mirror of
https://github.com/Ryujinx/SDL.git
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477 lines
15 KiB
Objective-C
477 lines
15 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_COCOA
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#include "SDL_timer.h"
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#include "SDL_cocoavideo.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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/* This define was added in the 10.9 SDK. */
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#ifndef kIOPMAssertPreventUserIdleDisplaySleep
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#define kIOPMAssertPreventUserIdleDisplaySleep kIOPMAssertionTypePreventUserIdleDisplaySleep
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#endif
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@interface SDLApplication : NSApplication
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- (void)terminate:(id)sender;
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- (void)sendEvent:(NSEvent *)theEvent;
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+ (void)registerUserDefaults;
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@end
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@implementation SDLApplication
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// Override terminate to handle Quit and System Shutdown smoothly.
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- (void)terminate:(id)sender
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{
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SDL_SendQuit();
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}
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static SDL_bool s_bShouldHandleEventsInSDLApplication = SDL_FALSE;
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static void Cocoa_DispatchEvent(NSEvent *theEvent)
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{
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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switch ([theEvent type]) {
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case NSEventTypeLeftMouseDown:
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case NSEventTypeOtherMouseDown:
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case NSEventTypeRightMouseDown:
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case NSEventTypeLeftMouseUp:
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case NSEventTypeOtherMouseUp:
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case NSEventTypeRightMouseUp:
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case NSEventTypeLeftMouseDragged:
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case NSEventTypeRightMouseDragged:
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case NSEventTypeOtherMouseDragged: /* usually middle mouse dragged */
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case NSEventTypeMouseMoved:
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case NSEventTypeScrollWheel:
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Cocoa_HandleMouseEvent(_this, theEvent);
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break;
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case NSEventTypeKeyDown:
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case NSEventTypeKeyUp:
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case NSEventTypeFlagsChanged:
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Cocoa_HandleKeyEvent(_this, theEvent);
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break;
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default:
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break;
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}
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}
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// Dispatch events here so that we can handle events caught by
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// nextEventMatchingMask in SDL, as well as events caught by other
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// processes (such as CEF) that are passed down to NSApp.
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- (void)sendEvent:(NSEvent *)theEvent
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{
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if (s_bShouldHandleEventsInSDLApplication) {
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Cocoa_DispatchEvent(theEvent);
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}
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[super sendEvent:theEvent];
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}
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+ (void)registerUserDefaults
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{
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NSDictionary *appDefaults = [[NSDictionary alloc] initWithObjectsAndKeys:
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[NSNumber numberWithBool:NO], @"AppleMomentumScrollSupported",
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[NSNumber numberWithBool:NO], @"ApplePressAndHoldEnabled",
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[NSNumber numberWithBool:YES], @"ApplePersistenceIgnoreState",
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nil];
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[[NSUserDefaults standardUserDefaults] registerDefaults:appDefaults];
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[appDefaults release];
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}
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@end // SDLApplication
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/* setAppleMenu disappeared from the headers in 10.4 */
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@interface NSApplication(NSAppleMenu)
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- (void)setAppleMenu:(NSMenu *)menu;
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@end
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@interface SDLAppDelegate : NSObject <NSApplicationDelegate> {
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@public
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BOOL seenFirstActivate;
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}
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- (id)init;
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@end
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@implementation SDLAppDelegate : NSObject
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- (id)init
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{
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self = [super init];
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if (self) {
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NSNotificationCenter *center = [NSNotificationCenter defaultCenter];
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seenFirstActivate = NO;
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[center addObserver:self
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selector:@selector(windowWillClose:)
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name:NSWindowWillCloseNotification
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object:nil];
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[center addObserver:self
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selector:@selector(focusSomeWindow:)
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name:NSApplicationDidBecomeActiveNotification
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object:nil];
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}
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return self;
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}
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- (void)dealloc
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{
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NSNotificationCenter *center = [NSNotificationCenter defaultCenter];
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[center removeObserver:self name:NSWindowWillCloseNotification object:nil];
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[center removeObserver:self name:NSApplicationDidBecomeActiveNotification object:nil];
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[super dealloc];
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}
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- (void)windowWillClose:(NSNotification *)notification;
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{
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NSWindow *win = (NSWindow*)[notification object];
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if (![win isKeyWindow]) {
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return;
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}
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/* HACK: Make the next window in the z-order key when the key window is
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* closed. The custom event loop and/or windowing code we have seems to
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* prevent the normal behavior: https://bugzilla.libsdl.org/show_bug.cgi?id=1825
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*/
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/* +[NSApp orderedWindows] never includes the 'About' window, but we still
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* want to try its list first since the behavior in other apps is to only
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* make the 'About' window key if no other windows are on-screen.
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*/
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for (NSWindow *window in [NSApp orderedWindows]) {
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if (window != win && [window canBecomeKeyWindow]) {
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if (![window isOnActiveSpace]) {
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continue;
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}
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[window makeKeyAndOrderFront:self];
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return;
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}
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}
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/* If a window wasn't found above, iterate through all visible windows in
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* the active Space in z-order (including the 'About' window, if it's shown)
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* and make the first one key.
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*/
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for (NSNumber *num in [NSWindow windowNumbersWithOptions:0]) {
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NSWindow *window = [NSApp windowWithWindowNumber:[num integerValue]];
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if (window && window != win && [window canBecomeKeyWindow]) {
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[window makeKeyAndOrderFront:self];
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return;
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}
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}
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}
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- (void)focusSomeWindow:(NSNotification *)aNotification
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{
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/* HACK: Ignore the first call. The application gets a
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* applicationDidBecomeActive: a little bit after the first window is
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* created, and if we don't ignore it, a window that has been created with
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* SDL_WINDOW_MINIMIZED will ~immediately be restored.
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*/
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if (!seenFirstActivate) {
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seenFirstActivate = YES;
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return;
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}
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SDL_VideoDevice *device = SDL_GetVideoDevice();
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if (device && device->windows) {
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SDL_Window *window = device->windows;
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int i;
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for (i = 0; i < device->num_displays; ++i) {
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SDL_Window *fullscreen_window = device->displays[i].fullscreen_window;
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if (fullscreen_window) {
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if (fullscreen_window->flags & SDL_WINDOW_MINIMIZED) {
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SDL_RestoreWindow(fullscreen_window);
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}
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return;
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}
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}
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if (window->flags & SDL_WINDOW_MINIMIZED) {
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SDL_RestoreWindow(window);
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} else {
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SDL_RaiseWindow(window);
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}
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}
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}
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- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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{
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return (BOOL)SDL_SendDropFile(NULL, [filename UTF8String]) && SDL_SendDropComplete(NULL);
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}
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- (void)applicationDidFinishLaunching:(NSNotification *)notification
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{
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/* The menu bar of SDL apps which don't have the typical .app bundle
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* structure fails to work the first time a window is created (until it's
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* de-focused and re-focused), if this call is in Cocoa_RegisterApp instead
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* of here. https://bugzilla.libsdl.org/show_bug.cgi?id=3051
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*/
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if (!SDL_GetHintBoolean(SDL_HINT_MAC_BACKGROUND_APP, SDL_FALSE)) {
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[NSApp activateIgnoringOtherApps:YES];
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}
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/* If we call this before NSApp activation, macOS might print a complaint
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* about ApplePersistenceIgnoreState. */
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[SDLApplication registerUserDefaults];
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}
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@end
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static SDLAppDelegate *appDelegate = nil;
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static NSString *
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GetApplicationName(void)
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{
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NSString *appName;
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/* Determine the application name */
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appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
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if (!appName) {
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appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];
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}
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if (![appName length]) {
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appName = [[NSProcessInfo processInfo] processName];
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}
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return appName;
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}
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static void
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CreateApplicationMenus(void)
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{
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NSString *appName;
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NSString *title;
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NSMenu *appleMenu;
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NSMenu *serviceMenu;
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NSMenu *windowMenu;
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NSMenuItem *menuItem;
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NSMenu *mainMenu;
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if (NSApp == nil) {
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return;
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}
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mainMenu = [[NSMenu alloc] init];
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/* Create the main menu bar */
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[NSApp setMainMenu:mainMenu];
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[mainMenu release]; /* we're done with it, let NSApp own it. */
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mainMenu = nil;
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/* Create the application menu */
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appName = GetApplicationName();
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appleMenu = [[NSMenu alloc] initWithTitle:@""];
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/* Add menu items */
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title = [@"About " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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[appleMenu addItemWithTitle:@"Preferences…" action:nil keyEquivalent:@","];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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serviceMenu = [[NSMenu alloc] initWithTitle:@""];
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menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Services" action:nil keyEquivalent:@""];
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[menuItem setSubmenu:serviceMenu];
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[NSApp setServicesMenu:serviceMenu];
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[serviceMenu release];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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title = [@"Hide " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"];
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menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"];
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[menuItem setKeyEquivalentModifierMask:(NSEventModifierFlagOption|NSEventModifierFlagCommand)];
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[appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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title = [@"Quit " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"];
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/* Put menu into the menubar */
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menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
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[menuItem setSubmenu:appleMenu];
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[[NSApp mainMenu] addItem:menuItem];
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[menuItem release];
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/* Tell the application object that this is now the application menu */
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[NSApp setAppleMenu:appleMenu];
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[appleMenu release];
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/* Create the window menu */
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windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
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/* Add menu items */
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[windowMenu addItemWithTitle:@"Close" action:@selector(performClose:) keyEquivalent:@"w"];
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[windowMenu addItemWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"];
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[windowMenu addItemWithTitle:@"Zoom" action:@selector(performZoom:) keyEquivalent:@""];
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/* Add the fullscreen toggle menu option, if supported */
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if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) {
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/* Cocoa should update the title to Enter or Exit Full Screen automatically.
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* But if not, then just fallback to Toggle Full Screen.
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*/
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menuItem = [[NSMenuItem alloc] initWithTitle:@"Toggle Full Screen" action:@selector(toggleFullScreen:) keyEquivalent:@"f"];
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[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagControl | NSEventModifierFlagCommand];
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[windowMenu addItem:menuItem];
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[menuItem release];
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}
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/* Put menu into the menubar */
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menuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""];
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[menuItem setSubmenu:windowMenu];
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[[NSApp mainMenu] addItem:menuItem];
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[menuItem release];
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/* Tell the application object that this is now the window menu */
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[NSApp setWindowsMenu:windowMenu];
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[windowMenu release];
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}
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void
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Cocoa_RegisterApp(void)
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{ @autoreleasepool
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{
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/* This can get called more than once! Be careful what you initialize! */
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if (NSApp == nil) {
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[SDLApplication sharedApplication];
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SDL_assert(NSApp != nil);
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s_bShouldHandleEventsInSDLApplication = SDL_TRUE;
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if (!SDL_GetHintBoolean(SDL_HINT_MAC_BACKGROUND_APP, SDL_FALSE)) {
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[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
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}
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if ([NSApp mainMenu] == nil) {
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CreateApplicationMenus();
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}
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[NSApp finishLaunching];
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if ([NSApp delegate]) {
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/* The SDL app delegate calls this in didFinishLaunching if it's
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* attached to the NSApp, otherwise we need to call it manually.
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*/
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[SDLApplication registerUserDefaults];
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}
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}
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if (NSApp && !appDelegate) {
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appDelegate = [[SDLAppDelegate alloc] init];
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/* If someone else has an app delegate, it means we can't turn a
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* termination into SDL_Quit, and we can't handle application:openFile:
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*/
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if (![NSApp delegate]) {
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[(NSApplication *)NSApp setDelegate:appDelegate];
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} else {
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appDelegate->seenFirstActivate = YES;
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}
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}
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}}
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void
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Cocoa_PumpEvents(_THIS)
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{ @autoreleasepool
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{
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#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070
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/* Update activity every 30 seconds to prevent screensaver */
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SDL_VideoData *data = (SDL_VideoData *)_this->driverdata;
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if (_this->suspend_screensaver && !data->screensaver_use_iopm) {
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Uint32 now = SDL_GetTicks();
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if (!data->screensaver_activity ||
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SDL_TICKS_PASSED(now, data->screensaver_activity + 30000)) {
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UpdateSystemActivity(UsrActivity);
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data->screensaver_activity = now;
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}
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}
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#endif
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for ( ; ; ) {
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NSEvent *event = [NSApp nextEventMatchingMask:NSEventMaskAny untilDate:[NSDate distantPast] inMode:NSDefaultRunLoopMode dequeue:YES ];
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if ( event == nil ) {
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break;
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}
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if (!s_bShouldHandleEventsInSDLApplication) {
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Cocoa_DispatchEvent(event);
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}
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// Pass events down to SDLApplication to be handled in sendEvent:
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[NSApp sendEvent:event];
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}
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}}
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void
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Cocoa_SuspendScreenSaver(_THIS)
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{ @autoreleasepool
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{
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SDL_VideoData *data = (SDL_VideoData *)_this->driverdata;
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if (!data->screensaver_use_iopm) {
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return;
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}
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if (data->screensaver_assertion) {
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IOPMAssertionRelease(data->screensaver_assertion);
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data->screensaver_assertion = 0;
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}
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if (_this->suspend_screensaver) {
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/* FIXME: this should ideally describe the real reason why the game
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* called SDL_DisableScreenSaver. Note that the name is only meant to be
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* seen by OS X power users. there's an additional optional human-readable
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* (localized) reason parameter which we don't set.
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*/
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NSString *name = [GetApplicationName() stringByAppendingString:@" using SDL_DisableScreenSaver"];
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IOPMAssertionCreateWithDescription(kIOPMAssertPreventUserIdleDisplaySleep,
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(CFStringRef) name,
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NULL, NULL, NULL, 0, NULL,
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&data->screensaver_assertion);
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}
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}}
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#endif /* SDL_VIDEO_DRIVER_COCOA */
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/* vi: set ts=4 sw=4 expandtab: */
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