Commit graph

236 commits

Author SHA1 Message Date
Cameron Gutman 6f684f674e cocoa: Add keyboard grab support
CGSSetGlobalHotKeyOperatingMode() is not a public API, so we will only
compile this in if SDL_MAC_NO_SANDBOX=1 is defined during compilation.
2021-07-29 19:06:43 -07:00
Sam Lantinga 51c61d7cdf Run the entire Cocoa messagebox function on the main thread.
This fixes bug https://github.com/libsdl-org/SDL/issues/4420
2021-07-27 14:57:18 -07:00
Sam Lantinga dfd3f30e88 Make Cocoa_HandleTitleButtonEvent() static since it's not used anywhere else 2021-07-27 14:27:37 -07:00
Sam Lantinga 88e4755c26 Make sure we don't try to turn on relative mouse mode while clicking on the window title bar.
This fixes bug https://github.com/libsdl-org/SDL/issues/4469
2021-07-27 12:43:45 -07:00
Sam Lantinga f1633127d1 Added a window flash operation to be explicit about window flash behavior 2021-07-24 13:42:19 -07:00
Sam Lantinga e1c3a25034 Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows 2021-07-24 12:11:27 -07:00
Ethan Lee 56b77b12bc cocoa: Implement FlashWindow 2021-06-24 13:08:26 -07:00
Ozkan Sezer 2f248a2a31 SDL_cocoaevents.m: fix build against SDK < 10.12 after commit 0dd7024d. 2021-06-11 04:00:32 +03:00
Francesco Abbate 0dd7024d55 Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.

The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.

The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.

To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.

The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.

Two new optional video device methods are introduced:

WaitEventTimeout
SendWakeupEvent

in addition the mutex

wakeup_lock

which is defined and initialized but only for the drivers supporting the
methods above.

If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.

The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
2021-06-04 13:50:50 -07:00
Ryan C. Gordon 9dc97afa71 cocoa: Report an error if SDL_SetClipboardText() isn't using UTF-8 encoding.
Fixes #4110.
2021-05-08 12:39:50 -04:00
Ryan C. Gordon 8527c583f4 cocoa: Fix recreated windows that are both borderless and resizable.
These would accidentally get a titlebar because the "borderless" style mask
is zero but the resizable attribute adds a bit. I assume this happens because
you used to need window decoration to resize a window in macOS, but this
changed in later releases.

This only caused problems when recreating a window (you had an
SDL_WINDOW_OPENGL window and tried to create a Metal SDL_Renderer on it, etc).

Fixes #4324.
2021-04-27 01:36:23 -04:00
Ryan C. Gordon 2fdbae22cb cocoa: Remove mouse event tap.
It doesn't appear to work anymore, and was disabled by default anyhow, since
the needed APIs are forbidden on the Mac App Store.

A better solution to lock the mouse to the window on macOS would still be
welcome. CGAssociateMouseAndMouseCursorPosition() works fine for relative
mouse mode, this was just a question of SDL_SetWindowGrab(). As it stands
now, a grabbed mouse can briefly break out of the window, causing varying
degrees of chaos.
2021-04-26 18:43:28 -04:00
Joseph Lyncheski a0a5da5d91 Add SDL_SetWindowAlwaysOnTop() 2021-04-20 08:45:28 -07:00
Sam Lantinga 9ef0b97c6d Changes to macOS event handler to better interact with the running app
- Only focus a new window when one closes if the window that was closed was an SDL window

- If the application already has a key window set that is not an SDL window, don't replace it when the application is activated

- Only register the URL event handler when SDLAppDelegate is going to be set as the applications app delegate. This is to
   be consistent with previous behavior that would only register the handler in -[SDLAppDelegate applicationDidFinishLaunching:]
   and allows the running app to opt out of the behavior by setting its own app delegate.

- The URL event handler is now removed if it was set on SDLAppDelegate dealloc
2021-04-12 11:25:44 -07:00
Learath 033c0abb58 Use dispatch_async for -[NSOpenGLContext update]. Fixes #3680 2021-03-31 10:46:31 -04:00
Jay 0052339b66 Move handleURLEvent setEventHandler to init 2021-02-20 22:59:11 -08:00
Sam Lantinga cef198c9cb Fixed bug 5524 - Pass NSString to NSLog()
Hiroyuki Iwatsuki

If you pass the C string directly to NSLog(), it will be garbled with Japanese and probably other language strings, or no log will be output at all.

NSLog("Hello, World!"); // => "Hello, World!"
NSLog("こんにちは、世界!"); // => No output...

Therefore, you need to convert the string to an NSString before passing it to NSLog().

NSString *str = [NSString stringWithUTF8String:"こんにちは、世界!"];
NSLog(@"%@", str); // => "こんにちは、世界!"

Thank you.
2021-02-10 10:22:18 -05:00
Cameron Gutman 6b057c6783 Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b

To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
2021-02-10 10:22:17 -05:00
Cameron Gutman a0d3c6c63c Rename SetWindowGrab() to SetWindowMouseGrab() 2021-02-10 10:22:16 -05:00
Sam Lantinga e778881ada Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa
Dominik Reichardt

Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult.
There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at.
On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out).
All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus).

This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
2021-01-07 11:49:28 -08:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 963c9495d3 Fixed bug 5431 - SDL_Metal_GetDrawableSize is inaccurate for high dpi displays if a Metal view has not already been created
Caleb Cornett

For a window created with SDL_WINDOW_ALLOW_HIGHDPI, SDL_GL_GetDrawableSize will return the high-dpi drawable size even before any GL context creation happens. But SDL_Metal_GetDrawableSize will return the size of the window if the Metal view has not been created. This is confusing and inconsistent behavior.

An easy way to test this is to build testgl2 and testvulkan on macOS with the SDL_WINDOW_ALLOW_HIGHDPI flag enabled during window creation. The GL2 program will report a drawable size of 2x window width and 2x window height, while the Vulkan program will report the window size.

This patch addresses the issue by falling back to using the content view dimensions if no Metal view exists in the window. (The code for this was taken directly from Cocoa_GL_GetDrawableSize.) With this change, the testvulkan behavior matches that of testgl2.

Note that I haven't tested for this issue on UIKit. It's possible a similar change will need to be made there too.
2021-01-02 10:11:08 -08:00
Ozkan Sezer 90456670b5 more "'for' loop initial declarations are only allowed in C99 mode" fixes 2020-12-17 14:11:00 +03:00
Sam Lantinga ee85a41a32 Fixed compile warning 2020-12-13 02:10:46 -08:00
Ozkan Sezer 5c212cb0c5 remove a few stale NULL message/title checks after commit e2b729b1756a
top-level guarantees non-NULL message / title passed in messageboxdata
2020-12-10 12:24:24 +03:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Ryan C. Gordon b79832ba11 cocoa: Cut and paste from HTML strikes again! 2020-10-08 21:11:09 -04:00
Ozkan Sezer 19aaa2944d Fix https://bugzilla.libsdl.org/show_bug.cgi?id=5306
(Also see: https://bugzilla.libsdl.org/show_bug.cgi?id=4822)

Building the current tree against 10.8 SDK, clang emits the following warning:
src/video/cocoa/SDL_cocoawindow.m:1846:27: warning: instance method '-isOperatingSystemAtLeastVersion:' not found (return type defaults to 'id') [-Wobjc-method-access]
            ![processInfo isOperatingSystemAtLeastVersion:version]) {
                          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/opt/MacOSX10.8.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSProcessInfo.h:20:12: note: receiver is instance of class declared here
@interface NSProcessInfo : NSObject {
           ^
1 warning generated.

isOperatingSystemAtLeastVersion is an 10.10 thing.
2020-10-09 04:00:00 +03:00
Ozkan Sezer 69fbd60d25 Fix https://bugzilla.libsdl.org/show_bug.cgi?id=4877#c2
loadNibNamed:owner:topLevelObjects is available on 10.8 and newer.
There is an issue report here about an app failing to function on
10.7 and earlier: https://discourse.libsdl.org/t/28179
2020-10-09 04:00:00 +03:00
Sam Lantinga 76980e30f2 Added events for dynamically connecting and disconnecting displays, with an iOS implementation 2020-10-08 16:42:20 -07:00
Cameron Gutman 1b6de9a987 Fix SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH=1 on Metal windows
SDL_cocoametalview was consuming the first click rather than passing it
through to the SDLView underneath which overrides [NSView acceptsFirstMouse]
based on the user's SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH preference.
2020-09-05 15:01:45 -07:00
Ryan C. Gordon b5affd12e6 Patched to compile. 2020-07-16 13:28:59 -04:00
Ryan C. Gordon 8babda2c20 egl: SDL_EGL_LoadLibaryOnly() shouldn't set _this->gl_config.driver_loaded = 1
This is handled in in the higher-level SDL_GL_LoadLibrary().

All uses of SDL_EGL_LoadLibrary (which calls the Only version) are just
target-specific wrappers for their own GL_LoadLibrary hook, with two
exceptions which now handle driver_loaded correctly (although it's
questionable if these init-if-no-one-did-it-correctly-already code blocks
should exist at all, fwiw).

Fixes Bugzilla #5190.
2020-07-16 13:18:19 -04:00
M Stoeckl 052a13738d Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
2020-07-12 19:11:15 -04:00
Cameron Gutman 77b0dad271 cocoa: Change Caps Lock behavior to toggle instead of locking
It currently behaves like a locking key which is pressed
when Caps Lock is enabled and released when disabled. This
means that apps that trigger events on Caps Lock key down will
only fire these events every other time Caps Lock is pressed.
2020-05-25 20:55:29 -07:00
Sam Lantinga 97ca96bdee Use nil instead of NULL for Objective-C objects 2020-05-27 10:13:01 -07:00
Sam Lantinga af5eb56c76 Fixed uninitialized variable warning 2020-05-27 09:28:03 -07:00
Sam Lantinga b47f577a9d Fixed bug 5098 - macOS CreateWindowFrom doesn't work with high-dpi displays
michaeljosephmaltese

Display ends up taking only 1/4 of the screen area. It needs to call "setWantsBestResolutionOpenGLSurface:highdpi", like when creating a window the normal way.
2020-05-11 14:36:23 -07:00
Ryan C. Gordon fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
Ryan C. Gordon a791689086 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:

"A few weeks ago, Alex added a partial Metal API to SDL2:

https://hg.libsdl.org/SDL/rev/22c8e7cd8d38

I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:

1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.

2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.

3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.

Tested on macOS 10.14 and iOS 12.4."

Fixes Bugzilla #4796.
2020-04-10 00:37:35 -04:00
Ryan C. Gordon 6e6b517789 cocoa: Patched to compile. 2020-04-07 23:34:41 -04:00
Michael Maltese 361417c0a4 cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.

Fixes Bugzilla #5060.
2020-03-25 16:40:43 -07:00
Ryan C. Gordon 309d6137ae cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.

Fixes Bugzilla #4932.
2020-04-07 14:01:25 -04:00
Sam Lantinga b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sam Lantinga dad73b1f0c Fixed bug 5073 - SDL does not handle URL Schemes in MacOS
Jason

In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
2020-04-05 10:47:58 -07:00
Ryan C. Gordon f2ff953ef7 cocoa: Just update the OpenGL context directly if on the main thread. 2020-03-26 13:42:56 -04:00
Sam Lantinga 1fd548b67a Fixed building back to Mac OSX using the 10.7 SDK 2020-03-23 11:42:44 -07:00
Emir Marincic 5b3b55a181 [NSOpenGLContext update[ is prohibited outside the main thread 2020-03-20 11:52:18 +03:00
Sam Lantinga 51e9e98451 Fixed whitespace 2020-03-01 13:00:50 -08:00
Sam Lantinga 8a6f1aa5f5 Fixed bug 4369 - Going fullscreen with green knob in MacOS freezes app for 15 seconds.
Elmar

creating a fullscreen window with SDL_CreateWindow(..SDL_WINDOW_FULLSCREEN_DESKTOP..) in MacOS works fine, except if it was triggered by the user with the green knob in the top left window title bar.

Then "something" is different, and SDL_CreateWindow hangs for 15-20 seconds (tested in MacOS 10.13 and 10.14).

Responsible for the hang is this code in SDL_cocoawindow.m - Cocoa_SetWindowFullscreenSpace:

        const int maxattempts = 3;
        int attempt = 0;
        while (++attempt <= maxattempts) {
            /* Wait for the transition to complete, so application changes
             take effect properly (e.g. setting the window size, etc.)
             */
            const int limit = 10000;
            int count = 0;
            while ([data->listener isInFullscreenSpaceTransition]) {
                if ( ++count == limit ) {
                    /* Uh oh, transition isn't completing. Should we assert? */
                    break;
                }
                SDL_Delay(1);
                SDL_PumpEvents();
            }
            if ([data->listener isInFullscreenSpace] == (state ? YES : NO))
                break;
            /* Try again, the last attempt was interrupted by user gestures */
            if (![data->listener setFullscreenSpace:(state ? YES : NO)])
                break; /* ??? */
        }

One trivial workaround is to change 'const int limit = 10000' to 500. Then the freeze is so short that it doesn't look like a freeze to the user.

Looking further into the problem, I observed that the function Cocoa_SetWindowFullscreenSpace recursively calls itself via some ObjectiveC messages. I managed to extract a callstack for this (copied below): Note how Cocoa_SetWindowFullscreenSpace in stack line 22 calls SDL_PumpEvents, which eventually arrives at  SDL_SendWindowEvent, which calls SDL_UpdateFullscreenMode (stack line 0), which then calls Cocoa_SetWindowFullscreenSpace again (not shown). This recursive second call is the one that hangs.

Another "solution" that worked for me was to add a flag to SDL_Window that is set in Cocoa_SetWindowFullscreenSpace and causes this function to return immediately if called from itself.

Obviously, this is also an ugly hack, but I don't have enough time to dive into this crazy Cocoa/ObjectiveC business deep enough to find a proper solution. But hopefully it's easy for one of the experts around.

Note that there is a "failure to go fullscreen"-message involved, maybe using the green knob causes this failure at first.

I can unfortunately not provide a minimum example.

Best regards,
Elmar

0   com.yasara.View               	0x00000001007495af SDL_UpdateFullscreenMode + 207
1   com.yasara.View               	0x00000001006e2591 SDL_SendWindowEvent + 401
2   com.yasara.View               	0x0000000100775a72 -[Cocoa_WindowListener windowDidResize:] + 370
3   com.yasara.View               	0x0000000100776550 -[Cocoa_WindowListener windowDidExitFullScreen:] + 512
4   com.apple.AppKit              	0x00007fff3180a2a4 -[_NSWindowEnterFullScreenTransitionController failedToEnterFullScreen] + 692
5   com.apple.AppKit              	0x00007fff31c59737 -[_NSEnterFullScreenTransitionController _doFailedToEnterFullScreen] + 349
6   com.apple.AppKit              	0x00007fff3172aa53 __NSFullScreenDockConnectionSendEnterForSpace_block_invoke + 135
7   libxpc.dylib                  	0x00007fff6114b9b1 _xpc_connection_reply_callout + 36
8   libxpc.dylib                  	0x00007fff6114b938 _xpc_connection_call_reply_async + 82
9   libdispatch.dylib             	0x00007fff60ec7e39 _dispatch_client_callout3 + 8
10  libdispatch.dylib             	0x00007fff60ede3b0 _dispatch_mach_msg_async_reply_invoke + 322
11  libdispatch.dylib             	0x00007fff60ed2e25 _dispatch_main_queue_callback_4CF + 807
12  com.apple.CoreFoundation      	0x00007fff33d39e8b __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 9
13  com.apple.CoreFoundation      	0x00007fff33d3959a __CFRunLoopRun + 2335
14  com.apple.CoreFoundation      	0x00007fff33d38a28 CFRunLoopRunSpecific + 463
15  com.apple.HIToolbox           	0x00007fff32fd1b35 RunCurrentEventLoopInMode + 293
16  com.apple.HIToolbox           	0x00007fff32fd1774 ReceiveNextEventCommon + 371
17  com.apple.HIToolbox           	0x00007fff32fd15e8 _BlockUntilNextEventMatchingListInModeWithFilter + 64
18  com.apple.AppKit              	0x00007fff3128deb7 _DPSNextEvent + 997
19  com.apple.AppKit              	0x00007fff3128cc56 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1362
20  com.yasara.View               	0x000000010076fab2 Cocoa_PumpEvents + 290
21  com.yasara.View               	0x00000001006dd1c7 SDL_PumpEvents_REAL + 23
22  com.yasara.View               	0x00000001007795cf Cocoa_SetWindowFullscreenSpace + 223
23  com.yasara.View               	0x000000010074970b SDL_UpdateFullscreenMode + 555
24  com.yasara.View               	0x00000001006e2476 SDL_SendWindowEvent + 118
25  com.yasara.View               	0x0000000100774ff7 -[Cocoa_WindowListener resumeVisibleObservation] + 135
26  com.yasara.View               	0x000000010077664c Cocoa_ShowWindow + 188
27  com.yasara.View               	0x0000000100749492 SDL_FinishWindowCreation + 546
28  com.yasara.View               	0x0000000100748da5 SDL_CreateWindow_REAL + 1573
29  com.yasara.View               	0x000000010010d9b1 vga_setvideomode + 1347
30  com.yasara.View               	0x00000001003f0d46 mod_initscreen + 2614
31  com.yasara.View               	0x00000001003f344b mod_reinitscreen + 460
32  com.yasara.View               	0x00000001003f370d mod_resizescreen + 383
33  com.yasara.View               	0x0000000100418e39 mod_main + 815
34  com.yasara.View               	0x000000010029ca5d main2 + 5766
35  com.yasara.View               	0x000000010011d1b7 main.main_cpuok + 19
2020-03-01 12:58:50 -08:00