mutter/clutter/osx/clutter-stage-osx.c
Tommi Komulainen 4471e886f5 OSX: don't depend on ClutterGLWindow
* clutter/osx/clutter-osx.h (_clutter_event_osx_put)
	* clutter/osx/clutter-event-osx.c (clutter_event_osx_translate,
	NSEvent:clutterStage:)
	* clutter/osx/clutter-stage-osx.c (EVENT_HANDLER): Since events are
	delivered to ClutterGLView, pass the associated ClutterStage directly
	to event translation. Avoids relying on being embedded in
	ClutterGLWindow, which makes it easier to implement clutter-gtk.
2008-06-29 10:31:31 +00:00

573 lines
17 KiB
C

/* Clutter - An OpenGL based 'interactive canvas' library.
* OSX backend - integration with NSWindow and NSView
*
* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
* Copyright (C) 2007 OpenedHand Ltd.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include "clutter-osx.h"
#include "clutter-stage-osx.h"
#include "clutter-backend-osx.h"
#import <AppKit/AppKit.h>
#include <clutter/clutter-debug.h>
#include <clutter/clutter-private.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init))
/* FIXME: this should be in clutter-stage.c */
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags);
#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
/*************************************************************************/
@implementation ClutterGLWindow
- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
{
if ((self = [super initWithContentRect: [aView frame]
styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
backing: NSBackingStoreBuffered
defer: NO]) != nil)
{
[self setDelegate: self];
[self useOptimizedDrawing: YES];
[self setContentView: aView];
[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
self->stage_osx = aStage;
}
return self;
}
- (BOOL) windowShouldClose: (id) sender
{
CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
ClutterEvent event;
event.type = CLUTTER_DELETE;
event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
clutter_event_put (&event);
return NO;
}
- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
{
/* in fullscreen mode we don't want to be constrained by menubar or dock
* FIXME: calculate proper constraints depending on fullscreen mode
*/
return frameRect;
}
- (void) windowDidBecomeKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
}
- (void) windowDidResignKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
[self setLevel: NSNormalWindowLevel];
[self orderBack: nil];
}
clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
}
@end
/*************************************************************************/
@interface ClutterGLView : NSOpenGLView
{
ClutterStageOSX *stage_osx;
}
- (void) drawRect: (NSRect) bounds;
@end
@implementation ClutterGLView
- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
{
if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
{
self->stage_osx = aStage;
}
return self;
}
- (void) drawRect: (NSRect) bounds
{
clutter_actor_paint (CLUTTER_ACTOR (self->stage_osx->wrapper));
[[self openGLContext] flushBuffer];
}
/* In order to receive key events */
- (BOOL) acceptsFirstResponder
{
return YES;
}
/* We want 0,0 top left */
- (BOOL) isFlipped
{
return YES;
}
- (void) setFrameSize: (NSSize) aSize
{
CLUTTER_NOTE (BACKEND, "[%p] setFrameSize: %dx%d", self->stage_osx,
(int)aSize.width, (int)aSize.height);
[super setFrameSize: aSize];
clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
(int)aSize.width, (int)aSize.height);
CLUTTER_SET_PRIVATE_FLAGS(self->stage_osx->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Simply forward all events that reach our view to clutter. */
#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
}
EVENT_HANDLER(mouseDown)
EVENT_HANDLER(mouseDragged)
EVENT_HANDLER(mouseUp)
EVENT_HANDLER(mouseMoved)
EVENT_HANDLER(mouseEntered)
EVENT_HANDLER(mouseExited)
EVENT_HANDLER(rightMouseDown)
EVENT_HANDLER(rightMouseDragged)
EVENT_HANDLER(rightMouseUp)
EVENT_HANDLER(otherMouseDown)
EVENT_HANDLER(otherMouseDragged)
EVENT_HANDLER(otherMouseUp)
EVENT_HANDLER(scrollWheel)
EVENT_HANDLER(keyDown)
EVENT_HANDLER(keyUp)
EVENT_HANDLER(flagsChanged)
EVENT_HANDLER(helpRequested)
EVENT_HANDLER(tabletPoint)
EVENT_HANDLER(tabletProximity)
#undef EVENT_HANDLER
@end
/*************************************************************************/
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageStateEvent event;
event.new_state = self->stage_state;
event.new_state |= set_flags;
event.new_state &= ~unset_flags;
if (event.new_state == self->stage_state)
return;
event.changed_mask = event.new_state ^ self->stage_state;
self->stage_state = event.new_state;
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (self->wrapper);
clutter_event_put ((ClutterEvent*)&event);
}
static void
clutter_stage_osx_save_frame (ClutterStageOSX *self)
{
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
g_assert (self->window != NULL);
self->normalFrame = [self->window frame];
self->haveNormalFrame = TRUE;
}
}
static void
clutter_stage_osx_set_frame (ClutterStageOSX *self)
{
g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
g_assert (self->window != NULL);
if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
/* Raise above the menubar (and dock) covering the whole screen.
*
* NOTE: This effectively breaks Option-Tabbing as our window covers
* all other applications completely. However we deal with the situation
* by lowering the window to the bottom of the normal level stack on
* windowDidResignKey notification.
*/
[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
}
else
{
[self->window setLevel: NSNormalWindowLevel];
if (self->haveNormalFrame)
[self->window setFrame: self->normalFrame display: NO];
else
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
}
}
/*************************************************************************/
static void
clutter_stage_osx_realize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterBackendOSX *backend_osx;
gboolean offscreen;
CLUTTER_NOTE (BACKEND, "[%p] realize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view == NULL && self->window == NULL);
CLUTTER_OSX_POOL_ALLOC();
g_object_get (self->wrapper, "offscreen", &offscreen, NULL);
if (offscreen)
{
g_warning("OSX Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
backend_osx = CLUTTER_BACKEND_OSX (self->backend);
NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
self->view = [[ClutterGLView alloc]
initWithFrame: rect
pixelFormat: backend_osx->pixel_format
stage: self];
[self->view setOpenGLContext:backend_osx->context];
self->window = [[ClutterGLWindow alloc]
initWithView: self->view
UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
stage: self];
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
CLUTTER_OSX_POOL_RELEASE();
/* FIXME: ClutterStage:realize is using the class pointer directly rather
* than clutter_actor_realize which would set the REALIZED flag for us.
*/
CLUTTER_NOTE (BACKEND, "Marking stage as realized");
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_osx_unrealize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view != NULL && self->window != NULL);
CLUTTER_OSX_POOL_ALLOC();
[self->view release];
[self->window close];
self->view = NULL;
self->window = NULL;
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_osx_show (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] show", self);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_OSX_POOL_ALLOC();
clutter_stage_osx_set_frame (self);
[self->window makeKeyAndOrderFront: nil];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_hide (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] hide", self);
CLUTTER_OSX_POOL_ALLOC();
[self->window orderOut: nil];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
}
static void
clutter_stage_osx_get_preferred_width (ClutterActor *actor,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_width_p)
{
if (is_resizable)
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
}
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_get_preferred_height (ClutterActor *actor,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_height_p)
{
if (is_resizable)
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
}
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_allocate (ClutterActor *actor,
const ClutterActorBox *box,
gboolean origin_changed)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterActorClass *parent_class;
CLUTTER_NOTE (BACKEND, "[%p], allocate: %d, %d - %d x %d", self,
CLUTTER_UNITS_TO_INT (box->x1),
CLUTTER_UNITS_TO_INT (box->y1),
CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
if (CLUTTER_ACTOR_IS_REALIZED (actor))
{
CLUTTER_OSX_POOL_ALLOC();
NSSize size = NSMakeSize(self->requisition_width,
self->requisition_height);
[self->window setContentSize: size];
CLUTTER_OSX_POOL_RELEASE();
}
/* make sure that the viewport is updated */
CLUTTER_SET_PRIVATE_FLAGS (self->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class);
parent_class->allocate (actor, box, origin_changed);
}
/*************************************************************************/
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
return CLUTTER_ACTOR (self->wrapper);
}
static void
clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
const char *title)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
CLUTTER_OSX_POOL_ALLOC();
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
CLUTTER_OSX_POOL_ALLOC();
/* Make sure to update the state before clutter_stage_osx_set_frame.
*
* Toggling fullscreen isn't atomic, there's two "events" involved:
* - stage state change (via state_update)
* - stage size change (via set_frame -> setFrameSize / set_size)
*
* We do state change first. Not sure there's any difference.
*/
if (fullscreen)
clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
else
clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
if (fullscreen)
clutter_stage_osx_save_frame (self);
clutter_stage_osx_set_frame (self);
}
else if (fullscreen)
{
/* FIXME: if you go fullscreen before realize we throw away the normal
* stage size and can't return. Need to maintain them separately.
*/
NSSize size = [[NSScreen mainScreen] frame].size;
clutter_actor_set_size (CLUTTER_ACTOR (self),
(int)size.width, (int)size.height);
}
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_osx_get_wrapper;
iface->set_title = clutter_stage_osx_set_title;
iface->set_fullscreen = clutter_stage_osx_set_fullscreen;
}
/*************************************************************************/
ClutterActor *
clutter_stage_osx_new (ClutterBackend *backend,
ClutterStage *wrapper)
{
ClutterStageOSX *self;
self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
self->backend = backend;
self->wrapper = wrapper;
return CLUTTER_ACTOR(self);
}
/*************************************************************************/
static void
clutter_stage_osx_init (ClutterStageOSX *self)
{
self->requisition_width = 640;
self->requisition_height = 480;
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_IS_TOPLEVEL);
}
static void
clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->realize = clutter_stage_osx_realize;
actor_class->unrealize = clutter_stage_osx_unrealize;
actor_class->show = clutter_stage_osx_show;
actor_class->hide = clutter_stage_osx_hide;
actor_class->allocate = clutter_stage_osx_allocate;
actor_class->get_preferred_width = clutter_stage_osx_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_osx_get_preferred_height;
}