gremlin/libs/glfw/lib/macosx/macosx_window.c

1280 lines
43 KiB
C
Raw Normal View History

2011-01-04 17:11:59 +00:00
//========================================================================
// GLFW - An OpenGL framework
// File: macosx_window.c
// Platform: Mac OS X
// API Version: 2.6
// WWW: http://glfw.sourceforge.net
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Camilla Berglund
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
static _GLFWmacwindowfunctions _glfwMacFSWindowFunctions =
{
_glfwMacFSOpenWindow,
_glfwMacFSCloseWindow,
_glfwMacFSSetWindowTitle,
_glfwMacFSSetWindowSize,
_glfwMacFSSetWindowPos,
_glfwMacFSIconifyWindow,
_glfwMacFSRestoreWindow,
_glfwMacFSRefreshWindowParams,
_glfwMacFSSetMouseCursorPos
};
static _GLFWmacwindowfunctions _glfwMacDWWindowFunctions =
{
_glfwMacDWOpenWindow,
_glfwMacDWCloseWindow,
_glfwMacDWSetWindowTitle,
_glfwMacDWSetWindowSize,
_glfwMacDWSetWindowPos,
_glfwMacDWIconifyWindow,
_glfwMacDWRestoreWindow,
_glfwMacDWRefreshWindowParams,
_glfwMacDWSetMouseCursorPos
};
#define _glfwTestModifier( modifierMask, glfwKey ) \
if ( changed & modifierMask ) \
{ \
_glfwInputKey( glfwKey, (modifiers & modifierMask ? GLFW_PRESS : GLFW_RELEASE) ); \
}
void _glfwHandleMacModifierChange( UInt32 modifiers )
{
UInt32 changed = modifiers ^ _glfwInput.Modifiers;
_glfwTestModifier( shiftKey, GLFW_KEY_LSHIFT );
_glfwTestModifier( rightShiftKey, GLFW_KEY_RSHIFT );
_glfwTestModifier( controlKey, GLFW_KEY_LCTRL );
_glfwTestModifier( rightControlKey, GLFW_KEY_RCTRL );
_glfwTestModifier( optionKey, GLFW_KEY_LALT );
_glfwTestModifier( rightOptionKey, GLFW_KEY_RALT );
_glfwInput.Modifiers = modifiers;
}
void _glfwHandleMacKeyChange( UInt32 keyCode, int action )
{
switch ( keyCode )
{
case MAC_KEY_ENTER: _glfwInputKey( GLFW_KEY_ENTER, action); break;
case MAC_KEY_RETURN: _glfwInputKey( GLFW_KEY_KP_ENTER, action); break;
case MAC_KEY_ESC: _glfwInputKey( GLFW_KEY_ESC, action); break;
case MAC_KEY_F1: _glfwInputKey( GLFW_KEY_F1, action); break;
case MAC_KEY_F2: _glfwInputKey( GLFW_KEY_F2, action); break;
case MAC_KEY_F3: _glfwInputKey( GLFW_KEY_F3, action); break;
case MAC_KEY_F4: _glfwInputKey( GLFW_KEY_F4, action); break;
case MAC_KEY_F5: _glfwInputKey( GLFW_KEY_F5, action); break;
case MAC_KEY_F6: _glfwInputKey( GLFW_KEY_F6, action); break;
case MAC_KEY_F7: _glfwInputKey( GLFW_KEY_F7, action); break;
case MAC_KEY_F8: _glfwInputKey( GLFW_KEY_F8, action); break;
case MAC_KEY_F9: _glfwInputKey( GLFW_KEY_F9, action); break;
case MAC_KEY_F10: _glfwInputKey( GLFW_KEY_F10, action); break;
case MAC_KEY_F11: _glfwInputKey( GLFW_KEY_F11, action); break;
case MAC_KEY_F12: _glfwInputKey( GLFW_KEY_F12, action); break;
case MAC_KEY_F13: _glfwInputKey( GLFW_KEY_F13, action); break;
case MAC_KEY_F14: _glfwInputKey( GLFW_KEY_F14, action); break;
case MAC_KEY_F15: _glfwInputKey( GLFW_KEY_F15, action); break;
case MAC_KEY_UP: _glfwInputKey( GLFW_KEY_UP, action); break;
case MAC_KEY_DOWN: _glfwInputKey( GLFW_KEY_DOWN, action); break;
case MAC_KEY_LEFT: _glfwInputKey( GLFW_KEY_LEFT, action); break;
case MAC_KEY_RIGHT: _glfwInputKey( GLFW_KEY_RIGHT, action); break;
case MAC_KEY_TAB: _glfwInputKey( GLFW_KEY_TAB, action); break;
case MAC_KEY_BACKSPACE: _glfwInputKey( GLFW_KEY_BACKSPACE, action); break;
case MAC_KEY_HELP: _glfwInputKey( GLFW_KEY_INSERT, action); break;
case MAC_KEY_DEL: _glfwInputKey( GLFW_KEY_DEL, action); break;
case MAC_KEY_PAGEUP: _glfwInputKey( GLFW_KEY_PAGEUP, action); break;
case MAC_KEY_PAGEDOWN: _glfwInputKey( GLFW_KEY_PAGEDOWN, action); break;
case MAC_KEY_HOME: _glfwInputKey( GLFW_KEY_HOME, action); break;
case MAC_KEY_END: _glfwInputKey( GLFW_KEY_END, action); break;
case MAC_KEY_KP_0: _glfwInputKey( GLFW_KEY_KP_0, action); break;
case MAC_KEY_KP_1: _glfwInputKey( GLFW_KEY_KP_1, action); break;
case MAC_KEY_KP_2: _glfwInputKey( GLFW_KEY_KP_2, action); break;
case MAC_KEY_KP_3: _glfwInputKey( GLFW_KEY_KP_3, action); break;
case MAC_KEY_KP_4: _glfwInputKey( GLFW_KEY_KP_4, action); break;
case MAC_KEY_KP_5: _glfwInputKey( GLFW_KEY_KP_5, action); break;
case MAC_KEY_KP_6: _glfwInputKey( GLFW_KEY_KP_6, action); break;
case MAC_KEY_KP_7: _glfwInputKey( GLFW_KEY_KP_7, action); break;
case MAC_KEY_KP_8: _glfwInputKey( GLFW_KEY_KP_8, action); break;
case MAC_KEY_KP_9: _glfwInputKey( GLFW_KEY_KP_9, action); break;
case MAC_KEY_KP_DIVIDE: _glfwInputKey( GLFW_KEY_KP_DIVIDE, action); break;
case MAC_KEY_KP_MULTIPLY: _glfwInputKey( GLFW_KEY_KP_MULTIPLY, action); break;
case MAC_KEY_KP_SUBTRACT: _glfwInputKey( GLFW_KEY_KP_SUBTRACT, action); break;
case MAC_KEY_KP_ADD: _glfwInputKey( GLFW_KEY_KP_ADD, action); break;
case MAC_KEY_KP_DECIMAL: _glfwInputKey( GLFW_KEY_KP_DECIMAL, action); break;
case MAC_KEY_KP_EQUAL: _glfwInputKey( GLFW_KEY_KP_EQUAL, action); break;
case MAC_KEY_KP_ENTER: _glfwInputKey( GLFW_KEY_KP_ENTER, action); break;
default:
{
extern void *KCHRPtr;
UInt32 state = 0;
char charCode = (char)KeyTranslate( KCHRPtr, keyCode, &state );
UppercaseText( &charCode, 1, smSystemScript );
_glfwInputKey( (unsigned char)charCode, action );
}
break;
}
}
EventTypeSpec GLFW_KEY_EVENT_TYPES[] =
{
{ kEventClassKeyboard, kEventRawKeyDown },
{ kEventClassKeyboard, kEventRawKeyUp },
{ kEventClassKeyboard, kEventRawKeyModifiersChanged }
};
OSStatus _glfwKeyEventHandler( EventHandlerCallRef handlerCallRef,
EventRef event,
void *userData )
{
UInt32 keyCode;
short int keyChar;
UInt32 modifiers;
switch( GetEventKind( event ) )
{
case kEventRawKeyDown:
{
if( GetEventParameter( event,
kEventParamKeyCode,
typeUInt32,
NULL,
sizeof( UInt32 ),
NULL,
&keyCode ) == noErr )
{
_glfwHandleMacKeyChange( keyCode, GLFW_PRESS );
}
if( GetEventParameter( event,
kEventParamKeyUnicodes,
typeUnicodeText,
NULL,
sizeof(keyChar),
NULL,
&keyChar) == noErr )
{
_glfwInputChar( keyChar, GLFW_PRESS );
}
return noErr;
}
case kEventRawKeyUp:
{
if( GetEventParameter( event,
kEventParamKeyCode,
typeUInt32,
NULL,
sizeof( UInt32 ),
NULL,
&keyCode ) == noErr )
{
_glfwHandleMacKeyChange( keyCode, GLFW_RELEASE );
}
if( GetEventParameter( event,
kEventParamKeyUnicodes,
typeUnicodeText,
NULL,
sizeof(keyChar),
NULL,
&keyChar) == noErr )
{
_glfwInputChar( keyChar, GLFW_RELEASE );
}
return noErr;
}
case kEventRawKeyModifiersChanged:
{
if( GetEventParameter( event,
kEventParamKeyModifiers,
typeUInt32,
NULL,
sizeof( UInt32 ),
NULL,
&modifiers ) == noErr )
{
_glfwHandleMacModifierChange( modifiers );
return noErr;
}
}
break;
}
return eventNotHandledErr;
}
EventTypeSpec GLFW_MOUSE_EVENT_TYPES[] =
{
{ kEventClassMouse, kEventMouseDown },
{ kEventClassMouse, kEventMouseUp },
{ kEventClassMouse, kEventMouseMoved },
{ kEventClassMouse, kEventMouseDragged },
{ kEventClassMouse, kEventMouseWheelMoved },
};
OSStatus _glfwMouseEventHandler( EventHandlerCallRef handlerCallRef,
EventRef event,
void *userData )
{
switch( GetEventKind( event ) )
{
case kEventMouseDown:
{
WindowRef window;
EventRecord oldStyleMacEvent;
ConvertEventRefToEventRecord( event, &oldStyleMacEvent );
if( FindWindow ( oldStyleMacEvent.where, &window ) == inMenuBar )
{
MenuSelect( oldStyleMacEvent.where );
HiliteMenu(0);
return noErr;
}
else
{
EventMouseButton button;
if( GetEventParameter( event,
kEventParamMouseButton,
typeMouseButton,
NULL,
sizeof( EventMouseButton ),
NULL,
&button ) == noErr )
{
button -= kEventMouseButtonPrimary;
if( button <= GLFW_MOUSE_BUTTON_LAST )
{
_glfwInputMouseClick( button
+ GLFW_MOUSE_BUTTON_LEFT,
GLFW_PRESS );
}
return noErr;
}
}
break;
}
case kEventMouseUp:
{
EventMouseButton button;
if( GetEventParameter( event,
kEventParamMouseButton,
typeMouseButton,
NULL,
sizeof( EventMouseButton ),
NULL,
&button ) == noErr )
{
button -= kEventMouseButtonPrimary;
if( button <= GLFW_MOUSE_BUTTON_LAST )
{
_glfwInputMouseClick( button
+ GLFW_MOUSE_BUTTON_LEFT,
GLFW_RELEASE );
}
return noErr;
}
break;
}
case kEventMouseMoved:
case kEventMouseDragged:
{
HIPoint mouseLocation;
if( _glfwWin.MouseLock )
{
if( GetEventParameter( event,
kEventParamMouseDelta,
typeHIPoint,
NULL,
sizeof( HIPoint ),
NULL,
&mouseLocation ) != noErr )
{
break;
}
_glfwInput.MousePosX += mouseLocation.x;
_glfwInput.MousePosY += mouseLocation.y;
}
else
{
if( GetEventParameter( event,
kEventParamMouseLocation,
typeHIPoint,
NULL,
sizeof( HIPoint ),
NULL,
&mouseLocation ) != noErr )
{
break;
}
_glfwInput.MousePosX = mouseLocation.x;
_glfwInput.MousePosY = mouseLocation.y;
if( !_glfwWin.Fullscreen )
{
Rect content;
GetWindowBounds( _glfwWin.MacWindow,
kWindowContentRgn,
&content );
_glfwInput.MousePosX -= content.left;
_glfwInput.MousePosY -= content.top;
}
}
if( _glfwWin.MousePosCallback )
{
_glfwWin.MousePosCallback( _glfwInput.MousePosX,
_glfwInput.MousePosY );
}
break;
}
case kEventMouseWheelMoved:
{
EventMouseWheelAxis axis;
if( GetEventParameter( event,
kEventParamMouseWheelAxis,
typeMouseWheelAxis,
NULL,
sizeof( EventMouseWheelAxis ),
NULL,
&axis) == noErr )
{
long wheelDelta;
if( axis == kEventMouseWheelAxisY &&
GetEventParameter( event,
kEventParamMouseWheelDelta,
typeLongInteger,
NULL,
sizeof( long ),
NULL,
&wheelDelta ) == noErr )
{
_glfwInput.WheelPos += wheelDelta;
if( _glfwWin.MouseWheelCallback )
{
_glfwWin.MouseWheelCallback( _glfwInput.WheelPos );
}
return noErr;
}
}
break;
}
}
return eventNotHandledErr;
}
EventTypeSpec GLFW_COMMAND_EVENT_TYPES[] =
{
{ kEventClassCommand, kEventCommandProcess }
};
OSStatus _glfwCommandHandler( EventHandlerCallRef handlerCallRef,
EventRef event,
void *userData )
{
if( _glfwWin.SysKeysDisabled )
{
// TO DO: give adequate UI feedback that this is the case
return eventNotHandledErr;
}
HICommand command;
if( GetEventParameter( event,
kEventParamDirectObject,
typeHICommand,
NULL,
sizeof( HICommand ),
NULL,
&command ) == noErr )
{
switch( command.commandID )
{
case kHICommandClose:
case kHICommandQuit:
{
// Check if the program wants us to close the window
if( _glfwWin.WindowCloseCallback )
{
if( _glfwWin.WindowCloseCallback() )
{
glfwCloseWindow();
}
}
else
{
glfwCloseWindow();
}
return noErr;
}
}
}
return eventNotHandledErr;
}
EventTypeSpec GLFW_WINDOW_EVENT_TYPES[] =
{
{ kEventClassWindow, kEventWindowBoundsChanged },
{ kEventClassWindow, kEventWindowClose },
{ kEventClassWindow, kEventWindowDrawContent },
{ kEventClassWindow, kEventWindowActivated },
{ kEventClassWindow, kEventWindowDeactivated },
};
OSStatus _glfwWindowEventHandler( EventHandlerCallRef handlerCallRef,
EventRef event,
void *userData )
{
switch( GetEventKind(event) )
{
case kEventWindowBoundsChanged:
{
WindowRef window;
GetEventParameter( event, kEventParamDirectObject, typeWindowRef, NULL,
sizeof(WindowRef), NULL, &window );
Rect rect;
GetWindowPortBounds( window, &rect );
if( _glfwWin.Width != rect.right ||
_glfwWin.Height != rect.bottom )
{
aglUpdateContext(_glfwWin.AGLContext);
_glfwWin.Width = rect.right;
_glfwWin.Height = rect.bottom;
if( _glfwWin.WindowSizeCallback )
{
_glfwWin.WindowSizeCallback( _glfwWin.Width,
_glfwWin.Height );
}
// Emulate (force) content invalidation
if( _glfwWin.WindowRefreshCallback )
{
_glfwWin.WindowRefreshCallback();
}
}
break;
}
case kEventWindowClose:
{
// Check if the program wants us to close the window
if( _glfwWin.WindowCloseCallback )
{
if( _glfwWin.WindowCloseCallback() )
{
glfwCloseWindow();
}
}
else
{
glfwCloseWindow();
}
return noErr;
}
case kEventWindowDrawContent:
{
// Call user callback function
if( _glfwWin.WindowRefreshCallback )
{
_glfwWin.WindowRefreshCallback();
}
break;
}
case kEventWindowActivated:
{
_glfwWin.Active = GL_TRUE;
break;
}
case kEventWindowDeactivated:
{
_glfwWin.Active = GL_FALSE;
_glfwInputDeactivation();
break;
}
}
return eventNotHandledErr;
}
int _glfwInstallEventHandlers( void )
{
OSStatus error;
_glfwWin.MouseUPP = NewEventHandlerUPP( _glfwMouseEventHandler );
error = InstallEventHandler( GetApplicationEventTarget(),
_glfwWin.MouseUPP,
GetEventTypeCount( GLFW_MOUSE_EVENT_TYPES ),
GLFW_MOUSE_EVENT_TYPES,
NULL,
NULL );
if( error != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't install mouse event handler\n" );
return GL_FALSE;
}
_glfwWin.CommandUPP = NewEventHandlerUPP( _glfwCommandHandler );
error = InstallEventHandler( GetApplicationEventTarget(),
_glfwWin.CommandUPP,
GetEventTypeCount( GLFW_COMMAND_EVENT_TYPES ),
GLFW_COMMAND_EVENT_TYPES,
NULL,
NULL );
if( error != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't install command event handler\n" );
return GL_FALSE;
}
_glfwWin.KeyboardUPP = NewEventHandlerUPP( _glfwKeyEventHandler );
error = InstallEventHandler( GetApplicationEventTarget(),
_glfwWin.KeyboardUPP,
GetEventTypeCount( GLFW_KEY_EVENT_TYPES ),
GLFW_KEY_EVENT_TYPES,
NULL,
NULL );
if( error != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't install key event handler\n" );
return GL_FALSE;
}
return GL_TRUE;
}
#define _setAGLAttribute( aglAttributeName, AGLparameter ) \
if ( AGLparameter != 0 ) \
{ \
AGLpixelFormatAttributes[numAGLAttrs++] = aglAttributeName; \
AGLpixelFormatAttributes[numAGLAttrs++] = AGLparameter; \
}
#define _getAGLAttribute( aglAttributeName, variableName ) \
{ \
GLint aglValue; \
(void)aglDescribePixelFormat( pixelFormat, aglAttributeName, &aglValue ); \
variableName = aglValue; \
}
#define _setCGLAttribute( cglAttributeName, CGLparameter ) \
if ( CGLparameter != 0 ) \
{ \
CGLpixelFormatAttributes[ numCGLAttrs++ ] = cglAttributeName; \
CGLpixelFormatAttributes[ numCGLAttrs++ ] = CGLparameter; \
}
#define _getCGLAttribute( cglAttributeName, variableName ) \
{ \
long cglValue; \
(void)CGLDescribePixelFormat( CGLpfObj, 0, cglAttributeName, &cglValue ); \
variableName = cglValue; \
}
int _glfwPlatformOpenWindow( int width,
int height,
int redbits,
int greenbits,
int bluebits,
int alphabits,
int depthbits,
int stencilbits,
int mode,
_GLFWhints* hints )
{
OSStatus error;
ProcessSerialNumber psn;
unsigned int windowAttributes;
// TO DO: Refactor this function!
_glfwWin.WindowFunctions = ( _glfwWin.Fullscreen ?
&_glfwMacFSWindowFunctions :
&_glfwMacDWWindowFunctions );
// Windowed or fullscreen; AGL or CGL? Quite the mess...
// AGL appears to be the only choice for attaching OpenGL contexts to
// Carbon windows, but it leaves the user no control over fullscreen
// mode stretching. Solution: AGL for windowed, CGL for fullscreen.
if( !_glfwWin.Fullscreen )
{
// create AGL pixel format attribute list
GLint AGLpixelFormatAttributes[256];
int numAGLAttrs = 0;
AGLpixelFormatAttributes[numAGLAttrs++] = AGL_RGBA;
AGLpixelFormatAttributes[numAGLAttrs++] = AGL_DOUBLEBUFFER;
if( hints->Stereo )
{
AGLpixelFormatAttributes[numAGLAttrs++] = AGL_STEREO;
}
_setAGLAttribute( AGL_AUX_BUFFERS, hints->AuxBuffers);
_setAGLAttribute( AGL_RED_SIZE, redbits );
_setAGLAttribute( AGL_GREEN_SIZE, greenbits );
_setAGLAttribute( AGL_BLUE_SIZE, bluebits );
_setAGLAttribute( AGL_ALPHA_SIZE, alphabits );
_setAGLAttribute( AGL_DEPTH_SIZE, depthbits );
_setAGLAttribute( AGL_STENCIL_SIZE, stencilbits );
_setAGLAttribute( AGL_ACCUM_RED_SIZE, hints->AccumRedBits );
_setAGLAttribute( AGL_ACCUM_GREEN_SIZE, hints->AccumGreenBits );
_setAGLAttribute( AGL_ACCUM_BLUE_SIZE, hints->AccumBlueBits );
_setAGLAttribute( AGL_ACCUM_ALPHA_SIZE, hints->AccumAlphaBits );
if( hints->Samples > 1 )
{
_setAGLAttribute( AGL_SAMPLE_BUFFERS_ARB, 1 );
_setAGLAttribute( AGL_SAMPLES_ARB, hints->Samples );
AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NO_RECOVERY;
}
AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NONE;
// create pixel format descriptor
AGLDevice mainMonitor = GetMainDevice();
AGLPixelFormat pixelFormat = aglChoosePixelFormat( &mainMonitor,
1,
AGLpixelFormatAttributes );
if( pixelFormat == NULL )
{
fprintf( stderr, "glfwOpenWindow failing because it can't create a pixel format\n" );
return GL_FALSE;
}
// store pixel format's values for _glfwPlatformGetWindowParam's use
_getAGLAttribute( AGL_ACCELERATED, _glfwWin.Accelerated );
_getAGLAttribute( AGL_RED_SIZE, _glfwWin.RedBits );
_getAGLAttribute( AGL_GREEN_SIZE, _glfwWin.GreenBits );
_getAGLAttribute( AGL_BLUE_SIZE, _glfwWin.BlueBits );
_getAGLAttribute( AGL_ALPHA_SIZE, _glfwWin.AlphaBits );
_getAGLAttribute( AGL_DEPTH_SIZE, _glfwWin.DepthBits );
_getAGLAttribute( AGL_STENCIL_SIZE, _glfwWin.StencilBits );
_getAGLAttribute( AGL_ACCUM_RED_SIZE, _glfwWin.AccumRedBits );
_getAGLAttribute( AGL_ACCUM_GREEN_SIZE, _glfwWin.AccumGreenBits );
_getAGLAttribute( AGL_ACCUM_BLUE_SIZE, _glfwWin.AccumBlueBits );
_getAGLAttribute( AGL_ACCUM_ALPHA_SIZE, _glfwWin.AccumAlphaBits );
_getAGLAttribute( AGL_AUX_BUFFERS, _glfwWin.AuxBuffers );
_getAGLAttribute( AGL_STEREO, _glfwWin.Stereo );
_getAGLAttribute( AGL_SAMPLES_ARB, _glfwWin.Samples );
_glfwWin.RefreshRate = hints->RefreshRate;
// create AGL context
_glfwWin.AGLContext = aglCreateContext( pixelFormat, NULL );
aglDestroyPixelFormat( pixelFormat );
if( _glfwWin.AGLContext == NULL )
{
fprintf( stderr, "glfwOpenWindow failing because it can't create an OpenGL context\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
if (_glfwLibrary.Unbundled)
{
if( GetCurrentProcess( &psn ) != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't get its PSN\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
if( TransformProcessType( &psn, kProcessTransformToForegroundApplication ) != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't become a foreground application\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
/* Keith Bauer 2007-07-12 - I don't believe this is desirable
if( SetFrontProcess( &psn ) != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't become the front process\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
*/
}
// create window
Rect windowContentBounds;
windowContentBounds.left = 0;
windowContentBounds.top = 0;
windowContentBounds.right = width;
windowContentBounds.bottom = height;
windowAttributes = ( kWindowCloseBoxAttribute \
| kWindowCollapseBoxAttribute \
| kWindowStandardHandlerAttribute );
if( hints->WindowNoResize )
{
windowAttributes |= kWindowLiveResizeAttribute;
}
else
{
windowAttributes |= ( kWindowFullZoomAttribute | kWindowResizableAttribute );
}
error = CreateNewWindow( kDocumentWindowClass,
windowAttributes,
&windowContentBounds,
&( _glfwWin.MacWindow ) );
if( ( error != noErr ) || ( _glfwWin.MacWindow == NULL ) )
{
fprintf( stderr, "glfwOpenWindow failing because it can't create a window\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
_glfwWin.WindowUPP = NewEventHandlerUPP( _glfwWindowEventHandler );
error = InstallWindowEventHandler( _glfwWin.MacWindow,
_glfwWin.WindowUPP,
GetEventTypeCount( GLFW_WINDOW_EVENT_TYPES ),
GLFW_WINDOW_EVENT_TYPES,
NULL,
NULL );
if( error != noErr )
{
fprintf( stderr, "glfwOpenWindow failing because it can't install window event handlers\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
// Don't care if we fail here
(void)SetWindowTitleWithCFString( _glfwWin.MacWindow, CFSTR( "GLFW Window" ) );
(void)RepositionWindow( _glfwWin.MacWindow,
NULL,
kWindowCenterOnMainScreen );
if( !aglSetDrawable( _glfwWin.AGLContext,
GetWindowPort( _glfwWin.MacWindow ) ) )
{
fprintf( stderr, "glfwOpenWindow failing because it can't draw to the window\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
// Make OpenGL context current
if( !aglSetCurrentContext( _glfwWin.AGLContext ) )
{
fprintf( stderr, "glfwOpenWindow failing because it can't make the OpenGL context current\n" );
_glfwPlatformCloseWindow();
return GL_FALSE;
}
// show window
ShowWindow( _glfwWin.MacWindow );
return GL_TRUE;
}
else
{
CGDisplayErr cgErr;
CGLError cglErr;
CFDictionaryRef optimalMode;
CGLPixelFormatObj CGLpfObj;
long numCGLvs = 0;
CGLPixelFormatAttribute CGLpixelFormatAttributes[64];
int numCGLAttrs = 0;
// variables for enumerating color depths
long rgbColorDepth;
long rgbaAccumDepth = 0;
int rgbChannelDepth = 0;
// CGL pixel format attributes
_setCGLAttribute( kCGLPFADisplayMask,
CGDisplayIDToOpenGLDisplayMask( kCGDirectMainDisplay ) );
if( hints->Stereo )
{
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAStereo;
}
if( hints->Samples > 1 )
{
_setCGLAttribute( kCGLPFASamples, (CGLPixelFormatAttribute)hints->Samples );
_setCGLAttribute( kCGLPFASampleBuffers, (CGLPixelFormatAttribute)1 );
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFANoRecovery;
}
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAFullScreen;
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFADoubleBuffer;
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAAccelerated;
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFANoRecovery;
CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAMinimumPolicy;
_setCGLAttribute( kCGLPFAAccumSize,
(CGLPixelFormatAttribute)( hints->AccumRedBits \
+ hints->AccumGreenBits \
+ hints->AccumBlueBits \
+ hints->AccumAlphaBits ) );
_setCGLAttribute( kCGLPFAAlphaSize, (CGLPixelFormatAttribute)alphabits );
_setCGLAttribute( kCGLPFADepthSize, (CGLPixelFormatAttribute)depthbits );
_setCGLAttribute( kCGLPFAStencilSize, (CGLPixelFormatAttribute)stencilbits );
_setCGLAttribute( kCGLPFAAuxBuffers, (CGLPixelFormatAttribute)hints->AuxBuffers );
CGLpixelFormatAttributes[ numCGLAttrs++ ] = (CGLPixelFormatAttribute)NULL;
// create a suitable pixel format with above attributes..
cglErr = CGLChoosePixelFormat( CGLpixelFormatAttributes,
&CGLpfObj,
&numCGLvs );
if( cglErr != kCGLNoError )
{
return GL_FALSE;
}
// ..and create a rendering context using that pixel format
cglErr = CGLCreateContext( CGLpfObj, NULL, &_glfwWin.CGLContext );
if( cglErr != kCGLNoError )
{
return GL_FALSE;
}
// enumerate depth of RGB channels - unlike AGL, CGL works with
// a single parameter reflecting the full depth of the frame buffer
(void)CGLDescribePixelFormat( CGLpfObj, 0, kCGLPFAColorSize, &rgbColorDepth );
if( rgbColorDepth == 24 || rgbColorDepth == 32 )
{
rgbChannelDepth = 8;
}
if( rgbColorDepth == 16 )
{
rgbChannelDepth = 5;
}
// get pixel depth of accumulator - I haven't got the slightest idea
// how this number conforms to any other channel depth than 8 bits,
// so this might end up giving completely knackered results...
(void)CGLDescribePixelFormat( CGLpfObj, 0, kCGLPFAAccumSize, &rgbaAccumDepth );
if( rgbaAccumDepth == 32 )
{
rgbaAccumDepth = 8;
}
// store values of pixel format for _glfwPlatformGetWindowParam's use
_getCGLAttribute( kCGLPFAAccelerated, _glfwWin.Accelerated );
_getCGLAttribute( rgbChannelDepth, _glfwWin.RedBits );
_getCGLAttribute( rgbChannelDepth, _glfwWin.GreenBits );
_getCGLAttribute( rgbChannelDepth, _glfwWin.BlueBits );
_getCGLAttribute( kCGLPFAAlphaSize, _glfwWin.AlphaBits );
_getCGLAttribute( kCGLPFADepthSize, _glfwWin.DepthBits );
_getCGLAttribute( kCGLPFAStencilSize, _glfwWin.StencilBits );
_getCGLAttribute( rgbaAccumDepth, _glfwWin.AccumRedBits );
_getCGLAttribute( rgbaAccumDepth, _glfwWin.AccumGreenBits );
_getCGLAttribute( rgbaAccumDepth, _glfwWin.AccumBlueBits );
_getCGLAttribute( rgbaAccumDepth, _glfwWin.AccumAlphaBits );
_getCGLAttribute( kCGLPFAAuxBuffers, _glfwWin.AuxBuffers );
_getCGLAttribute( kCGLPFAStereo, _glfwWin.Stereo );
_glfwWin.RefreshRate = hints->RefreshRate;
// destroy our pixel format
(void)CGLDestroyPixelFormat( CGLpfObj );
// capture the display for our application
cgErr = CGCaptureAllDisplays();
if( cgErr != kCGErrorSuccess )
{
return GL_FALSE;
}
// find closest matching NON-STRETCHED display mode..
optimalMode = CGDisplayBestModeForParametersAndRefreshRateWithProperty( kCGDirectMainDisplay,
rgbColorDepth,
width,
/* Check further to the right -> */ height,
hints->RefreshRate,
NULL,
NULL );
if( optimalMode == NULL )
{
return GL_FALSE;
}
// ..and switch to that mode
cgErr = CGDisplaySwitchToMode( kCGDirectMainDisplay, optimalMode );
if( cgErr != kCGErrorSuccess )
{
return GL_FALSE;
}
// switch to our OpenGL context, and bring it up fullscreen
cglErr = CGLSetCurrentContext( _glfwWin.CGLContext );
if( cglErr != kCGLNoError )
{
return GL_FALSE;
}
cglErr = CGLSetFullScreen( _glfwWin.CGLContext );
if( cglErr != kCGLNoError )
{
return GL_FALSE;
}
return GL_TRUE;
}
}
void _glfwPlatformCloseWindow( void )
{
if( _glfwWin.WindowFunctions != NULL )
{
if( _glfwWin.WindowUPP != NULL )
{
DisposeEventHandlerUPP( _glfwWin.WindowUPP );
_glfwWin.WindowUPP = NULL;
}
_glfwWin.WindowFunctions->CloseWindow();
if( !_glfwWin.Fullscreen && _glfwWin.AGLContext != NULL )
{
aglSetCurrentContext( NULL );
aglSetDrawable( _glfwWin.AGLContext, NULL );
aglDestroyContext( _glfwWin.AGLContext );
_glfwWin.AGLContext = NULL;
}
if( _glfwWin.Fullscreen && _glfwWin.CGLContext != NULL )
{
CGLSetCurrentContext( NULL );
CGLClearDrawable( _glfwWin.CGLContext );
CGLDestroyContext( _glfwWin.CGLContext );
CGReleaseAllDisplays();
_glfwWin.CGLContext = NULL;
}
if( _glfwWin.MacWindow != NULL )
{
ReleaseWindow( _glfwWin.MacWindow );
_glfwWin.MacWindow = NULL;
}
_glfwWin.WindowFunctions = NULL;
}
}
void _glfwPlatformSetWindowTitle( const char *title )
{
_glfwWin.WindowFunctions->SetWindowTitle( title );
}
void _glfwPlatformSetWindowSize( int width, int height )
{
_glfwWin.WindowFunctions->SetWindowSize( width, height );
}
void _glfwPlatformSetWindowPos( int x, int y )
{
_glfwWin.WindowFunctions->SetWindowPos( x, y );
}
void _glfwPlatformIconifyWindow( void )
{
_glfwWin.WindowFunctions->IconifyWindow();
}
void _glfwPlatformRestoreWindow( void )
{
_glfwWin.WindowFunctions->RestoreWindow();
}
void _glfwPlatformSwapBuffers( void )
{
if( !_glfwWin.Fullscreen )
{
aglSwapBuffers( _glfwWin.AGLContext );
}
else
{
CGLFlushDrawable( _glfwWin.CGLContext );
}
}
void _glfwPlatformSwapInterval( int interval )
{
GLint AGLparameter = interval;
// CGL doesn't seem to like intervals other than 0 (vsync off) or 1 (vsync on)
long CGLparameter = ( interval == 0 ? 0 : 1 );
if( !_glfwWin.Fullscreen )
{
// Don't care if we fail here..
(void)aglSetInteger( _glfwWin.AGLContext,
AGL_SWAP_INTERVAL,
&AGLparameter );
}
else
{
// ..or here
(void)CGLSetParameter( _glfwWin.CGLContext,
kCGLCPSwapInterval,
&CGLparameter );
}
}
void _glfwPlatformRefreshWindowParams( void )
{
_glfwWin.WindowFunctions->RefreshWindowParams();
}
int _glfwPlatformGetWindowParam( int param )
{
switch ( param )
{
case GLFW_ACCELERATED: return _glfwWin.Accelerated; break;
case GLFW_RED_BITS: return _glfwWin.RedBits; break;
case GLFW_GREEN_BITS: return _glfwWin.GreenBits; break;
case GLFW_BLUE_BITS: return _glfwWin.BlueBits; break;
case GLFW_ALPHA_BITS: return _glfwWin.AlphaBits; break;
case GLFW_DEPTH_BITS: return _glfwWin.DepthBits; break;
case GLFW_STENCIL_BITS: return _glfwWin.StencilBits; break;
case GLFW_ACCUM_RED_BITS: return _glfwWin.AccumRedBits; break;
case GLFW_ACCUM_GREEN_BITS: return _glfwWin.AccumGreenBits; break;
case GLFW_ACCUM_BLUE_BITS: return _glfwWin.AccumBlueBits; break;
case GLFW_ACCUM_ALPHA_BITS: return _glfwWin.AccumAlphaBits; break;
case GLFW_AUX_BUFFERS: return _glfwWin.AuxBuffers; break;
case GLFW_STEREO: return _glfwWin.Stereo; break;
case GLFW_REFRESH_RATE: return _glfwWin.RefreshRate; break;
default: return GL_FALSE;
}
}
void _glfwPlatformPollEvents( void )
{
EventRef event;
EventTargetRef eventDispatcher = GetEventDispatcherTarget();
while ( ReceiveNextEvent( 0, NULL, 0.0, TRUE, &event ) == noErr )
{
SendEventToEventTarget( event, eventDispatcher );
ReleaseEvent( event );
}
}
void _glfwPlatformWaitEvents( void )
{
EventRef event;
// Wait for new events
ReceiveNextEvent( 0, NULL, kEventDurationForever, FALSE, &event );
// Poll new events
_glfwPlatformPollEvents();
}
void _glfwPlatformHideMouseCursor( void )
{
// TO DO: What if we fail here?
CGDisplayHideCursor( kCGDirectMainDisplay );
CGAssociateMouseAndMouseCursorPosition( false );
}
void _glfwPlatformShowMouseCursor( void )
{
// TO DO: What if we fail here?
CGDisplayShowCursor( kCGDirectMainDisplay );
CGAssociateMouseAndMouseCursorPosition( true );
}
void _glfwPlatformSetMouseCursorPos( int x, int y )
{
_glfwWin.WindowFunctions->SetMouseCursorPos( x, y );
}
int _glfwMacFSOpenWindow( int width,
int height,
int redbits,
int greenbits,
int bluebits,
int alphabits,
int depthbits,
int stencilbits,
int accumredbits,
int accumgreenbits,
int accumbluebits,
int accumalphabits,
int auxbuffers,
int stereo,
int refreshrate )
{
return GL_FALSE;
}
void _glfwMacFSCloseWindow( void )
{
// TO DO: un-capture displays, &c.
}
void _glfwMacFSSetWindowTitle( const char *title )
{
// no-op really, change "fake" mini-window title
_glfwMacDWSetWindowTitle( title );
}
void _glfwMacFSSetWindowSize( int width, int height )
{
// TO DO: something funky for full-screen
_glfwMacDWSetWindowSize( width, height );
}
void _glfwMacFSSetWindowPos( int x, int y )
{
// no-op really, change "fake" mini-window position
_glfwMacDWSetWindowPos( x, y );
}
void _glfwMacFSIconifyWindow( void )
{
// TO DO: Something funky for full-screen
_glfwMacDWIconifyWindow();
}
void _glfwMacFSRestoreWindow( void )
{
_glfwMacDWRestoreWindow();
// TO DO: Something funky for full-screen
}
void _glfwMacFSRefreshWindowParams( void )
{
// TO DO: implement this!
}
void _glfwMacFSSetMouseCursorPos( int x, int y )
{
// TO DO: what if we fail here?
CGDisplayMoveCursorToPoint( kCGDirectMainDisplay,
CGPointMake( x, y ) );
}
int _glfwMacDWOpenWindow( int width,
int height,
int redbits,
int greenbits,
int bluebits,
int alphabits,
int depthbits,
int stencilbits,
int accumredbits,
int accumgreenbits,
int accumbluebits,
int accumalphabits,
int auxbuffers,
int stereo,
int refreshrate )
{
return GL_FALSE;
}
void _glfwMacDWCloseWindow( void )
{
}
void _glfwMacDWSetWindowTitle( const char *title )
{
CFStringRef windowTitle = CFStringCreateWithCString( kCFAllocatorDefault,
title,
kCFStringEncodingISOLatin1 );
// Don't care if we fail
(void)SetWindowTitleWithCFString( _glfwWin.MacWindow, windowTitle );
CFRelease( windowTitle );
}
void _glfwMacDWSetWindowSize( int width, int height )
{
SizeWindow( _glfwWin.MacWindow,
width,
height,
TRUE );
}
void _glfwMacDWSetWindowPos( int x, int y )
{
// TO DO: take main monitor bounds into account
MoveWindow( _glfwWin.MacWindow,
x,
y,
FALSE );
}
void _glfwMacDWIconifyWindow( void )
{
// TO DO: What if we fail here?
(void)CollapseWindow( _glfwWin.MacWindow,
TRUE );
}
void _glfwMacDWRestoreWindow( void )
{
// TO DO: What if we fail here?
(void)CollapseWindow( _glfwWin.MacWindow,
FALSE );
}
void _glfwMacDWRefreshWindowParams( void )
{
// TO DO: implement this!
}
void _glfwMacDWSetMouseCursorPos( int x, int y )
{
Rect content;
GetWindowBounds(_glfwWin.MacWindow, kWindowContentRgn, &content);
_glfwInput.MousePosX = x + content.left;
_glfwInput.MousePosY = y + content.top;
CGDisplayMoveCursorToPoint( kCGDirectMainDisplay,
CGPointMake( _glfwInput.MousePosX,
_glfwInput.MousePosY ) );
}