mirror of
https://github.com/glfw/glfw.git
synced 2024-11-22 13:04:35 +00:00
887 lines
25 KiB
Objective-C
887 lines
25 KiB
Objective-C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Cocoa/NSOpenGL
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// API Version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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//========================================================================
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// Delegate for window related notifications
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// (but also used as an application delegate)
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//========================================================================
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@interface GLFWWindowDelegate : NSObject
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@end
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@implementation GLFWWindowDelegate
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- (BOOL)windowShouldClose:(id)window
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{
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if( _glfwWin.windowCloseCallback )
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{
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if( !_glfwWin.windowCloseCallback() )
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{
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return NO;
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}
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}
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// This is horribly ugly, but it works
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glfwCloseWindow();
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return NO;
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}
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- (void)windowDidResize:(NSNotification *)notification
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{
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[_glfwWin.context update];
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NSRect contentRect =
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[_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
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_glfwWin.width = contentRect.size.width;
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_glfwWin.height = contentRect.size.height;
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if( _glfwWin.windowSizeCallback )
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{
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_glfwWin.windowSizeCallback( _glfwWin.width, _glfwWin.height );
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}
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}
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if( _glfwWin.windowCloseCallback )
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{
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if( !_glfwWin.windowCloseCallback() )
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{
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return NSTerminateCancel;
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}
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}
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// This is horribly ugly, but it works
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glfwCloseWindow();
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return NSTerminateCancel;
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}
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@end
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// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
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static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
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{
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/* 00 */ 'A',
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/* 01 */ 'S',
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/* 02 */ 'D',
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/* 03 */ 'F',
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/* 04 */ 'H',
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/* 05 */ 'G',
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/* 06 */ 'Z',
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/* 07 */ 'X',
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/* 08 */ 'C',
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/* 09 */ 'V',
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/* 0a */ -1,
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/* 0b */ 'B',
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/* 0c */ 'Q',
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/* 0d */ 'W',
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/* 0e */ 'E',
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/* 0f */ 'R',
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/* 10 */ 'Y',
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/* 11 */ 'T',
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/* 12 */ '1',
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/* 13 */ '2',
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/* 14 */ '3',
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/* 15 */ '4',
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/* 16 */ '6',
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/* 17 */ '5',
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/* 18 */ '=',
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/* 19 */ '9',
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/* 1a */ '7',
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/* 1b */ '-',
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/* 1c */ '8',
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/* 1d */ '0',
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/* 1e */ ']',
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/* 1f */ 'O',
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/* 20 */ 'U',
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/* 21 */ '[',
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/* 22 */ 'I',
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/* 23 */ 'P',
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/* 24 */ GLFW_KEY_ENTER,
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/* 25 */ 'L',
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/* 26 */ 'J',
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/* 27 */ '\'',
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/* 28 */ 'K',
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/* 29 */ ';',
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/* 2a */ '\\',
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/* 2b */ ',',
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/* 2c */ '/',
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/* 2d */ 'N',
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/* 2e */ 'M',
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/* 2f */ '.',
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/* 30 */ GLFW_KEY_TAB,
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/* 31 */ GLFW_KEY_SPACE,
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/* 32 */ '`',
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/* 33 */ GLFW_KEY_BACKSPACE,
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/* 34 */ -1,
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/* 35 */ GLFW_KEY_ESC,
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/* 36 */ GLFW_KEY_RSUPER,
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/* 37 */ GLFW_KEY_LSUPER,
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/* 38 */ GLFW_KEY_LSHIFT,
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/* 39 */ GLFW_KEY_CAPS_LOCK,
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/* 3a */ GLFW_KEY_LALT,
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/* 3b */ GLFW_KEY_LCTRL,
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/* 3c */ GLFW_KEY_RSHIFT,
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/* 3d */ GLFW_KEY_RALT,
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/* 3e */ GLFW_KEY_RCTRL,
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/* 3f */ -1, /*Function*/
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/* 40 */ GLFW_KEY_F17,
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/* 41 */ GLFW_KEY_KP_DECIMAL,
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/* 42 */ -1,
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/* 43 */ GLFW_KEY_KP_MULTIPLY,
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/* 44 */ -1,
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/* 45 */ GLFW_KEY_KP_ADD,
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/* 46 */ -1,
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/* 47 */ -1, /*KeypadClear*/
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/* 48 */ -1, /*VolumeUp*/
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/* 49 */ -1, /*VolumeDown*/
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/* 4a */ -1, /*Mute*/
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/* 4b */ GLFW_KEY_KP_DIVIDE,
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/* 4c */ GLFW_KEY_KP_ENTER,
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/* 4d */ -1,
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/* 4e */ GLFW_KEY_KP_SUBTRACT,
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/* 4f */ GLFW_KEY_F18,
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/* 50 */ GLFW_KEY_F19,
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/* 51 */ GLFW_KEY_KP_EQUAL,
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/* 52 */ GLFW_KEY_KP_0,
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/* 53 */ GLFW_KEY_KP_1,
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/* 54 */ GLFW_KEY_KP_2,
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/* 55 */ GLFW_KEY_KP_3,
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/* 56 */ GLFW_KEY_KP_4,
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/* 57 */ GLFW_KEY_KP_5,
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/* 58 */ GLFW_KEY_KP_6,
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/* 59 */ GLFW_KEY_KP_7,
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/* 5a */ GLFW_KEY_F20,
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/* 5b */ GLFW_KEY_KP_8,
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/* 5c */ GLFW_KEY_KP_9,
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/* 5d */ -1,
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/* 5e */ -1,
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/* 5f */ -1,
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/* 60 */ GLFW_KEY_F5,
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/* 61 */ GLFW_KEY_F6,
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/* 62 */ GLFW_KEY_F7,
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/* 63 */ GLFW_KEY_F3,
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/* 64 */ GLFW_KEY_F8,
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/* 65 */ GLFW_KEY_F9,
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/* 66 */ -1,
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/* 67 */ GLFW_KEY_F11,
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/* 68 */ -1,
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/* 69 */ GLFW_KEY_F13,
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/* 6a */ GLFW_KEY_F16,
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/* 6b */ GLFW_KEY_F14,
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/* 6c */ -1,
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/* 6d */ GLFW_KEY_F10,
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/* 6e */ -1,
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/* 6f */ GLFW_KEY_F12,
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/* 70 */ -1,
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/* 71 */ GLFW_KEY_F15,
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/* 72 */ GLFW_KEY_INSERT, /*Help*/
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/* 73 */ GLFW_KEY_HOME,
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/* 74 */ GLFW_KEY_PAGEUP,
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/* 75 */ GLFW_KEY_DEL,
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/* 76 */ GLFW_KEY_F4,
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/* 77 */ GLFW_KEY_END,
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/* 78 */ GLFW_KEY_F2,
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/* 79 */ GLFW_KEY_PAGEDOWN,
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/* 7a */ GLFW_KEY_F1,
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/* 7b */ GLFW_KEY_LEFT,
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/* 7c */ GLFW_KEY_RIGHT,
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/* 7d */ GLFW_KEY_DOWN,
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/* 7e */ GLFW_KEY_UP,
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/* 7f */ -1,
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};
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//========================================================================
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// Converts a Mac OS X keycode to a GLFW keycode
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//========================================================================
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static int convertMacKeyCode( unsigned int macKeyCode )
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{
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if( macKeyCode >= 128 )
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{
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return -1;
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}
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// This treats keycodes as *positional*; that is, we'll return 'a'
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// for the key left of 's', even on an AZERTY keyboard. The charInput
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// function should still get 'q' though.
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return MAC_TO_GLFW_KEYCODE_MAPPING[macKeyCode];
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}
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//========================================================================
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// Content view class for the GLFW window
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//========================================================================
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@interface GLFWContentView : NSView
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@end
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@implementation GLFWContentView
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- (BOOL)isOpaque
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{
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return YES;
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}
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- (BOOL)canBecomeKeyView
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{
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return YES;
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}
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- (BOOL)acceptsFirstResponder
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{
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return YES;
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}
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- (void)mouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS );
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}
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- (void)mouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)mouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE );
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}
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- (void)mouseMoved:(NSEvent *)event
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{
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if( _glfwWin.mouseLock )
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{
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_glfwInput.MousePosX += [event deltaX];
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_glfwInput.MousePosY += [event deltaY];
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}
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else
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{
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NSPoint p = [event locationInWindow];
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// Cocoa coordinate system has origin at lower left
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_glfwInput.MousePosX = p.x;
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_glfwInput.MousePosY = [[_glfwWin.window contentView] bounds].size.height - p.y;
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}
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if( _glfwWin.mousePosCallback )
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{
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_glfwWin.mousePosCallback( _glfwInput.MousePosX, _glfwInput.MousePosY );
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}
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}
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- (void)rightMouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS );
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}
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- (void)rightMouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)rightMouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE );
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}
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- (void)otherMouseDown:(NSEvent *)event
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{
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_glfwInputMouseClick( [event buttonNumber], GLFW_PRESS );
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}
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- (void)otherMouseDragged:(NSEvent *)event
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{
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[self mouseMoved:event];
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}
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- (void)otherMouseUp:(NSEvent *)event
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{
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_glfwInputMouseClick( [event buttonNumber], GLFW_RELEASE );
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}
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- (void)keyDown:(NSEvent *)event
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{
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NSUInteger length;
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NSString* characters;
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int i, code = convertMacKeyCode( [event keyCode] );
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if( code != -1 )
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{
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_glfwInputKey( code, GLFW_PRESS );
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if( [event modifierFlags] & NSCommandKeyMask )
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{
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if( !_glfwWin.sysKeysDisabled )
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{
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[super keyDown:event];
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}
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}
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else
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{
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characters = [event characters];
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length = [characters length];
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for( i = 0; i < length; i++ )
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{
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_glfwInputChar( [characters characterAtIndex:i], GLFW_PRESS );
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}
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}
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}
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}
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- (void)flagsChanged:(NSEvent *)event
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{
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unsigned int newModifierFlags = [event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
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int mode;
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if( newModifierFlags > _glfwWin.modifierFlags )
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{
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mode = GLFW_PRESS;
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}
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else
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{
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mode = GLFW_RELEASE;
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}
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_glfwWin.modifierFlags = newModifierFlags;
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_glfwInputKey( MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode );
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}
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- (void)keyUp:(NSEvent *)event
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{
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NSUInteger length;
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NSString* characters;
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int i, code = convertMacKeyCode( [event keyCode] );
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if( code != -1 )
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{
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_glfwInputKey( code, GLFW_RELEASE );
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characters = [event characters];
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length = [characters length];
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for( i = 0; i < length; i++ )
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{
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_glfwInputChar( [characters characterAtIndex:i], GLFW_RELEASE );
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}
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}
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}
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- (void)scrollWheel:(NSEvent *)event
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{
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_glfwInput.WheelPosFloating += [event deltaY];
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_glfwInput.WheelPos = lrint(_glfwInput.WheelPosFloating);
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if( _glfwWin.mouseWheelCallback )
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{
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_glfwWin.mouseWheelCallback( _glfwInput.WheelPos );
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}
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}
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@end
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//************************************************************************
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//**** Platform implementation functions ****
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//************************************************************************
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//========================================================================
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// Here is where the window is created, and the OpenGL rendering context is
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// created
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//========================================================================
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int _glfwPlatformOpenWindow( int width, int height,
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const _GLFWwndconfig *wndconfig,
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const _GLFWfbconfig *fbconfig )
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{
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int colorBits;
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_glfwWin.pixelFormat = nil;
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_glfwWin.window = nil;
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_glfwWin.context = nil;
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_glfwWin.delegate = nil;
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// Fail if OpenGL 3.0 or above was requested
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if( wndconfig->glMajor > 2 )
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{
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_glfwPlatformCloseWindow();
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return GL_FALSE;
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}
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_glfwWin.delegate = [[GLFWWindowDelegate alloc] init];
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if( _glfwWin.delegate == nil )
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{
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_glfwPlatformCloseWindow();
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return GL_FALSE;
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}
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[NSApp setDelegate:_glfwWin.delegate];
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// Mac OS X needs non-zero color size, so set resonable values
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colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits;
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if( colorBits == 0 )
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{
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colorBits = 24;
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}
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else if( colorBits < 15 )
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{
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colorBits = 15;
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}
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// Ignored hints:
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// OpenGLMajor, OpenGLMinor, OpenGLForward:
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// pending Mac OS X support for OpenGL 3.x
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// OpenGLDebug
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// pending it meaning anything on Mac OS X
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// Don't use accumulation buffer support; it's not accelerated
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// Aux buffers probably aren't accelerated either
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CFDictionaryRef fullscreenMode = NULL;
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if( wndconfig->mode == GLFW_FULLSCREEN )
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{
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fullscreenMode =
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// I think it's safe to pass 0 to the refresh rate for this function
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// rather than conditionalizing the code to call the version which
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// doesn't specify refresh...
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CGDisplayBestModeForParametersAndRefreshRateWithProperty(
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CGMainDisplayID(),
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colorBits + fbconfig->alphaBits,
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width,
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height,
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wndconfig->refreshRate,
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// Controversial, see macosx_fullscreen.m for discussion
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kCGDisplayModeIsSafeForHardware,
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NULL);
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width = [[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
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height = [[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
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}
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unsigned int styleMask = 0;
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if( wndconfig->mode == GLFW_WINDOW )
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{
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styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
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if( !wndconfig->windowNoResize )
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{
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styleMask |= NSResizableWindowMask;
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}
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}
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else
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{
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styleMask = NSBorderlessWindowMask;
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}
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_glfwWin.window = [[NSWindow alloc]
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initWithContentRect:NSMakeRect(0, 0, width, height)
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styleMask:styleMask
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backing:NSBackingStoreBuffered
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defer:NO];
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[_glfwWin.window setContentView:[[GLFWContentView alloc] init]];
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[_glfwWin.window setDelegate:_glfwWin.delegate];
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[_glfwWin.window setAcceptsMouseMovedEvents:YES];
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[_glfwWin.window center];
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if( wndconfig->mode == GLFW_FULLSCREEN )
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{
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CGCaptureAllDisplays();
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CGDisplaySwitchToMode( CGMainDisplayID(), fullscreenMode );
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}
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unsigned int attribute_count = 0;
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#define ADD_ATTR(x) attributes[attribute_count++] = x
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#define ADD_ATTR2(x, y) (void)({ ADD_ATTR(x); ADD_ATTR(y); })
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#define MAX_ATTRS 24 // urgh
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NSOpenGLPixelFormatAttribute attributes[MAX_ATTRS];
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ADD_ATTR( NSOpenGLPFADoubleBuffer );
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if( wndconfig->mode == GLFW_FULLSCREEN )
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{
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ADD_ATTR( NSOpenGLPFAFullScreen );
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ADD_ATTR( NSOpenGLPFANoRecovery );
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ADD_ATTR2( NSOpenGLPFAScreenMask,
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CGDisplayIDToOpenGLDisplayMask( CGMainDisplayID() ) );
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}
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ADD_ATTR2( NSOpenGLPFAColorSize, colorBits );
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if( fbconfig->alphaBits > 0)
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{
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ADD_ATTR2( NSOpenGLPFAAlphaSize, fbconfig->alphaBits );
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}
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if( fbconfig->depthBits > 0)
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{
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ADD_ATTR2( NSOpenGLPFADepthSize, fbconfig->depthBits );
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}
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if( fbconfig->stencilBits > 0)
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{
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ADD_ATTR2( NSOpenGLPFAStencilSize, fbconfig->stencilBits );
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}
|
|
|
|
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
|
|
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
|
|
|
|
if( accumBits > 0)
|
|
{
|
|
ADD_ATTR2( NSOpenGLPFAAccumSize, accumBits );
|
|
}
|
|
|
|
if( fbconfig->auxBuffers > 0)
|
|
{
|
|
ADD_ATTR2( NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers );
|
|
}
|
|
|
|
if( fbconfig->stereo)
|
|
{
|
|
ADD_ATTR( NSOpenGLPFAStereo );
|
|
}
|
|
|
|
if( fbconfig->samples > 0)
|
|
{
|
|
ADD_ATTR2( NSOpenGLPFASampleBuffers, 1 );
|
|
ADD_ATTR2( NSOpenGLPFASamples, fbconfig->samples );
|
|
}
|
|
|
|
ADD_ATTR(0);
|
|
|
|
_glfwWin.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
|
|
if( _glfwWin.pixelFormat == nil )
|
|
{
|
|
_glfwPlatformCloseWindow();
|
|
return GL_FALSE;
|
|
}
|
|
|
|
_glfwWin.context = [[NSOpenGLContext alloc] initWithFormat:_glfwWin.pixelFormat
|
|
shareContext:nil];
|
|
if( _glfwWin.context == nil )
|
|
{
|
|
_glfwPlatformCloseWindow();
|
|
return GL_FALSE;
|
|
}
|
|
|
|
[_glfwWin.window makeKeyAndOrderFront:nil];
|
|
[_glfwWin.context setView:[_glfwWin.window contentView]];
|
|
|
|
if( wndconfig->mode == GLFW_FULLSCREEN )
|
|
{
|
|
// TODO: Make this work on pre-Leopard systems
|
|
[[_glfwWin.window contentView] enterFullScreenMode:[NSScreen mainScreen]
|
|
withOptions:nil];
|
|
}
|
|
|
|
[_glfwWin.context makeCurrentContext];
|
|
|
|
NSPoint point = [[NSCursor currentCursor] hotSpot];
|
|
_glfwInput.MousePosX = point.x;
|
|
_glfwInput.MousePosY = point.y;
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
//========================================================================
|
|
// Properly kill the window / video display
|
|
//========================================================================
|
|
|
|
void _glfwPlatformCloseWindow( void )
|
|
{
|
|
[_glfwWin.window orderOut:nil];
|
|
|
|
if( _glfwWin.fullscreen )
|
|
{
|
|
[[_glfwWin.window contentView] exitFullScreenModeWithOptions:nil];
|
|
CGDisplaySwitchToMode( CGMainDisplayID(),
|
|
(CFDictionaryRef)_glfwLibrary.DesktopMode );
|
|
CGReleaseAllDisplays();
|
|
}
|
|
|
|
[_glfwWin.pixelFormat release];
|
|
_glfwWin.pixelFormat = nil;
|
|
|
|
[NSOpenGLContext clearCurrentContext];
|
|
[_glfwWin.context release];
|
|
_glfwWin.context = nil;
|
|
|
|
[_glfwWin.window setDelegate:nil];
|
|
[NSApp setDelegate:nil];
|
|
[_glfwWin.delegate release];
|
|
_glfwWin.delegate = nil;
|
|
|
|
[_glfwWin.window close];
|
|
_glfwWin.window = nil;
|
|
|
|
// TODO: Probably more cleanup
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window title
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowTitle( const char *title )
|
|
{
|
|
[_glfwWin.window setTitle:[NSString stringWithCString:title
|
|
encoding:NSISOLatin1StringEncoding]];
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window size
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowSize( int width, int height )
|
|
{
|
|
[_glfwWin.window setContentSize:NSMakeSize(width, height)];
|
|
}
|
|
|
|
//========================================================================
|
|
// Set the window position
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetWindowPos( int x, int y )
|
|
{
|
|
NSRect contentRect = [_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
|
|
|
|
// We assume here that the client code wants to position the window within the
|
|
// screen the window currently occupies
|
|
NSRect screenRect = [[_glfwWin.window screen] visibleFrame];
|
|
contentRect.origin = NSMakePoint(screenRect.origin.x + x,
|
|
screenRect.origin.y + screenRect.size.height -
|
|
y - contentRect.size.height);
|
|
|
|
[_glfwWin.window setFrame:[_glfwWin.window frameRectForContentRect:contentRect]
|
|
display:YES];
|
|
}
|
|
|
|
//========================================================================
|
|
// Iconify the window
|
|
//========================================================================
|
|
|
|
void _glfwPlatformIconifyWindow( void )
|
|
{
|
|
[_glfwWin.window miniaturize:nil];
|
|
}
|
|
|
|
//========================================================================
|
|
// Restore (un-iconify) the window
|
|
//========================================================================
|
|
|
|
void _glfwPlatformRestoreWindow( void )
|
|
{
|
|
[_glfwWin.window deminiaturize:nil];
|
|
}
|
|
|
|
//========================================================================
|
|
// Swap buffers
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSwapBuffers( void )
|
|
{
|
|
// ARP appears to be unnecessary, but this is future-proof
|
|
[_glfwWin.context flushBuffer];
|
|
}
|
|
|
|
//========================================================================
|
|
// Set double buffering swap interval
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSwapInterval( int interval )
|
|
{
|
|
GLint sync = interval;
|
|
[_glfwWin.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
|
|
}
|
|
|
|
//========================================================================
|
|
// Write back window parameters into GLFW window structure
|
|
//========================================================================
|
|
|
|
void _glfwPlatformRefreshWindowParams( void )
|
|
{
|
|
GLint value;
|
|
|
|
// Since GLFW 2.x doesn't understand screens, we use virtual screen zero
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAccelerated
|
|
forVirtualScreen:0];
|
|
_glfwWin.accelerated = value;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAlphaSize
|
|
forVirtualScreen:0];
|
|
_glfwWin.alphaBits = value;
|
|
|
|
// It seems that the color size includes the size of the alpha channel
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAColorSize
|
|
forVirtualScreen:0];
|
|
value -= _glfwWin.alphaBits;
|
|
_glfwWin.redBits = value / 3;
|
|
_glfwWin.greenBits = value / 3;
|
|
_glfwWin.blueBits = value / 3;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFADepthSize
|
|
forVirtualScreen:0];
|
|
_glfwWin.depthBits = value;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAStencilSize
|
|
forVirtualScreen:0];
|
|
_glfwWin.stencilBits = value;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAccumSize
|
|
forVirtualScreen:0];
|
|
_glfwWin.accumRedBits = value / 3;
|
|
_glfwWin.accumGreenBits = value / 3;
|
|
_glfwWin.accumBlueBits = value / 3;
|
|
|
|
// TODO: Figure out what to set this value to
|
|
_glfwWin.accumAlphaBits = 0;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAAuxBuffers
|
|
forVirtualScreen:0];
|
|
_glfwWin.auxBuffers = value;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFAStereo
|
|
forVirtualScreen:0];
|
|
_glfwWin.stereo = value;
|
|
|
|
[_glfwWin.pixelFormat getValues:&value
|
|
forAttribute:NSOpenGLPFASamples
|
|
forVirtualScreen:0];
|
|
_glfwWin.samples = value;
|
|
|
|
// These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+
|
|
_glfwWin.glForward = GL_FALSE;
|
|
_glfwWin.glDebug = GL_FALSE;
|
|
_glfwWin.glProfile = 0;
|
|
}
|
|
|
|
//========================================================================
|
|
// 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.AutoreleasePool drain];
|
|
_glfwLibrary.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();
|
|
}
|
|
|
|
//========================================================================
|
|
// Hide mouse cursor (lock it)
|
|
//========================================================================
|
|
|
|
void _glfwPlatformHideMouseCursor( void )
|
|
{
|
|
[NSCursor hide];
|
|
CGAssociateMouseAndMouseCursorPosition( false );
|
|
}
|
|
|
|
//========================================================================
|
|
// Show mouse cursor (unlock it)
|
|
//========================================================================
|
|
|
|
void _glfwPlatformShowMouseCursor( void )
|
|
{
|
|
[NSCursor unhide];
|
|
CGAssociateMouseAndMouseCursorPosition( true );
|
|
}
|
|
|
|
//========================================================================
|
|
// Set physical mouse cursor position
|
|
//========================================================================
|
|
|
|
void _glfwPlatformSetMouseCursorPos( int x, int y )
|
|
{
|
|
// 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,
|
|
// and other badness in pain. I think the API's just silly, but maybe I'm
|
|
// misunderstanding it...
|
|
|
|
// Also, (x, y) are window coords...
|
|
|
|
// Also, it doesn't seem possible to write this robustly without
|
|
// calculating the maximum y coordinate of all screens, since Cocoa's
|
|
// "global coordinates" are upside down from CG's...
|
|
|
|
// Without this (once per app run, but it's convenient to do it here)
|
|
// events will be suppressed for a default of 0.25 seconds after we
|
|
// move the cursor.
|
|
CGSetLocalEventsSuppressionInterval( 0.0 );
|
|
|
|
NSPoint localPoint = NSMakePoint( x, y );
|
|
NSPoint globalPoint = [_glfwWin.window 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 );
|
|
}
|
|
|