//======================================================================== // GLFW - An OpenGL library // Platform: Cocoa/NSOpenGL // API Version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2009-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" // Needed for _NSGetProgname #include //------------------------------------------------------------------------ // Delegate for window related notifications //------------------------------------------------------------------------ @interface GLFWWindowDelegate : NSObject { _GLFWwindow* window; } - (id)initWithGlfwWindow:(_GLFWwindow *)initWndow; @end @implementation GLFWWindowDelegate - (id)initWithGlfwWindow:(_GLFWwindow *)initWindow { self = [super init]; if (self != nil) window = initWindow; return self; } - (BOOL)windowShouldClose:(id)sender { _glfwInputWindowCloseRequest(window); return NO; } - (void)windowDidResize:(NSNotification *)notification { [window->nsgl.context update]; int width, height; _glfwPlatformGetWindowSize(window, &width, &height); _glfwInputWindowSize(window, width, height); } - (void)windowDidMove:(NSNotification *)notification { [window->nsgl.context update]; int x, y; _glfwPlatformGetWindowPos(window, &x, &y); _glfwInputWindowPos(window, x, y); } - (void)windowDidMiniaturize:(NSNotification *)notification { _glfwInputWindowIconify(window, GL_TRUE); } - (void)windowDidDeminiaturize:(NSNotification *)notification { _glfwInputWindowIconify(window, GL_FALSE); } - (void)windowDidBecomeKey:(NSNotification *)notification { _glfwInputWindowFocus(window, GL_TRUE); } - (void)windowDidResignKey:(NSNotification *)notification { _glfwInputWindowFocus(window, GL_FALSE); } @end //------------------------------------------------------------------------ // Delegate for application related notifications //------------------------------------------------------------------------ @interface GLFWApplicationDelegate : NSObject @end @implementation GLFWApplicationDelegate - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender { _GLFWwindow* window; for (window = _glfw.windowListHead; window; window = window->next) _glfwInputWindowCloseRequest(window); return NSTerminateCancel; } - (void)applicationDidHide:(NSNotification *)notification { _GLFWwindow* window; for (window = _glfw.windowListHead; window; window = window->next) _glfwInputWindowVisibility(window, GL_FALSE); } - (void)applicationDidUnhide:(NSNotification *)notification { _GLFWwindow* window; for (window = _glfw.windowListHead; window; window = window->next) { if ([window->ns.object isVisible]) _glfwInputWindowVisibility(window, GL_TRUE); } } @end // Converts a Mac OS X keycode to a GLFW keycode // static int convertMacKeyCode(unsigned int macKeyCode) { // Keyboard symbol translation table // TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject. static const unsigned int table[128] = { /* 00 */ GLFW_KEY_A, /* 01 */ GLFW_KEY_S, /* 02 */ GLFW_KEY_D, /* 03 */ GLFW_KEY_F, /* 04 */ GLFW_KEY_H, /* 05 */ GLFW_KEY_G, /* 06 */ GLFW_KEY_Z, /* 07 */ GLFW_KEY_X, /* 08 */ GLFW_KEY_C, /* 09 */ GLFW_KEY_V, /* 0a */ GLFW_KEY_GRAVE_ACCENT, /* 0b */ GLFW_KEY_B, /* 0c */ GLFW_KEY_Q, /* 0d */ GLFW_KEY_W, /* 0e */ GLFW_KEY_E, /* 0f */ GLFW_KEY_R, /* 10 */ GLFW_KEY_Y, /* 11 */ GLFW_KEY_T, /* 12 */ GLFW_KEY_1, /* 13 */ GLFW_KEY_2, /* 14 */ GLFW_KEY_3, /* 15 */ GLFW_KEY_4, /* 16 */ GLFW_KEY_6, /* 17 */ GLFW_KEY_5, /* 18 */ GLFW_KEY_EQUAL, /* 19 */ GLFW_KEY_9, /* 1a */ GLFW_KEY_7, /* 1b */ GLFW_KEY_MINUS, /* 1c */ GLFW_KEY_8, /* 1d */ GLFW_KEY_0, /* 1e */ GLFW_KEY_RIGHT_BRACKET, /* 1f */ GLFW_KEY_O, /* 20 */ GLFW_KEY_U, /* 21 */ GLFW_KEY_LEFT_BRACKET, /* 22 */ GLFW_KEY_I, /* 23 */ GLFW_KEY_P, /* 24 */ GLFW_KEY_ENTER, /* 25 */ GLFW_KEY_L, /* 26 */ GLFW_KEY_J, /* 27 */ GLFW_KEY_APOSTROPHE, /* 28 */ GLFW_KEY_K, /* 29 */ GLFW_KEY_SEMICOLON, /* 2a */ GLFW_KEY_BACKSLASH, /* 2b */ GLFW_KEY_COMMA, /* 2c */ GLFW_KEY_SLASH, /* 2d */ GLFW_KEY_N, /* 2e */ GLFW_KEY_M, /* 2f */ GLFW_KEY_PERIOD, /* 30 */ GLFW_KEY_TAB, /* 31 */ GLFW_KEY_SPACE, /* 32 */ GLFW_KEY_WORLD_1, /* 33 */ GLFW_KEY_BACKSPACE, /* 34 */ -1, /* 35 */ GLFW_KEY_ESCAPE, /* 36 */ GLFW_KEY_RIGHT_SUPER, /* 37 */ GLFW_KEY_LEFT_SUPER, /* 38 */ GLFW_KEY_LEFT_SHIFT, /* 39 */ GLFW_KEY_CAPS_LOCK, /* 3a */ GLFW_KEY_LEFT_ALT, /* 3b */ GLFW_KEY_LEFT_CONTROL, /* 3c */ GLFW_KEY_RIGHT_SHIFT, /* 3d */ GLFW_KEY_RIGHT_ALT, /* 3e */ GLFW_KEY_RIGHT_CONTROL, /* 3f */ -1, /* Function */ /* 40 */ GLFW_KEY_F17, /* 41 */ GLFW_KEY_KP_DECIMAL, /* 42 */ -1, /* 43 */ GLFW_KEY_KP_MULTIPLY, /* 44 */ -1, /* 45 */ GLFW_KEY_KP_ADD, /* 46 */ -1, /* 47 */ GLFW_KEY_NUM_LOCK, /* Really KeypadClear... */ /* 48 */ -1, /* VolumeUp */ /* 49 */ -1, /* VolumeDown */ /* 4a */ -1, /* Mute */ /* 4b */ GLFW_KEY_KP_DIVIDE, /* 4c */ GLFW_KEY_KP_ENTER, /* 4d */ -1, /* 4e */ GLFW_KEY_KP_SUBTRACT, /* 4f */ GLFW_KEY_F18, /* 50 */ GLFW_KEY_F19, /* 51 */ GLFW_KEY_KP_EQUAL, /* 52 */ GLFW_KEY_KP_0, /* 53 */ GLFW_KEY_KP_1, /* 54 */ GLFW_KEY_KP_2, /* 55 */ GLFW_KEY_KP_3, /* 56 */ GLFW_KEY_KP_4, /* 57 */ GLFW_KEY_KP_5, /* 58 */ GLFW_KEY_KP_6, /* 59 */ GLFW_KEY_KP_7, /* 5a */ GLFW_KEY_F20, /* 5b */ GLFW_KEY_KP_8, /* 5c */ GLFW_KEY_KP_9, /* 5d */ -1, /* 5e */ -1, /* 5f */ -1, /* 60 */ GLFW_KEY_F5, /* 61 */ GLFW_KEY_F6, /* 62 */ GLFW_KEY_F7, /* 63 */ GLFW_KEY_F3, /* 64 */ GLFW_KEY_F8, /* 65 */ GLFW_KEY_F9, /* 66 */ -1, /* 67 */ GLFW_KEY_F11, /* 68 */ -1, /* 69 */ GLFW_KEY_PRINT_SCREEN, /* 6a */ GLFW_KEY_F16, /* 6b */ GLFW_KEY_F14, /* 6c */ -1, /* 6d */ GLFW_KEY_F10, /* 6e */ -1, /* 6f */ GLFW_KEY_F12, /* 70 */ -1, /* 71 */ GLFW_KEY_F15, /* 72 */ GLFW_KEY_INSERT, /* Really Help... */ /* 73 */ GLFW_KEY_HOME, /* 74 */ GLFW_KEY_PAGE_UP, /* 75 */ GLFW_KEY_DELETE, /* 76 */ GLFW_KEY_F4, /* 77 */ GLFW_KEY_END, /* 78 */ GLFW_KEY_F2, /* 79 */ GLFW_KEY_PAGE_DOWN, /* 7a */ GLFW_KEY_F1, /* 7b */ GLFW_KEY_LEFT, /* 7c */ GLFW_KEY_RIGHT, /* 7d */ GLFW_KEY_DOWN, /* 7e */ GLFW_KEY_UP, /* 7f */ -1, }; if (macKeyCode >= 128) return -1; return table[macKeyCode]; } //------------------------------------------------------------------------ // Content view class for the GLFW window //------------------------------------------------------------------------ @interface GLFWContentView : NSView { _GLFWwindow* window; NSTrackingArea* trackingArea; } - (id)initWithGlfwWindow:(_GLFWwindow *)initWindow; @end @implementation GLFWContentView - (id)initWithGlfwWindow:(_GLFWwindow *)initWindow { self = [super init]; if (self != nil) { window = initWindow; trackingArea = nil; [self updateTrackingAreas]; } return self; } -(void)dealloc { [trackingArea release]; [super dealloc]; } - (BOOL)isOpaque { return YES; } - (BOOL)canBecomeKeyView { return YES; } - (BOOL)acceptsFirstResponder { return YES; } - (void)mouseDown:(NSEvent *)event { _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS); } - (void)mouseDragged:(NSEvent *)event { [self mouseMoved:event]; } - (void)mouseUp:(NSEvent *)event { _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE); } - (void)mouseMoved:(NSEvent *)event { if (window->cursorMode == GLFW_CURSOR_CAPTURED) _glfwInputCursorMotion(window, [event deltaX], [event deltaY]); else { const NSRect contentRect = [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; const NSPoint p = [event locationInWindow]; _glfwInputCursorMotion(window, p.x, contentRect.size.height - p.y); } } - (void)rightMouseDown:(NSEvent *)event { _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS); } - (void)rightMouseDragged:(NSEvent *)event { [self mouseMoved:event]; } - (void)rightMouseUp:(NSEvent *)event { _glfwInputMouseClick(window, GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE); } - (void)otherMouseDown:(NSEvent *)event { _glfwInputMouseClick(window, [event buttonNumber], GLFW_PRESS); } - (void)otherMouseDragged:(NSEvent *)event { [self mouseMoved:event]; } - (void)otherMouseUp:(NSEvent *)event { _glfwInputMouseClick(window, [event buttonNumber], GLFW_RELEASE); } - (void)mouseExited:(NSEvent *)event { _glfwInputCursorEnter(window, GL_FALSE); } - (void)mouseEntered:(NSEvent *)event { _glfwInputCursorEnter(window, GL_TRUE); } - (void)updateTrackingAreas { if (trackingArea != nil) { [self removeTrackingArea:trackingArea]; [trackingArea release]; } NSTrackingAreaOptions options = NSTrackingMouseEnteredAndExited | NSTrackingActiveAlways | NSTrackingInVisibleRect; trackingArea = [[NSTrackingArea alloc] initWithRect:[self bounds] options:options owner:self userInfo:nil]; [self addTrackingArea:trackingArea]; [super updateTrackingAreas]; } - (void)keyDown:(NSEvent *)event { _glfwInputKey(window, convertMacKeyCode([event keyCode]), GLFW_PRESS); if ([event modifierFlags] & NSCommandKeyMask) [super keyDown:event]; else { NSString* characters = [event characters]; NSUInteger i, length = [characters length]; for (i = 0; i < length; i++) _glfwInputChar(window, [characters characterAtIndex:i]); } } - (void)flagsChanged:(NSEvent *)event { int mode, key; unsigned int newModifierFlags = [event modifierFlags] & NSDeviceIndependentModifierFlagsMask; if (newModifierFlags > window->ns.modifierFlags) mode = GLFW_PRESS; else mode = GLFW_RELEASE; window->ns.modifierFlags = newModifierFlags; key = convertMacKeyCode([event keyCode]); if (key != -1) _glfwInputKey(window, key, mode); } - (void)keyUp:(NSEvent *)event { _glfwInputKey(window, convertMacKeyCode([event keyCode]), GLFW_RELEASE); } - (void)scrollWheel:(NSEvent *)event { double deltaX = [event deltaX]; double deltaY = [event deltaY]; if (fabs(deltaX) > 0.0 || fabs(deltaY) > 0.0) _glfwInputScroll(window, deltaX, deltaY); } @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 #if defined(_GLFW_USE_MENUBAR) // 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, the application is 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) 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 createMenuBar(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:@""]; // Prior to Snow Leopard, we need to use this oddly-named semi-private API // to get the application menu working properly. [NSApp performSelector:@selector(setAppleMenu:) withObject:appMenu]; } #endif /* _GLFW_USE_MENUBAR */ // Initialize the Cocoa Application Kit // static GLboolean initializeAppKit(void) { if (NSApp) return GL_TRUE; // Implicitly create shared NSApplication instance [GLFWApplication sharedApplication]; #if defined(_GLFW_USE_MENUBAR) // Menu bar setup must go between sharedApplication above and // finishLaunching below, in order to properly emulate the behavior // of NSApplicationMain createMenuBar(); #endif [NSApp finishLaunching]; return GL_TRUE; } @interface GLFWWindow : NSWindow {} @end @implementation GLFWWindow - (BOOL)canBecomeKeyWindow { return YES; // Required for NSBorderlessWindowMask windows. } @end // Create the Cocoa window // static GLboolean createWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig) { unsigned int styleMask = 0; if (wndconfig->monitor || wndconfig->undecorated) styleMask = NSBorderlessWindowMask; else { styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask; if (wndconfig->resizable) styleMask |= NSResizableWindowMask; } window->ns.object = [[GLFWWindow alloc] initWithContentRect:NSMakeRect(0, 0, wndconfig->width, wndconfig->height) styleMask:styleMask backing:NSBackingStoreBuffered defer:NO]; if (window->ns.object == nil) { _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create window"); return GL_FALSE; } window->ns.view = [[GLFWContentView alloc] initWithGlfwWindow:window]; [window->ns.object setTitle:[NSString stringWithUTF8String:wndconfig->title]]; [window->ns.object setContentView:window->ns.view]; [window->ns.object setDelegate:window->ns.delegate]; [window->ns.object setAcceptsMouseMovedEvents:YES]; [window->ns.object center]; if ([window->ns.object respondsToSelector:@selector(setRestorable:)]) [window->ns.object setRestorable:NO]; return GL_TRUE; } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// int _glfwPlatformCreateWindow(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { if (!initializeAppKit()) return GL_FALSE; // There can only be one application delegate, but we allocate it the // first time a window is created to keep all window code in this file if (_glfw.ns.delegate == nil) { _glfw.ns.delegate = [[GLFWApplicationDelegate alloc] init]; if (_glfw.ns.delegate == nil) { _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create application delegate"); return GL_FALSE; } [NSApp setDelegate:_glfw.ns.delegate]; } window->ns.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window]; if (window->ns.delegate == nil) { _glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create window delegate"); return GL_FALSE; } // Mac OS X needs non-zero color size, so set resonable values int colorBits = fbconfig->redBits + fbconfig->greenBits + fbconfig->blueBits; if (colorBits == 0) colorBits = 24; else if (colorBits < 15) colorBits = 15; // Don't use accumulation buffer support; it's not accelerated // Aux buffers probably aren't accelerated either if (!createWindow(window, wndconfig)) return GL_FALSE; if (!_glfwCreateContext(window, wndconfig, fbconfig)) return GL_FALSE; [window->nsgl.context setView:[window->ns.object contentView]]; if (wndconfig->monitor) { int bpp = colorBits + fbconfig->alphaBits; if (!_glfwSetVideoMode(window->monitor, &window->videoMode.width, &window->videoMode.height, &bpp)) return GL_FALSE; _glfwPlatformShowWindow(window); [[window->ns.object contentView] enterFullScreenMode:[NSScreen mainScreen] withOptions:nil]; } NSPoint point = [[NSCursor currentCursor] hotSpot]; window->cursorPosX = point.x; window->cursorPosY = point.y; return GL_TRUE; } void _glfwPlatformDestroyWindow(_GLFWwindow* window) { [window->ns.object orderOut:nil]; if (window->monitor) { _glfwRestoreVideoMode(window->monitor); // Exit full screen after the video restore to avoid a nasty display // flickering during the fade. [[window->ns.object contentView] exitFullScreenModeWithOptions:nil]; } _glfwDestroyContext(window); [window->ns.object setDelegate:nil]; [window->ns.delegate release]; window->ns.delegate = nil; [window->ns.view release]; window->ns.view = nil; [window->ns.object close]; window->ns.object = nil; // TODO: Probably more cleanup } void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title) { [window->ns.object setTitle:[NSString stringWithUTF8String:title]]; } void _glfwPlatformGetWindowPos(_GLFWwindow* window, int* xpos, int* ypos) { const NSRect contentRect = [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; if (xpos) *xpos = contentRect.origin.x; if (ypos) *ypos = contentRect.origin.y; } void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y) { const NSRect frameRect = [window->ns.object frameRectForContentRect:NSMakeRect(x, y, 0, 0)]; [window->ns.object setFrameOrigin:frameRect.origin]; } void _glfwPlatformGetWindowSize(_GLFWwindow* window, int* width, int* height) { const NSRect contentRect = [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; if (width) *width = contentRect.size.width; if (height) *height = contentRect.size.height; } void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height) { [window->ns.object setContentSize:NSMakeSize(width, height)]; } void _glfwPlatformIconifyWindow(_GLFWwindow* window) { [window->ns.object miniaturize:nil]; } void _glfwPlatformRestoreWindow(_GLFWwindow* window) { [window->ns.object deminiaturize:nil]; } void _glfwPlatformShowWindow(_GLFWwindow* window) { [window->ns.object makeKeyAndOrderFront:nil]; _glfwInputWindowVisibility(window, GL_TRUE); } void _glfwPlatformHideWindow(_GLFWwindow* window) { [window->ns.object orderOut:nil]; _glfwInputWindowVisibility(window, GL_FALSE); } void _glfwPlatformPollEvents(void) { for (;;) { NSEvent* event = [NSApp nextEventMatchingMask:NSAnyEventMask untilDate:[NSDate distantPast] inMode:NSDefaultRunLoopMode dequeue:YES]; if (event == nil) break; [NSApp sendEvent:event]; } [_glfw.ns.autoreleasePool drain]; _glfw.ns.autoreleasePool = [[NSAutoreleasePool alloc] init]; } 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(); } void _glfwPlatformSetCursorPos(_GLFWwindow* window, double x, double y) { if (window->monitor) { CGPoint globalPoint = CGPointMake(x, y); CGDisplayMoveCursorToPoint(CGMainDisplayID(), globalPoint); } else { const NSRect contentRect = [window->ns.object contentRectForFrameRect:[window->ns.object frame]]; NSPoint localPoint = NSMakePoint(x, contentRect.size.height - y - 1); NSPoint globalPoint = [window->ns.object 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); } } void _glfwPlatformSetCursorMode(_GLFWwindow* window, int mode) { switch (mode) { case GLFW_CURSOR_NORMAL: [NSCursor unhide]; CGAssociateMouseAndMouseCursorPosition(true); break; case GLFW_CURSOR_HIDDEN: break; case GLFW_CURSOR_CAPTURED: [NSCursor hide]; CGAssociateMouseAndMouseCursorPosition(false); break; } } ////////////////////////////////////////////////////////////////////////// ////// GLFW native API ////// ////////////////////////////////////////////////////////////////////////// GLFWAPI id glfwGetCocoaWindow(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(nil); return window->ns.object; }