ebiten/internal/ui/ui_glfw_darwin.go

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// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !ios && !ebitencbackend
// +build !ios,!ebitencbackend
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package ui
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// #cgo CFLAGS: -x objective-c
// #cgo LDFLAGS: -framework AppKit
//
// #import <AppKit/AppKit.h>
//
// static void currentMonitorPos(uintptr_t windowPtr, int* x, int* y) {
// @autoreleasepool {
// NSScreen* screen = [NSScreen mainScreen];
// if (windowPtr) {
// NSWindow* window = (NSWindow*)windowPtr;
// if ([window isVisible]) {
// // When the window is visible, the window is already initialized.
// // [NSScreen mainScreen] sometimes tells a lie when the window is put across monitors (#703).
// screen = [window screen];
// }
// }
// NSDictionary* screenDictionary = [screen deviceDescription];
// NSNumber* screenID = [screenDictionary objectForKey:@"NSScreenNumber"];
// CGDirectDisplayID aID = [screenID unsignedIntValue];
// const CGRect bounds = CGDisplayBounds(aID);
// *x = bounds.origin.x;
// *y = bounds.origin.y;
// }
// }
//
// static bool isNativeFullscreen(uintptr_t windowPtr) {
// if (!windowPtr) {
// return false;
// }
// NSWindow* window = (NSWindow*)windowPtr;
// return (window.styleMask & NSWindowStyleMaskFullScreen) != 0;
// }
//
// static void setNativeFullscreen(uintptr_t windowPtr, bool fullscreen) {
// NSWindow* window = (NSWindow*)windowPtr;
// if (((window.styleMask & NSWindowStyleMaskFullScreen) != 0) == fullscreen) {
// return;
// }
// bool origResizable = window.styleMask & NSWindowStyleMaskResizable;
// if (!origResizable) {
// window.styleMask |= NSWindowStyleMaskResizable;
// }
// [window toggleFullScreen:nil];
// if (!origResizable) {
// window.styleMask &= ~NSWindowStyleMaskResizable;
// }
// }
//
// static void adjustViewSize(uintptr_t windowPtr) {
// NSWindow* window = (NSWindow*)windowPtr;
// if ((window.styleMask & NSWindowStyleMaskFullScreen) == 0) {
// return;
// }
//
// // Apparently, adjusting the view size is not needed as of macOS 12 (#1745).
// static int majorVersion = 0;
// if (majorVersion == 0) {
// majorVersion = [[NSProcessInfo processInfo] operatingSystemVersion].majorVersion;
// }
// if (majorVersion >= 12) {
// return;
// }
//
// // Reduce the view height (#1745).
// // https://stackoverflow.com/questions/27758027/sprite-kit-serious-fps-issue-in-full-screen-mode-on-os-x
// CGSize windowSize = [window frame].size;
// NSView* view = [window contentView];
// CGSize viewSize = [view frame].size;
// if (windowSize.width != viewSize.width || windowSize.height != viewSize.height) {
// return;
// }
// viewSize.width--;
// [view setFrameSize:viewSize];
//
// // NSColor.blackColor (0, 0, 0, 1) didn't work.
// // Use the transparent color instead.
// [window setBackgroundColor: [NSColor colorWithSRGBRed:0 green:0 blue:0 alpha:0]];
// }
//
// static void setNativeCursor(int cursorID) {
// id cursor = [[NSCursor class] performSelector:@selector(arrowCursor)];
// switch (cursorID) {
// case 0:
// cursor = [[NSCursor class] performSelector:@selector(arrowCursor)];
// break;
// case 1:
// cursor = [[NSCursor class] performSelector:@selector(IBeamCursor)];
// break;
// case 2:
// cursor = [[NSCursor class] performSelector:@selector(crosshairCursor)];
// break;
// case 3:
// cursor = [[NSCursor class] performSelector:@selector(pointingHandCursor)];
// break;
// case 4:
// cursor = [[NSCursor class] performSelector:@selector(_windowResizeEastWestCursor)];
// break;
// case 5:
// cursor = [[NSCursor class] performSelector:@selector(_windowResizeNorthSouthCursor)];
// break;
// }
// [cursor push];
// }
//
// static void currentMouseLocation(int* x, int* y) {
// NSPoint location = [NSEvent mouseLocation];
// *x = (int)(location.x);
// *y = (int)(location.y);
// }
import "C"
import (
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
// clearVideoModeScaleCache must be called from the main thread.
func clearVideoModeScaleCache() {}
// dipFromGLFWMonitorPixel must be called from the main thread.
func (u *UserInterface) dipFromGLFWMonitorPixel(x float64, monitor *glfw.Monitor) float64 {
return x
}
// dipFromGLFWPixel must be called from the main thread.
func (u *UserInterface) dipFromGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
// NOTE: On macOS, GLFW exposes the device independent coordinate system.
// Thus, the conversion functions are unnecessary,
// however we still need the deviceScaleFactor internally
// so we can create and maintain a HiDPI frame buffer.
return x
}
// dipToGLFWPixel must be called from the main thread.
func (u *UserInterface) dipToGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
return x
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}
func (u *UserInterface) adjustWindowPosition(x, y int, monitor *glfw.Monitor) (int, int) {
return x, y
}
func initialMonitorByOS() (*glfw.Monitor, error) {
var cx, cy C.int
C.currentMouseLocation(&cx, &cy)
x, y := int(cx), int(cy)
// Flip Y.
for _, m := range ensureMonitors() {
if m.x == 0 && m.y == 0 {
y = -y
y += m.vm.Height
break
}
}
// Find the monitor including the cursor.
for _, m := range ensureMonitors() {
w, h := m.vm.Width, m.vm.Height
if x >= m.x && x < m.x+w && y >= m.y && y < m.y+h {
return m.m, nil
}
}
return nil, nil
}
func currentMonitorByOS(w *glfw.Window) *glfw.Monitor {
var x, y C.int
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// Note: [NSApp mainWindow] is nil when it doesn't have its border. Use w here.
win := w.GetCocoaWindow()
C.currentMonitorPos(C.uintptr_t(win), &x, &y)
for _, m := range ensureMonitors() {
if int(x) == m.x && int(y) == m.y {
return m.m
}
}
return nil
}
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func (u *UserInterface) nativeWindow() uintptr {
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return u.window.GetCocoaWindow()
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}
func (u *UserInterface) isNativeFullscreen() bool {
return bool(C.isNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow())))
}
func (u *UserInterface) setNativeCursor(shape CursorShape) {
C.setNativeCursor(C.int(shape))
}
func (u *UserInterface) isNativeFullscreenAvailable() bool {
// TODO: If the window is transparent, we should use GLFW's windowed fullscreen (#1822, #1857).
// However, if the user clicks the green button, should this window be in native fullscreen mode?
return true
}
func (u *UserInterface) setNativeFullscreen(fullscreen bool) {
// Toggling fullscreen might ignore events like keyUp. Ensure that events are fired.
glfw.WaitEventsTimeout(0.1)
C.setNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow()), C.bool(fullscreen))
}
func (u *UserInterface) adjustViewSize() {
if Graphics().IsGL() {
return
}
C.adjustViewSize(C.uintptr_t(u.window.GetCocoaWindow()))
}
func initializeWindowAfterCreation(w *glfw.Window) {
}