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glfw/lib/cocoa/cocoa_window.m
2010-09-07 17:41:26 +02:00

887 lines
25 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
// (but also used as an application delegate)
//========================================================================
@interface GLFWWindowDelegate : NSObject
@end
@implementation GLFWWindowDelegate
- (BOOL)windowShouldClose:(id)window
{
if( _glfwWin.windowCloseCallback )
{
if( !_glfwWin.windowCloseCallback() )
{
return NO;
}
}
// This is horribly ugly, but it works
glfwCloseWindow();
return NO;
}
- (void)windowDidResize:(NSNotification *)notification
{
[_glfwWin.context update];
NSRect contentRect =
[_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
_glfwWin.width = contentRect.size.width;
_glfwWin.height = contentRect.size.height;
if( _glfwWin.windowSizeCallback )
{
_glfwWin.windowSizeCallback( _glfwWin.width, _glfwWin.height );
}
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if( _glfwWin.windowCloseCallback )
{
if( !_glfwWin.windowCloseCallback() )
{
return NSTerminateCancel;
}
}
// This is horribly ugly, but it works
glfwCloseWindow();
return NSTerminateCancel;
}
@end
// 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
@end
@implementation GLFWContentView
- (BOOL)isOpaque
{
return YES;
}
- (BOOL)canBecomeKeyView
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)mouseDown:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS );
}
- (void)mouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)mouseUp:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE );
}
- (void)mouseMoved:(NSEvent *)event
{
if( _glfwWin.mouseLock )
{
_glfwInput.MousePosX += [event deltaX];
_glfwInput.MousePosY += [event deltaY];
}
else
{
NSPoint p = [event locationInWindow];
// Cocoa coordinate system has origin at lower left
_glfwInput.MousePosX = p.x;
_glfwInput.MousePosY = [[_glfwWin.window contentView] bounds].size.height - p.y;
}
if( _glfwWin.mousePosCallback )
{
_glfwWin.mousePosCallback( _glfwInput.MousePosX, _glfwInput.MousePosY );
}
}
- (void)rightMouseDown:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS );
}
- (void)rightMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)rightMouseUp:(NSEvent *)event
{
_glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_RELEASE );
}
- (void)otherMouseDown:(NSEvent *)event
{
_glfwInputMouseClick( [event buttonNumber], GLFW_PRESS );
}
- (void)otherMouseDragged:(NSEvent *)event
{
[self mouseMoved:event];
}
- (void)otherMouseUp:(NSEvent *)event
{
_glfwInputMouseClick( [event buttonNumber], GLFW_RELEASE );
}
- (void)keyDown:(NSEvent *)event
{
NSUInteger length;
NSString* characters;
int i, code = convertMacKeyCode( [event keyCode] );
if( code != -1 )
{
_glfwInputKey( code, GLFW_PRESS );
if( [event modifierFlags] & NSCommandKeyMask )
{
if( !_glfwWin.sysKeysDisabled )
{
[super keyDown:event];
}
}
else
{
characters = [event characters];
length = [characters length];
for( i = 0; i < length; i++ )
{
_glfwInputChar( [characters characterAtIndex:i], GLFW_PRESS );
}
}
}
}
- (void)flagsChanged:(NSEvent *)event
{
unsigned int newModifierFlags = [event modifierFlags] | NSDeviceIndependentModifierFlagsMask;
int mode;
if( newModifierFlags > _glfwWin.modifierFlags )
{
mode = GLFW_PRESS;
}
else
{
mode = GLFW_RELEASE;
}
_glfwWin.modifierFlags = newModifierFlags;
_glfwInputKey( MAC_TO_GLFW_KEYCODE_MAPPING[[event keyCode]], mode );
}
- (void)keyUp:(NSEvent *)event
{
NSUInteger length;
NSString* characters;
int i, code = convertMacKeyCode( [event keyCode] );
if( code != -1 )
{
_glfwInputKey( code, GLFW_RELEASE );
characters = [event characters];
length = [characters length];
for( i = 0; i < length; i++ )
{
_glfwInputChar( [characters characterAtIndex:i], GLFW_RELEASE );
}
}
}
- (void)scrollWheel:(NSEvent *)event
{
_glfwInput.WheelPosFloating += [event deltaY];
_glfwInput.WheelPos = lrint(_glfwInput.WheelPosFloating);
if( _glfwWin.mouseWheelCallback )
{
_glfwWin.mouseWheelCallback( _glfwInput.WheelPos );
}
}
@end
//************************************************************************
//**** Platform implementation functions ****
//************************************************************************
//========================================================================
// Here is where the window is created, and the OpenGL rendering context is
// created
//========================================================================
int _glfwPlatformOpenWindow( int width, int height,
const _GLFWwndconfig *wndconfig,
const _GLFWfbconfig *fbconfig )
{
int colorBits;
_glfwWin.pixelFormat = nil;
_glfwWin.window = nil;
_glfwWin.context = nil;
_glfwWin.delegate = nil;
// Fail if OpenGL 3.0 or above was requested
if( wndconfig->glMajor > 2 )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
_glfwWin.delegate = [[GLFWWindowDelegate alloc] init];
if( _glfwWin.delegate == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
[NSApp setDelegate:_glfwWin.delegate];
// Mac OS X needs non-zero color size, so set resonable values
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 )
{
fullscreenMode =
// 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...
CGDisplayBestModeForParametersAndRefreshRateWithProperty(
CGMainDisplayID(),
colorBits + fbconfig->alphaBits,
width,
height,
wndconfig->refreshRate,
// Controversial, see macosx_fullscreen.m for discussion
kCGDisplayModeIsSafeForHardware,
NULL);
width = [[(id)fullscreenMode objectForKey:(id)kCGDisplayWidth] intValue];
height = [[(id)fullscreenMode objectForKey:(id)kCGDisplayHeight] intValue];
}
unsigned int styleMask = 0;
if( wndconfig->mode == GLFW_WINDOW )
{
styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if( !wndconfig->windowNoResize )
{
styleMask |= NSResizableWindowMask;
}
}
else
{
styleMask = NSBorderlessWindowMask;
}
_glfwWin.window = [[NSWindow alloc]
initWithContentRect:NSMakeRect(0, 0, width, height)
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:NO];
[_glfwWin.window setContentView:[[GLFWContentView alloc] init]];
[_glfwWin.window setDelegate:_glfwWin.delegate];
[_glfwWin.window setAcceptsMouseMovedEvents:YES];
[_glfwWin.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) (void)({ ADD_ATTR(x); ADD_ATTR(y); })
#define MAX_ATTRS 24 // urgh
NSOpenGLPixelFormatAttribute attributes[MAX_ATTRS];
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);
_glfwWin.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
if( _glfwWin.pixelFormat == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
_glfwWin.context = [[NSOpenGLContext alloc] initWithFormat:_glfwWin.pixelFormat
shareContext:nil];
if( _glfwWin.context == nil )
{
_glfwPlatformCloseWindow();
return GL_FALSE;
}
[_glfwWin.window makeKeyAndOrderFront:nil];
[_glfwWin.context setView:[_glfwWin.window contentView]];
if( wndconfig->mode == GLFW_FULLSCREEN )
{
// TODO: Make this work on pre-Leopard systems
[[_glfwWin.window contentView] enterFullScreenMode:[NSScreen mainScreen]
withOptions:nil];
}
[_glfwWin.context makeCurrentContext];
NSPoint point = [[NSCursor currentCursor] hotSpot];
_glfwInput.MousePosX = point.x;
_glfwInput.MousePosY = point.y;
return GL_TRUE;
}
//========================================================================
// Properly kill the window / video display
//========================================================================
void _glfwPlatformCloseWindow( void )
{
[_glfwWin.window orderOut:nil];
if( _glfwWin.fullscreen )
{
[[_glfwWin.window contentView] exitFullScreenModeWithOptions:nil];
CGDisplaySwitchToMode( CGMainDisplayID(),
(CFDictionaryRef)_glfwLibrary.DesktopMode );
CGReleaseAllDisplays();
}
[_glfwWin.pixelFormat release];
_glfwWin.pixelFormat = nil;
[NSOpenGLContext clearCurrentContext];
[_glfwWin.context release];
_glfwWin.context = nil;
[_glfwWin.window setDelegate:nil];
[NSApp setDelegate:nil];
[_glfwWin.delegate release];
_glfwWin.delegate = nil;
[_glfwWin.window close];
_glfwWin.window = nil;
// TODO: Probably more cleanup
}
//========================================================================
// Set the window title
//========================================================================
void _glfwPlatformSetWindowTitle( const char *title )
{
[_glfwWin.window setTitle:[NSString stringWithCString:title
encoding:NSISOLatin1StringEncoding]];
}
//========================================================================
// Set the window size
//========================================================================
void _glfwPlatformSetWindowSize( int width, int height )
{
[_glfwWin.window setContentSize:NSMakeSize(width, height)];
}
//========================================================================
// Set the window position
//========================================================================
void _glfwPlatformSetWindowPos( int x, int y )
{
NSRect contentRect = [_glfwWin.window contentRectForFrameRect:[_glfwWin.window frame]];
// We assume here that the client code wants to position the window within the
// screen the window currently occupies
NSRect screenRect = [[_glfwWin.window screen] visibleFrame];
contentRect.origin = NSMakePoint(screenRect.origin.x + x,
screenRect.origin.y + screenRect.size.height -
y - contentRect.size.height);
[_glfwWin.window setFrame:[_glfwWin.window frameRectForContentRect:contentRect]
display:YES];
}
//========================================================================
// Iconify the window
//========================================================================
void _glfwPlatformIconifyWindow( void )
{
[_glfwWin.window miniaturize:nil];
}
//========================================================================
// Restore (un-iconify) the window
//========================================================================
void _glfwPlatformRestoreWindow( void )
{
[_glfwWin.window deminiaturize:nil];
}
//========================================================================
// Swap buffers
//========================================================================
void _glfwPlatformSwapBuffers( void )
{
// ARP appears to be unnecessary, but this is future-proof
[_glfwWin.context flushBuffer];
}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval( int interval )
{
GLint sync = interval;
[_glfwWin.context setValues:&sync forParameter:NSOpenGLCPSwapInterval];
}
//========================================================================
// Write back window parameters into GLFW window structure
//========================================================================
void _glfwPlatformRefreshWindowParams( void )
{
GLint value;
// Since GLFW 2.x doesn't understand screens, we use virtual screen zero
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccelerated
forVirtualScreen:0];
_glfwWin.accelerated = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAlphaSize
forVirtualScreen:0];
_glfwWin.alphaBits = value;
// It seems that the color size includes the size of the alpha channel
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAColorSize
forVirtualScreen:0];
value -= _glfwWin.alphaBits;
_glfwWin.redBits = value / 3;
_glfwWin.greenBits = value / 3;
_glfwWin.blueBits = value / 3;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFADepthSize
forVirtualScreen:0];
_glfwWin.depthBits = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStencilSize
forVirtualScreen:0];
_glfwWin.stencilBits = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAccumSize
forVirtualScreen:0];
_glfwWin.accumRedBits = value / 3;
_glfwWin.accumGreenBits = value / 3;
_glfwWin.accumBlueBits = value / 3;
// TODO: Figure out what to set this value to
_glfwWin.accumAlphaBits = 0;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAAuxBuffers
forVirtualScreen:0];
_glfwWin.auxBuffers = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFAStereo
forVirtualScreen:0];
_glfwWin.stereo = value;
[_glfwWin.pixelFormat getValues:&value
forAttribute:NSOpenGLPFASamples
forVirtualScreen:0];
_glfwWin.samples = value;
// These are forced to false as long as Mac OS X lacks support for OpenGL 3.0+
_glfwWin.glForward = GL_FALSE;
_glfwWin.glDebug = GL_FALSE;
_glfwWin.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.AutoreleasePool drain];
_glfwLibrary.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( void )
{
[NSCursor hide];
CGAssociateMouseAndMouseCursorPosition( false );
}
//========================================================================
// Show mouse cursor (unlock it)
//========================================================================
void _glfwPlatformShowMouseCursor( void )
{
[NSCursor unhide];
CGAssociateMouseAndMouseCursorPosition( true );
}
//========================================================================
// Set physical mouse cursor position
//========================================================================
void _glfwPlatformSetMouseCursorPos( 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 = [_glfwWin.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 );
}