2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* os_osx.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2018-01-02 10:27:24 +00:00
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OS_OSX_H
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#define OS_OSX_H
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2017-08-04 00:07:16 +00:00
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#include "crash_handler_osx.h"
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2017-03-18 23:36:26 +00:00
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#include "drivers/alsa/audio_driver_alsa.h"
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#include "drivers/rtaudio/audio_driver_rtaudio.h"
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2014-02-10 01:10:30 +00:00
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#include "drivers/unix/os_unix.h"
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2017-03-18 23:36:26 +00:00
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#include "joystick_osx.h"
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2015-09-24 21:06:15 +00:00
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#include "main/input_default.h"
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2017-03-18 23:36:26 +00:00
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#include "os/input.h"
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#include "platform/osx/audio_driver_osx.h"
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2014-02-10 01:10:30 +00:00
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#include "servers/audio/audio_server_sw.h"
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#include "servers/audio/sample_manager_sw.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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2015-05-26 04:05:08 +00:00
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#include "servers/physics_2d/physics_2d_server_wrap_mt.h"
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2017-03-18 23:36:26 +00:00
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#include "servers/physics_server.h"
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#include "servers/spatial_sound/spatial_sound_server_sw.h"
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#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "servers/visual_server.h"
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2014-02-10 01:10:30 +00:00
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#include <ApplicationServices/ApplicationServices.h>
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Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-01 05:32:43 +00:00
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#include <AppKit/NSCursor.h>
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2014-02-10 01:10:30 +00:00
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//bitch
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#undef CursorShape
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class OS_OSX : public OS_Unix {
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public:
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bool force_quit;
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Rasterizer *rasterizer;
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VisualServer *visual_server;
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2016-05-30 03:28:29 +00:00
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2014-02-10 01:10:30 +00:00
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List<String> args;
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MainLoop *main_loop;
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unsigned int event_id;
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PhysicsServer *physics_server;
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Physics2DServer *physics_2d_server;
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IP_Unix *ip_unix;
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AudioDriverOSX audio_driver_osx;
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AudioServerSW *audio_server;
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SampleManagerMallocSW *sample_manager;
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SpatialSoundServerSW *spatial_sound_server;
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SpatialSound2DServerSW *spatial_sound_2d_server;
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InputDefault *input;
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2016-09-05 22:47:54 +00:00
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JoystickOSX *joystick_osx;
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2014-02-10 01:10:30 +00:00
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/* objc */
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CGEventSourceRef eventSource;
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void process_events();
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2017-03-18 23:36:26 +00:00
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void *framework;
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// pthread_key_t current;
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2014-02-10 01:10:30 +00:00
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bool mouse_grab;
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Point2 mouse_pos;
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uint32_t last_id;
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id delegate;
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id window_delegate;
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id window_object;
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id window_view;
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id autoreleasePool;
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id cursor;
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id pixelFormat;
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id context;
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CursorShape cursor_shape;
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Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-01 05:32:43 +00:00
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NSCursor *cursors[CURSOR_MAX] = { NULL };
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2014-06-26 12:14:37 +00:00
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MouseMode mouse_mode;
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2015-04-02 04:32:02 +00:00
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2017-08-14 12:53:05 +00:00
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String title;
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2015-04-02 04:32:02 +00:00
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bool minimized;
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bool maximized;
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bool zoomed;
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2016-05-30 03:28:29 +00:00
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Size2 window_size;
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2015-04-02 04:32:02 +00:00
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Rect2 restore_rect;
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2016-05-30 03:28:29 +00:00
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2017-08-04 00:07:16 +00:00
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CrashHandler crash_handler;
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2016-05-30 03:28:29 +00:00
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float _mouse_scale(float p_scale) {
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2017-03-18 23:36:26 +00:00
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if (display_scale > 1.0)
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2016-05-30 03:28:29 +00:00
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return p_scale;
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else
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return 1.0;
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}
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2017-08-14 12:53:05 +00:00
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void _update_window();
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2016-05-30 03:28:29 +00:00
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float display_scale;
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2014-02-10 01:10:30 +00:00
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2017-03-18 23:36:26 +00:00
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protected:
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2014-02-10 01:10:30 +00:00
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virtual int get_video_driver_count() const;
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2017-03-18 23:36:26 +00:00
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virtual const char *get_video_driver_name(int p_driver) const;
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2014-02-10 01:10:30 +00:00
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virtual VideoMode get_default_video_mode() const;
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virtual void initialize_core();
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2017-03-18 23:36:26 +00:00
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virtual void initialize(const VideoMode &p_desired, int p_video_driver, int p_audio_driver);
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2014-02-10 01:10:30 +00:00
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virtual void finalize();
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2017-03-18 23:36:26 +00:00
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virtual void set_main_loop(MainLoop *p_main_loop);
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2014-02-10 01:10:30 +00:00
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virtual void delete_main_loop();
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public:
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2017-03-18 23:36:26 +00:00
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static OS_OSX *singleton;
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2014-02-10 01:10:30 +00:00
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2015-04-02 04:32:02 +00:00
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void wm_minimized(bool p_minimized);
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2014-02-10 01:10:30 +00:00
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virtual String get_name();
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2017-08-06 18:55:30 +00:00
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virtual void print_error(const char *p_function, const char *p_file, int p_line, const char *p_code, const char *p_rationale, ErrorType p_type = ERR_ERROR);
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2017-03-18 23:36:26 +00:00
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virtual void alert(const String &p_alert, const String &p_title = "ALERT!");
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2016-06-22 15:58:31 +00:00
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2014-02-10 01:10:30 +00:00
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virtual void set_cursor_shape(CursorShape p_shape);
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Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-01 05:32:43 +00:00
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virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot);
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2014-02-10 01:10:30 +00:00
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virtual void set_mouse_show(bool p_show);
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virtual void set_mouse_grab(bool p_grab);
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virtual bool is_mouse_grab_enabled() const;
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2017-03-18 23:36:26 +00:00
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virtual void warp_mouse_pos(const Point2 &p_to);
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2014-02-10 01:10:30 +00:00
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virtual Point2 get_mouse_pos() const;
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virtual int get_mouse_button_state() const;
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2017-03-18 23:36:26 +00:00
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virtual void set_window_title(const String &p_title);
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2016-03-08 23:00:52 +00:00
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2015-03-24 05:07:03 +00:00
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virtual Size2 get_window_size() const;
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2017-12-02 19:48:14 +00:00
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virtual Size2 get_real_window_size() const;
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2014-02-10 01:10:30 +00:00
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2017-03-18 23:36:26 +00:00
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virtual void set_icon(const Image &p_icon);
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2014-02-10 01:10:30 +00:00
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virtual MainLoop *get_main_loop() const;
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virtual bool can_draw() const;
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2017-03-18 23:36:26 +00:00
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virtual void set_clipboard(const String &p_text);
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2014-02-10 01:10:30 +00:00
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virtual String get_clipboard() const;
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virtual void release_rendering_thread();
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virtual void make_rendering_thread();
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virtual void swap_buffers();
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Error shell_open(String p_uri);
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2017-03-18 23:36:26 +00:00
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void push_input(const InputEvent &p_event);
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2014-02-10 01:10:30 +00:00
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2015-10-16 17:42:26 +00:00
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String get_locale() const;
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2017-03-18 23:36:26 +00:00
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virtual void set_video_mode(const VideoMode &p_video_mode, int p_screen = 0);
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virtual VideoMode get_video_mode(int p_screen = 0) const;
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen = 0) const;
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2014-02-10 01:10:30 +00:00
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virtual String get_executable_path() const;
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2015-01-08 07:26:27 +00:00
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virtual LatinKeyboardVariant get_latin_keyboard_variant() const;
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2014-02-10 01:10:30 +00:00
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virtual void move_window_to_foreground();
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2015-04-02 04:32:02 +00:00
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virtual int get_screen_count() const;
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virtual int get_current_screen() const;
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virtual void set_current_screen(int p_screen);
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2017-03-18 23:36:26 +00:00
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virtual Point2 get_screen_position(int p_screen = 0) const;
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virtual Size2 get_screen_size(int p_screen = 0) const;
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virtual int get_screen_dpi(int p_screen = 0) const;
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2016-05-30 03:28:29 +00:00
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2015-04-02 04:32:02 +00:00
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virtual Point2 get_window_position() const;
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2017-03-18 23:36:26 +00:00
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virtual void set_window_position(const Point2 &p_position);
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2015-04-02 04:32:02 +00:00
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virtual void set_window_size(const Size2 p_size);
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virtual void set_window_fullscreen(bool p_enabled);
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virtual bool is_window_fullscreen() const;
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virtual void set_window_resizable(bool p_enabled);
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virtual bool is_window_resizable() const;
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virtual void set_window_minimized(bool p_enabled);
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virtual bool is_window_minimized() const;
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virtual void set_window_maximized(bool p_enabled);
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virtual bool is_window_maximized() const;
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2018-01-30 19:40:12 +00:00
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virtual void set_window_always_on_top(bool p_enabled);
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virtual bool is_window_always_on_top() const;
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2016-07-21 15:30:20 +00:00
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virtual void request_attention();
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2016-09-05 22:47:54 +00:00
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virtual String get_joy_guid(int p_device) const;
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2015-04-02 04:32:02 +00:00
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2017-08-14 12:53:05 +00:00
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virtual void set_borderless_window(int p_borderless);
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virtual bool get_borderless_window();
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2017-10-23 15:05:42 +00:00
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virtual void set_use_vsync(bool p_enable);
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virtual bool is_vsync_enabled() const;
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2014-02-10 01:10:30 +00:00
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void run();
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2017-03-18 23:36:26 +00:00
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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2014-02-10 01:10:30 +00:00
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2017-08-04 00:07:16 +00:00
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void disable_crash_handler();
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bool is_disable_crash_handler() const;
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2017-09-21 20:45:32 +00:00
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virtual Error move_path_to_trash(String p_dir);
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2014-02-10 01:10:30 +00:00
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OS_OSX();
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2017-11-02 16:21:23 +00:00
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private:
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Point2 get_native_screen_position(int p_screen) const;
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Point2 get_native_window_position() const;
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void set_native_window_position(const Point2 &p_position);
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Point2 get_screens_origin() const;
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2014-02-10 01:10:30 +00:00
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};
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#endif
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