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glfw/src/cocoa/cocoa_window.m
2010-09-16 03:18:19 +02:00

936 lines
27 KiB
Objective-C

//========================================================================
// GLFW - An OpenGL framework
// Platform: Cocoa/NSOpenGL
// API Version: 3.0
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2009-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// 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"
//========================================================================
// 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
{
window->closed = GL_TRUE;
return NO;
}
- (void)windowDidResize:(NSNotification *)notification
{
[window->NSGL.context update];
NSRect contentRect =
[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
window->width = contentRect.size.width;
window->height = contentRect.size.height;
if (window->windowSizeCallback)
window->windowSizeCallback(window, window->width, window->height);
}
- (void)windowDidMiniaturize:(NSNotification*)notification
{
window->iconified = GL_TRUE;
}
- (void)windowDidDeminiaturize:(NSNotification*)notification
{
window->iconified = GL_FALSE;
}
- (void)windowDidBecomeKey:(NSNotification*)notification
{
_glfwLibrary.activeWindow = window;
}
- (void)windowDidResignKey:(NSNotification*)notification
{
if (window == _glfwLibrary.activeWindow)
_glfwLibrary.activeWindow = NULL;
_glfwInputDeactivation(window);
}
@end
//========================================================================
// Delegate for application related notifications
//========================================================================
@interface GLFWApplicationDelegate : NSObject
@end
@implementation GLFWApplicationDelegate
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
window->closed = GL_TRUE;
return NSTerminateCancel;
}
@end
//========================================================================
// Keyboard symbol translation table
//========================================================================
// TODO: Need to find mappings for F13-F15, volume down/up/mute, and eject.
static const unsigned int MAC_TO_GLFW_KEYCODE_MAPPING[128] =
{
/* 00 */ 'A',
/* 01 */ 'S',
/* 02 */ 'D',
/* 03 */ 'F',
/* 04 */ 'H',
/* 05 */ 'G',
/* 06 */ 'Z',
/* 07 */ 'X',
/* 08 */ 'C',
/* 09 */ 'V',
/* 0a */ -1,
/* 0b */ 'B',
/* 0c */ 'Q',
/* 0d */ 'W',
/* 0e */ 'E',
/* 0f */ 'R',
/* 10 */ 'Y',
/* 11 */ 'T',
/* 12 */ '1',
/* 13 */ '2',
/* 14 */ '3',
/* 15 */ '4',
/* 16 */ '6',
/* 17 */ '5',
/* 18 */ '=',
/* 19 */ '9',
/* 1a */ '7',
/* 1b */ '-',
/* 1c */ '8',
/* 1d */ '0',
/* 1e */ ']',
/* 1f */ 'O',
/* 20 */ 'U',
/* 21 */ '[',
/* 22 */ 'I',
/* 23 */ 'P',
/* 24 */ GLFW_KEY_ENTER,
/* 25 */ 'L',
/* 26 */ 'J',
/* 27 */ '\'',
/* 28 */ 'K',
/* 29 */ ';',
/* 2a */ '\\',
/* 2b */ ',',
/* 2c */ '/',
/* 2d */ 'N',
/* 2e */ 'M',
/* 2f */ '.',
/* 30 */ GLFW_KEY_TAB,
/* 31 */ GLFW_KEY_SPACE,
/* 32 */ '`',
/* 33 */ GLFW_KEY_BACKSPACE,
/* 34 */ -1,
/* 35 */ GLFW_KEY_ESC,
/* 36 */ GLFW_KEY_RSUPER,
/* 37 */ GLFW_KEY_LSUPER,
/* 38 */ GLFW_KEY_LSHIFT,
/* 39 */ GLFW_KEY_CAPS_LOCK,
/* 3a */ GLFW_KEY_LALT,
/* 3b */ GLFW_KEY_LCTRL,
/* 3c */ GLFW_KEY_RSHIFT,
/* 3d */ GLFW_KEY_RALT,
/* 3e */ GLFW_KEY_RCTRL,
/* 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 */ -1, /*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_F13,
/* 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, /*Help*/
/* 73 */ GLFW_KEY_HOME,
/* 74 */ GLFW_KEY_PAGEUP,
/* 75 */ GLFW_KEY_DEL,
/* 76 */ GLFW_KEY_F4,
/* 77 */ GLFW_KEY_END,
/* 78 */ GLFW_KEY_F2,
/* 79 */ GLFW_KEY_PAGEDOWN,
/* 7a */ GLFW_KEY_F1,
/* 7b */ GLFW_KEY_LEFT,
/* 7c */ GLFW_KEY_RIGHT,
/* 7d */ GLFW_KEY_DOWN,
/* 7e */ GLFW_KEY_UP,
/* 7f */ -1,
};
//========================================================================
// Converts a Mac OS X keycode to a GLFW keycode
//========================================================================
static int convertMacKeyCode(unsigned int macKeyCode)
{
if (macKeyCode >= 128)
return -1;
// This treats keycodes as *positional*; that is, we'll return 'a'
// for the key left of 's', even on an AZERTY keyboard. The charInput
// function should still get 'q' though.
return MAC_TO_GLFW_KEYCODE_MAPPING[macKeyCode];
}
//========================================================================
// Content view class for the GLFW window
//========================================================================
@interface GLFWContentView : NSView
{
_GLFWwindow* window;
}
- (id)initWithGlfwWindow:(_GLFWwindow*)initWindow;
@end
@implementation GLFWContentView
- (id)initWithGlfwWindow:(_GLFWwindow*)initWindow
{
self = [super init];
if (self != nil)
window = initWindow;
return self;
}
- (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 == _glfwLibrary.cursorLockWindow)
{
window->mousePosX += [event deltaX];
window->mousePosY += [event deltaY];
}
else
{
NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left
window->mousePosX = p.x;
window->mousePosY = [[window->NS.window contentView] bounds].size.height - p.y;
}
if (window->mousePosCallback)
window->mousePosCallback(window, window->mousePosX, window->mousePosY);
}
- (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)keyDown:(NSEvent *)event
{
NSUInteger i, length;
NSString* characters;
int code = convertMacKeyCode([event keyCode]);
if (code != -1)
{
_glfwInputKey(window, code, GLFW_PRESS);
if ([event modifierFlags] & NSCommandKeyMask)
{
if (!window->sysKeysDisabled)
[super keyDown:event];
}
else
{
characters = [event characters];
length = [characters length];
for (i = 0; i < length; i++)
_glfwInputChar(window, [characters characterAtIndex:i]);
}
}
}
- (void)flagsChanged:(NSEvent *)event
{
int mode;
unsigned int newModifierFlags =
[event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
if (newModifierFlags > window->NS.modifierFlags)
mode = GLFW_PRESS;
else
mode = GLFW_RELEASE;
window->NS.modifierFlags = newModifierFlags;
_glfwInputKey(window, MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode);
}
- (void)keyUp:(NSEvent *)event
{
int code = convertMacKeyCode([event keyCode]);
if (code != -1)
_glfwInputKey(window, code, GLFW_RELEASE);
}
- (void)scrollWheel:(NSEvent *)event
{
window->NS.wheelPosFloating += [event deltaY];
window->wheelPos = lrint(window->NS.wheelPosFloating);
if (window->mouseWheelCallback)
window->mouseWheelCallback(window, window->wheelPos);
}
@end
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow(_GLFWwindow* window,
const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig)
{
window->NS.window = nil;
window->NS.delegate = nil;
window->NSGL.pixelFormat = nil;
window->NSGL.context = nil;
// Fail if OpenGL 3.0 or above was requested
if (wndconfig->glMajor > 2)
{
_glfwSetError(GLFW_UNAVAILABLE_VERSION);
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)
{
_glfwLibrary.NS.delegate = [[GLFWApplicationDelegate alloc] init];
if (_glfwLibrary.NS.delegate == nil)
{
_glfwSetError(GLFW_INTERNAL_ERROR);
return GL_FALSE;
}
[NSApp setDelegate:_glfwLibrary.NS.delegate];
}
window->NS.delegate = [[GLFWWindowDelegate alloc] initWithGlfwWindow:window];
if (window->NS.delegate == nil)
{
_glfwSetError(GLFW_INTERNAL_ERROR);
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;
// Ignored hints:
// OpenGLMajor, OpenGLMinor, OpenGLForward:
// pending Mac OS X support for OpenGL 3.x
// OpenGLDebug
// pending it meaning anything on Mac OS X
// Don't use accumulation buffer support; it's not accelerated
// Aux buffers probably aren't accelerated either
CFDictionaryRef fullscreenMode = NULL;
if (wndconfig->mode == GLFW_FULLSCREEN)
{
// I think it's safe to pass 0 to the refresh rate for this function
// rather than conditionalizing the code to call the version which
// doesn't specify refresh...
fullscreenMode =
CGDisplayBestModeForParametersAndRefreshRateWithProperty(
CGMainDisplayID(),
colorBits + fbconfig->alphaBits,
window->width, window->height,
wndconfig->refreshRate,
// Controversial, see macosx_fullscreen.m for discussion
kCGDisplayModeIsSafeForHardware,
NULL);
window->width =
[[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
window->height =
[[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
}
unsigned int styleMask = 0;
if (wndconfig->mode == GLFW_WINDOWED)
{
styleMask = NSTitledWindowMask | NSClosableWindowMask |
NSMiniaturizableWindowMask;
if (!wndconfig->windowNoResize)
styleMask |= NSResizableWindowMask;
}
else
styleMask = NSBorderlessWindowMask;
window->NS.window = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0, 0, window->width, window->height)
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
[window->NS.window setTitle:[NSString stringWithCString:wndconfig->title
encoding:NSISOLatin1StringEncoding]];
[window->NS.window setContentView:[[GLFWContentView alloc] initWithGlfwWindow:window]];
[window->NS.window setDelegate:window->NS.delegate];
[window->NS.window setAcceptsMouseMovedEvents:YES];
[window->NS.window center];
if (wndconfig->mode == GLFW_FULLSCREEN)
{
CGCaptureAllDisplays();
CGDisplaySwitchToMode(CGMainDisplayID(), fullscreenMode);
}
unsigned int attribute_count = 0;
#define ADD_ATTR(x) attributes[attribute_count++] = x
#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
// Arbitrary array size here
NSOpenGLPixelFormatAttribute attributes[24];
ADD_ATTR(NSOpenGLPFADoubleBuffer);
if (wndconfig->mode == GLFW_FULLSCREEN)
{
ADD_ATTR(NSOpenGLPFAFullScreen);
ADD_ATTR(NSOpenGLPFANoRecovery);
ADD_ATTR2(NSOpenGLPFAScreenMask,
CGDisplayIDToOpenGLDisplayMask(CGMainDisplayID()));
}
ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
if (fbconfig->alphaBits > 0)
ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
if (fbconfig->depthBits > 0)
ADD_ATTR2(NSOpenGLPFADepthSize, fbconfig->depthBits);
if (fbconfig->stencilBits > 0)
ADD_ATTR2(NSOpenGLPFAStencilSize, fbconfig->stencilBits);
int accumBits = fbconfig->accumRedBits + fbconfig->accumGreenBits +
fbconfig->accumBlueBits + fbconfig->accumAlphaBits;
if (accumBits > 0)
ADD_ATTR2(NSOpenGLPFAAccumSize, accumBits);
if (fbconfig->auxBuffers > 0)
ADD_ATTR2(NSOpenGLPFAAuxBuffers, fbconfig->auxBuffers);
if (fbconfig->stereo)
ADD_ATTR(NSOpenGLPFAStereo );
if (fbconfig->samples > 0)
{
ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
}
ADD_ATTR(0);
#undef ADD_ATTR
#undef ADD_ATTR2
window->NSGL.pixelFormat =
[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if (window->NSGL.pixelFormat == nil)
{
_glfwSetError(GLFW_NO_PIXEL_FORMAT);
return GL_FALSE;
}
window->NSGL.context =
[[NSOpenGLContext alloc] initWithFormat:window->NSGL.pixelFormat
shareContext:nil];
if (window->NSGL.context == nil)
{
_glfwSetError(GLFW_INTERNAL_ERROR);
return GL_FALSE;
}
[window->NS.window makeKeyAndOrderFront:nil];
[window->NSGL.context setView:[window->NS.window contentView]];
if (wndconfig->mode == GLFW_FULLSCREEN)
{
// TODO: Make this work on pre-Leopard systems
[[window->NS.window contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil];
}
glfwMakeWindowCurrent(window);
NSPoint point = [[NSCursor currentCursor] hotSpot];
window->mousePosX = point.x;
window->mousePosY = point.y;
return GL_TRUE;
}
//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
void _glfwPlatformMakeWindowCurrent(_GLFWwindow* window)
{
if (window)
[window->NSGL.context makeCurrentContext];
else
[NSOpenGLContext clearCurrentContext];
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow(_GLFWwindow* window)
{
[window->NS.window orderOut:nil];
if (window->mode == GLFW_FULLSCREEN)
{
[[window->NS.window contentView] exitFullScreenModeWithOptions:nil];
CGDisplaySwitchToMode(CGMainDisplayID(),
(CFDictionaryRef) _glfwLibrary.NS.desktopMode);
CGReleaseAllDisplays();
}
[window->NSGL.pixelFormat release];
window->NSGL.pixelFormat = nil;
[NSOpenGLContext clearCurrentContext];
[window->NSGL.context release];
window->NSGL.context = nil;
[window->NS.window setDelegate:nil];
[window->NS.delegate release];
window->NS.delegate = nil;
[window->NS.window close];
window->NS.window = nil;
// TODO: Probably more cleanup
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle(_GLFWwindow* window, const char *title)
{
[window->NS.window setTitle:[NSString stringWithCString:title
encoding:NSISOLatin1StringEncoding]];
}
//========================================================================
// Set the window size
//========================================================================
void _glfwPlatformSetWindowSize(_GLFWwindow* window, int width, int height)
{
[window->NS.window setContentSize:NSMakeSize(width, height)];
}
//========================================================================
// Set the window position
//========================================================================
void _glfwPlatformSetWindowPos(_GLFWwindow* window, int x, int y)
{
NSRect contentRect =
[window->NS.window contentRectForFrameRect:[window->NS.window frame]];
// We assume here that the client code wants to position the window within the
// screen the window currently occupies
NSRect screenRect = [[window->NS.window screen] visibleFrame];
contentRect.origin = NSMakePoint(screenRect.origin.x + x,
screenRect.origin.y + screenRect.size.height -
y - contentRect.size.height);
[window->NS.window setFrame:[window->NS.window frameRectForContentRect:contentRect]
display:YES];
}
//========================================================================
// Iconify the window
//========================================================================
void _glfwPlatformIconifyWindow(_GLFWwindow* window)
{
[window->NS.window miniaturize:nil];
}
//========================================================================
// Restore (un-iconify) the window
//========================================================================
void _glfwPlatformRestoreWindow(_GLFWwindow* window)
{
[window->NS.window deminiaturize:nil];
}
//========================================================================
// Swap buffers
//========================================================================
void _glfwPlatformSwapBuffers(void)
{
_GLFWwindow* window = _glfwLibrary.currentWindow;
// ARP appears to be unnecessary, but this is future-proof
[window->NSGL.context flushBuffer];
}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval(int interval)
{
_GLFWwindow* window = _glfwLibrary.currentWindow;
GLint sync = interval;
[window->NSGL.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams(void)
{
GLint value;
_GLFWwindow* window = _glfwLibrary.currentWindow;
// Since GLFW doesn't understand screens, we use virtual screen zero
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccelerated
forVirtualScreen:0];
window->accelerated = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAlphaSize
forVirtualScreen:0];
window->alphaBits = value;
// It seems that the color size includes the size of the alpha channel
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAColorSize
forVirtualScreen:0];
value -= window->alphaBits;
window->redBits = value / 3;
window->greenBits = value / 3;
window->blueBits = value / 3;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFADepthSize
forVirtualScreen:0];
window->depthBits = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStencilSize
forVirtualScreen:0];
window->stencilBits = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccumSize
forVirtualScreen:0];
window->accumRedBits = value / 3;
window->accumGreenBits = value / 3;
window->accumBlueBits = value / 3;
// TODO: Figure out what to set this value to
window->accumAlphaBits = 0;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAuxBuffers
forVirtualScreen:0];
window->auxBuffers = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStereo
forVirtualScreen:0];
window->stereo = value;
[window->NSGL.pixelFormat getValues:&value
forAttribute:NSOpenGLPFASamples
forVirtualScreen:0];
window->samples = value;
// These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+
window->glForward = GL_FALSE;
window->glDebug = GL_FALSE;
window->glProfile = 0;
}
//========================================================================
// Poll for new window and input events
//========================================================================
void _glfwPlatformPollEvents(void)
{
NSEvent* event;
do
{
event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantPast]
inMode:NSDefaultRunLoopMode
dequeue:YES];
if (event)
[NSApp sendEvent:event];
}
while (event);
[_glfwLibrary.NS.autoreleasePool drain];
_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
}
//========================================================================
// Wait for new window and input events
//========================================================================
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();
}
//========================================================================
// Hide mouse cursor (lock it)
//========================================================================
void _glfwPlatformHideMouseCursor(_GLFWwindow* window)
{
[NSCursor hide];
CGAssociateMouseAndMouseCursorPosition(false);
}
//========================================================================
// Show mouse cursor (unlock it)
//========================================================================
void _glfwPlatformShowMouseCursor(_GLFWwindow* window)
{
[NSCursor unhide];
CGAssociateMouseAndMouseCursorPosition(true);
}
//========================================================================
// Set physical mouse cursor position
//========================================================================
void _glfwPlatformSetMouseCursorPos(_GLFWwindow* window, int x, int y)
{
// The library seems to assume that after calling this the mouse won't move,
// but obviously it will, and escape the app's window, and activate other apps,
// and other badness in pain. I think the API's just silly, but maybe I'm
// misunderstanding it...
// Also, (x, y) are window coords...
// Also, it doesn't seem possible to write this robustly without
// calculating the maximum y coordinate of all screens, since Cocoa's
// "global coordinates" are upside down from CG's...
// Without this (once per app run, but it's convenient to do it here)
// events will be suppressed for a default of 0.25 seconds after we
// move the cursor.
CGSetLocalEventsSuppressionInterval( 0.0 );
NSPoint localPoint = NSMakePoint( x, y );
NSPoint globalPoint = [window->NS.window 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 );
}