// 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 // +build !ios package glfw // #cgo CFLAGS: -x objective-c // #cgo LDFLAGS: -framework AppKit // // #import // // 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]; // } import "C" import ( "github.com/hajimehoshi/ebiten/v2/internal/driver" "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 } func (u *UserInterface) adjustWindowPosition(x, y int) (int, int) { return x, y } func initialMonitorByOS() *glfw.Monitor { return nil } func currentMonitorByOS(w *glfw.Window) *glfw.Monitor { x := C.int(0) y := C.int(0) // 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 } func (u *UserInterface) nativeWindow() uintptr { return u.window.GetCocoaWindow() } func (u *UserInterface) isNativeFullscreen() bool { return bool(C.isNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow()))) } func (u *UserInterface) setNativeCursor(shape driver.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 u.Graphics().IsGL() { return } C.adjustViewSize(C.uintptr_t(u.window.GetCocoaWindow())) } func initializeWindowAfterCreation(w *glfw.Window) { }