gtk/gdk/macos/gdkmacosdrag.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 © 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"
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#include "gdkmacosdrag-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.
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#include "gdkmacosdevice-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.
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#include "gdkmacoscursor-private.h"
#include "gdkmacosdisplay-private.h"
#include "gdkmacosdragsurface-private.h"
#include "gdkmacospasteboard-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.
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#include "gdk/gdkdeviceprivate.h"
#include "gdk/gdkeventsprivate.h"
#include <glib/gi18n-lib.h>
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#include "gdk/gdkseatprivate.h"
#include "gdk/gdkprivate.h"
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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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#define BIG_STEP 20
#define SMALL_STEP 1
#define ANIM_TIME 500000 /* .5 seconds */
typedef struct
{
GdkMacosDrag *drag;
GdkFrameClock *frame_clock;
gint64 start_time;
} GdkMacosZoomback;
G_DEFINE_TYPE (GdkMacosDrag, gdk_macos_drag, GDK_TYPE_DRAG)
enum {
PROP_0,
PROP_DRAG_SURFACE,
N_PROPS
};
static GParamSpec *properties [N_PROPS];
static double
ease_out_cubic (double t)
{
double p = t - 1;
return p * p * p + 1;
}
static void
gdk_macos_zoomback_destroy (GdkMacosZoomback *zb)
{
gdk_surface_hide (GDK_SURFACE (zb->drag->drag_surface));
g_clear_object (&zb->drag);
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g_free (zb);
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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}
static gboolean
gdk_macos_zoomback_timeout (gpointer data)
{
GdkMacosZoomback *zb = data;
GdkFrameClock *frame_clock;
GdkMacosDrag *drag;
gint64 current_time;
double f;
double t;
g_assert (zb != NULL);
g_assert (GDK_IS_MACOS_DRAG (zb->drag));
drag = zb->drag;
frame_clock = zb->frame_clock;
if (!frame_clock)
return G_SOURCE_REMOVE;
current_time = gdk_frame_clock_get_frame_time (frame_clock);
f = (current_time - zb->start_time) / (double) ANIM_TIME;
if (f >= 1.0)
return G_SOURCE_REMOVE;
t = ease_out_cubic (f);
_gdk_macos_surface_move (GDK_MACOS_SURFACE (drag->drag_surface),
(drag->last_x - drag->hot_x) +
(drag->start_x - drag->last_x) * t,
(drag->last_y - drag->hot_y) +
(drag->start_y - drag->last_y) * t);
_gdk_macos_surface_set_opacity (GDK_MACOS_SURFACE (drag->drag_surface), 1.0 - f);
/* Make sure we're topmost */
_gdk_macos_surface_show (GDK_MACOS_SURFACE (drag->drag_surface));
return G_SOURCE_CONTINUE;
}
static GdkSurface *
gdk_macos_drag_get_drag_surface (GdkDrag *drag)
{
return GDK_SURFACE (GDK_MACOS_DRAG (drag)->drag_surface);
}
static void
gdk_macos_drag_set_hotspot (GdkDrag *drag,
int hot_x,
int hot_y)
{
GdkMacosDrag *self = (GdkMacosDrag *)drag;
int change_x;
int change_y;
g_assert (GDK_IS_MACOS_DRAG (self));
change_x = hot_x - self->hot_x;
change_y = hot_y - self->hot_y;
self->hot_x = hot_x;
self->hot_y = hot_y;
if (change_x || change_y)
_gdk_macos_surface_move (GDK_MACOS_SURFACE (self->drag_surface),
GDK_SURFACE (self->drag_surface)->x + change_x,
GDK_SURFACE (self->drag_surface)->y + change_y);
}
static void
gdk_macos_drag_drop_done (GdkDrag *drag,
gboolean success)
{
GdkMacosDrag *self = (GdkMacosDrag *)drag;
GdkMacosZoomback *zb;
guint id;
g_assert (GDK_IS_MACOS_DRAG (self));
if (success)
{
gdk_surface_hide (GDK_SURFACE (self->drag_surface));
g_object_unref (drag);
return;
}
/* Apple HIG suggests doing a "zoomback" animation of the surface back
* towards the original position.
*/
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zb = g_new0 (GdkMacosZoomback, 1);
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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zb->drag = g_object_ref (self);
zb->frame_clock = gdk_surface_get_frame_clock (GDK_SURFACE (self->drag_surface));
zb->start_time = gdk_frame_clock_get_frame_time (zb->frame_clock);
id = g_timeout_add_full (G_PRIORITY_DEFAULT, 17,
gdk_macos_zoomback_timeout,
zb,
(GDestroyNotify) gdk_macos_zoomback_destroy);
gdk_source_set_static_name_by_id (id, "[gtk] gdk_macos_zoomback_timeout");
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_object_unref (drag);
}
static void
gdk_macos_drag_set_cursor (GdkDrag *drag,
GdkCursor *cursor)
{
GdkMacosDrag *self = (GdkMacosDrag *)drag;
NSCursor *nscursor;
g_assert (GDK_IS_MACOS_DRAG (self));
g_assert (!cursor || GDK_IS_CURSOR (cursor));
g_set_object (&self->cursor, cursor);
nscursor = _gdk_macos_cursor_get_ns_cursor (cursor);
if (nscursor != NULL)
[nscursor set];
}
static void
gdk_macos_drag_cancel (GdkDrag *drag,
GdkDragCancelReason reason)
{
GdkMacosDrag *self = (GdkMacosDrag *)drag;
g_assert (GDK_IS_MACOS_DRAG (self));
if (self->cancelled)
return;
self->cancelled = TRUE;
gdk_drag_drop_done (drag, FALSE);
}
static void
gdk_macos_drag_drop_performed (GdkDrag *drag,
guint32 time)
{
GdkMacosDrag *self = (GdkMacosDrag *)drag;
g_assert (GDK_IS_MACOS_DRAG (self));
g_object_ref (self);
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_signal_emit_by_name (drag, "dnd-finished");
gdk_drag_drop_done (drag, TRUE);
g_object_unref (self);
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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}
static void
gdk_drag_get_current_actions (GdkModifierType state,
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int button,
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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GdkDragAction actions,
GdkDragAction *suggested_action,
GdkDragAction *possible_actions)
{
*suggested_action = 0;
*possible_actions = 0;
if ((button == GDK_BUTTON_MIDDLE || button == GDK_BUTTON_SECONDARY) && (actions & GDK_ACTION_ASK))
{
*suggested_action = GDK_ACTION_ASK;
*possible_actions = actions;
}
else if (state & (GDK_SHIFT_MASK | GDK_CONTROL_MASK))
{
if ((state & GDK_SHIFT_MASK) && (state & GDK_CONTROL_MASK))
{
if (actions & GDK_ACTION_LINK)
{
*suggested_action = GDK_ACTION_LINK;
*possible_actions = GDK_ACTION_LINK;
}
}
else if (state & GDK_CONTROL_MASK)
{
if (actions & GDK_ACTION_COPY)
{
*suggested_action = GDK_ACTION_COPY;
*possible_actions = GDK_ACTION_COPY;
}
}
else
{
if (actions & GDK_ACTION_MOVE)
{
*suggested_action = GDK_ACTION_MOVE;
*possible_actions = GDK_ACTION_MOVE;
}
}
}
else
{
*possible_actions = actions;
if ((state & (GDK_ALT_MASK)) && (actions & GDK_ACTION_ASK))
*suggested_action = GDK_ACTION_ASK;
else if (actions & GDK_ACTION_COPY)
*suggested_action = GDK_ACTION_COPY;
else if (actions & GDK_ACTION_MOVE)
*suggested_action = GDK_ACTION_MOVE;
else if (actions & GDK_ACTION_LINK)
*suggested_action = GDK_ACTION_LINK;
}
}
static void
gdk_macos_drag_finalize (GObject *object)
{
GdkMacosDrag *self = (GdkMacosDrag *)object;
GdkMacosDragSurface *drag_surface = g_steal_pointer (&self->drag_surface);
g_clear_object (&self->cursor);
G_OBJECT_CLASS (gdk_macos_drag_parent_class)->finalize (object);
if (drag_surface)
gdk_surface_destroy (GDK_SURFACE (drag_surface));
}
static void
gdk_macos_drag_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
GdkMacosDrag *self = GDK_MACOS_DRAG (object);
switch (prop_id)
{
case PROP_DRAG_SURFACE:
g_value_set_object (value, self->drag_surface);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
gdk_macos_drag_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
GdkMacosDrag *self = GDK_MACOS_DRAG (object);
switch (prop_id)
{
case PROP_DRAG_SURFACE:
self->drag_surface = g_value_dup_object (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
gdk_macos_drag_class_init (GdkMacosDragClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GdkDragClass *drag_class = GDK_DRAG_CLASS (klass);
object_class->finalize = gdk_macos_drag_finalize;
object_class->get_property = gdk_macos_drag_get_property;
object_class->set_property = gdk_macos_drag_set_property;
drag_class->get_drag_surface = gdk_macos_drag_get_drag_surface;
drag_class->set_hotspot = gdk_macos_drag_set_hotspot;
drag_class->drop_done = gdk_macos_drag_drop_done;
drag_class->set_cursor = gdk_macos_drag_set_cursor;
drag_class->cancel = gdk_macos_drag_cancel;
drag_class->drop_performed = gdk_macos_drag_drop_performed;
properties [PROP_DRAG_SURFACE] =
g_param_spec_object ("drag-surface", NULL, 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_TYPE_MACOS_DRAG_SURFACE,
G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY | G_PARAM_STATIC_STRINGS);
g_object_class_install_properties (object_class, N_PROPS, properties);
}
static void
gdk_macos_drag_init (GdkMacosDrag *self)
{
}
gboolean
_gdk_macos_drag_begin (GdkMacosDrag *self,
GdkContentProvider *content,
GdkMacosWindow *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
{
NSArray<NSDraggingItem *> *items;
NSDraggingSession *session;
NSPasteboardItem *item;
NSEvent *nsevent;
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_return_val_if_fail (GDK_IS_MACOS_DRAG (self), FALSE);
g_return_val_if_fail (GDK_IS_MACOS_WINDOW (window), FALSE);
GDK_BEGIN_MACOS_ALLOC_POOL;
item = [[GdkMacosPasteboardItem alloc] initForDrag:GDK_DRAG (self) withContentProvider:content];
items = [NSArray arrayWithObject:item];
nsevent = _gdk_macos_display_get_last_nsevent ();
session = [[window contentView] beginDraggingSessionWithItems:items
event:nsevent
source:window];
GDK_END_MACOS_ALLOC_POOL;
_gdk_macos_display_set_drag (GDK_MACOS_DISPLAY (gdk_drag_get_display (GDK_DRAG (self))),
[session draggingSequenceNumber],
GDK_DRAG (self));
return TRUE;
}
NSDragOperation
_gdk_macos_drag_operation (GdkMacosDrag *self)
{
NSDragOperation operation = NSDragOperationNone;
GdkDragAction actions;
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_return_val_if_fail (GDK_IS_MACOS_DRAG (self), NSDragOperationNone);
actions = gdk_drag_get_actions (GDK_DRAG (self));
if (actions & GDK_ACTION_LINK)
operation |= NSDragOperationLink;
if (actions & GDK_ACTION_MOVE)
operation |= NSDragOperationMove;
if (actions & GDK_ACTION_COPY)
operation |= NSDragOperationCopy;
return operation;
}
GdkDragAction
_gdk_macos_drag_ns_operation_to_action (NSDragOperation operation)
{
if (operation & NSDragOperationCopy)
return GDK_ACTION_COPY;
if (operation & NSDragOperationMove)
return GDK_ACTION_MOVE;
if (operation & NSDragOperationLink)
return GDK_ACTION_LINK;
return 0;
}
void
_gdk_macos_drag_surface_move (GdkMacosDrag *self,
int x_root,
int y_root)
{
g_return_if_fail (GDK_IS_MACOS_DRAG (self));
self->last_x = x_root;
self->last_y = y_root;
if (GDK_IS_MACOS_SURFACE (self->drag_surface))
_gdk_macos_surface_move (GDK_MACOS_SURFACE (self->drag_surface),
x_root - self->hot_x,
y_root - self->hot_y);
}
void
_gdk_macos_drag_set_start_position (GdkMacosDrag *self,
int start_x,
int start_y)
{
g_return_if_fail (GDK_IS_MACOS_DRAG (self));
self->start_x = start_x;
self->start_y = start_y;
}
void
_gdk_macos_drag_set_actions (GdkMacosDrag *self,
GdkModifierType mods)
{
GdkDragAction suggested_action;
GdkDragAction possible_actions;
g_assert (GDK_IS_MACOS_DRAG (self));
gdk_drag_get_current_actions (mods,
GDK_BUTTON_PRIMARY,
gdk_drag_get_actions (GDK_DRAG (self)),
&suggested_action,
&possible_actions);
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_drag_set_selected_action (GDK_DRAG (self), suggested_action);
gdk_drag_set_actions (GDK_DRAG (self), possible_actions);
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
}