel;
}
- (void)applicationDidHide:(NSNotification *)notification
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
_glfwInputWindowVisibility(window, GL_FALSE);
}
- (void)applicationDidUnhide:(NSNotification *)notification
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
{
if ([window->NS.object isVisible])
_glfwInputWindowVisibility(window, GL_TRUE);
}
}
@end
//========================================================================
// Converts a Mac OS X keycode to a GLFW keycode
//========================================================================
static int convertMacKeyCode(unsigned int macKeyCode)
{
// Keyboard symbol translation table
// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
static const unsigned int table[128] =
{
/* 00 */ GLFW_KEY_A,
/* 01 */ GLFW_KEY_S,
/* 02 */ GLFW_KEY_D,
/* 03 */ GLFW_KEY_F,
/* 04 */ GLFW_KEY_H,
/* 05 */ GLFW_KEY_G,
/* 06 */ GLFW_KEY_Z,
/* 07 */ GLFW_KEY_X,
/* 08 */ GLFW_KEY_C,
/* 09 */ GLFW_KEY_V,
/* 0a */ GLFW_KEY_GRAVE_ACCENT,
/* 0b */ GLFW_KEY_B,
/* 0c */ GLFW_KEY_Q,
/* 0d */ GLFW_KEY_W,
/* 0e */ GLFW_KEY_E,
/* 0f */ GLFW_KEY_R,
/* 10 */ GLFW_KEY_Y,
/* 11 */ GLFW_KEY_T,
/* 12 */ GLFW_KEY_1,
/* 13 */ GLFW_KEY_2,
/* 14 */ GLFW_KEY_3,
/* 15 */ GLFW_KEY_4,
/* 16 */ GLFW_KEY_6,
/* 17 */ GLFW_KEY_5,
/* 18 */ GLFW_KEY_EQUAL,
/* 19 */ GLFW_KEY_9,
/* 1a */ GLFW_KEY_7,
/* 1b */ GLFW_KEY_MINUS,
/* 1c */ GLFW_KEY_8,
/* 1d */ GLFW_KEY_0,
/* 1e */ GLFW_KEY_RIGHT_BRACKET,
/* 1f */ GLFW_KEY_O,
/* 20 */ GLFW_KEY_U,
/* 21 */ GLFW_KEY_LEFT_BRACKET,
/* 22 */ GLFW_KEY_I,
/* 23 */ GLFW_KEY_P,
/* 24 */ GLFW_KEY_ENTER,
/* 25 */ GLFW_KEY_L,
/* 26 */ GLFW_KEY_J,
/* 27 */ GLFW_KEY_APOSTROPHE,
/* 28 */ GLFW_KEY_K,
/* 29 */ GLFW_KEY_SEMICOLON,
/* 2a */ GLFW_KEY_BACKSLASH,
/* 2b */ GLFW_KEY_COMMA,
/* 2c */ GLFW_KEY_SLASH,
/* 2d */ GLFW_KEY_N,
/* 2e */ GLFW_KEY_M,
/* 2f */ GLFW_KEY_PERIOD,
/* 30 */ GLFW_KEY_TAB,
/* 31 */ GLFW_KEY_SPACE,
/* 32 */ GLFW_KEY_WORLD_1,
/* 33 */ GLFW_KEY_BACKSPACE,
/* 34 */ -1,
/* 35 */ GLFW_KEY_ESCAPE,
/* 36 */ GLFW_KEY_RIGHT_SUPER,
/* 37 */ GLFW_KEY_LEFT_SUPER,
/* 38 */ GLFW_KEY_LEFT_SHIFT,
/* 39 */ GLFW_KEY_CAPS_LOCK,
/* 3a */ GLFW_KEY_LEFT_ALT,
/* 3b */ GLFW_KEY_LEFT_CONTROL,
/* 3c */ GLFW_KEY_RIGHT_SHIFT,
/* 3d */ GLFW_KEY_RIGHT_ALT,
/* 3e */ GLFW_KEY_RIGHT_CONTROL,
/* 3f */ -1, /* Function */
/* 40 */ GLFW_KEY_F17,
/* 41 */ GLFW_KEY_KP_DECIMAL,
/* 42 */ -1,
/* 43 */ GLFW_KEY_KP_MULTIPLY,
/* 44 */ -1,
/* 45 */ GLFW_KEY_KP_ADD,
/* 46 */ -1,
/* 47 */ GLFW_KEY_NUM_LOCK, /* Really KeypadClear... */
/* 48 */ -1, /* VolumeUp */
/* 49 */ -1, /* VolumeDown */
/* 4a */ -1, /* Mute */
/* 4b */ GLFW_KEY_KP_DIVIDE,
/* 4c */ GLFW_KEY_KP_ENTER,
/* 4d */ -1,
/* 4e */ GLFW_KEY_KP_SUBTRACT,
/* 4f */ GLFW_KEY_F18,
/* 50 */ GLFW_KEY_F19,
/* 51 */ GLFW_KEY_KP_EQUAL,
/* 52 */ GLFW_KEY_KP_0,
/* 53 */ GLFW_KEY_KP_1,
/* 54 */ GLFW_KEY_KP_2,
/* 55 */ GLFW_KEY_KP_3,
/* 56 */ GLFW_KEY_KP_4,
/* 57 */ GLFW_KEY_KP_5,
/* 58 */ GLFW_KEY_KP_6,
/* 59 */ GLFW_KEY_KP_7,
/* 5a */ GLFW_KEY_F20,
/* 5b */ GLFW_KEY_KP_8,
/* 5c */ GLFW_KEY_KP_9,
/* 5d */ -1,
/* 5e */ -1,
/* 5f */ -1,
/* 60 */ GLFW_KEY_F5,
/* 61 */ GLFW_KEY_F6,
/* 62 */ GLFW_KEY_F7,
/* 63 */ GLFW_KEY_F3,
/* 64 */ GLFW_KEY_F8,
/* 65 */ GLFW_KEY_F9,
/* 66 */ -1,
/* 67 */ GLFW_KEY_F11,
/* 68 */ -1,
/* 69 */ GLFW_KEY_F13,
/* 6a */ GLFW_KEY_F16,
/* 6b */ GLFW_KEY_F14,
/* 6c */ -1,
/* 6d */ GLFW_KEY_F10,
/* 6e */ -1,
/* 6f */ GLFW_KEY_F12,
/* 70 */ -1,
/* 71 */ GLFW_KEY_F15,
/* 72 */ GLFW_KEY_INSERT, /* Really Help... */
/* 73 */ GLFW_KEY_HOME,
/* 74 */ GLFW_KEY_PAGE_UP,
/* 75 */ GLFW_KEY_DELETE,
/* 76 */ GLFW_KEY_F4,
/* 77 */ GLFW_KEY_END,
/* 78 */ GLFW_KEY_F2,
/* 79 */ GLFW_KEY_PAGE_DOWN,
/* 7a */ GLFW_KEY_F1,
/* 7b */ GLFW_KEY_LEFT,
/* 7c */ GLFW_KEY_RIGHT,
/* 7d */ GLFW_KEY_DOWN,
/* 7e */ GLFW_KEY_UP,
/* 7f */ -1,
};
if (macKeyCode >= 128)
return -1;
return table[macKeyCode];
}
//========================================================================
// Content view class for the GLFW window
//========================================================================
@interface GLFWContentView : NSView
{
_GLFWwindow* window;
NSTrackingArea* trackingArea;
}
- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow;
@end
@implementation GLFWContentView
- (id)initWithGlfwWindow:(_GLFWwindow *)initWindow
{
self = [super init];
if (self != nil)
{
window = initWindow;
trackingArea = nil;
[self updateTrackingAreas];
}
return self;
}
-(void)dealloc
{
[trackingArea release];
[super dealloc];
}
- (BOOL)isOpaque
{
return YES;
}
- (BOOL)canBecomeKeyView
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)mouseDown:(NSEvent *)event
{
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
}
- (void)mouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)mouseUp:(NSEvent *)event
{
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
}
- (void)mouseMoved:(NSEvent *)event
{
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
_glfwInputCursorMotion(window, [event deltaX], [event deltaY]);
else
{
const NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left
const int x = lround(floor(p.x));
const int y = window->height - lround(ceil(p.y));
_glfwInputCursorMotion(window, x, y);
}
}
- (void)rightMouseDown:(NSEvent *)event
{
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
}
- (void)rightMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)rightMouseUp:(NSEvent *)event
{
_glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE);
}
- (void)otherMouseDown:(NSEvent *)event
{
_glfwInputMouseClick(window, [event buttonNumber], GLFW_PRESS);
}
- (void)otherMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)otherMouseUp:(NSEvent *)event
{
_glfwInputMouseClick(window, [event buttonNumber], GLFW_RELEASE);
}
- (void)mouseExited:(NSEvent *)event
{
_glfwInputCursorEnter(window, GL_FALSE);
}
- (void)mouseEntered:(NSEvent *)event
{
_glfwInputCursorEnter(window, GL_TRUE);
}
- (void)updateTrackingAreas
{
if (trackingArea != nil)
{
[self removeTrackingArea:trackingArea];
[trackingArea release];
}
NSTrackingAreaOptions options = NSTrackingMouseEnteredAndExited |
NSTrackingActiveAlways |
NSTrackingInVisibleRect;
trackingArea = [[NSTrackingArea alloc] initWithRect:[self bounds]
options:options
owner:self
userInfo:nil];
[self addTrackingArea:trackingArea];
[super updateTrackingAreas];
}
- (void)keyDown:(NSEvent *)event
{
NSUInteger i, length;
NSString* characters;
int key = convertMacKeyCode([event keyCode]);
if (key != -1)
{
_glfwInputKey(window, key, GLFW_PRESS);
if ([event modifierFlags] & NSCommandKeyMask)
{
[super keyDown:event];
}
else
{
characters = [event characters];
length = [characters length];
for (i = 0; i < length; i++)
_glfwInputChar(window, [characters characterAtIndex:i]);
}
}
}
- (void)flagsChanged:(NSEvent *)event
{
int mode, key;
unsigned int newModifierFlags =
[event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
if (newModifierFlags > window->NS.modifierFlags)
mode = GLFW_PRESS;
else
mode = GLFW_RELEASE;
window->NS.modifierFlags = newModifierFlags;
key = convertMacKeyCode([event keyCode]);
if (key != -1)
_glfwInputKey(window, key, mode);
}
- (void)keyUp:(NSEvent *)event
{
int key = convertMacKeyCode([event keyCode]);
if (key != -1)
_glfwInputKey(window, key, GLFW_RELEASE);
}
- (void)scrollWheel:(NSEvent *)event
{
double deltaX = [event deltaX];
double deltaY = [event deltaY];
if (fabs(deltaX) > 0.0 || fabs(deltaY) > 0.0)
_glfwInputScroll(window, deltaX, deltaY);
}
@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
//========================================================================
// 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])
{
return name;
}
}
// If we get here, the application is 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)
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 createMenuBar(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:@""];
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly.
[NSApp performSelector:@selector(setAppleMenu:) withObject:appMenu];
}
//========================================================================
// Initialize the Cocoa Application Kit
//========================================================================
static GLboolean initializeAppKit(void)
{
if (NSApp)
return GL_TRUE;
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
// Menu bar setup must go between sharedApplication above and
// finishLaunching below, in order to properly emulate the behavior
// of NSApplicationMain
createMenuBar();
[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.object = [[NSWindow alloc]
initWithContentRect:NSMakeRect(wndconfig->positionX, wndconfig->positionY, window->width, window->height)
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
if (window->NS.object == nil)
{
_glfwSetError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create window");
return GL_FALSE;
}
window->NS.view = [[GLFWContentView alloc] initWithGlfwWindow:window];
[window->NS.object setTitle:[NSString stringWithUTF8String:wndconfig->title]];
[window->NS.object setContentView:window->NS.view];
[window->NS.object setDelegate:window->NS.delegate];
[window->NS.object setAcceptsMouseMovedEvents:YES];
[window->NS.object center];
if ([window->NS.object respondsToSelector:@selector(setRestorable:)])
[window->NS.object setRestorable:NO];
return GL_TRUE;
}
//////////////////////////////////////////////////////////////////////////
////// GLFW platform API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformCreateWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
if (!initializeAppKit())
return GL_FALSE;
// There can only be one application delegate, but we allocate it the
// first time a window is created 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: 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: 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
if (!createWindow(window, wndconfig))
return GL_FALSE;
if (!_glfwCreateContext(window, wndconfig, fbconfig))
return GL_FALSE;
[window->NSGL.context setView:[window->NS.object contentView]];
if (wndconfig->mode == GLFW_FULLSCREEN)
{
int bpp = colorBits + fbconfig->alphaBits;
if (!_glfwSetVideoMode(&window->width,
&window->height,
&bpp,
&window->refreshRate))
{
return GL_FALSE;
}
_glfwPlatformShowWindow(window);
[[window->NS.object contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil];
}
NSPoint point = [[NSCursor currentCursor] hotSpot];
window->cursorPosX = point.x;
window->cursorPosY = point.y;
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformDestroyWindow(_GLFWwindow* window)
{
[window->NS.object orderOut:nil];
if (window->mode == GLFW_FULLSCREEN)
{
[[window->NS.object contentView] exitFullScreenModeWithOptions:nil];
_glfwRestoreVideoMode();
}
_glfwDestroyContext(window);
[window->NS.object setDelegate:nil];
[window->NS.delegate release];
window->NS.delegate = nil;
[window->NS.view release];
window->NS.view = nil;
[window->NS.object close];
window->NS.object = nil;
// TODO: Probably more cleanup
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title)
{
[window->NS.object setTitle:[NSString stringWithUTF8String:title]];
}
//========================================================================
// Set the window size
//========================================================================
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
[window->NS.object setContentSize:NSMakeSize(width, height)];
}
//========================================================================
// Iconify the window
//========================================================================
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
[window->NS.object miniaturize:nil];
}
//========================================================================
// Restore (un-iconify) the window
//========================================================================
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{
[window->NS.object deminiaturize:nil];
}
//========================================================================
// Show window
//========================================================================
void _glfwPlatformShowWindow(_GLFWwindow* window)
{
[window->NS.object makeKeyAndOrderFront:nil];
_glfwInputWindowVisibility(window, GL_TRUE);
}
//========================================================================
// Hide window
//========================================================================
void _glfwPlatformHideWindow(_GLFWwindow* window)
{
[window->NS.object orderOut:nil];
_glfwInputWindowVisibility(window, GL_FALSE);
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams(_GLFWwindow* window)
{
}
//========================================================================
// 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 cursor position
//========================================================================
void _glfwPlatformSetCursorPos(_GLFWwindow* window, int x, int y)
{
if (window->mode == GLFW_FULLSCREEN)
{
CGPoint globalPoint = CGPointMake(x, y);
CGDisplayMoveCursorToPoint(CGMainDisplayID(), globalPoint);
}
else
{
NSPoint localPoint = NSMakePoint(x, window->height - y - 1);
NSPoint globalPoint = [window->NS.object 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;
}
}