Fully port cocoa backend to ObjC

This commit is contained in:
UnknownShadow200 2021-01-23 11:39:45 +11:00
parent a58b0660a7
commit 2a8f104228
3 changed files with 45 additions and 322 deletions

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@ -1,263 +0,0 @@
#include "Window.h"
#include "Platform.h"
#include "Input.h"
#include "Event.h"
#include "Logger.h"
#import <Cocoa/Cocoa.h>
// this is the source used to generate the raw code used in window.c
// clang -rewrite-objc winmm.m
// generates a winmm.cpp with the objective C code as C++
// I also compile the game including this file and manually verify assembly output
static NSApplication* appHandle;
static NSWindow* winHandle;
static int windowX, windowY;
struct GraphicsMode { int R, G, B, A, IsIndexed; };
extern void Window_CommonInit(void);
extern int Window_MapKey(UInt32 key);
@interface ClassiCubeWindowDelegate : NSObject { }
@end
@implementation ClassiCubeWindowDelegate
static void Window_RefreshBounds(void);
- (void)windowDidResize:(NSNotification *)notification
{
Window_RefreshBounds();
Event_RaiseVoid(&WindowEvents.Resized);
}
- (void)windowDidMove:(NSNotification *)notification
{
Window_RefreshBounds();
GLContext_Update();
}
- (void)windowDidBecomeKey:(NSNotification *)notification
{
WindowInfo.Focused = true;
Event_RaiseVoid(&WindowEvents.FocusChanged);
}
- (void)windowDidResignKey:(NSNotification *)notification
{
WindowInfo.Focused = false;
Event_RaiseVoid(&WindowEvents.FocusChanged);
}
- (void)windowDidMiniaturize:(NSNotification *)notification
{
Event_RaiseVoid(&WindowEvents.StateChanged);
}
- (void)windowDidDeminiaturize:(NSNotification *)notification
{
Event_RaiseVoid(&WindowEvents.StateChanged);
}
- (void)windowWillClose:(NSNotification *)notification
{
Event_RaiseVoid(&WindowEvents.Closing);
}
@end
static void Window_RefreshBounds(void) {
NSView* view;
NSRect rect;
view = [winHandle contentView];
rect = [view bounds];
rect = [winHandle convertRectToScreen: rect];
windowX = (int)rect.origin.x;
windowY = (int)rect.origin.y;
WindowInfo.Width = (int)rect.size.width;
WindowInfo.Height = (int)rect.size.height;
Platform_Log2("WINPOS: %i, %i", &windowX, &windowY);
}
void Window_SetSize1(int width, int height) {
NSSize size;
size.width = width; size.height = height;
[winHandle setContentSize: size];
}
void Window_Close1(void) {
[winHandle close];
}
void Window_Init1(void) {
appHandle = [NSApplication sharedApplication];
[appHandle activateIgnoringOtherApps: YES];
Window_CommonInit();
}
#define Display_CentreX(width) (DisplayInfo.X + (DisplayInfo.Width - width) / 2)
#define Display_CentreY(height) (DisplayInfo.Y + (DisplayInfo.Height - height) / 2)
void Window_Create1(int width, int height) {
NSRect rect;
// TODO: don't set, RefreshBounds
WindowInfo.Width = width;
WindowInfo.Height = height;
WindowInfo.Exists = true;
rect.origin.x = Display_CentreX(width);
rect.origin.y = Display_CentreY(height);
rect.size.width = width;
rect.size.height = height;
// TODO: opentk seems to flip y?
winHandle = [NSWindow alloc];
[winHandle initWithContentRect: rect styleMask: NSTitledWindowMask|NSClosableWindowMask|NSResizableWindowMask|NSMiniaturizableWindowMask backing:0 defer:NO];
[winHandle makeKeyAndOrderFront: appHandle];
Window_RefreshBounds();
}
void Window_SetTitle1(const String* title) {
UInt8 str[600];
CFStringRef titleCF;
int len;
/* TODO: This leaks memory, old title isn't released */
len = Platform_ConvertString(str, title);
titleCF = CFStringCreateWithBytes(kCFAllocatorDefault, str, len, kCFStringEncodingUTF8, false);
[winHandle setTitle: (NSString*)titleCF];
}
static int Window_MapMouse(int button) {
if (button == 0) return KEY_LMOUSE;
if (button == 1) return KEY_RMOUSE;
if (button == 2) return KEY_MMOUSE;
return 0;
}
void Window_ProcessEvents1(void) {
NSEvent* ev;
NSPoint loc;
CGFloat dx, dy;
int type, key, mouseX, mouseY;
for (;;) {
ev = [appHandle nextEventMatchingMask: 0xFFFFFFFFU untilDate:Nil inMode:NSDefaultRunLoopMode dequeue:YES];
if (!ev) break;
type = [ev type];
switch (type) {
case NSLeftMouseDown:
case NSRightMouseDown:
case NSOtherMouseDown:
key = Window_MapMouse([ev buttonNumber]);
if (key) Input_SetPressed(key, true);
break;
case NSLeftMouseUp:
case NSRightMouseUp:
case NSOtherMouseUp:
key = Window_MapMouse([ev buttonNumber]);
if (key) Input_SetPressed(key, false);
break;
case NSKeyDown:
key = Window_MapKey([ev keyCode]);
if (key) Input_SetPressed(key, true);
break;
case NSKeyUp:
key = Window_MapKey([ev keyCode]);
if (key) Input_SetPressed(key, false);
break;
case NSScrollWheel:
Mouse_ScrollWheel([ev deltaY]);
break;
case NSMouseMoved:
case NSLeftMouseDragged:
case NSRightMouseDragged:
case NSOtherMouseDragged:
loc = [NSEvent mouseLocation];
dx = [ev deltaX];
dy = [ev deltaY];
mouseX = (int)loc.x - windowX;
mouseY = (int)loc.y - windowY;
/* need to flip Y coordinates because cocoa has window origin at bottom left */
mouseY = WindowInfo.Height - mouseY;
Pointer_SetPosition(0, mouseX, mouseY);
if (Input_RawMode) Event_RaiseRawMove(&PointerEvents.RawMoved, dx, dy);
break;
}
Platform_Log1("EVENT: %i", &type);
[appHandle sendEvent:ev];
}
}
static NSOpenGLContext* ctxHandle;
static NSOpenGLPixelFormat* SelectPixelFormat(struct GraphicsMode* mode, bool fullscreen) {
NSOpenGLPixelFormat* fmt;
uint32_t attribs[7] = {
NSOpenGLPFAColorSize, 0,
NSOpenGLPFADepthSize, GLCONTEXT_DEFAULT_DEPTH,
NSOpenGLPFADoubleBuffer, 0, 0
};
attribs[1] = mode->R + mode->G + mode->B + mode->A;
attribs[5] = fullscreen ? NSOpenGLPFAFullScreen : 0;
fmt = [NSOpenGLPixelFormat alloc];
return [fmt initWithAttributes: attribs];
}
void GLContext_Init1(struct GraphicsMode* mode) {
NSView* view;
NSOpenGLPixelFormat* fmt;
fmt = SelectPixelFormat(mode, true);
if (!fmt) {
Platform_LogConst("Failed to create full screen pixel format.");
Platform_LogConst("Trying again to create a non-fullscreen pixel format.");
fmt = SelectPixelFormat(mode, false);
}
if (!fmt) Logger_Abort("Choosing pixel format");
ctxHandle = [NSOpenGLContext alloc];
ctxHandle = [ctxHandle initWithFormat:fmt shareContext:Nil];
if (!ctxHandle) Logger_Abort("Failed to create OpenGL context");
view = [winHandle contentView];
[ctxHandle setView:view];
/* TODO: Support high DPI OSX */
/* [ctxHandle setWantsBestResolutionOpenGLSurface:YES]; */
[fmt release];
[ctxHandle makeCurrentContext];
[ctxHandle update];
}
void GLContext_Update1(void) {
[ctxHandle update];
}
void GLContext_Free1(void) {
[NSOpenGLContext clearCurrentContext];
[ctxHandle clearDrawable];
[ctxHandle release];
}
bool GLContext_SwapBuffers1(void) {
[ctxHandle flushBuffer];
return true;
}
void GLContext_SetFpsLimit1(bool vsync, float minFrameMs) {
GLint value = vsync ? 1 : 0;
[ctxHandle setValues: &value forParameter: NSOpenGLCPSwapInterval];
}

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@ -21,5 +21,3 @@ TODO: Explain how to compile your own icon for all the platforms
## Other files
Info.plist is the Info.plist you would use when creating an Application Bundle for macOS.
Window.m was the original basis code for the Cocoa window backend.

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@ -1,4 +1,5 @@
#include "Logger.h"
#include "ExtMath.h"
#include "Platform.h"
#include "Window.h"
#include "Input.h"
@ -6,9 +7,6 @@
#include "Bitmap.h"
#include "String.h"
#include <Cocoa/Cocoa.h>
#include <OpenGL/OpenGL.h>
#include <objc/message.h>
#include <objc/runtime.h>
/*########################################################################################################################*
*-------------------------------------------------------Cocoa window------------------------------------------------------*
@ -41,93 +39,83 @@ static void RefreshWindowBounds(void) {
WindowInfo.Height = (int)view.size.height;
}
static void OnDidResize(id self, SEL cmd, id notification) {
@interface CCWindow : NSWindow { }
@end
@implementation CCWindow
/* If this isn't overriden, an annoying beep sound plays anytime a key is pressed */
- (void)keyDown:(NSEvent *)event { }
@end
@interface CCWindowDelegate : NSObject { }
@end
@implementation CCWindowDelegate
- (void)windowDidResize:(NSNotification *)notification {
RefreshWindowBounds();
Event_RaiseVoid(&WindowEvents.Resized);
}
static void OnDidMove(id self, SEL cmd, id notification) {
- (void)windowDidMove:(NSNotification *)notification {
RefreshWindowBounds();
GLContext_Update();
}
static void OnDidBecomeKey(id self, SEL cmd, id notification) {
- (void)windowDidBecomeKey:(NSNotification *)notification {
WindowInfo.Focused = true;
Event_RaiseVoid(&WindowEvents.FocusChanged);
}
static void OnDidResignKey(id self, SEL cmd, id notification) {
- (void)windowDidResignKey:(NSNotification *)notification {
WindowInfo.Focused = false;
Event_RaiseVoid(&WindowEvents.FocusChanged);
}
static void OnDidMiniaturize(id self, SEL cmd, id notification) {
- (void)windowDidMiniaturize:(NSNotification *)notification {
Event_RaiseVoid(&WindowEvents.StateChanged);
}
static void OnDidDeminiaturize(id self, SEL cmd, id notification) {
- (void)windowDidDeminiaturize:(NSNotification *)notification {
Event_RaiseVoid(&WindowEvents.StateChanged);
}
static void OnWillClose(id self, SEL cmd, id notification) {
- (void)windowWillClose:(NSNotification *)notification {
WindowInfo.Exists = false;
Event_RaiseVoid(&WindowEvents.Closing);
}
@end
/* If this isn't overriden, an annoying beep sound plays anytime a key is pressed */
static void OnKeyDown(id self, SEL cmd, id ev) { }
static Class Window_MakeClass(void) {
Class c = objc_allocateClassPair(objc_getClass("NSWindow"), "ClassiCube_Window", 0);
static void DoDrawFramebuffer(CGRect dirty);
@interface CCView : NSView { }
@end
@implementation CCView
class_addMethod(c, sel_registerName("windowDidResize:"), OnDidResize, "v@:@");
class_addMethod(c, sel_registerName("windowDidMove:"), OnDidMove, "v@:@");
class_addMethod(c, sel_registerName("windowDidBecomeKey:"), OnDidBecomeKey, "v@:@");
class_addMethod(c, sel_registerName("windowDidResignKey:"), OnDidResignKey, "v@:@");
class_addMethod(c, sel_registerName("windowDidMiniaturize:"), OnDidMiniaturize, "v@:@");
class_addMethod(c, sel_registerName("windowDidDeminiaturize:"), OnDidDeminiaturize, "v@:@");
class_addMethod(c, sel_registerName("windowWillClose:"), OnWillClose, "v@:@");
class_addMethod(c, sel_registerName("keyDown:"), OnKeyDown, "v@:@");
- (void)drawRect:(CGRect)dirty { DoDrawFramebuffer(dirty); }
objc_registerClassPair(c);
return c;
}
/* When the user users left mouse to drag reisze window, this enters 'live resize' mode */
/* Although the game receives a left mouse down event, it does NOT receive a left mouse up */
/* This causes the game to get stuck with left mouse down after user finishes resizing */
/* So work arond that by always releasing left mouse when a live resize is finished */
static void DidEndLiveResize(id self, SEL cmd) {
- (void)viewDidEndLiveResize {
/* When the user users left mouse to drag reisze window, this enters 'live resize' mode */
/* Although the game receives a left mouse down event, it does NOT receive a left mouse up */
/* This causes the game to get stuck with left mouse down after user finishes resizing */
/* So work arond that by always releasing left mouse when a live resize is finished */
Input_SetReleased(KEY_LMOUSE);
}
@end
static void View_DrawRect(id self, SEL cmd, CGRect r);
static void MakeContentView(void) {
CGRect rect;
id view;
Class c;
NSView* view;
view = [winHandle contentView];
rect = [view frame];
c = objc_allocateClassPair(objc_getClass("NSView"), "ClassiCube_View", 0);
// TODO: test rect is actually correct in View_DrawRect on both 32 and 64 bit
#ifdef __i386__
class_addMethod(c, sel_registerName("drawRect:"), View_DrawRect, "v@:{NSRect={NSPoint=ff}{NSSize=ff}}");
#else
class_addMethod(c, sel_registerName("drawRect:"), View_DrawRect, "v@:{NSRect={NSPoint=dd}{NSSize=dd}}");
#endif
class_addMethod(c, sel_registerName("viewDidEndLiveResize"), DidEndLiveResize, "v@:");
objc_registerClassPair(c);
viewHandle = [c alloc];
viewHandle = [CCView alloc];
[viewHandle initWithFrame:rect];
[winHandle setContentView:viewHandle];
}
void Window_Init(void) {
appHandle = [NSApplication sharedApplication];
[appHandle activateIgnoringOtherApps:true];
[appHandle activateIgnoringOtherApps:YES];
Window_CommonInit();
}
@ -164,7 +152,7 @@ static void ApplyIcon(void) { }
#define WIN_MASK (NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask)
void Window_Create(int width, int height) {
Class winClass;
CCWindowDelegate* del;
CGRect rect;
/* Technically the coordinates for the origin are at bottom left corner */
@ -174,12 +162,12 @@ void Window_Create(int width, int height) {
rect.size.width = width;
rect.size.height = height;
winClass = Window_MakeClass();
winHandle = [winClass alloc];
winHandle = [CCWindow alloc];
[winHandle initWithContentRect:rect styleMask:WIN_MASK backing:0 defer:false];
Window_CommonCreate();
[winHandle setDelegate:winHandle];
del = [CCWindowDelegate alloc];
[winHandle setDelegate:del];
RefreshWindowBounds();
MakeContentView();
ApplyIcon();
@ -228,7 +216,7 @@ void Window_SetSize(int width, int height) {
rect.origin.y += WindowInfo.Height - height;
rect.size.width += width - WindowInfo.Width;
rect.size.height += height - WindowInfo.Height;
[winHandle setFrame:rect display:true];
[winHandle setFrame:rect display:YES];
}
void Window_Close(void) {
@ -246,7 +234,7 @@ static void ProcessKeyChars(id ev) {
char buffer[128];
const char* src;
cc_string str;
id chars;
NSString* chars;
int i, len, flags;
/* Ignore text input while cmd is held down */
@ -289,7 +277,7 @@ void Window_ProcessEvents(void) {
CGFloat dx, dy;
for (;;) {
ev = [appHandle nextEventMatchingMask:0xFFFFFFFFU untilDate:NULL inMode:NSDefaultRunLoopMode dequeue:true];
ev = [appHandle nextEventMatchingMask:0xFFFFFFFFU untilDate:Nil inMode:NSDefaultRunLoopMode dequeue:YES];
if (!ev) break;
type = [ev type];
@ -388,13 +376,13 @@ void Window_AllocFramebuffer(struct Bitmap* bmp) {
fb_bmp = *bmp;
}
static void View_DrawRect(id self, SEL cmd, CGRect r_) {
static void DoDrawFramebuffer(CGRect dirty) {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = NULL;
CGDataProviderRef provider;
NSGraphicsContext* nsContext;
CGImageRef image;
CGRect rect;
id nsContext;
/* Unfortunately CGImageRef is immutable, so changing the */
/* underlying data doesn't change what shows when drawing. */
@ -466,7 +454,7 @@ void GLContext_Create(void) {
if (!fmt) Logger_Abort("Choosing pixel format");
ctxHandle = [NSOpenGLContext alloc];
ctxHandle = [ctxHandle initWithFormat:fmt shareContext:NULL];
ctxHandle = [ctxHandle initWithFormat:fmt shareContext:Nil];
if (!ctxHandle) Logger_Abort("Failed to create OpenGL context");
[ctxHandle setView:viewHandle];