openclonk/src/platform/C4OpenGLView.mm

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/*
* OpenClonk, http://www.openclonk.org
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
#include <C4Include.h>
#include <C4GraphicsSystem.h>
#include <C4MouseControl.h>
#include <C4GUI.h>
#include <C4Game.h>
#include <C4Viewport.h>
#include <C4ViewportWindow.h>
#include <C4Console.h>
#include <C4Fullscreen.h>
#include <C4PlayerList.h>
#include <C4Gui.h>
#include <C4Landscape.h>
#include <C4DrawGL.h>
#import "C4OpenGLView.h"
#import "C4WindowController.h"
#import "C4AppDelegate+MainMenuActions.h"
#ifdef USE_COCOA
@implementation C4OpenGLView
@synthesize context;
- (BOOL) isOpaque {return YES;}
- (id) initWithFrame:(NSRect)frameRect
{
self = [super initWithFrame:frameRect];
if (self != nil) {
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(_surfaceNeedsUpdate:)
name:NSViewGlobalFrameDidChangeNotification
object:self];
}
return self;
}
- (void) awakeFromNib
{
[self enableEvents];
}
- (void) enableEvents
{
[[self window] makeFirstResponder:self];
[[self window] setAcceptsMouseMovedEvents:YES];
[self registerForDraggedTypes:[NSArray arrayWithObjects:NSFilenamesPboardType, nil]];
}
- (BOOL) acceptsFirstResponder {return YES;}
- (void) resetCursorRects
{
[super resetCursorRects];
if ([self shouldHideMouseCursor])
{
static NSCursor* cursor;
if (!cursor)
{
cursor = [[NSCursor alloc] initWithImage:[[NSImage alloc] initWithSize:NSMakeSize(1, 1)] hotSpot:NSMakePoint(0, 0)];
}
[self addCursorRect:self.bounds cursor:cursor];
}
}
- (void) _surfaceNeedsUpdate:(NSNotification*)notification
{
[self update];
}
- (void) lockFocus
{
NSOpenGLContext* ctx = [self context];
[super lockFocus];
if ([ctx view] != self) {
[ctx setView:self];
}
[ctx makeCurrentContext];
if (!Application.isEditor)
{
/*int swapInterval = 1;
[ctx setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; */
}
}
- (void) viewDidMoveToWindow
{
[super viewDidMoveToWindow];
if ([self window] == nil)
[context clearDrawable];
}
- (void) drawRect:(NSRect)rect
{
// better not to draw anything when the game has already finished
if (Application.fQuitMsgReceived)
return;
// don't draw if tab-switched away from fullscreen
if ([self.controller isFullScreenConsideringLionFullScreen] && ![NSApp isActive])
return;
if ([self.window isMiniaturized] || ![self.window isVisible])
return;
//[self.context update];
C4Window* stdWindow = self.controller.stdWindow;
if (stdWindow)
stdWindow->PerformUpdate();
else
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
- (C4WindowController*) controller {return (C4WindowController*)[self.window delegate];}
int32_t mouseButtonFromEvent(NSEvent* event, DWORD* modifierFlags)
{
*modifierFlags = [event modifierFlags]; // should be compatible since MK_* constants mirror the NS* constants
if ([event modifierFlags] & NSCommandKeyMask)
{
// treat cmd and ctrl the same
*modifierFlags |= NSControlKeyMask;
}
switch (event.type)
{
case NSLeftMouseDown:
return [event clickCount] > 1 ? C4MC_Button_LeftDouble : C4MC_Button_LeftDown;
case NSLeftMouseUp:
return C4MC_Button_LeftUp;
case NSRightMouseDown:
return [event clickCount] > 1 ? C4MC_Button_RightDouble : C4MC_Button_RightDown;
case NSRightMouseUp:
return C4MC_Button_RightUp;
case NSLeftMouseDragged: case NSRightMouseDragged:
return C4MC_Button_None; // sending mouse downs all the time when dragging is not the right thing to do
case NSOtherMouseDown:
return C4MC_Button_MiddleDown;
case NSOtherMouseUp:
return C4MC_Button_MiddleUp;
case NSScrollWheel:
return C4MC_Button_Wheel;
}
return C4MC_Button_None;
}
- (BOOL) shouldHideMouseCursor
{
return !Application.isEditor || (self.controller.viewport && Console.EditCursor.GetMode() == C4CNS_ModePlay && ValidPlr(self.controller.viewport->GetPlayer()));
}
- (void) showCursor
{
if ([self shouldHideMouseCursor])
[NSCursor unhide];
}
- (void) hideCursor
{
if ([self shouldHideMouseCursor])
[NSCursor hide];
}
- (void) centerMouse
{
savedMouse = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
// emulate MouseEvent assuming this method is called in game mode
::C4GUI::MouseMove(C4MC_Button_None,
savedMouse.x*Config.Graphics.ResX/self.frame.size.width,
savedMouse.y*Config.Graphics.ResY/self.frame.size.height,
0, NULL
);
}
- (void) mouseEvent:(NSEvent*)event
{
DWORD flags = 0;
int32_t button = mouseButtonFromEvent(event, &flags);
int actualSizeX = Application.isEditor ? self.frame.size.width : Config.Graphics.ResX;
int actualSizeY = Application.isEditor ? self.frame.size.height : Config.Graphics.ResY;
if (!Application.isEditor && lionAndBeyond() && (self.window.styleMask & NSFullScreenWindowMask) == NSFullScreenWindowMask)
{
//CGWarpMouseCursorPosition(CGPointMake(actualSizeX/2, actualSizeY/2));
if (button != C4MC_Button_Wheel)
{
savedMouse.x += event.deltaX * (Config.Graphics.ResX/self.frame.size.width);
savedMouse.y -= event.deltaY * (Config.Graphics.ResY/self.frame.size.height);
}
} else
{
savedMouse = [self convertPoint:[self.window mouseLocationOutsideOfEventStream] fromView:nil];
if (!Application.isEditor)
{
savedMouse.x *= Config.Graphics.ResX/self.frame.size.width;
savedMouse.y *= Config.Graphics.ResY/self.frame.size.height;
}
}
savedMouse.x = fmin(fmax(savedMouse.x, 0), actualSizeX);
savedMouse.y = fmin(fmax(savedMouse.y, 0), actualSizeY);
int x = savedMouse.x;
int y = actualSizeY - savedMouse.y;
{
C4Viewport* viewport = self.controller.viewport;
if (::MouseControl.IsViewport(viewport) && Console.EditCursor.GetMode() == C4CNS_ModePlay)
{
DWORD keyMask = flags;
if ([event type] == NSScrollWheel)
keyMask |= (int)[event deltaY] << 16;
::C4GUI::MouseMove(button, x, y, keyMask, Application.isEditor ? viewport : NULL);
}
else if (viewport)
{
switch (button)
{
case C4MC_Button_LeftDown:
Console.EditCursor.Move(viewport->ViewX+x/viewport->GetZoom(), viewport->ViewY+y/viewport->GetZoom(), flags);
Console.EditCursor.LeftButtonDown(flags);
break;
case C4MC_Button_LeftUp:
Console.EditCursor.LeftButtonUp(flags);
break;
case C4MC_Button_RightDown:
Console.EditCursor.RightButtonDown(flags);
break;
case C4MC_Button_RightUp:
Console.EditCursor.RightButtonUp(flags);
break;
case C4MC_Button_None:
Console.EditCursor.Move(viewport->ViewX+x/viewport->GetZoom(),viewport->ViewY+y/viewport->GetZoom(), flags);
break;
}
}
}
}
- (void) magnifyWithEvent:(NSEvent *)event
{
if (Game.IsRunning && (event.modifierFlags & NSAlternateKeyMask) == 0)
{
C4Viewport* viewport = self.controller.viewport;
if (viewport)
{
viewport->SetZoom(viewport->GetZoom()+[event magnification], true);
}
}
else
{
if (lionAndBeyond())
[self.window toggleFullScreen:self];
else
[self.controller setFullscreen:[event magnification] > 0];
}
}
- (void) swipeWithEvent:(NSEvent*)event
{
// swiping left triggers going back in startup dialogs
if (event.deltaX > 0)
[C4AppDelegate.instance simulateKeyPressed:K_LEFT];
else
[C4AppDelegate.instance simulateKeyPressed:K_RIGHT];
}
- (void)insertText:(id)insertString
{
if (::pGUI)
{
NSString* str = [insertString isKindOfClass:[NSAttributedString class]] ? [(NSAttributedString*)insertString string] : (NSString*)insertString;
const char* cstr = [str cStringUsingEncoding:NSUTF8StringEncoding];
::pGUI->CharIn(cstr);
}
}
- (void)doCommandBySelector:(SEL)selector
{
// ignore to not trigger the annoying beep sound
}
- (void)keyEvent:(NSEvent*)event withKeyEventType:(C4KeyEventType)type
{
Game.DoKeyboardInput(
[event keyCode]+CocoaKeycodeOffset, // offset keycode by some value to distinguish between those special key defines
type,
[event modifierFlags] & NSAlternateKeyMask,
([event modifierFlags] & NSControlKeyMask) || ([event modifierFlags] & NSCommandKeyMask),
[event modifierFlags] & NSShiftKeyMask,
false, NULL
);
}
- (void)keyDown:(NSEvent*)event
{
[self interpretKeyEvents:[NSArray arrayWithObject:event]]; // call this to route character input to insertText:
[self keyEvent:event withKeyEventType:KEYEV_Down];
}
- (void)keyUp:(NSEvent*)event
{
[self keyEvent:event withKeyEventType:KEYEV_Up];
}
- (NSDragOperation) draggingEntered:(id<NSDraggingInfo>)sender
{
return NSDragOperationCopy;
}
- (NSDragOperation) draggingUpdated:(id<NSDraggingInfo>)sender
{
return NSDragOperationCopy;
}
- (BOOL) prepareForDragOperation:(id<NSDraggingInfo>)sender
{
return YES;
}
- (BOOL) performDragOperation:(id<NSDraggingInfo>)sender
{
NSPasteboard* pasteboard = [sender draggingPasteboard];
if ([[pasteboard types] containsObject:NSFilenamesPboardType])
{
NSArray* files = [pasteboard propertyListForType:NSFilenamesPboardType];
C4Viewport* viewport = self.controller.viewport;
if (viewport)
{
for (NSString* fileName in files)
{
viewport->DropFile([fileName cStringUsingEncoding:NSUTF8StringEncoding], [sender draggingLocation].x, [sender draggingLocation].y);
}
}
}
return YES;
}
- (void )concludeDragOperation:(id<NSDraggingInfo>)sender
{
}
// respaghettisize :D
- (void) scrollWheel:(NSEvent *)event
{
if (!Application.isEditor)
[self mouseEvent:event];
else
{
C4Viewport* viewport = self.controller.viewport;
if (viewport)
{
NSScrollView* scrollView = self.controller.scrollView;
NSPoint p = NSMakePoint(2*-[event deltaX]/abs(GBackWdt-viewport->ViewWdt), 2*-[event deltaY]/abs(GBackHgt-viewport->ViewHgt));
[scrollView.horizontalScroller setDoubleValue:scrollView.horizontalScroller.doubleValue+p.x];
[scrollView.verticalScroller setDoubleValue:scrollView.verticalScroller.doubleValue+p.y];
viewport->ViewPositionByScrollBars();
[self display];
}
}
}
- (void) mouseDown: (NSEvent *)event {[self mouseEvent:event];}
- (void) rightMouseDown: (NSEvent *)event {[self mouseEvent:event];}
- (void) rightMouseUp: (NSEvent *)event {[self mouseEvent:event];}
- (void) otherMouseDown: (NSEvent *)event {[self mouseEvent:event];}
- (void) otherMouseUp: (NSEvent *)event {[self mouseEvent:event];}
- (void) mouseUp: (NSEvent *)event {[self mouseEvent:event];}
- (void) mouseMoved: (NSEvent *)event {[self mouseEvent:event];}
- (void) mouseDragged: (NSEvent *)event {[self mouseEvent:event];}
- (void) rightMouseDragged:(NSEvent *)event {[self mouseEvent:event];}
- (void) update
{
[context update];
}
+ (CGDirectDisplayID) displayID
{
return (CGDirectDisplayID)[[[[[NSApp keyWindow] screen] deviceDescription] valueForKey:@"NSScreenNumber"] intValue];
}
+ (void) enumerateMultiSamples:(std::vector<int>&)samples
{
CGDirectDisplayID displayID = self.displayID;
CGOpenGLDisplayMask displayMask = CGDisplayIDToOpenGLDisplayMask(displayID);
int numRenderers = 0;
CGLRendererInfoObj obj = NULL;
GLint sampleModes;
CGLQueryRendererInfo(displayMask, &obj, &numRenderers);
CGLDescribeRenderer(obj, 0, kCGLRPSampleModes, &sampleModes);
CGLDestroyRendererInfo(obj);
if (sampleModes & kCGLMultisampleBit)
{
samples.push_back(1);
samples.push_back(2);
samples.push_back(4);
}
}
+ (void) setSurfaceBackingSizeOf:(NSOpenGLContext*) context width:(int)wdt height:(int)hgt
{
if (context && !Application.isEditor)
{
// Make back buffer size fixed ( http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_contexts/opengl_contexts.html )
GLint dim[2] = {wdt, hgt};
CGLContextObj ctx = (CGLContextObj)context.CGLContextObj;
CGLSetParameter(ctx, kCGLCPSurfaceBackingSize, dim);
CGLEnable (ctx, kCGLCESurfaceBackingSize);
}
}
- (void) setContextSurfaceBackingSizeToOwnDimensions
{
[C4OpenGLView setSurfaceBackingSizeOf:self.context width:self.frame.size.width height:self.frame.size.height];
}
static NSOpenGLContext* MainContext;
+ (NSOpenGLContext*) mainContext
{
return MainContext;
}
+ (NSOpenGLContext*) createContext:(CStdGLCtx*) pMainCtx
{
std::vector<NSOpenGLPixelFormatAttribute> attribs;
attribs.push_back(NSOpenGLPFADepthSize);
attribs.push_back(16);
if (!Application.isEditor && Config.Graphics.MultiSampling > 0)
{
std::vector<int> samples;
[self enumerateMultiSamples:samples];
if (!samples.empty())
{
attribs.push_back(NSOpenGLPFAMultisample);
attribs.push_back(NSOpenGLPFASampleBuffers);
attribs.push_back(1);
attribs.push_back(NSOpenGLPFASamples);
attribs.push_back(Config.Graphics.MultiSampling);
}
}
attribs.push_back(NSOpenGLPFANoRecovery);
//attribs.push_back(NSOpenGLPFADoubleBuffer);
attribs.push_back(NSOpenGLPFAWindow);
attribs.push_back(0);
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:&attribs[0]];
NSOpenGLContext* result = [[NSOpenGLContext alloc] initWithFormat:format shareContext:pMainCtx ? pMainCtx->objectiveCObject<NSOpenGLContext>() : nil];
[self setSurfaceBackingSizeOf:result width:Config.Graphics.ResX height:Config.Graphics.ResY];
if (!MainContext)
{
MainContext = result;
}
return result;
}
@end
@implementation C4EditorOpenGLView
- (void) copy:(id) sender
{
Console.EditCursor.Duplicate();
}
- (void) delete:(id) sender
{
Console.EditCursor.Delete();
}
- (IBAction) grabContents:(id) sender
{
Console.EditCursor.GrabContents();
}
- (IBAction) resetZoom:(id) sender
{
self.controller.viewport->SetZoom(1, true);
}
- (IBAction) increaseZoom:(id)sender
{
C4Viewport* v = self.controller.viewport;
v->SetZoom(v->GetZoom()*2, false);
}
- (IBAction) decreaseZoom:(id)sender
{
C4Viewport* v = self.controller.viewport;
v->SetZoom(v->GetZoom()/2, false);
}
@end
#pragma mark CStdGLCtx: Initialization
CStdGLCtx::CStdGLCtx(): pWindow(0) {}
void CStdGLCtx::Clear()
{
Deselect();
setObjectiveCObject(nil);
pWindow = 0;
}
void C4Window::EnumerateMultiSamples(std::vector<int>& samples) const
{
[C4OpenGLView enumerateMultiSamples:samples];
}
bool C4AbstractApp::SetVideoMode(unsigned int iXRes, unsigned int iYRes, unsigned int iColorDepth, unsigned int iRefreshRate, unsigned int iMonitor, bool fFullScreen)
{
fFullScreen &= !lionAndBeyond(); // Always false for Lion since then Lion's true(tm) Fullscreen is used
C4WindowController* controller = pWindow->objectiveCObject<C4WindowController>();
NSWindow* window = controller.window;
if (iXRes == -1 && iYRes == -1)
{
iXRes = CGDisplayPixelsWide(C4OpenGLView.displayID);
iYRes = CGDisplayPixelsHigh(C4OpenGLView.displayID);
}
pWindow->SetSize(iXRes, iYRes);
[controller setFullscreen:fFullScreen];
[window setAspectRatio:[[window contentView] frame].size];
[window center];
if (!fFullScreen)
[window makeKeyAndOrderFront:nil];
OnResolutionChanged(iXRes, iYRes);
return true;
}
bool CStdGLCtx::Init(C4Window * pWindow, C4AbstractApp *)
{
// safety
if (!pGL) return false;
// store window
this->pWindow = pWindow;
// Create Context with sharing (if this is the main context, our ctx will be 0, so no sharing)
// try direct rendering first
NSOpenGLContext* ctx = [C4OpenGLView createContext:pGL->pMainCtx];
setObjectiveCObject(ctx);
// No luck at all?
if (!Select(true)) return pGL->Error(" gl: Unable to select context");
// init extensions
GLenum err = glewInit();
if (GLEW_OK != err)
{
// Problem: glewInit failed, something is seriously wrong.
return pGL->Error(reinterpret_cast<const char*>(glewGetErrorString(err)));
}
// set the openglview's context
auto controller = pWindow->objectiveCObject<C4WindowController>();
if (controller && controller.openGLView)
{
[controller.openGLView setContext:ctx];
}
return true;
}
#pragma mark CStdGLCtx: Select/Deselect
bool CStdGLCtx::Select(bool verbose)
{
[objectiveCObject<NSOpenGLContext>() makeCurrentContext];
SelectCommon();
// update clipper - might have been done by UpdateSize
// however, the wrong size might have been assumed
if (!pGL->UpdateClipper())
{
if (verbose) pGL->Error(" gl: UpdateClipper failed");
return false;
}
// success
return true;
}
void CStdGLCtx::Deselect()
{
if (pGL && pGL->pCurrCtx == this)
{
pGL->pCurrCtx = 0;
}
}
bool CStdGLCtx::PageFlip()
{
// flush GL buffer
glFlush();
if (!pWindow) return false;
//SDL_GL_SwapBuffers();
return true;
}
#pragma mark CStdGLCtx: Gamma
bool C4AbstractApp::ApplyGammaRamp(struct _D3DGAMMARAMP &ramp, bool fForce)
{
CGGammaValue r[256];
CGGammaValue g[256];
CGGammaValue b[256];
for (int i = 0; i < 256; i++)
{
r[i] = static_cast<float>(ramp.red[i])/65535.0;
g[i] = static_cast<float>(ramp.green[i])/65535.0;
b[i] = static_cast<float>(ramp.blue[i])/65535.0;
}
CGSetDisplayTransferByTable(C4OpenGLView.displayID, 256, r, g, b);
return true;
}
bool C4AbstractApp::SaveDefaultGammaRamp(_D3DGAMMARAMP &ramp)
{
CGGammaValue r[256];
CGGammaValue g[256];
CGGammaValue b[256];
uint32_t count;
CGGetDisplayTransferByTable(C4OpenGLView.displayID, 256, r, g, b, &count);
for (int i = 0; i < 256; i++)
{
ramp.red[i] = r[i]*65535;
ramp.green[i] = g[i]*65535;
ramp.blue[i] = b[i]*65535;
}
return true;
}
#endif