refactor OSX to be more similar to iOS
This commit is contained in:
parent
2be0d5a7e0
commit
6254705203
@ -38,6 +38,8 @@ set(SrcMacOSX
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src/macosx/OSXWindow.m
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src/macosx/OSXWindowFrameView.h
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src/macosx/OSXWindowFrameView.m
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src/macosx/OSXViewController.h
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src/macosx/OSXViewController.m
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src/macosx/WindowData_OSX.h
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)
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@ -1,5 +1,6 @@
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#include "OSXWindow.h"
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#include "OSXWindowFrameView.h"
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#include "OSXViewController.h"
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#include "WindowData_OSX.h"
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#include <MiniFB.h>
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#include <MiniFB_enums.h>
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@ -15,102 +16,6 @@
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void init_keycodes();
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//-------------------------------------
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#if defined(USE_METAL_API)
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id<MTLDevice> g_metal_device = nil;
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id<MTLLibrary> g_library = nil;
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//-------------------------------------
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#define kShader(inc, src) @inc#src
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NSString *g_shader_src = kShader(
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"#include <metal_stdlib>\n",
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using namespace metal;
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//---------------------
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struct VertexOutput {
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float4 pos [[position]];
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float2 texcoord;
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};
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struct Vertex {
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float4 position [[position]];
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};
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//---------------------
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vertex VertexOutput
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vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
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VertexOutput out;
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out.pos = pos[vID].position;
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out.texcoord.x = (float) (vID / 2);
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out.texcoord.y = 1.0 - (float) (vID % 2);
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return out;
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}
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//---------------------
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fragment float4
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fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
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constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
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// Sample the texture to obtain a color
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const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
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// We return the color of the texture
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return float4(colorSample);
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};
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);
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if defined(USE_METAL_API)
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static bool
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create_shaders(SWindowData_OSX *window_data_osx) {
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NSError *error = 0x0;
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id<MTLLibrary> g_library = [g_metal_device newLibraryWithSource:g_shader_src
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options:[[MTLCompileOptions alloc] init]
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error:&error
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];
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if (error || !g_library) {
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NSLog(@"Unable to create shaders %@", error);
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return false;
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}
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id<MTLFunction> vertex_shader_func = [g_library newFunctionWithName:@"vertFunc"];
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id<MTLFunction> fragment_shader_func = [g_library newFunctionWithName:@"fragFunc"];
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if (!vertex_shader_func) {
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NSLog(@"Unable to get vertFunc!\n");
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return false;
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}
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if (!fragment_shader_func) {
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NSLog(@"Unable to get fragFunc!\n");
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return false;
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}
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// Create a reusable pipeline state
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"MiniFB_pipeline";
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pipelineStateDescriptor.vertexFunction = vertex_shader_func;
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pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
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window_data_osx->metal.pipeline_state = [g_metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
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if (!window_data_osx->metal.pipeline_state) {
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NSLog(@"Failed to created pipeline state, error %@", error);
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}
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return true;
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}
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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struct mfb_window *
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@ -200,47 +105,10 @@ mfb_open_ex(const char *title, unsigned width, unsigned height, unsigned flags)
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}
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#if defined(USE_METAL_API)
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g_metal_device = MTLCreateSystemDefaultDevice();
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if (!g_metal_device) {
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NSLog(@"Metal is not supported on this device");
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return 0x0;
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}
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if (!create_shaders((SWindowData_OSX *) window_data->specific)) {
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return 0x0;
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}
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static Vertex s_vertices[4] = {
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{-1.0, -1.0, 0, 1},
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{-1.0, 1.0, 0, 1},
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{ 1.0, -1.0, 0, 1},
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{ 1.0, 1.0, 0, 1},
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};
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memcpy(window_data_osx->metal.vertices, s_vertices, sizeof(s_vertices));
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// Setup command queue
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window_data_osx->metal.command_queue = [g_metal_device newCommandQueue];
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WindowViewController* viewController = [WindowViewController new];
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// Indicate that each pixel has a blue, green, red, and alpha channel, where each channel is
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// an 8-bit unsigned normalized value (i.e. 0 maps to 0.0 and 255 maps to 1.0)
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MTLTextureDescriptor *td;
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td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:width
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height:height
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mipmapped:false];
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// Create the texture from the device by using the descriptor
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for (size_t i = 0; i < MaxBuffersInFlight; ++i) {
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viewController->texture_buffers[i] = [g_metal_device newTextureWithDescriptor:td];
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}
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// Used for syncing the CPU and GPU
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viewController->semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
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OSXViewController *viewController = [[OSXViewController alloc] initWithWindowData:window_data];
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MTKView* view = [[MTKView alloc] initWithFrame:rectangle];
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view.device = g_metal_device;
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view.device = viewController->metal_device;
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view.delegate = viewController;
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view.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
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[window_data_osx->window.contentView addSubview:view];
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27
src/macosx/OSXViewController.h
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27
src/macosx/OSXViewController.h
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@ -0,0 +1,27 @@
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#pragma once
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#if defined(USE_METAL_API)
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#include "WindowData_OSX.h"
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#import <MetalKit/MetalKit.h>
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// Number of textures in flight (tripple buffered)
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enum { MaxBuffersInFlight = 3 };
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@interface OSXViewController : NSViewController<MTKViewDelegate>
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{
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@public SWindowData *window_data;
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@public SWindowData_OSX *window_data_osx;
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@public id<MTLDevice> metal_device;
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@public id<MTLLibrary> metal_library;
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@public id<MTLTexture> texture_buffers[MaxBuffersInFlight];
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@public int current_buffer;
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@public dispatch_semaphore_t semaphore; // Used for syncing with CPU/GPU
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}
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- (id) initWithWindowData:(SWindowData *) windowData;
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@end
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#endif
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src/macosx/OSXViewController.m
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212
src/macosx/OSXViewController.m
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@ -0,0 +1,212 @@
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#include "OSXViewController.h"
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#if defined(USE_METAL_API)
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#import <MetalKit/MetalKit.h>
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//-------------------------------------
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#define kShader(inc, src) @inc#src
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NSString *g_shader_src = kShader(
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"#include <metal_stdlib>\n",
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using namespace metal;
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//-------------
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struct VertexOutput {
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float4 pos [[position]];
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float2 texcoord;
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};
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//-------------
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struct Vertex {
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float4 position [[position]];
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};
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//-------------
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vertex VertexOutput
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vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
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VertexOutput out;
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out.pos = pos[vID].position;
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out.texcoord.x = (float) (vID / 2);
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out.texcoord.y = 1.0 - (float) (vID % 2);
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return out;
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}
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//-------------
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fragment float4
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fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
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constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
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// Sample the texture to obtain a color
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const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
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// We return the color of the texture
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return float4(colorSample);
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};
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);
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//-------------------------------------
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@implementation OSXViewController
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//-------------------------------------
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- (id) initWithWindowData:(SWindowData *) windowData {
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self = [super init];
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if (self) {
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window_data = windowData;
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window_data_osx = (SWindowData_OSX *) windowData->specific;
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metal_device = MTLCreateSystemDefaultDevice();
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if (!metal_device) {
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NSLog(@"Metal is not supported on this device");
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return 0x0;
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}
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[self _create_shaders];
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[self _createAssets];
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// Used for syncing the CPU and GPU
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semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
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// Setup command queue
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window_data_osx->metal.command_queue = [metal_device newCommandQueue];
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}
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return self;
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}
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//-------------------------------------
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- (bool) _create_shaders {
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NSError *error = 0x0;
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metal_library = [metal_device newLibraryWithSource:g_shader_src
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options:[[MTLCompileOptions alloc] init]
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error:&error
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];
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if (error || !metal_library) {
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NSLog(@"Unable to create shaders %@", error);
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return false;
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}
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id<MTLFunction> vertex_shader_func = [metal_library newFunctionWithName:@"vertFunc"];
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id<MTLFunction> fragment_shader_func = [metal_library newFunctionWithName:@"fragFunc"];
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if (!vertex_shader_func) {
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NSLog(@"Unable to get vertFunc!\n");
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return false;
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}
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if (!fragment_shader_func) {
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NSLog(@"Unable to get fragFunc!\n");
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return false;
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}
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// Create a reusable pipeline state
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"MiniFB_pipeline";
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pipelineStateDescriptor.vertexFunction = vertex_shader_func;
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pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
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window_data_osx->metal.pipeline_state = [metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
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if (!window_data_osx->metal.pipeline_state) {
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NSLog(@"Failed to created pipeline state, error %@", error);
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}
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return true;
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}
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//-------------------------------------
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- (void) _createAssets {
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static Vertex s_vertices[4] = {
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{-1.0, -1.0, 0, 1},
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{-1.0, 1.0, 0, 1},
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{ 1.0, -1.0, 0, 1},
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{ 1.0, 1.0, 0, 1},
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};
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memcpy(window_data_osx->metal.vertices, s_vertices, sizeof(s_vertices));
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// Indicate that each pixel has a blue, green, red, and alpha channel, where each channel is
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// an 8-bit unsigned normalized value (i.e. 0 maps to 0.0 and 255 maps to 1.0)
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MTLTextureDescriptor *td;
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td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:window_data->buffer_width
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height:window_data->buffer_height
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mipmapped:false];
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// Create the texture from the device by using the descriptor
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for (size_t i = 0; i < MaxBuffersInFlight; ++i) {
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texture_buffers[i] = [metal_device newTextureWithDescriptor:td];
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}
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}
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//-------------------------------------
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- (void) drawInMTKView:(nonnull MTKView *)view {
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// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
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// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
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dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
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// Iterate through our Metal buffers, and cycle back to the first when we've written to MaxBuffersInFlight
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current_buffer = (current_buffer + 1) % MaxBuffersInFlight;
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// Calculate the number of bytes per row of our image.
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MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } };
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// Copy the bytes from our data object into the texture
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[texture_buffers[current_buffer] replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride];
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// Create a new command buffer for each render pass to the current drawable
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id<MTLCommandBuffer> commandBuffer = [window_data_osx->metal.command_queue commandBuffer];
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commandBuffer.label = @"minifb_command_buffer";
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// Add completion hander which signals _inFlightSemaphore when Metal and the GPU has fully
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// finished processing the commands we're encoding this frame. This indicates when the
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// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
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// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
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// corrupting the rendering.
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__block dispatch_semaphore_t block_sema = semaphore;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
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{
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(void)buffer;
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dispatch_semaphore_signal(block_sema);
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}];
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor != nil) {
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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// Create a render command encoder so we can render into something
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id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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renderEncoder.label = @"minifb_command_encoder";
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// Set render command encoder state
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[renderEncoder setRenderPipelineState:window_data_osx->metal.pipeline_state];
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[renderEncoder setVertexBytes:window_data_osx->metal.vertices length:sizeof(window_data_osx->metal.vertices) atIndex:0];
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[renderEncoder setFragmentTexture:texture_buffers[current_buffer] atIndex:0];
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// Draw the vertices of our quads
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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// We're done encoding commands
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[renderEncoder endEncoding];
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// Schedule a present once the framebuffer is complete using the current drawable
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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// Finalize rendering here & push the command buffer to the GPU
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[commandBuffer commit];
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}
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//-------------------------------------
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- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
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(void)view;
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(void)size;
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// resize
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}
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@end
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#endif
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@ -2,26 +2,6 @@
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#include "WindowData.h"
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#if defined(USE_METAL_API)
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#import <MetalKit/MetalKit.h>
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// Number of textures in flight (tripple buffered)
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enum { MaxBuffersInFlight = 3 };
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@interface WindowViewController : NSViewController<MTKViewDelegate>
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{
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@public id<MTLTexture> texture_buffers[MaxBuffersInFlight];
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@public int current_buffer;
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@public dispatch_semaphore_t semaphore; // Used for syncing with CPU/GPU
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}
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@end
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@interface OSXWindowFrameView : NSView
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{
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@public SWindowData *window_data;
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@ -1,98 +1,14 @@
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#import "OSXWindowFrameView.h"
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#import "OSXWindow.h"
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#include "WindowData_OSX.h"
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#include <MiniFB_internal.h>
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#if defined(USE_METAL_API)
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#import <MetalKit/MetalKit.h>
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@implementation WindowViewController
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- (void) drawInMTKView:(nonnull MTKView *)view {
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OSXWindow *window = (OSXWindow *) view.window;
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SWindowData *window_data = window->window_data;
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if(window_data == 0x0) {
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return;
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}
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// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
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// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
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dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
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// Iterate through our Metal buffers, and cycle back to the first when we've written to MaxBuffersInFlight
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current_buffer = (current_buffer + 1) % MaxBuffersInFlight;
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// Calculate the number of bytes per row of our image.
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MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } };
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// Copy the bytes from our data object into the texture
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[texture_buffers[current_buffer] replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride];
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// Create a new command buffer for each render pass to the current drawable
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SWindowData_OSX *window_data_osx = (SWindowData_OSX *) window->window_data->specific;
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id<MTLCommandBuffer> commandBuffer = [window_data_osx->metal.command_queue commandBuffer];
|
||||
commandBuffer.label = @"minifb_command_buffer";
|
||||
|
||||
// Add completion hander which signals _inFlightSemaphore when Metal and the GPU has fully
|
||||
// finished processing the commands we're encoding this frame. This indicates when the
|
||||
// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
|
||||
// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
|
||||
// corrupting the rendering.
|
||||
__block dispatch_semaphore_t block_sema = semaphore;
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
|
||||
{
|
||||
(void)buffer;
|
||||
dispatch_semaphore_signal(block_sema);
|
||||
}];
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil) {
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Create a render command encoder so we can render into something
|
||||
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
renderEncoder.label = @"minifb_command_encoder";
|
||||
|
||||
// Set render command encoder state
|
||||
OSXWindow *window = (OSXWindow *) view.window;
|
||||
SWindowData_OSX *window_data_osx = (SWindowData_OSX *) window->window_data->specific;
|
||||
[renderEncoder setRenderPipelineState:window_data_osx->metal.pipeline_state];
|
||||
|
||||
[renderEncoder setVertexBytes:window_data_osx->metal.vertices length:sizeof(window_data_osx->metal.vertices) atIndex:0];
|
||||
|
||||
[renderEncoder setFragmentTexture:texture_buffers[current_buffer] atIndex:0];
|
||||
|
||||
// Draw the vertices of our quads
|
||||
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
|
||||
|
||||
// We're done encoding commands
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
// Schedule a present once the framebuffer is complete using the current drawable
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
// Finalize rendering here & push the command buffer to the GPU
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
|
||||
(void)view;
|
||||
(void)size;
|
||||
// resize
|
||||
}
|
||||
|
||||
@end
|
||||
#endif
|
||||
|
||||
//-------------------------------------
|
||||
@implementation OSXWindowFrameView
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#if defined(USE_METAL_API)
|
||||
|
||||
- (void)updateTrackingAreas
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)updateTrackingAreas {
|
||||
if(tracking_area != nil) {
|
||||
[self removeTrackingArea:tracking_area];
|
||||
[tracking_area release];
|
||||
@ -108,10 +24,8 @@
|
||||
|
||||
#else
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (NSRect)resizeRect
|
||||
{
|
||||
//-------------------------------------
|
||||
- (NSRect)resizeRect {
|
||||
const CGFloat resizeBoxSize = 16.0;
|
||||
const CGFloat contentViewPadding = 5.5;
|
||||
|
||||
@ -126,10 +40,8 @@
|
||||
return resizeRect;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)drawRect:(NSRect)rect
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)drawRect:(NSRect)rect {
|
||||
(void)rect;
|
||||
|
||||
if(window_data == 0x0)
|
||||
@ -162,104 +74,87 @@
|
||||
|
||||
CGImageRelease(img);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (BOOL)acceptsFirstMouse:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (BOOL)acceptsFirstMouse:(NSEvent *)event {
|
||||
(void)event;
|
||||
return YES;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)mouseDown:(NSEvent*)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseDown:(NSEvent*)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, true);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)mouseUp:(NSEvent*)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseUp:(NSEvent*)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, false);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)rightMouseDown:(NSEvent*)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)rightMouseDown:(NSEvent*)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, MOUSE_BTN_2, window_data->mod_keys, true);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)rightMouseUp:(NSEvent*)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)rightMouseUp:(NSEvent*)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, false);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)otherMouseDown:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)otherMouseDown:(NSEvent *)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, [event buttonNumber], window_data->mod_keys, true);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)otherMouseUp:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)otherMouseUp:(NSEvent *)event {
|
||||
(void)event;
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_btn_func, [event buttonNumber], window_data->mod_keys, false);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
if(window_data != 0x0) {
|
||||
kCall(mouse_wheel_func, window_data->mod_keys, [event deltaX], [event deltaY]);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
[self mouseMoved:event];
|
||||
}
|
||||
|
||||
- (void)rightMouseDragged:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)rightMouseDragged:(NSEvent *)event {
|
||||
[self mouseMoved:event];
|
||||
}
|
||||
|
||||
- (void)otherMouseDragged:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)otherMouseDragged:(NSEvent *)event {
|
||||
[self mouseMoved:event];
|
||||
}
|
||||
|
||||
- (void)mouseMoved:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseMoved:(NSEvent *)event {
|
||||
if(window_data != 0x0) {
|
||||
NSPoint point = [event locationInWindow];
|
||||
//NSPoint localPoint = [self convertPoint:point fromView:nil];
|
||||
@ -269,60 +164,44 @@
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)mouseExited:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseExited:(NSEvent *)event {
|
||||
(void)event;
|
||||
//printf("mouse exit\n");
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)mouseEntered:(NSEvent *)event
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)mouseEntered:(NSEvent *)event {
|
||||
(void)event;
|
||||
//printf("mouse enter\n");
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (BOOL)canBecomeKeyView
|
||||
{
|
||||
//-------------------------------------
|
||||
- (BOOL)canBecomeKeyView {
|
||||
return YES;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (NSView *)nextValidKeyView
|
||||
{
|
||||
//-------------------------------------
|
||||
- (NSView *)nextValidKeyView {
|
||||
return self;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (NSView *)previousValidKeyView
|
||||
{
|
||||
//-------------------------------------
|
||||
- (NSView *)previousValidKeyView {
|
||||
return self;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (BOOL)acceptsFirstResponder
|
||||
{
|
||||
//-------------------------------------
|
||||
- (BOOL)acceptsFirstResponder {
|
||||
return YES;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)viewDidMoveToWindow {
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
- (void)dealloc
|
||||
{
|
||||
//-------------------------------------
|
||||
- (void)dealloc {
|
||||
[[NSNotificationCenter defaultCenter] removeObserver:self];
|
||||
[super dealloc];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user