ebiten/internal/ui/ui_glfw_darwin.go
Hajime Hoshi 40052f6e35 internal/ui: bug fix: do not call setFrame in windowDidExitFullScreen
Calling setFrame in windowDidExitFullScreen caused unexpected results
like a strange window size after fullscreen. Let's remove this.

By removing this, setting window position and size during fullscreen
will no longer work again. Let's fix this later.

Closes #2295
2022-09-02 17:50:37 +09:00

453 lines
15 KiB
Go

// 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 && !nintendosdk
// +build !ios,!nintendosdk
package ui
// #cgo CFLAGS: -x objective-c
// #cgo LDFLAGS: -framework AppKit
//
// #import <AppKit/AppKit.h>
//
// @interface EbitenWindowDelegate : NSObject <NSWindowDelegate>
// // origPos is the window's original position. This is valid only when the application is in the fullscreen mode.
// @property CGPoint origPos;
// // origSize is the window's original size.
// @property CGSize origSize;
// @end
//
// @implementation EbitenWindowDelegate {
// id<NSWindowDelegate> origDelegate_;
// bool origResizable_;
// }
//
// - (instancetype)initWithOrigDelegate:(id<NSWindowDelegate>)origDelegate {
// self = [super init];
// if (self != nil) {
// origDelegate_ = origDelegate;
// }
// return self;
// }
//
// // The method set of origDelegate_ must sync with GLFWWindowDelegate's implementation.
// // See cocoa_window.m in GLFW.
// - (BOOL)windowShouldClose:(id)sender {
// return [origDelegate_ windowShouldClose:sender];
// }
// - (void)windowDidResize:(NSNotification *)notification {
// [origDelegate_ windowDidResize:notification];
// }
// - (void)windowDidMove:(NSNotification *)notification {
// [origDelegate_ windowDidMove:notification];
// }
// - (void)windowDidMiniaturize:(NSNotification *)notification {
// [origDelegate_ windowDidMiniaturize:notification];
// }
// - (void)windowDidDeminiaturize:(NSNotification *)notification {
// [origDelegate_ windowDidDeminiaturize:notification];
// }
// - (void)windowDidBecomeKey:(NSNotification *)notification {
// [origDelegate_ windowDidBecomeKey:notification];
// }
// - (void)windowDidResignKey:(NSNotification *)notification {
// [origDelegate_ windowDidResignKey:notification];
// }
// - (void)windowDidChangeOcclusionState:(NSNotification* )notification {
// [origDelegate_ windowDidChangeOcclusionState:notification];
// }
//
// - (void)pushResizableState:(NSWindow*)window {
// origResizable_ = window.styleMask & NSWindowStyleMaskResizable;
// if (!origResizable_) {
// window.styleMask |= NSWindowStyleMaskResizable;
// }
// }
//
// - (void)popResizableState:(NSWindow*)window {
// if (!origResizable_) {
// window.styleMask &= ~NSWindowStyleMaskResizable;
// }
// origResizable_ = false;
// }
//
// - (void)windowWillEnterFullScreen:(NSNotification *)notification {
// NSWindow* window = (NSWindow*)[notification object];
// [self pushResizableState:window];
// self->_origPos = [window frame].origin;
// self->_origSize = [window frame].size;
// }
//
// - (void)windowDidEnterFullScreen:(NSNotification *)notification {
// NSWindow* window = (NSWindow*)[notification object];
// [self popResizableState:window];
// }
//
// - (void)windowWillExitFullScreen:(NSNotification *)notification {
// NSWindow* window = (NSWindow*)[notification object];
// [self pushResizableState:window];
// }
//
// - (void)windowDidExitFullScreen:(NSNotification *)notification {
// NSWindow* window = (NSWindow*)[notification object];
// [self popResizableState:window];
// }
//
// @end
//
// static void initializeWindow(uintptr_t windowPtr) {
// NSWindow* window = (NSWindow*)windowPtr;
// // This delegate is never released. This assumes that the window lives until the process lives.
// window.delegate = [[EbitenWindowDelegate alloc] initWithOrigDelegate:window.delegate];
// }
//
// 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;
// }
//
// // Even though EbitenWindowDelegate is used, this hack is still required.
// // toggleFullscreen doesn't work when the window is not resizable.
// bool origFullscreen = window.collectionBehavior & NSWindowCollectionBehaviorFullScreenPrimary;
// if (!origFullscreen) {
// window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary;
// }
// [window toggleFullScreen:nil];
// if (!origFullscreen) {
// window.collectionBehavior &= ~NSWindowCollectionBehaviorFullScreenPrimary;
// }
// }
//
// 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 windowOriginalPosition(uintptr_t windowPtr, int* x, int* y) {
// NSWindow* window = (NSWindow*)windowPtr;
// EbitenWindowDelegate* delegate = (EbitenWindowDelegate*)window.delegate;
// CGPoint pos = delegate.origPos;
// *x = pos.x;
// *y = pos.y;
// }
//
// static void setWindowOriginalPosition(uintptr_t windowPtr, int x, int y) {
// NSWindow* window = (NSWindow*)windowPtr;
// EbitenWindowDelegate* delegate = (EbitenWindowDelegate*)window.delegate;
// CGPoint pos;
// pos.x = x;
// pos.y = y;
// delegate.origPos = pos;
// }
//
// static void windowOriginalSize(uintptr_t windowPtr, int* width, int* height) {
// NSWindow* window = (NSWindow*)windowPtr;
// EbitenWindowDelegate* delegate = (EbitenWindowDelegate*)window.delegate;
// CGSize size = delegate.origSize;
// *width = size.width;
// *height = size.height;
// }
//
// static void setWindowOriginalSize(uintptr_t windowPtr, int width, int height) {
// NSWindow* window = (NSWindow*)windowPtr;
// EbitenWindowDelegate* delegate = (EbitenWindowDelegate*)window.delegate;
// CGSize size;
// size.width = width;
// size.height = height;
// delegate.origSize = size;
// }
//
// 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);
// }
//
// static void setAllowFullscreen(uintptr_t windowPtr, bool allowFullscreen) {
// NSWindow* window = (NSWindow*)windowPtr;
// if (allowFullscreen) {
// window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary;
// } else {
// window.collectionBehavior &= ~NSWindowCollectionBehaviorFullScreenPrimary;
// }
// }
import "C"
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
)
type graphicsDriverCreatorImpl struct {
transparent bool
}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
m, err1 := g.newMetal()
if err1 == nil {
return m, GraphicsLibraryMetal, nil
}
o, err2 := g.newOpenGL()
if err2 == nil {
return o, GraphicsLibraryOpenGL, nil
}
return nil, GraphicsLibraryUnknown, fmt.Errorf("ui: failed to choose graphics drivers: Metal: %v, OpenGL: %v", err1, err2)
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics()
}
func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
return nil, nil
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return metal.NewGraphics()
}
// clearVideoModeScaleCache must be called from the main thread.
func clearVideoModeScaleCache() {}
type userInterfaceImplNative struct{}
// dipFromGLFWMonitorPixel must be called from the main thread.
func (u *userInterfaceImpl) dipFromGLFWMonitorPixel(x float64, monitor *glfw.Monitor) float64 {
return x
}
// dipFromGLFWPixel must be called from the main thread.
func (u *userInterfaceImpl) 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 *userInterfaceImpl) dipToGLFWPixel(x float64, monitor *glfw.Monitor) float64 {
return x
}
func (u *userInterfaceImpl) adjustWindowPosition(x, y int, monitor *glfw.Monitor) (int, int) {
return x, y
}
func flipY(y int) int {
for _, m := range ensureMonitors() {
if m.x == 0 && m.y == 0 {
y = -y
y += m.vm.Height
break
}
}
return y
}
func initialMonitorByOS() (*glfw.Monitor, error) {
var cx, cy C.int
C.currentMouseLocation(&cx, &cy)
x, y := int(cx), flipY(int(cy))
// 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 monitorFromWindowByOS(w *glfw.Window) *glfw.Monitor {
var x, y C.int
C.currentMonitorPos(C.uintptr_t(w.GetCocoaWindow()), &x, &y)
for _, m := range ensureMonitors() {
if int(x) == m.x && int(y) == m.y {
return m.m
}
}
return nil
}
func (u *userInterfaceImpl) nativeWindow() uintptr {
return u.window.GetCocoaWindow()
}
func (u *userInterfaceImpl) isNativeFullscreen() bool {
return bool(C.isNativeFullscreen(C.uintptr_t(u.window.GetCocoaWindow())))
}
func (u *userInterfaceImpl) setNativeCursor(shape CursorShape) {
C.setNativeCursor(C.int(shape))
}
func (u *userInterfaceImpl) 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 *userInterfaceImpl) 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 *userInterfaceImpl) adjustViewSize() {
if u.graphicsDriver.IsGL() {
return
}
C.adjustViewSize(C.uintptr_t(u.window.GetCocoaWindow()))
}
func (u *userInterfaceImpl) setWindowResizingModeForOS(mode WindowResizingMode) {
allowFullscreen := mode == WindowResizingModeOnlyFullscreenEnabled ||
mode == WindowResizingModeEnabled
C.setAllowFullscreen(C.uintptr_t(u.window.GetCocoaWindow()), C.bool(allowFullscreen))
}
func initializeWindowAfterCreation(w *glfw.Window) {
// TODO: Register NSWindowWillEnterFullScreenNotification and so on.
// Enable resizing temporary before making the window fullscreen.
C.initializeWindow(C.uintptr_t(w.GetCocoaWindow()))
}
func (u *userInterfaceImpl) origWindowPos() (int, int) {
if !u.isNativeFullscreen() {
return invalidPos, invalidPos
}
var cx, cy C.int
C.windowOriginalPosition(C.uintptr_t(u.window.GetCocoaWindow()), &cx, &cy)
x := int(cx)
_, h := u.origWindowSizeInDIP()
y := flipY(int(cy)) - h
return x, y
}
func (u *userInterfaceImpl) setOrigWindowPos(x, y int) {
if !u.isNativeFullscreen() {
return
}
cx := C.int(x)
_, h := u.origWindowSizeInDIP()
cy := C.int(flipY(y + h))
C.setWindowOriginalPosition(C.uintptr_t(u.window.GetCocoaWindow()), cx, cy)
}
func (u *userInterfaceImpl) origWindowSizeInDIP() (int, int) {
// TODO: Make these values consistent with the original positions that are updated only when the app is in fullscreen.
var cw, ch C.int
C.windowOriginalSize(C.uintptr_t(u.window.GetCocoaWindow()), &cw, &ch)
w := int(u.dipFromGLFWPixel(float64(cw), u.currentMonitor()))
h := int(u.dipFromGLFWPixel(float64(ch), u.currentMonitor()))
return w, h
}
func (u *userInterfaceImpl) setOrigWindowSizeInDIP(width, height int) {
cw := C.int(u.dipFromGLFWPixel(float64(width), u.currentMonitor()))
ch := C.int(u.dipFromGLFWPixel(float64(height), u.currentMonitor()))
C.setWindowOriginalSize(C.uintptr_t(u.window.GetCocoaWindow()), cw, ch)
}
func (u *userInterfaceImplNative) initialize() {
}