c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
216 lines
7.2 KiB
Plaintext
216 lines
7.2 KiB
Plaintext
/*************************************************************************/
|
|
/* godot_osx.mm */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
#include <sys/param.h> /* for MAXPATHLEN */
|
|
#include <unistd.h>
|
|
#include "godot_osx.h"
|
|
|
|
/* For some reaon, Apple removed setAppleMenu from the headers in 10.4,
|
|
but the method still is there and works. To avoid warnings, we declare
|
|
it ourselves here. */
|
|
@interface NSApplication()
|
|
- (void)setAppleMenu:(NSMenu *)menu;
|
|
@end
|
|
|
|
static int global_argc;
|
|
static char **global_argv;
|
|
static BOOL gCalledAppMainline = FALSE;
|
|
|
|
static NSString *getApplicationName(void)
|
|
{
|
|
const NSDictionary *dict;
|
|
NSString *appName = 0;
|
|
|
|
/* Determine the application name */
|
|
dict = (const NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle());
|
|
if (dict)
|
|
appName = [dict objectForKey: @"CFBundleName"];
|
|
|
|
if (![appName length])
|
|
appName = [[NSProcessInfo processInfo] processName];
|
|
|
|
return appName;
|
|
}
|
|
|
|
/* The main class of the application, the application's delegate */
|
|
@implementation GodotMain
|
|
|
|
static void setApplicationMenu(void)
|
|
{
|
|
/* warning: this code is very odd */
|
|
NSMenu *appleMenu;
|
|
NSMenuItem *menuItem;
|
|
NSString *title;
|
|
NSString *appName;
|
|
|
|
appName = getApplicationName();
|
|
appleMenu = [[NSMenu alloc] initWithTitle:@""];
|
|
|
|
/* Add menu items */
|
|
title = [@"About " stringByAppendingString:appName];
|
|
[appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""];
|
|
|
|
[appleMenu addItem:[NSMenuItem separatorItem]];
|
|
|
|
title = [@"Hide " stringByAppendingString:appName];
|
|
[appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"];
|
|
|
|
menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"];
|
|
[menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)];
|
|
|
|
[appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""];
|
|
|
|
[appleMenu addItem:[NSMenuItem separatorItem]];
|
|
|
|
title = [@"Quit " stringByAppendingString:appName];
|
|
[appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"];
|
|
|
|
|
|
/* Put menu into the menubar */
|
|
menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
|
|
[menuItem setSubmenu:appleMenu];
|
|
[[NSApp mainMenu] addItem:menuItem];
|
|
|
|
/* Tell the application object that this is now the application menu */
|
|
[NSApp setAppleMenu:appleMenu];
|
|
|
|
/* Finally give up our references to the objects */
|
|
[appleMenu release];
|
|
[menuItem release];
|
|
}
|
|
|
|
/* Create a window menu */
|
|
static void setupWindowMenu(void)
|
|
{
|
|
NSMenu *windowMenu;
|
|
NSMenuItem *windowMenuItem;
|
|
NSMenuItem *menuItem;
|
|
|
|
windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
|
|
|
|
/* "Minimize" item */
|
|
menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"];
|
|
[windowMenu addItem:menuItem];
|
|
[menuItem release];
|
|
|
|
/* Put menu into the menubar */
|
|
windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""];
|
|
[windowMenuItem setSubmenu:windowMenu];
|
|
[[NSApp mainMenu] addItem:windowMenuItem];
|
|
|
|
/* Tell the application object that this is now the window menu */
|
|
[NSApp setWindowsMenu:windowMenu];
|
|
|
|
/* Finally give up our references to the objects */
|
|
[windowMenu release];
|
|
[windowMenuItem release];
|
|
}
|
|
|
|
/* Replacement for NSApplicationMain */
|
|
static void CustomApplicationMain (int argc, char **argv)
|
|
{
|
|
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
|
|
GodotMain *main;
|
|
|
|
/* Ensure the application object is initialised */
|
|
[NSApplication sharedApplication];
|
|
|
|
/* Set up the menubar */
|
|
[NSApp setMainMenu:[[NSMenu alloc] init]];
|
|
setApplicationMenu();
|
|
setupWindowMenu();
|
|
|
|
main = [[main alloc] init];
|
|
[NSApp setDelegate:main];
|
|
|
|
/* Start the main event loop */
|
|
[NSApp run];
|
|
|
|
[main release];
|
|
[pool release];
|
|
}
|
|
|
|
extern int godot_main(int argc, char** argv);
|
|
|
|
/* Called when the internal event loop has just started running */
|
|
- (void) applicationDidFinishLaunching: (NSNotification *) note
|
|
{
|
|
int status;
|
|
|
|
/* Hand off to main application code */
|
|
gCalledAppMainline = TRUE;
|
|
|
|
int ret = godot_main(global_argc, global_argv);
|
|
|
|
exit(ret);
|
|
}
|
|
@end
|
|
|
|
#ifdef main
|
|
# undef main
|
|
#endif
|
|
|
|
|
|
int main (int argc, char **argv)
|
|
{
|
|
/* Copy the arguments into a global variable */
|
|
/* This is passed if we are launched by double-clicking */
|
|
if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) {
|
|
global_argv = (char **) malloc(sizeof (char *) * 2);
|
|
global_argv[0] = argv[0];
|
|
global_argv[1] = NULL;
|
|
global_argc = 1;
|
|
|
|
// chdir to binary's dir when launched from finder
|
|
int len = strlen(global_argv[0]);
|
|
|
|
while (len--){
|
|
if (global_argv[0][len] == '/') break;
|
|
}
|
|
|
|
if (len>=0) {
|
|
char *path = (char *)malloc(len+1);
|
|
memcpy(path, global_argv[0], len);
|
|
path[len]=0;
|
|
printf("Path: %s\n", path);
|
|
chdir(path);
|
|
}
|
|
|
|
} else {
|
|
int i;
|
|
global_argc = argc;
|
|
global_argv = (char **) malloc(sizeof (char *) * (argc+1));
|
|
for (i = 0; i <= argc; i++)
|
|
global_argv[i] = argv[i];
|
|
}
|
|
|
|
CustomApplicationMain (argc, argv);
|
|
return 0;
|
|
}
|
|
|