gtk/gdk/macos/gdkmacosdisplay-translate.c

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macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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/*
* Copyright 1995-1997 Peter Mattis, Spencer Kimball and Josh MacDonald
* Copyright 1998-2002 Tor Lillqvist
* Copyright 2005-2008 Imendio AB
* Copyright 2020 Red Hat, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#import "GdkMacosWindow.h"
#import "GdkMacosBaseView.h"
#include "gdkmacosdisplay-private.h"
#include "gdkmacoskeymap-private.h"
#include "gdkmacossurface-private.h"
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#include "gdkmacosseat-private.h"
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
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#include "gdk/gdkeventsprivate.h"
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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#define GDK_MOD2_MASK (1 << 4)
#define GRIP_WIDTH 15
#define GRIP_HEIGHT 15
#define GDK_LION_RESIZE 5
static gboolean
test_resize (NSEvent *event,
GdkMacosSurface *surface,
int x,
int y)
{
NSWindow *window;
g_assert (event != NULL);
g_assert (GDK_IS_MACOS_SURFACE (surface));
window = _gdk_macos_surface_get_native (surface);
/* Resizing from the resize indicator only begins if an NSLeftMouseButton
* event is received in the resizing area.
*/
if ([event type] == NSEventTypeLeftMouseDown &&
[window showsResizeIndicator])
{
NSRect frame;
/* If the resize indicator is visible and the event is in the lower
* right 15x15 corner, we leave these events to Cocoa as to be
* handled as resize events. Applications may have widgets in this
* area. These will most likely be larger than 15x15 and for scroll
* bars there are also other means to move the scroll bar. Since
* the resize indicator is the only way of resizing windows on Mac
* OS, it is too important to not make functional.
*/
frame = [[window contentView] bounds];
if (x > frame.size.width - GRIP_WIDTH &&
x < frame.size.width &&
y > frame.size.height - GRIP_HEIGHT &&
y < frame.size.height)
return TRUE;
}
/* If we're on Lion and within 5 pixels of an edge, then assume that the
* user wants to resize, and return NULL to let Quartz get on with it.
* We check the selector isRestorable to see if we're on 10.7. This
* extra check is in case the user starts dragging before GDK recognizes
* the grab.
*
* We perform this check for a button press of all buttons, because we
* do receive, for instance, a right mouse down event for a GDK surface
* for x-coordinate range [-3, 0], but we do not want to forward this
* into GDK. Forwarding such events into GDK will confuse the pointer
* window finding code, because there are no GdkSurfaces present in
* the range [-3, 0].
*/
if (([event type] == NSEventTypeLeftMouseDown ||
[event type] == NSEventTypeRightMouseDown ||
[event type] == NSEventTypeOtherMouseDown))
{
if (x < GDK_LION_RESIZE ||
x > GDK_SURFACE (surface)->width - GDK_LION_RESIZE ||
y > GDK_SURFACE (surface)->height - GDK_LION_RESIZE)
return TRUE;
}
return FALSE;
}
static guint32
get_time_from_ns_event (NSEvent *event)
{
double time = [event timestamp];
/* cast via double->uint64 conversion to make sure that it is
* wrapped on 32-bit machines when it overflows
*/
return (guint32) (guint64) (time * 1000.0);
}
static int
get_mouse_button_from_ns_event (NSEvent *event)
{
NSInteger button = [event buttonNumber];
switch (button)
{
case 0:
return 1;
case 1:
return 3;
case 2:
return 2;
default:
return button + 1;
}
}
static GdkModifierType
get_mouse_button_modifiers_from_ns_buttons (NSUInteger nsbuttons)
{
GdkModifierType modifiers = 0;
if (nsbuttons & (1 << 0))
modifiers |= GDK_BUTTON1_MASK;
if (nsbuttons & (1 << 1))
modifiers |= GDK_BUTTON3_MASK;
if (nsbuttons & (1 << 2))
modifiers |= GDK_BUTTON2_MASK;
if (nsbuttons & (1 << 3))
modifiers |= GDK_BUTTON4_MASK;
if (nsbuttons & (1 << 4))
modifiers |= GDK_BUTTON5_MASK;
return modifiers;
}
static GdkModifierType
get_mouse_button_modifiers_from_ns_event (NSEvent *event)
{
GdkModifierType state = 0;
int button;
/* This maps buttons 1 to 5 to GDK_BUTTON[1-5]_MASK */
button = get_mouse_button_from_ns_event (event);
if (button >= 1 && button <= 5)
state = (1 << (button + 7));
return state;
}
static GdkModifierType
get_keyboard_modifiers_from_ns_flags (NSUInteger nsflags)
{
GdkModifierType modifiers = 0;
if (nsflags & NSEventModifierFlagCapsLock)
modifiers |= GDK_LOCK_MASK;
if (nsflags & NSEventModifierFlagShift)
modifiers |= GDK_SHIFT_MASK;
if (nsflags & NSEventModifierFlagControl)
modifiers |= GDK_CONTROL_MASK;
if (nsflags & NSEventModifierFlagOption)
modifiers |= GDK_ALT_MASK;
if (nsflags & NSEventModifierFlagCommand)
modifiers |= GDK_MOD2_MASK;
return modifiers;
}
static GdkModifierType
get_keyboard_modifiers_from_ns_event (NSEvent *nsevent)
{
return get_keyboard_modifiers_from_ns_flags ([nsevent modifierFlags]);
}
GdkModifierType
_gdk_macos_display_get_current_mouse_modifiers (GdkMacosDisplay *self)
{
return get_mouse_button_modifiers_from_ns_buttons ([NSEvent pressedMouseButtons]);
}
GdkModifierType
_gdk_macos_display_get_current_keyboard_modifiers (GdkMacosDisplay *self)
{
return get_keyboard_modifiers_from_ns_flags ([NSEvent modifierFlags]);
}
static GdkEvent *
fill_button_event (GdkMacosDisplay *display,
GdkMacosSurface *surface,
NSEvent *nsevent,
int x,
int y)
{
GdkSeat *seat;
GdkEventType type;
GdkModifierType state;
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GdkDevice *pointer = NULL;
GdkDeviceTool *tool = NULL;
double *axes = NULL;
cairo_region_t *input_region;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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g_assert (GDK_IS_MACOS_DISPLAY (display));
g_assert (GDK_IS_MACOS_SURFACE (surface));
seat = gdk_display_get_default_seat (GDK_DISPLAY (display));
state = get_keyboard_modifiers_from_ns_event (nsevent) |
_gdk_macos_display_get_current_mouse_modifiers (display);
input_region = GDK_SURFACE (surface)->input_region;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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switch ((int)[nsevent type])
{
case NSEventTypeLeftMouseDown:
case NSEventTypeRightMouseDown:
case NSEventTypeOtherMouseDown:
type = GDK_BUTTON_PRESS;
state &= ~get_mouse_button_modifiers_from_ns_event (nsevent);
break;
case NSEventTypeLeftMouseUp:
case NSEventTypeRightMouseUp:
case NSEventTypeOtherMouseUp:
type = GDK_BUTTON_RELEASE;
state |= get_mouse_button_modifiers_from_ns_event (nsevent);
break;
default:
g_assert_not_reached ();
}
/* Ignore button press events outside the window coords but
* allow for button release which can happen during grabs.
*/
if (type == GDK_BUTTON_PRESS &&
(x < 0 || x > GDK_SURFACE (surface)->width ||
y < 0 || y > GDK_SURFACE (surface)->height ||
(input_region && !cairo_region_contains_point (input_region, x, y))))
return NULL;
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if (([nsevent subtype] == NSEventSubtypeTabletPoint) &&
_gdk_macos_seat_get_tablet (GDK_MACOS_SEAT (seat), &pointer, &tool))
axes = _gdk_macos_seat_get_tablet_axes_from_nsevent (GDK_MACOS_SEAT (seat), nsevent);
else
pointer = gdk_seat_get_pointer (seat);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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return gdk_button_event_new (type,
GDK_SURFACE (surface),
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pointer,
tool,
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
get_time_from_ns_event (nsevent),
state,
get_mouse_button_from_ns_event (nsevent),
x,
y,
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axes);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
static GdkEvent *
synthesize_crossing_event (GdkMacosDisplay *display,
GdkMacosSurface *surface,
NSEvent *nsevent,
int x,
int y)
{
GdkEventType event_type;
GdkModifierType state;
GdkSeat *seat;
switch ((int)[nsevent type])
{
case NSEventTypeMouseEntered:
event_type = GDK_ENTER_NOTIFY;
break;
case NSEventTypeMouseExited:
event_type = GDK_LEAVE_NOTIFY;
break;
default:
g_return_val_if_reached (NULL);
}
state = get_keyboard_modifiers_from_ns_event (nsevent) |
_gdk_macos_display_get_current_mouse_modifiers (display);
seat = gdk_display_get_default_seat (GDK_DISPLAY (display));
return gdk_crossing_event_new (event_type,
GDK_SURFACE (surface),
gdk_seat_get_pointer (seat),
get_time_from_ns_event (nsevent),
state,
x,
y,
GDK_CROSSING_NORMAL,
GDK_NOTIFY_NONLINEAR);
}
static inline guint
get_group_from_ns_event (NSEvent *nsevent)
{
return ([nsevent modifierFlags] & NSEventModifierFlagOption) ? 1 : 0;
}
static void
add_virtual_modifiers (GdkModifierType *state)
{
if (*state & GDK_MOD2_MASK)
*state |= GDK_META_MASK;
}
static GdkEvent *
fill_key_event (GdkMacosDisplay *display,
GdkMacosSurface *surface,
NSEvent *nsevent,
GdkEventType type)
{
GdkTranslatedKey translated = {0};
GdkTranslatedKey no_lock = {0};
GdkModifierType consumed;
GdkModifierType state;
GdkKeymap *keymap;
gboolean is_modifier;
GdkSeat *seat;
guint keycode;
guint keyval;
guint group;
int layout;
int level;
g_assert (GDK_IS_MACOS_DISPLAY (display));
g_assert (GDK_IS_MACOS_SURFACE (surface));
g_assert (nsevent != NULL);
seat = gdk_display_get_default_seat (GDK_DISPLAY (display));
keymap = gdk_display_get_keymap (GDK_DISPLAY (display));
keycode = [nsevent keyCode];
keyval = GDK_KEY_VoidSymbol;
state = get_keyboard_modifiers_from_ns_event (nsevent);
group = get_group_from_ns_event (nsevent);
is_modifier = _gdk_macos_keymap_is_modifier (keycode);
gdk_keymap_translate_keyboard_state (keymap, keycode, state, group,
&keyval, &layout, &level, &consumed);
/* If the key press is a modifier, the state should include the mask for
* that modifier but only for releases, not presses. This matches the
* X11 backend behavior.
*/
if (is_modifier)
{
guint mask = 0;
switch (keyval)
{
case GDK_KEY_Meta_R:
case GDK_KEY_Meta_L:
mask = GDK_MOD2_MASK;
break;
case GDK_KEY_Shift_R:
case GDK_KEY_Shift_L:
mask = GDK_SHIFT_MASK;
break;
case GDK_KEY_Caps_Lock:
mask = GDK_LOCK_MASK;
break;
case GDK_KEY_Alt_R:
case GDK_KEY_Alt_L:
mask = GDK_ALT_MASK;
break;
case GDK_KEY_Control_R:
case GDK_KEY_Control_L:
mask = GDK_CONTROL_MASK;
break;
default:
mask = 0;
}
if (type == GDK_KEY_PRESS)
state &= ~mask;
else if (type == GDK_KEY_RELEASE)
state |= mask;
}
state |= _gdk_macos_display_get_current_mouse_modifiers (display);
add_virtual_modifiers (&state);
translated.keyval = keyval;
translated.consumed = consumed;
translated.layout = layout;
translated.level = level;
if (state & GDK_LOCK_MASK)
{
gdk_keymap_translate_keyboard_state (keymap,
keycode,
state & ~GDK_LOCK_MASK,
group,
&keyval,
&layout,
&level,
&consumed);
no_lock.keyval = keycode;
no_lock.consumed = consumed;
no_lock.layout = layout;
no_lock.level = level;
}
else
{
no_lock = translated;
}
return gdk_key_event_new (type,
GDK_SURFACE (surface),
gdk_seat_get_keyboard (seat),
get_time_from_ns_event (nsevent),
[nsevent keyCode],
state,
is_modifier,
&translated,
&no_lock);
}
static GdkEvent *
fill_pinch_event (GdkMacosDisplay *display,
GdkMacosSurface *surface,
NSEvent *nsevent,
int x,
int y)
{
static double last_scale = 1.0;
static enum {
FP_STATE_IDLE,
FP_STATE_UPDATE
} last_state = FP_STATE_IDLE;
GdkSeat *seat;
GdkTouchpadGesturePhase phase;
2020-07-24 20:32:16 +00:00
double angle_delta = 0.0;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
g_assert (GDK_IS_MACOS_DISPLAY (display));
g_assert (GDK_IS_MACOS_SURFACE (surface));
/* fill_pinch_event handles the conversion from the two OSX gesture events
* NSEventTypeMagnfiy and NSEventTypeRotate to the GDK_TOUCHPAD_PINCH event.
* The normal behavior of the OSX events is that they produce as sequence of
* 1 x NSEventPhaseBegan,
* n x NSEventPhaseChanged,
* 1 x NSEventPhaseEnded
* This can happen for both the Magnify and the Rotate events independently.
* As both events are summarized in one GDK_TOUCHPAD_PINCH event sequence, a
* little state machine handles the case of two NSEventPhaseBegan events in
* a sequence, e.g. Magnify(Began), Magnify(Changed)..., Rotate(Began)...
* such that PINCH(STARTED), PINCH(UPDATE).... will not show a second
* PINCH(STARTED) event.
*/
switch ((int)[nsevent phase])
{
case NSEventPhaseBegan:
switch (last_state)
{
case FP_STATE_IDLE:
phase = GDK_TOUCHPAD_GESTURE_PHASE_BEGIN;
last_state = FP_STATE_UPDATE;
last_scale = 1.0;
break;
case FP_STATE_UPDATE:
/* We have already received a PhaseBegan event but no PhaseEnded
event. This can happen, e.g. Magnify(Began), Magnify(Change)...
Rotate(Began), Rotate (Change),...., Magnify(End) Rotate(End)
*/
phase = GDK_TOUCHPAD_GESTURE_PHASE_UPDATE;
break;
}
break;
case NSEventPhaseChanged:
phase = GDK_TOUCHPAD_GESTURE_PHASE_UPDATE;
break;
case NSEventPhaseEnded:
phase = GDK_TOUCHPAD_GESTURE_PHASE_END;
switch (last_state)
{
case FP_STATE_IDLE:
/* We are idle but have received a second PhaseEnded event.
This can happen because we have Magnify and Rotate OSX
event sequences. We just send a second end GDK_PHASE_END.
*/
break;
case FP_STATE_UPDATE:
last_state = FP_STATE_IDLE;
break;
}
break;
case NSEventPhaseCancelled:
phase = GDK_TOUCHPAD_GESTURE_PHASE_CANCEL;
last_state = FP_STATE_IDLE;
break;
case NSEventPhaseMayBegin:
case NSEventPhaseStationary:
phase = GDK_TOUCHPAD_GESTURE_PHASE_CANCEL;
break;
default:
g_assert_not_reached ();
break;
}
switch ((int)[nsevent type])
{
case NSEventTypeMagnify:
last_scale *= [nsevent magnification] + 1.0;
angle_delta = 0.0;
break;
case NSEventTypeRotate:
angle_delta = - [nsevent rotation] * G_PI / 180.0;
break;
default:
g_assert_not_reached ();
}
seat = gdk_display_get_default_seat (GDK_DISPLAY (display));
return gdk_touchpad_event_new_pinch (GDK_SURFACE (surface),
NULL, /* FIXME make up sequences */
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
gdk_seat_get_pointer (seat),
get_time_from_ns_event (nsevent),
get_keyboard_modifiers_from_ns_event (nsevent),
phase,
x,
y,
2,
0.0,
0.0,
last_scale,
angle_delta);
}
static gboolean
is_motion_event (NSEventType event_type)
{
return (event_type == NSEventTypeLeftMouseDragged ||
event_type == NSEventTypeRightMouseDragged ||
event_type == NSEventTypeOtherMouseDragged ||
event_type == NSEventTypeMouseMoved);
}
static GdkEvent *
fill_motion_event (GdkMacosDisplay *display,
GdkMacosSurface *surface,
NSEvent *nsevent,
int x,
int y)
{
GdkSeat *seat;
GdkModifierType state;
2021-01-07 12:40:12 +00:00
GdkDevice *pointer = NULL;
GdkDeviceTool *tool = NULL;
double *axes = NULL;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
g_assert (GDK_IS_MACOS_SURFACE (surface));
g_assert (nsevent != NULL);
g_assert (is_motion_event ([nsevent type]));
seat = gdk_display_get_default_seat (GDK_DISPLAY (display));
state = get_keyboard_modifiers_from_ns_event (nsevent) |
_gdk_macos_display_get_current_mouse_modifiers (display);
2021-01-07 12:40:12 +00:00
if (([nsevent subtype] == NSEventSubtypeTabletPoint) &&
_gdk_macos_seat_get_tablet (GDK_MACOS_SEAT (seat), &pointer, &tool))
axes = _gdk_macos_seat_get_tablet_axes_from_nsevent (GDK_MACOS_SEAT (seat), nsevent);
else
pointer = gdk_seat_get_pointer (seat);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return gdk_motion_event_new (GDK_SURFACE (surface),
2021-01-07 12:40:12 +00:00
pointer,
tool,
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
get_time_from_ns_event (nsevent),
state,
x,
y,
2021-01-07 12:40:12 +00:00
axes);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
static GdkEvent *
fill_scroll_event (GdkMacosDisplay *self,
GdkMacosSurface *surface,
NSEvent *nsevent,
int x,
int y)
{
GdkScrollDirection direction = 0;
GdkModifierType state;
GdkDevice *pointer;
GdkEvent *ret = NULL;
NSEventPhase phase;
NSEventPhase momentumPhase;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
GdkSeat *seat;
2020-07-24 20:32:16 +00:00
double dx;
double dy;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
g_assert (GDK_IS_MACOS_SURFACE (surface));
g_assert (nsevent != NULL);
phase = [nsevent phase];
momentumPhase = [nsevent momentumPhase];
/* Ignore kinetic scroll events from the display server as we already
* handle those internally.
*/
if (phase == 0 && momentumPhase != 0)
return GDK_MACOS_EVENT_DROP;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
pointer = gdk_seat_get_pointer (seat);
state = _gdk_macos_display_get_current_mouse_modifiers (self) |
_gdk_macos_display_get_current_keyboard_modifiers (self);
/* If we are starting a new phase, send a stop so any previous
* scrolling immediately stops.
*/
if (phase == NSEventPhaseMayBegin)
return gdk_scroll_event_new (GDK_SURFACE (surface),
pointer,
NULL,
get_time_from_ns_event (nsevent),
state,
0.0, 0.0, TRUE);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
dx = [nsevent deltaX];
dy = [nsevent deltaY];
if ([nsevent hasPreciseScrollingDeltas])
{
2020-07-24 20:32:16 +00:00
double sx;
double sy;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
sx = [nsevent scrollingDeltaX];
sy = [nsevent scrollingDeltaY];
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
if (sx != 0.0 || sy != 0.0)
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
ret = gdk_scroll_event_new (GDK_SURFACE (surface),
pointer,
NULL,
get_time_from_ns_event (nsevent),
state,
-sx,
-sy,
FALSE);
/* Fall through for scroll emulation */
}
if (dy != 0.0)
{
if (dy < 0.0)
direction = GDK_SCROLL_DOWN;
else
direction = GDK_SCROLL_UP;
dx = 0.0;
}
else if (dx != 0.0)
{
if (dx < 0.0)
direction = GDK_SCROLL_RIGHT;
else
direction = GDK_SCROLL_LEFT;
dy = 0.0;
}
if ((dx != 0.0 || dy != 0.0) && ![nsevent hasPreciseScrollingDeltas])
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
{
g_assert (ret == NULL);
ret = gdk_scroll_event_new_discrete (GDK_SURFACE (surface),
pointer,
NULL,
get_time_from_ns_event (nsevent),
state,
direction,
FALSE);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
if (phase == NSEventPhaseEnded || phase == NSEventPhaseCancelled)
{
/* The user must have released their fingers in a touchpad
* scroll, so try to send a scroll is_stop event.
*/
if (ret != NULL)
_gdk_event_queue_append (GDK_DISPLAY (self), g_steal_pointer (&ret));
ret = gdk_scroll_event_new (GDK_SURFACE (surface),
pointer,
NULL,
get_time_from_ns_event (nsevent),
state,
0.0, 0.0, TRUE);
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return g_steal_pointer (&ret);
}
static gboolean
is_mouse_button_press_event (NSEventType type)
{
switch ((int)type)
{
case NSEventTypeLeftMouseDown:
case NSEventTypeRightMouseDown:
case NSEventTypeOtherMouseDown:
return TRUE;
default:
return FALSE;
}
}
static void
get_surface_point_from_screen_point (GdkSurface *surface,
NSPoint screen_point,
int *x,
int *y)
{
NSWindow *nswindow;
NSPoint point;
nswindow = _gdk_macos_surface_get_native (GDK_MACOS_SURFACE (surface));
point = convert_nspoint_from_screen (nswindow, screen_point);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
*x = point.x;
*y = surface->height - point.y;
}
static GdkSurface *
find_surface_under_pointer (GdkMacosDisplay *self,
NSPoint screen_point,
int *x,
int *y)
{
GdkPointerSurfaceInfo *info;
GdkMacosSurface *surface;
GdkDevice *pointer;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
GdkSeat *seat;
int x_tmp, y_tmp;
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
pointer = gdk_seat_get_pointer (seat);
info = _gdk_display_get_pointer_info (GDK_DISPLAY (self), pointer);
surface = _gdk_macos_display_get_surface_at_display_coords (self,
screen_point.x,
screen_point.y,
&x_tmp,
&y_tmp);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
if (surface != NULL)
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
{
_gdk_macos_display_from_display_coords (self,
screen_point.x,
screen_point.y,
&x_tmp, &y_tmp);
*x = x_tmp - surface->root_x;
*y = y_tmp - surface->root_y;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
/* If the coordinates are out of window bounds, this surface is not
* under the pointer and we thus return NULL. This can occur when
* surface under pointer has not yet been updated due to a very recent
* window resize. Alternatively, we should no longer be relying on
* the surface_under_pointer value which is maintained in gdkwindow.c.
*/
if (*x < 0 ||
*y < 0 ||
*x >= GDK_SURFACE (surface)->width ||
*y >= GDK_SURFACE (surface)->height)
surface = NULL;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
return GDK_SURFACE (surface);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
static GdkSurface *
get_surface_from_ns_event (GdkMacosDisplay *self,
NSEvent *nsevent,
NSPoint *screen_point,
int *x,
int *y)
{
GdkSurface *surface = NULL;
NSWindow *nswindow = [nsevent window];
if (GDK_IS_MACOS_WINDOW (nswindow))
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
{
GdkMacosBaseView *view;
NSPoint point, view_point;
NSRect view_frame;
view = (GdkMacosBaseView *)[nswindow contentView];
if (!GDK_IS_MACOS_BASE_VIEW (view))
goto find_under_pointer;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
surface = GDK_SURFACE ([view gdkSurface]);
point = [nsevent locationInWindow];
view_point = [view convertPoint:point fromView:nil];
view_frame = [view frame];
/* NSEvents come in with a window set, but with window coordinates
* out of window bounds. For e.g. moved events this is fine, we use
* this information to properly handle enter/leave notify and motion
* events. For mouse button press/release, we want to avoid forwarding
* these events however, because the window they relate to is not the
* window set in the event. This situation appears to occur when button
* presses come in just before (or just after?) a window is resized and
* also when a button press occurs on the OS X window titlebar.
*
* By setting surface to NULL, we do another attempt to get the right
* surface window below.
*/
if (is_mouse_button_press_event ([nsevent type]) &&
(view_point.x < view_frame.origin.x ||
view_point.x >= view_frame.origin.x + view_frame.size.width ||
view_point.y < view_frame.origin.y ||
view_point.y >= view_frame.origin.y + view_frame.size.height))
{
NSRect windowRect = [nswindow frame];
surface = NULL;
/* This is a hack for button presses to break all grabs. E.g. if
* a menu is open and one clicks on the title bar (or anywhere
* out of window bounds), we really want to pop down the menu (by
* breaking the grabs) before OS X handles the action of the title
* bar button.
*
* Because we cannot ingest this event into GDK, we have to do it
* here, not very nice.
*/
_gdk_macos_display_break_all_grabs (self, get_time_from_ns_event (nsevent));
/* If the X,Y is on the frame itself, then we don't want to discover
* the surface under the pointer at all so that we let OS X handle
* it instead. We add padding to include resize operations too.
*/
windowRect.origin.x = -GDK_LION_RESIZE;
windowRect.origin.y = -GDK_LION_RESIZE;
windowRect.size.width += (2 * GDK_LION_RESIZE);
windowRect.size.height += (2 * GDK_LION_RESIZE);
if (NSPointInRect (point, windowRect))
return NULL;
}
else
{
*screen_point = convert_nspoint_to_screen ([nsevent window], point);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
*x = point.x;
*y = surface->height - point.y;
}
}
find_under_pointer:
if (surface == NULL && nswindow == NULL)
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
{
/* Fallback used when no NSWindow set. This happens e.g. when
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
* we allow motion events without a window set in gdk_event_translate()
* that occur immediately after the main menu bar was clicked/used.
* This fallback will not return coordinates contained in a window's
* titlebar.
*/
*screen_point = [NSEvent mouseLocation];
surface = find_surface_under_pointer (self, *screen_point, x, y);
}
return surface;
}
static GdkMacosSurface *
find_surface_for_keyboard_event (NSEvent *nsevent)
{
NSView *nsview = [[nsevent window] contentView];
if (GDK_IS_MACOS_BASE_VIEW (nsview))
{
GdkMacosBaseView *view = (GdkMacosBaseView *)nsview;
GdkSurface *surface = GDK_SURFACE ([view gdkSurface]);
GdkDisplay *display = gdk_surface_get_display (surface);
GdkSeat *seat = gdk_display_get_default_seat (display);
GdkDevice *device = gdk_seat_get_keyboard (seat);
GdkDeviceGrabInfo *grab = _gdk_display_get_last_device_grab (display, device);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
if (grab && grab->surface && !grab->owner_events)
return GDK_MACOS_SURFACE (grab->surface);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return GDK_MACOS_SURFACE (surface);
}
return NULL;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
static GdkMacosSurface *
find_surface_for_mouse_event (GdkMacosDisplay *self,
NSEvent *nsevent,
int *x,
int *y)
{
NSPoint point;
NSEventType event_type;
GdkSurface *surface;
GdkDisplay *display;
GdkDevice *pointer;
GdkDeviceGrabInfo *grab;
GdkSeat *seat;
/* Even if we had a surface window, it might be for something outside
* the input region (shadow) which we might want to ignore. This is
* handled for us deeper in the event unwrapping.
*/
if (!(surface = get_surface_from_ns_event (self, nsevent, &point, x, y)))
return NULL;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
display = gdk_surface_get_display (surface);
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
pointer = gdk_seat_get_pointer (seat);
event_type = [nsevent type];
/* From the docs for XGrabPointer:
*
* If owner_events is True and if a generated pointer event
* would normally be reported to this client, it is reported
* as usual. Otherwise, the event is reported with respect to
* the grab_window and is reported only if selected by
* event_mask. For either value of owner_events, unreported
* events are discarded.
*/
if ((grab = _gdk_display_get_last_device_grab (display, pointer)))
{
if (grab->owner_events)
{
/* For owner events, we need to use the surface under the
* pointer, not the window from the NSEvent, since that is
* reported with respect to the key window, which could be
* wrong.
*/
GdkSurface *surface_under_pointer;
int x_tmp, y_tmp;
surface_under_pointer = find_surface_under_pointer (self, point, &x_tmp, &y_tmp);
if (surface_under_pointer)
{
surface = surface_under_pointer;
*x = x_tmp;
*y = y_tmp;
}
return GDK_MACOS_SURFACE (surface);
}
else
{
/* Finally check the grab window. */
GdkSurface *grab_surface = grab->surface;
get_surface_point_from_screen_point (grab_surface, point, x, y);
return GDK_MACOS_SURFACE (grab_surface);
}
return NULL;
}
else
{
/* The non-grabbed case. */
GdkSurface *surface_under_pointer;
int x_tmp, y_tmp;
/* Ignore all events but mouse moved that might be on the title
* bar (above the content view). The reason is that otherwise
* gdk gets confused about getting e.g. button presses with no
* window (the title bar is not known to it).
*/
if (event_type != NSEventTypeMouseMoved)
{
if (*y < 0)
return NULL;
}
/* As for owner events, we need to use the surface under the
* pointer, not the window from the NSEvent.
*/
surface_under_pointer = find_surface_under_pointer (self, point, &x_tmp, &y_tmp);
if (surface_under_pointer != NULL)
{
surface = surface_under_pointer;
*x = x_tmp;
*y = y_tmp;
}
return GDK_MACOS_SURFACE (surface);
}
return NULL;
}
/* This function finds the correct window to send an event to, taking
* into account grabs, event propagation, and event masks.
*/
static GdkMacosSurface *
find_surface_for_ns_event (GdkMacosDisplay *self,
NSEvent *nsevent,
int *x,
int *y)
{
GdkMacosBaseView *view;
GdkSurface *surface;
NSPoint point;
int x_tmp;
int y_tmp;
g_assert (GDK_IS_MACOS_DISPLAY (self));
g_assert (nsevent != NULL);
g_assert (x != NULL);
g_assert (y != NULL);
_gdk_macos_display_from_display_coords (self, point.x, point.y, &x_tmp, &y_tmp);
switch ((int)[nsevent type])
{
case NSEventTypeLeftMouseDown:
case NSEventTypeRightMouseDown:
case NSEventTypeOtherMouseDown:
case NSEventTypeLeftMouseUp:
case NSEventTypeRightMouseUp:
case NSEventTypeOtherMouseUp:
case NSEventTypeLeftMouseDragged:
case NSEventTypeRightMouseDragged:
case NSEventTypeOtherMouseDragged:
case NSEventTypeMouseMoved:
case NSEventTypeScrollWheel:
case NSEventTypeMagnify:
case NSEventTypeRotate:
return find_surface_for_mouse_event (self, nsevent, x, y);
case NSEventTypeMouseEntered:
case NSEventTypeMouseExited:
/* Only handle our own entered/exited events, not the ones for the
* titlebar buttons.
*/
if ((surface = get_surface_from_ns_event (self, nsevent, &point, x, y)) &&
(view = (GdkMacosBaseView *)[GDK_MACOS_SURFACE (surface)->window contentView]) &&
([nsevent trackingArea] == [view trackingArea]))
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return GDK_MACOS_SURFACE (surface);
else
return NULL;
case NSEventTypeKeyDown:
case NSEventTypeKeyUp:
case NSEventTypeFlagsChanged:
return find_surface_for_keyboard_event (nsevent);
default:
/* Ignore everything else. */
return NULL;
}
}
GdkEvent *
_gdk_macos_display_translate (GdkMacosDisplay *self,
NSEvent *nsevent)
{
GdkMacosSurface *surface;
GdkMacosWindow *window;
NSEventType event_type;
GdkEvent *ret = NULL;
int x;
int y;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
g_return_val_if_fail (nsevent != NULL, NULL);
/* There is no support for real desktop wide grabs, so we break
* grabs when the application loses focus (gets deactivated).
*/
event_type = [nsevent type];
if (event_type == NSEventTypeAppKitDefined)
{
if ([nsevent subtype] == NSEventSubtypeApplicationDeactivated)
_gdk_macos_display_break_all_grabs (self, get_time_from_ns_event (nsevent));
/* This could potentially be used to break grabs when clicking
* on the title. The subtype 20 is undocumented so it's probably
* not a good idea: else if (subtype == 20) break_all_grabs ();
*/
/* Leave all AppKit events to AppKit. */
return NULL;
}
2021-01-07 12:40:12 +00:00
/* We need to register the proximity event from any point on the screen
* to properly register the devices
* FIXME: is there a better way to detect if a tablet has been plugged?
*/
if (event_type == NSEventTypeTabletProximity)
{
GdkSeat *seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
_gdk_macos_seat_handle_tablet_tool_event (GDK_MACOS_SEAT (seat), nsevent);
/* FIXME: we might want to cache this proximity event and propagate it
* but proximity events in gdk work at a window level while on macos
* works at a screen level. For now we just skip them.
*/
return NULL;
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
if (!(surface = find_surface_for_ns_event (self, nsevent, &x, &y)))
return NULL;
if (!(window = (GdkMacosWindow *)_gdk_macos_surface_get_native (surface)) ||
!GDK_IS_MACOS_WINDOW (window))
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return NULL;
/* Ignore events and break grabs while the window is being
* dragged. This is a workaround for the window getting events for
* the window title.
*/
if ([window isInMove])
{
_gdk_macos_display_break_all_grabs (self, get_time_from_ns_event (nsevent));
return NULL;
}
/* Also when in a manual resize or move , we ignore events so that
* these are pushed to GdkMacosNSWindow's sendEvent handler.
*/
if ([window isInManualResizeOrMove])
return NULL;
/* Make sure we have a GdkSurface */
if (!(surface = [window gdkSurface]))
return NULL;
/* Quartz handles resizing on its own, so stay out of the way. */
if (test_resize (nsevent, surface, x, y))
return NULL;
if ((event_type == NSEventTypeRightMouseDown ||
event_type == NSEventTypeOtherMouseDown ||
event_type == NSEventTypeLeftMouseDown))
{
if (![NSApp isActive])
[NSApp activateIgnoringOtherApps:YES];
if (![window isKeyWindow])
[window makeKeyWindow];
}
switch ((int)event_type)
{
case NSEventTypeLeftMouseDown:
case NSEventTypeRightMouseDown:
case NSEventTypeOtherMouseDown:
case NSEventTypeLeftMouseUp:
case NSEventTypeRightMouseUp:
case NSEventTypeOtherMouseUp:
ret = fill_button_event (self, surface, nsevent, x, y);
break;
case NSEventTypeLeftMouseDragged:
case NSEventTypeRightMouseDragged:
case NSEventTypeOtherMouseDragged:
case NSEventTypeMouseMoved:
ret = fill_motion_event (self, surface, nsevent, x, y);
break;
case NSEventTypeMagnify:
case NSEventTypeRotate:
ret = fill_pinch_event (self, surface, nsevent, x, y);
break;
case NSEventTypeMouseExited:
case NSEventTypeMouseEntered:
{
GdkSeat *seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
GdkDevice *pointer = gdk_seat_get_pointer (seat);
GdkDeviceGrabInfo *grab = _gdk_display_get_last_device_grab (GDK_DISPLAY (self), pointer);
if ([(GdkMacosWindow *)window isInManualResizeOrMove])
{
ret = GDK_MACOS_EVENT_DROP;
}
else if (grab == NULL)
{
if (event_type == NSEventTypeMouseExited)
[[NSCursor arrowCursor] set];
ret = synthesize_crossing_event (self, surface, nsevent, x, y);
}
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
break;
case NSEventTypeKeyDown:
case NSEventTypeKeyUp:
case NSEventTypeFlagsChanged: {
GdkEventType type = _gdk_macos_keymap_get_event_type (nsevent);
if (type)
ret = fill_key_event (self, surface, nsevent, type);
break;
}
case NSEventTypeScrollWheel:
ret = fill_scroll_event (self, surface, nsevent, x, y);
break;
default:
break;
}
return ret;
}
void
_gdk_macos_display_send_button_event (GdkMacosDisplay *self,
NSEvent *nsevent)
{
GdkMacosSurface *surface;
GdkEvent *event;
int x;
int y;
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (nsevent != NULL);
if ((surface = find_surface_for_ns_event (self, nsevent, &x, &y)) &&
(event = fill_button_event (self, surface, nsevent, x, y)))
_gdk_windowing_got_event (GDK_DISPLAY (self),
_gdk_event_queue_append (GDK_DISPLAY (self), event),
event,
_gdk_display_get_next_serial (GDK_DISPLAY (self)));
}