mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-10 09:19:01 +00:00
Changed: #947 showCursor, setMousePos, improved window move, useOptimizedDrawing:YES, cleaned up comments
This commit is contained in:
parent
b9e7923226
commit
cfecd694b9
7 changed files with 145 additions and 28 deletions
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@ -1006,8 +1006,8 @@ bool CDriverGL::release()
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}
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#elif defined(NL_OS_MAC) && defined(NL_MAC_NATIVE)
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# warning "OpenGL Driver: Missing Mac Implementation"
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nlwarning("OpenGL Driver: Missing Mac Implementation");
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NL3D::MAC::release();
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#elif defined (NL_OS_UNIX)
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if(_FullScreen)
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@ -1288,8 +1288,8 @@ void CDriverGL::showCursor(bool b)
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;
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}
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#elif defined(NL_OS_MAC) && defined(NL_MAC_NATIVE)
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# warning "OpenGL Driver: Missing Mac Implementation"
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nlwarning("OpenGL Driver: Missing Mac Implementation");
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NL3D::MAC::showCursor(b);
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#elif defined (NL_OS_UNIX)
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@ -1335,8 +1335,8 @@ void CDriverGL::setMousePos(float x, float y)
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SetCursorPos(pt.x, pt.y);
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}
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#elif defined(NL_OS_MAC) && defined(NL_MAC_NATIVE)
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# warning "OpenGL Driver: Missing Mac Implementation"
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nlwarning("OpenGL Driver: Missing Mac Implementation");
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NL3D::MAC::setMousePos(x, y);
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#elif defined (NL_OS_UNIX)
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XWindowAttributes xwa;
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@ -1459,8 +1459,8 @@ void CDriverGL::setCapture (bool b)
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*/
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#elif defined(NL_OS_MAC) && defined(NL_MAC_NATIVE)
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# warning "OpenGL Driver: Missing Mac Implementation"
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nlwarning("OpenGL Driver: Missing Mac Implementation");
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NL3D::MAC::setCapture(b);
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#elif defined (NL_OS_UNIX)
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@ -73,6 +73,18 @@ void setWindowTitle(const ucstring &title);
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/// mac specific stuff while calling CDriverGL::swapBuffers()
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void swapBuffers();
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/// mac specific stuff while calling CDriverGL::setCapture()
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void setCapture(bool b);
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/// mac specific stuff while calling CDriverGL::showCursor()
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void showCursor(bool b);
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/// mac specific stuff while calling CDriverGL::setMousePos()
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void setMousePos(float x, float y);
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/// mac specific stuff while calling CDriverGL::release()
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void release();
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/// mac specific stuff while calling CCocoaEventEmitter::submitEvents()
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void submitEvents(NLMISC::CEventServer& server,
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bool allWindows, NLMISC::CCocoaEventEmitter* eventEmitter);
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@ -74,6 +74,10 @@ bool init(uint windowIcon, emptyProc exitFunc)
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bool setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool resizeable)
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{
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/*
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TODO use show and resizable flags
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*/
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// create a cocoa window with the size provided by the mode parameter
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g_window = [[CocoaWindow alloc]
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initWithContentRect:NSMakeRect(0, 0, mode.Width, mode.Height)
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@ -126,6 +130,9 @@ bool setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool resizeable)
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// enable mouse move events, NeL wants them
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[g_window setAcceptsMouseMovedEvents:YES];
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// there are no overlapping subview, so we can use the magical optimization!
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[g_window useOptimizedDrawing:YES];
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// create a opengl context for the view
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g_glctx = [g_glview openGLContext];
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@ -138,6 +145,9 @@ bool setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool resizeable)
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// put the window to the front and make it the key window
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[g_window makeKeyAndOrderFront:nil];
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// this is our main window
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[g_window makeMainWindow];
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// tell the application that we are running now
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[g_app finishLaunching];
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@ -168,11 +178,11 @@ bool setMode(const GfxMode& mode)
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// leave fullscreen mode, enter windowed mode
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if(mode.Windowed && [g_glview isInFullScreenMode])
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{
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// pull the view back from fullscreen restoring windows options
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// pull the view back from fullscreen restoring window options
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[g_glview exitFullScreenModeWithOptions:nil];
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// disable manual setting of back buffer size, cocoa handles this
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// automatically as soon as the window gets resized
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// automatically as soon as the view gets resized
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CGLError error = CGLDisable((CGLContextObj)[g_glctx CGLContextObj],
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kCGLCESurfaceBackingSize);
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@ -197,7 +207,7 @@ bool setMode(const GfxMode& mode)
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// NOTE: withOptions:nil disables <CMD>+<Tab> application switching!
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/*
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TODO check if simply using NSView enterFullScreenMode is a good idea.
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the context can be set to full screen as well? performance differences?
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the context can be set to full screen as well, performance differences?
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*/
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[g_glview enterFullScreenMode:[NSScreen mainScreen] withOptions:
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[NSDictionary dictionaryWithObjectsAndKeys:
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@ -207,8 +217,8 @@ bool setMode(const GfxMode& mode)
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NSFullScreenModeApplicationPresentationOptions, nil]];
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}
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#ifdef UGLY_BACKBUFFER_SIZE_WORKAROUND
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// due to the back buffer size reading problem, just store the size
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g_bufferSize[0] = mode.Width;
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g_bufferSize[1] = mode.Height;
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#endif
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@ -226,11 +236,9 @@ void getWindowSize(uint32 &width, uint32 &height)
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// changed, but the view still stays at full resolution. So the scaling of
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// the image from the rendered resolution to the view's resolution is done
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// by cocoa automatically while flushing buffers.
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// That's why, in fullscreen mode, return the resolution from the back buffer,
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// That's why, in fullscreen mode, return the resolution of the back buffer,
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// not the one from the window.
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// check if manual back buffer sizing is enabled (thats only in fullscreen)
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#ifdef UGLY_BACKBUFFER_SIZE_WORKAROUND
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if([g_glview isInFullScreenMode])
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{
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@ -244,10 +252,10 @@ void getWindowSize(uint32 &width, uint32 &height)
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height = rect.size.height;
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}
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#else
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/*
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TODO does not work atm, "invalid enumeration"
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*/
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// check if manual back buffer sizing is enabled (thats only in fullscreen)
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GLint surfaceBackingSizeSet = 0;
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CGLError error = CGLIsEnabled((CGLContextObj)[g_glctx CGLContextObj],
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kCGLCESurfaceBackingSize, &surfaceBackingSizeSet);
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@ -291,10 +299,10 @@ void getWindowSize(uint32 &width, uint32 &height)
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void getWindowPos(uint32 &x, uint32 &y)
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{
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// get the size of the screen
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// get the rect (position, size) of the screen
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NSRect screenRect = [[g_window screen] frame];
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// get the size of the window
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// get the rect (position, size) of the window
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NSRect windowRect = [g_window frame];
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// simply return x
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@ -331,6 +339,92 @@ void swapBuffers()
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[g_glctx flushBuffer];
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}
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void setCapture(bool b)
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{
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/*
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TODO implement capture cursor, no need to fake using pull back to 0.5 / 0.5
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set a flag and then act accordingly in event loop?
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// no screen bounds...
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void CGGetLastMouseDelta(CGMouseDelta* deltaX, CGMouseDelta* deltaY);
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*/
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nlwarning("not implemented");
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}
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void showCursor(bool b)
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{
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// Mac OS manages a show/hide counter for the cursor, so hiding the cursor
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// twice requires two calls to show to make the cursor visible again.
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// Since other platforms seem to not do this, the functionality is masked here
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// by only calling hide if the cursor is visible and only calling show if
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// the cursor was hidden.
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CGDisplayErr error = kCGErrorSuccess;
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static bool visible = true;
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if(b && !visible)
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{
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error = CGDisplayShowCursor(kCGDirectMainDisplay);
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visible = true;
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}
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else if(!b && visible)
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{
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error = CGDisplayHideCursor(kCGDirectMainDisplay);
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visible = false;
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}
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if(error != kCGErrorSuccess)
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nlerror("cannot get capture / un-capture cursor");
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}
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void setMousePos(float x, float y)
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{
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// CG wants absolute coordinates related to screen top left
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CGFloat fromScreenLeft = 0.0;
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CGFloat fromScreenTop = 0.0;
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// get the gl view's rect for height and width
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NSRect viewRect = [g_glview frame];
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// if the view is not fullscreen, window top left is needed as offset
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if(![g_glview isInFullScreenMode])
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{
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// get the rect (position, size) of the screen
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NSRect screenRect = [[g_window screen] frame];
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// get the rect (position, size) of the window
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NSRect windowRect = [g_window frame];
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// window's x is ok
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fromScreenLeft = windowRect.origin.x;
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// TODO this code assumes, that the view fills the window
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// map window bottom to view top
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fromScreenTop = screenRect.size.height -
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viewRect.size.height - windowRect.origin.y;
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}
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// position inside the view
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fromScreenLeft += (viewRect.size.width * x);
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fromScreenTop += (viewRect.size.height * (1 - y));
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// actually set the mouse position
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CGDisplayErr error = CGDisplayMoveCursorToPoint(
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kCGDirectMainDisplay, CGPointMake(fromScreenLeft, fromScreenTop));
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if(error != kCGErrorSuccess)
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nlerror("cannot set mouse position");
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}
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void release()
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{
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/*
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TODO release some stuff
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*/
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nlwarning("not implemented");
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}
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/*
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TODO: this function has to be moved to a more central place to handle key
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mapping on mac x11 as well
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@ -552,10 +646,19 @@ void submitEvents(NLMISC::CEventServer& server,
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// get the views size
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NSRect rect = [g_glview frame];
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// TODO this code assumes, that the view fills the window
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// convert the mouse position to NeL style (relative)
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float mouseX = event.locationInWindow.x / (float)rect.size.width;
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float mouseY = event.locationInWindow.y / (float)rect.size.height;
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// if the mouse event was placed on the window's titlebar, ignore it
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if(mouseY > 1.0 && event.type != NSKeyDown && event.type != NSKeyUp)
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{
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[g_app sendEvent:event];
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[g_app updateWindows];
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continue;
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}
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switch(event.type)
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{
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case NSLeftMouseDown:
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/*
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TODO modifiers with mouse events
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*/
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// nldebug("mouse left drag %f %f", mouseX, mouseY);
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server.postEvent(new NLMISC::CEventMouseMove(
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mouseX, mouseY, NLMISC::leftButton /* modifiers */, eventEmitter));
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break;
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@ -35,6 +35,7 @@
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[characterStorage release];
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[super dealloc];
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}
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-(BOOL)acceptsFirstResponder
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{
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return YES;
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@ -66,7 +66,7 @@ bool SetMousePosFirstTime = true;
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uint DownMouseButtons = 0;
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#ifdef NL_OS_UNIX
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// on X11, store whether the mouse was captured or not
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// on X11 and cocoa, store whether the mouse was captured or not
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bool MouseCapture = false;
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#endif
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@ -251,8 +251,8 @@ void SetMouseFreeLook ()
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}
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#ifdef NL_OS_UNIX
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// on X11 the mouse needs to get pulled into the middle each update, else
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// the cursor would reach the border of the window / desktop
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// on X11 and cocoa the mouse needs to get pulled into the middle each update,
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// else the cursor would reach the border of the window / desktop
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// and freelook would hang
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Driver->setMousePos(0.5f, 0.5f);
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#endif
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if (!drvWnd) return;
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SetCapture(drvWnd);
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#else
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// on X11, set driver mouse capture on and store it locally as well
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// on X11 and cocoa, set driver mouse capture on and store it locally as well
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Driver->setCapture(MouseCapture = true);
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#endif
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}
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@ -392,7 +392,7 @@ void ReleaseSystemCursor()
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}
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ReleaseCapture();
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#else
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// on X11, set driver mouse capture off and store it locally as well
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// on X11 and cocoa, set driver mouse capture off and store it locally as well
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Driver->setCapture(MouseCapture = false);
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#endif
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}
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@ -458,25 +458,24 @@ void CUserControls::getMouseAngleMove(float &dx, float &dy)
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{
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float dmpx, dmpy;
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#ifndef NL_MAC_NATIVE
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// On X11 in free look mode, the mouse is pulled back to (0.5, 0.5)
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// On X11 and Cocoa in free look mode, the mouse is pulled back to (0.5, 0.5)
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// every update to prevent reaching a border and get stuck.
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if(IsMouseFreeLook())
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{
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/*
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TODO use setCapture to not fake it
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TODO on X11, use setCapture to not fake it, capture on mac?
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*/
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dmpx = EventsListener.getMousePosX() - 0.5;
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dmpy = EventsListener.getMousePosY() - 0.5;
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}
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else
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#endif
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{
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dmpx = EventsListener.getMousePosX() - _LastFrameMousePosX;
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dmpy = EventsListener.getMousePosY() - _LastFrameMousePosY;
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}
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// TODO: read desktop mouse speed value on X11 / implement X11MouseDevice
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// TODO: read desktop mouse speed value on X11 and Cocoa
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// implement X11MouseDevice/CocoaMouseDevice?
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dmpx *= 450.0f;
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dmpy *= 450.0f;
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