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Merge branch 'master' of github.com:elmindreda/glfw

This commit is contained in:
Camilla Berglund 2012-02-19 05:28:45 +01:00
commit c90f5d6b65
8 changed files with 206 additions and 159 deletions

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@ -310,9 +310,11 @@ version of GLFW.</p>
<li>Bugfix: The FSAA test did not check for the availability of <code>GL_ARB_multisample</code></li>
<li>[Cocoa] Added support for OpenGL 3.2 core profile in 10.7 Lion and above</li>
<li>[Cocoa] Added support for joysticks</li>
<li>[Cocoa] Postponed menu creation to first window creation</li>
<li>[Cocoa] Replaced <code>NSDate</code> time source with <code>mach_absolute_time</code></li>
<li>[Cocoa] Bugfix: The loop condition for saving video modes used the wrong index variable</li>
<li>[Cocoa] Bugfix: The OpenGL framework was not retrieved, making glfwGetProcAddress crash</li>
<li>[Cocoa] Bugfix: <code>glfwInit</code> changed the current directory for unbundled executables</li>
<li>[X11] Added support for the <code>GLX_EXT_swap_control</code> extension as an alternative to <code>GLX_SGI_swap_control</code></li>
<li>[X11] Added the POSIX <code>CLOCK_MONOTONIC</code> time source as the preferred method</li>
<li>[X11] Added dependency on libm, where present</li>

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@ -19,9 +19,9 @@ set(common_SOURCES error.c fullscreen.c gamma.c init.c input.c
joystick.c opengl.c time.c window.c)
if(_GLFW_COCOA_NSGL)
set(libglfw_SOURCES ${common_SOURCES} cocoa_fullscreen.m cocoa_gamma.m
set(libglfw_SOURCES ${common_SOURCES} cocoa_fullscreen.m cocoa_gamma.c
cocoa_init.m cocoa_input.m cocoa_joystick.m
cocoa_opengl.m cocoa_time.m cocoa_window.m)
cocoa_opengl.m cocoa_time.c cocoa_window.m)
# For some reason, CMake doesn't know about .m
set_source_files_properties(${libglfw_SOURCES} PROPERTIES LANGUAGE C)

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@ -32,6 +32,8 @@
#include <limits.h>
#include <string.h>
#include <ApplicationServices/ApplicationServices.h>
//************************************************************************
//**** GLFW internal functions ****

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@ -27,162 +27,44 @@
//
//========================================================================
// Needed for _NSGetProgname
#include <crt_externs.h>
#include "internal.h"
//========================================================================
// GLFW application class
// Change to our application bundle's resources directory, if present
//========================================================================
@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
static void changeToResourcesDirectory(void)
{
if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
[[self keyWindow] sendEvent:event];
else
[super sendEvent:event];
}
char resourcesPath[MAXPATHLEN];
@end
CFBundleRef bundle = CFBundleGetMainBundle();
if (!bundle)
return;
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(bundle);
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu*)m;
@end
// Keys to search for as potential application names
NSString* GLFWNameKeys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
//========================================================================
// Try to figure out what the calling application is called
//========================================================================
static NSString* findAppName(void)
{
unsigned int i;
NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++)
CFStringRef last = CFURLCopyLastPathComponent(resourcesURL);
if (CFStringCompare(CFSTR("Resources"), last, 0) != kCFCompareEqualTo)
{
id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
if (name &&
[name isKindOfClass:[NSString class]] &&
![@"" isEqualToString:name])
{
return name;
}
CFRelease(last);
CFRelease(resourcesURL);
return;
}
// If we get here, we're unbundled
if (!_glfwLibrary.NS.unbundled)
CFRelease(last);
if (!CFURLGetFileSystemRepresentation(resourcesURL,
true,
(UInt8*) resourcesPath,
MAXPATHLEN))
{
// Could do this only if we discover we're unbundled, but it should
// do no harm...
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);
_glfwLibrary.NS.unbundled = GL_TRUE;
CFRelease(resourcesURL);
return;
}
char** progname = _NSGetProgname();
if (progname && *progname)
{
// TODO: UTF-8?
return [NSString stringWithUTF8String:*progname];
}
CFRelease(resourcesURL);
// 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 setUpMenuBar(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:@""];
// At least guard the call to private API to avoid an exception if it
// goes away. Hopefully that means the worst we'll break in future is to
// look ugly...
if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
[NSApp setAppleMenu:appMenu];
chdir(resourcesPath);
}
@ -196,11 +78,6 @@ static void setUpMenuBar(void)
int _glfwPlatformInit(void)
{
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
_glfwLibrary.NS.OpenGLFramework =
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
if (_glfwLibrary.NS.OpenGLFramework == NULL)
@ -210,17 +87,7 @@ int _glfwPlatformInit(void)
return GL_FALSE;
}
NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
if (access([resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK) == 0)
chdir([resourcePath cStringUsingEncoding:NSUTF8StringEncoding]);
// Setting up menu bar must go exactly here else weirdness ensues
setUpMenuBar();
[NSApp finishLaunching];
_glfwPlatformSetTime(0.0);
changeToResourcesDirectory();
_glfwLibrary.NS.desktopMode =
(NSDictionary*) CGDisplayCurrentMode(CGMainDisplayID());

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@ -91,7 +91,6 @@ typedef struct _GLFWlibraryNS
// dlopen handle for dynamically loading OpenGL extension entry points
void* OpenGLFramework;
GLboolean unbundled;
id desktopMode;
id delegate;
id autoreleasePool;

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@ -29,6 +29,9 @@
#include "internal.h"
// Needed for _NSGetProgname
#include <crt_externs.h>
//========================================================================
// Delegate for window related notifications
@ -443,6 +446,175 @@ static int convertMacKeyCode(unsigned int macKeyCode)
@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
// Prior to Snow Leopard, we need to use this oddly-named semi-private API
// to get the application menu working properly. Need to be careful in
// case it goes away in a future OS update.
@interface NSApplication (NSAppleMenu)
- (void)setAppleMenu:(NSMenu*)m;
@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, we're 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)
{
// TODO: UTF-8?
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 setUpMenuBar(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:@""];
// At least guard the call to private API to avoid an exception if it
// goes away. Hopefully that means the worst we'll break in future is to
// look ugly...
if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
[NSApp setAppleMenu:appMenu];
}
//========================================================================
// Initialize the Cocoa Application Kit
//========================================================================
static GLboolean initializeCocoa(void)
{
if (NSApp)
return GL_TRUE;
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
// Implicitly create shared NSApplication instance
[GLFWApplication sharedApplication];
// Setting up the menu bar must go between sharedApplication
// above and finishLaunching below, in order to properly emulate the
// behavior of NSApplicationMain
setUpMenuBar();
[NSApp finishLaunching];
return GL_TRUE;
}
//========================================================================
// Create the Cocoa window
//========================================================================
@ -641,6 +813,9 @@ int _glfwPlatformOpenWindow(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
if (!initializeCocoa())
return GL_FALSE;
// We can only have one application delegate, but we only allocate it the
// first time we create a window to keep all window code in this file
if (_glfwLibrary.NS.delegate == nil)

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@ -62,6 +62,8 @@ static void key_callback(GLFWwindow window, int key, int action)
static void size_callback(GLFWwindow window, int width, int height)
{
printf("%0.2f Size %ix%i\n", glfwGetTime(), width, height);
glViewport(0, 0, width, height);
}