gtk2/gdk/macos/gdkmacossurface.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.
2020-04-23 23:36:46 +00:00
/*
* 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"
#include <AppKit/AppKit.h>
#include <float.h>
#include <gdk/gdk.h>
#import "GdkMacosCairoView.h"
#include "gdkdeviceprivate.h"
#include "gdkdisplay.h"
#include "gdkframeclockidleprivate.h"
#include "gdkinternals.h"
#include "gdksurfaceprivate.h"
#include "gdkmacosdevice.h"
#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.
2020-04-23 23:36:46 +00:00
#include "gdkmacosdisplay-private.h"
#include "gdkmacosdrag-private.h"
#include "gdkmacosdragsurface-private.h"
#include "gdkmacosglcontext-private.h"
#include "gdkmacosmonitor-private.h"
#include "gdkmacospopupsurface-private.h"
#include "gdkmacossurface-private.h"
#include "gdkmacostoplevelsurface-private.h"
#include "gdkmacosutils-private.h"
G_DEFINE_ABSTRACT_TYPE (GdkMacosSurface, gdk_macos_surface, GDK_TYPE_SURFACE)
enum {
PROP_0,
PROP_NATIVE,
LAST_PROP
};
static GParamSpec *properties [LAST_PROP];
static gboolean
window_is_fullscreen (GdkMacosSurface *self)
{
g_assert (GDK_IS_MACOS_SURFACE (self));
return ([self->window styleMask] & NSWindowStyleMaskFullScreen) != 0;
}
void
_gdk_macos_surface_reposition_children (GdkMacosSurface *self)
{
g_assert (GDK_IS_MACOS_SURFACE (self));
if (GDK_SURFACE_DESTROYED (self))
return;
if (!gdk_surface_get_mapped (GDK_SURFACE (self)))
return;
for (const GList *iter = GDK_SURFACE (self)->children;
iter != NULL;
iter = iter->next)
{
GdkMacosSurface *child = iter->data;
g_assert (GDK_IS_MACOS_SURFACE (child));
if (GDK_IS_MACOS_POPUP_SURFACE (child))
_gdk_macos_popup_surface_reposition (GDK_MACOS_POPUP_SURFACE (child));
}
if (GDK_IS_POPUP (self) && self->did_initial_present)
gdk_surface_request_layout (GDK_SURFACE (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_macos_surface_set_input_region (GdkSurface *surface,
cairo_region_t *region)
{
}
static void
gdk_macos_surface_set_opaque_region (GdkSurface *surface,
cairo_region_t *region)
{
NSView *nsview;
g_assert (GDK_IS_MACOS_SURFACE (surface));
if ((nsview = _gdk_macos_surface_get_view (GDK_MACOS_SURFACE (surface))) &&
GDK_IS_MACOS_CAIRO_VIEW (nsview))
[(GdkMacosCairoView *)nsview setOpaqueRegion:region];
}
static void
gdk_macos_surface_hide (GdkSurface *surface)
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
GdkSeat *seat;
gboolean was_mapped;
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 (self));
was_mapped = GDK_SURFACE_IS_MAPPED (GDK_SURFACE (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.
2020-04-23 23:36:46 +00:00
seat = gdk_display_get_default_seat (surface->display);
gdk_seat_ungrab (seat);
[self->window hide];
_gdk_surface_clear_update_area (surface);
if (was_mapped)
gdk_surface_freeze_updates (GDK_SURFACE (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.
2020-04-23 23:36:46 +00:00
}
2020-07-24 13:54:49 +00:00
static int
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_surface_get_scale_factor (GdkSurface *surface)
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
g_assert (GDK_IS_MACOS_SURFACE (self));
return [self->window backingScaleFactor];
}
void
_gdk_macos_surface_set_shadow (GdkMacosSurface *surface,
int top,
int right,
int bottom,
int left)
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
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
g_assert (GDK_IS_MACOS_SURFACE (self));
if (self->shadow_top == top &&
self->shadow_right == right &&
self->shadow_bottom == bottom &&
self->shadow_left == left)
return;
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
self->shadow_top = top;
self->shadow_right = right;
self->shadow_bottom = bottom;
self->shadow_left = left;
if (top || right || bottom || left)
[self->window setHasShadow:NO];
}
static void
gdk_macos_surface_begin_frame (GdkMacosSurface *self)
{
g_assert (GDK_IS_MACOS_SURFACE (self));
}
static void
gdk_macos_surface_end_frame (GdkMacosSurface *self)
{
GdkFrameTimings *timings;
GdkFrameClock *frame_clock;
GdkDisplay *display;
g_assert (GDK_IS_MACOS_SURFACE (self));
display = gdk_surface_get_display (GDK_SURFACE (self));
frame_clock = gdk_surface_get_frame_clock (GDK_SURFACE (self));
if ((timings = gdk_frame_clock_get_current_timings (frame_clock)))
self->pending_frame_counter = timings->frame_counter;
_gdk_macos_display_add_frame_callback (GDK_MACOS_DISPLAY (display), self);
gdk_surface_freeze_updates (GDK_SURFACE (self));
}
static void
gdk_macos_surface_before_paint (GdkMacosSurface *self,
GdkFrameClock *frame_clock)
{
GdkSurface *surface = (GdkSurface *)self;
g_assert (GDK_IS_MACOS_SURFACE (self));
g_assert (GDK_IS_FRAME_CLOCK (frame_clock));
if (surface->update_freeze_count > 0)
return;
gdk_macos_surface_begin_frame (self);
}
static void
gdk_macos_surface_after_paint (GdkMacosSurface *self,
GdkFrameClock *frame_clock)
{
GdkSurface *surface = (GdkSurface *)self;
g_assert (GDK_IS_MACOS_SURFACE (self));
g_assert (GDK_IS_FRAME_CLOCK (frame_clock));
if (surface->update_freeze_count > 0)
return;
gdk_macos_surface_end_frame (self);
}
static void
gdk_macos_surface_get_root_coords (GdkSurface *surface,
int x,
int y,
int *root_x,
int *root_y)
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
g_assert (GDK_IS_MACOS_SURFACE (self));
if (root_x)
*root_x = self->root_x + x;
if (root_y)
*root_y = self->root_y + y;
}
static gboolean
gdk_macos_surface_get_device_state (GdkSurface *surface,
GdkDevice *device,
2020-07-24 20:32:16 +00:00
double *x,
double *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
GdkModifierType *mask)
{
GdkDisplay *display;
NSWindow *nswindow;
NSPoint point;
g_assert (GDK_IS_MACOS_SURFACE (surface));
g_assert (GDK_IS_MACOS_DEVICE (device));
g_assert (x != NULL);
g_assert (y != NULL);
g_assert (mask != NULL);
if (GDK_SURFACE_DESTROYED (surface))
return 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
display = gdk_surface_get_display (surface);
nswindow = _gdk_macos_surface_get_native (GDK_MACOS_SURFACE (surface));
point = [nswindow mouseLocationOutsideOfEventStream];
*mask = _gdk_macos_display_get_current_keyboard_modifiers (GDK_MACOS_DISPLAY (display))
| _gdk_macos_display_get_current_mouse_modifiers (GDK_MACOS_DISPLAY (display));
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;
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 *x >= 0 && *y >= 0 && *x < surface->width && *y < surface->height;
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 void
gdk_macos_surface_get_geometry (GdkSurface *surface,
int *x,
int *y,
int *width,
int *height)
{
g_assert (GDK_IS_MACOS_SURFACE (surface));
if (x != NULL)
*x = surface->x;
if (y != NULL)
*y = surface->y;
if (width != NULL)
*width = surface->width;
if (height != NULL)
*height = surface->height;
}
static GdkDrag *
gdk_macos_surface_drag_begin (GdkSurface *surface,
GdkDevice *device,
GdkContentProvider *content,
GdkDragAction actions,
double dx,
double dy)
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
GdkMacosSurface *drag_surface;
GdkMacosDrag *drag;
GdkCursor *cursor;
GdkSeat *seat;
double px;
double py;
int sx;
int sy;
g_assert (GDK_IS_MACOS_SURFACE (self));
g_assert (GDK_IS_MACOS_TOPLEVEL_SURFACE (self) ||
GDK_IS_MACOS_POPUP_SURFACE (self));
g_assert (GDK_IS_MACOS_DEVICE (device));
g_assert (GDK_IS_CONTENT_PROVIDER (content));
seat = gdk_device_get_seat (device);
gdk_macos_device_query_state (device, surface, NULL, &px, &py, 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_surface_get_root_coords (GDK_MACOS_SURFACE (surface), &sx, &sy);
drag_surface = _gdk_macos_surface_new (GDK_MACOS_DISPLAY (surface->display),
GDK_SURFACE_TEMP,
surface,
-99, -99, 1, 1);
drag = g_object_new (GDK_TYPE_MACOS_DRAG,
"drag-surface", drag_surface,
"surface", surface,
"device", device,
"content", content,
"actions", actions,
NULL);
g_clear_object (&drag_surface);
cursor = gdk_drag_get_cursor (GDK_DRAG (drag),
gdk_drag_get_selected_action (GDK_DRAG (drag)));
gdk_drag_set_cursor (GDK_DRAG (drag), cursor);
if (!_gdk_macos_drag_begin (drag))
{
g_object_unref (drag);
return NULL;
}
/* Hold a reference until drop_done is called */
g_object_ref (drag);
return GDK_DRAG (g_steal_pointer (&drag));
}
static GdkGLContext *
gdk_macos_surface_create_gl_context (GdkSurface *surface,
gboolean attached,
GdkGLContext *share,
GError **error)
{
GdkMacosSurface *self = (GdkMacosSurface *)surface;
g_assert (GDK_IS_MACOS_SURFACE (self));
g_assert (!share || GDK_IS_GL_CONTEXT (share));
return _gdk_macos_gl_context_new (self, attached, share, error);
}
static void
gdk_macos_surface_destroy (GdkSurface *surface,
gboolean foreign_destroy)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
GdkMacosSurface *self = (GdkMacosSurface *)surface;
GdkMacosWindow *window = g_steal_pointer (&self->window);
GdkFrameClock *frame_clock;
if ((frame_clock = gdk_surface_get_frame_clock (GDK_SURFACE (self))))
{
g_signal_handlers_disconnect_by_func (frame_clock,
G_CALLBACK (gdk_macos_surface_before_paint),
self);
g_signal_handlers_disconnect_by_func (frame_clock,
G_CALLBACK (gdk_macos_surface_before_paint),
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.
2020-04-23 23:36:46 +00:00
g_clear_pointer (&self->title, g_free);
if (window != NULL)
[window close];
_gdk_macos_display_surface_removed (GDK_MACOS_DISPLAY (surface->display), self);
g_clear_pointer (&self->monitors, g_ptr_array_unref);
g_assert (self->sorted.prev == NULL);
g_assert (self->sorted.next == NULL);
g_assert (self->frame.prev == NULL);
g_assert (self->frame.next == NULL);
g_assert (self->main.prev == NULL);
g_assert (self->main.next == NULL);
GDK_END_MACOS_ALLOC_POOL;
}
static void
gdk_macos_surface_constructed (GObject *object)
{
GdkMacosSurface *self = (GdkMacosSurface *)object;
GdkFrameClock *frame_clock;
g_assert (GDK_IS_MACOS_SURFACE (self));
G_OBJECT_CLASS (gdk_macos_surface_parent_class)->constructed (object);
if (self->window != NULL)
{
NSRect bounds = [[self->window contentView] bounds];
GDK_SURFACE (self)->width = bounds.size.width;
GDK_SURFACE (self)->height = bounds.size.height;
_gdk_macos_surface_update_position (self);
}
if ((frame_clock = gdk_surface_get_frame_clock (GDK_SURFACE (self))))
{
g_signal_connect_object (frame_clock,
"before-paint",
G_CALLBACK (gdk_macos_surface_before_paint),
self,
G_CONNECT_SWAPPED);
g_signal_connect_object (frame_clock,
"after-paint",
G_CALLBACK (gdk_macos_surface_after_paint),
self,
G_CONNECT_SWAPPED);
}
}
static void
gdk_macos_surface_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
GdkMacosSurface *self = GDK_MACOS_SURFACE (object);
switch (prop_id)
{
case PROP_NATIVE:
g_value_set_pointer (value, self->window);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
gdk_macos_surface_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
GdkMacosSurface *self = GDK_MACOS_SURFACE (object);
switch (prop_id)
{
case PROP_NATIVE:
self->window = g_value_get_pointer (value);
[self->window setGdkSurface:self];
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
gdk_macos_surface_class_init (GdkMacosSurfaceClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GdkSurfaceClass *surface_class = GDK_SURFACE_CLASS (klass);
object_class->constructed = gdk_macos_surface_constructed;
object_class->get_property = gdk_macos_surface_get_property;
object_class->set_property = gdk_macos_surface_set_property;
surface_class->create_gl_context = gdk_macos_surface_create_gl_context;
surface_class->destroy = gdk_macos_surface_destroy;
surface_class->drag_begin = gdk_macos_surface_drag_begin;
surface_class->get_device_state = gdk_macos_surface_get_device_state;
surface_class->get_geometry = gdk_macos_surface_get_geometry;
surface_class->get_root_coords = gdk_macos_surface_get_root_coords;
surface_class->get_scale_factor = gdk_macos_surface_get_scale_factor;
surface_class->hide = gdk_macos_surface_hide;
surface_class->set_input_region = gdk_macos_surface_set_input_region;
surface_class->set_opaque_region = gdk_macos_surface_set_opaque_region;
properties [PROP_NATIVE] =
g_param_spec_pointer ("native",
"Native",
"The native NSWindow",
G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY | G_PARAM_STATIC_STRINGS);
g_object_class_install_properties (object_class, LAST_PROP, properties);
}
static void
gdk_macos_surface_init (GdkMacosSurface *self)
{
self->frame.data = self;
self->main.data = self;
self->sorted.data = self;
self->monitors = g_ptr_array_new_with_free_func (g_object_unref);
}
GdkMacosSurface *
_gdk_macos_surface_new (GdkMacosDisplay *display,
GdkSurfaceType surface_type,
GdkSurface *parent,
int x,
int y,
int width,
int height)
{
GdkFrameClock *frame_clock;
GdkMacosSurface *ret;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (display), NULL);
if (parent != NULL)
frame_clock = g_object_ref (gdk_surface_get_frame_clock (parent));
else
frame_clock = _gdk_frame_clock_idle_new ();
switch (surface_type)
{
case GDK_SURFACE_TOPLEVEL:
ret = _gdk_macos_toplevel_surface_new (display, parent, frame_clock, x, y, width, height);
break;
case GDK_SURFACE_POPUP:
ret = _gdk_macos_popup_surface_new (display, parent, frame_clock, x, y, width, height);
break;
case GDK_SURFACE_TEMP:
ret = _gdk_macos_drag_surface_new (display, frame_clock, x, y, width, height);
break;
default:
g_warn_if_reached ();
ret = NULL;
}
if (ret != NULL)
{
gdk_surface_freeze_updates (GDK_SURFACE (ret));
_gdk_macos_surface_monitor_changed (ret);
}
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_object_unref (frame_clock);
return g_steal_pointer (&ret);
}
void
_gdk_macos_surface_get_shadow (GdkMacosSurface *self,
2020-07-24 13:54:49 +00:00
int *top,
int *right,
int *bottom,
int *left)
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_if_fail (GDK_IS_MACOS_SURFACE (self));
if (top)
*top = self->shadow_top;
if (left)
*left = self->shadow_left;
if (bottom)
*bottom = self->shadow_bottom;
if (right)
*right = self->shadow_right;
}
const char *
_gdk_macos_surface_get_title (GdkMacosSurface *self)
{
return self->title;
}
void
_gdk_macos_surface_set_title (GdkMacosSurface *self,
2020-07-24 18:40:36 +00:00
const char *title)
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_if_fail (GDK_IS_MACOS_SURFACE (self));
if (title == NULL)
title = "";
if (g_strcmp0 (self->title, title) != 0)
{
g_free (self->title);
self->title = g_strdup (title);
GDK_BEGIN_MACOS_ALLOC_POOL;
[self->window setTitle:[NSString stringWithUTF8String:title]];
GDK_END_MACOS_ALLOC_POOL;
}
}
CGDirectDisplayID
_gdk_macos_surface_get_screen_id (GdkMacosSurface *self)
{
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), (CGDirectDisplayID)-1);
if (self->window != NULL)
{
NSScreen *screen = [self->window screen];
return [[[screen deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue];
}
return (CGDirectDisplayID)-1;
}
NSWindow *
_gdk_macos_surface_get_native (GdkMacosSurface *self)
{
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), NULL);
return (NSWindow *)self->window;
}
void
_gdk_macos_surface_set_geometry_hints (GdkMacosSurface *self,
const GdkGeometry *geometry,
GdkSurfaceHints geom_mask)
{
NSSize max_size;
NSSize min_size;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
g_return_if_fail (geometry != NULL);
g_return_if_fail (self->window != NULL);
if (geom_mask & GDK_HINT_MAX_SIZE)
max_size = NSMakeSize (geometry->max_width, geometry->max_height);
else
max_size = NSMakeSize (FLT_MAX, FLT_MAX);
[self->window setContentMaxSize:max_size];
if (geom_mask & GDK_HINT_MIN_SIZE)
min_size = NSMakeSize (geometry->min_width, geometry->min_height);
else
min_size = NSMakeSize (1, 1);
[self->window setContentMinSize:min_size];
}
void
_gdk_macos_surface_resize (GdkMacosSurface *self,
int width,
int height)
{
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
_gdk_macos_surface_move_resize (self, -1, -1, width, height);
}
void
_gdk_macos_surface_update_fullscreen_state (GdkMacosSurface *self)
{
GdkToplevelState state;
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
gboolean is_fullscreen;
gboolean was_fullscreen;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
state = GDK_SURFACE (self)->state;
is_fullscreen = window_is_fullscreen (self);
was_fullscreen = (state & GDK_TOPLEVEL_STATE_FULLSCREEN) != 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
if (is_fullscreen != was_fullscreen)
{
if (is_fullscreen)
gdk_synthesize_surface_state (GDK_SURFACE (self), 0, GDK_TOPLEVEL_STATE_FULLSCREEN);
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
else
gdk_synthesize_surface_state (GDK_SURFACE (self), GDK_TOPLEVEL_STATE_FULLSCREEN, 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
}
}
void
_gdk_macos_surface_update_position (GdkMacosSurface *self)
{
GdkSurface *surface = GDK_SURFACE (self);
GdkDisplay *display = gdk_surface_get_display (surface);
NSRect frame_rect = [self->window frame];
NSRect content_rect = [self->window contentRectForFrameRect:frame_rect];
_gdk_macos_display_from_display_coords (GDK_MACOS_DISPLAY (display),
content_rect.origin.x,
content_rect.origin.y + content_rect.size.height,
&self->root_x, &self->root_y);
if (surface->parent != NULL)
{
surface->x = self->root_x - GDK_MACOS_SURFACE (surface->parent)->root_x;
surface->y = self->root_y - GDK_MACOS_SURFACE (surface->parent)->root_y;
}
else
{
surface->x = self->root_x;
surface->y = self->root_y;
}
}
void
_gdk_macos_surface_thaw (GdkMacosSurface *self,
gint64 presentation_time,
gint64 refresh_interval)
{
GdkFrameTimings *timings;
GdkFrameClock *frame_clock;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
gdk_surface_thaw_updates (GDK_SURFACE (self));
frame_clock = gdk_surface_get_frame_clock (GDK_SURFACE (self));
if (self->pending_frame_counter)
{
timings = gdk_frame_clock_get_timings (frame_clock, self->pending_frame_counter);
if (timings != NULL)
{
timings->presentation_time = presentation_time - refresh_interval;
timings->complete = 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
self->pending_frame_counter = 0;
}
timings = gdk_frame_clock_get_current_timings (frame_clock);
if (timings != NULL)
{
timings->refresh_interval = refresh_interval;
timings->predicted_presentation_time = presentation_time;
}
}
void
_gdk_macos_surface_show (GdkMacosSurface *self)
{
gboolean was_mapped;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
if (GDK_SURFACE_DESTROYED (self))
return;
was_mapped = GDK_SURFACE_IS_MAPPED (GDK_SURFACE (self));
if (!was_mapped)
gdk_surface_set_is_mapped (GDK_SURFACE (self), 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
_gdk_macos_display_clear_sorting (GDK_MACOS_DISPLAY (GDK_SURFACE (self)->display));
[self->window showAndMakeKey:YES];
if (!was_mapped)
{
if (gdk_surface_get_mapped (GDK_SURFACE (self)))
{
_gdk_macos_surface_update_position (self);
gdk_surface_invalidate_rect (GDK_SURFACE (self), NULL);
gdk_surface_thaw_updates (GDK_SURFACE (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.
2020-04-23 23:36:46 +00:00
}
}
[[self->window contentView] setNeedsDisplay:YES];
}
CGContextRef
_gdk_macos_surface_acquire_context (GdkMacosSurface *self,
gboolean clear_scale,
gboolean antialias)
{
CGContextRef cg_context;
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), NULL);
if (GDK_SURFACE_DESTROYED (self))
return NULL;
if (!(cg_context = [[NSGraphicsContext currentContext] CGContext]))
return NULL;
CGContextSaveGState (cg_context);
if (!antialias)
CGContextSetAllowsAntialiasing (cg_context, antialias);
if (clear_scale)
{
CGSize scale;
scale = CGSizeMake (1.0, 1.0);
scale = CGContextConvertSizeToDeviceSpace (cg_context, scale);
CGContextScaleCTM (cg_context, 1.0 / scale.width, 1.0 / scale.height);
}
return cg_context;
}
void
_gdk_macos_surface_release_context (GdkMacosSurface *self,
CGContextRef cg_context)
{
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
CGContextRestoreGState (cg_context);
CGContextSetAllowsAntialiasing (cg_context, TRUE);
}
void
_gdk_macos_surface_synthesize_null_key (GdkMacosSurface *self)
{
GdkTranslatedKey translated = {0};
GdkTranslatedKey no_lock = {0};
GdkDisplay *display;
GdkEvent *event;
GdkSeat *seat;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
translated.keyval = GDK_KEY_VoidSymbol;
no_lock.keyval = GDK_KEY_VoidSymbol;
display = gdk_surface_get_display (GDK_SURFACE (self));
seat = gdk_display_get_default_seat (display);
event = gdk_key_event_new (GDK_KEY_PRESS,
GDK_SURFACE (self),
gdk_seat_get_keyboard (seat),
GDK_CURRENT_TIME,
0,
0,
FALSE,
&translated,
&no_lock);
_gdk_event_queue_append (display, event);
}
void
_gdk_macos_surface_move (GdkMacosSurface *self,
int x,
int y)
{
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
_gdk_macos_surface_move_resize (self, x, y, -1, -1);
}
void
_gdk_macos_surface_move_resize (GdkMacosSurface *self,
int x,
int y,
int width,
int height)
{
GdkSurface *surface = (GdkSurface *)self;
GdkDisplay *display;
NSRect content_rect;
NSRect frame_rect;
gboolean size_changed;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
if ((x == -1 || (x == self->root_x)) &&
(y == -1 || (y == self->root_y)) &&
(width == -1 || (width == surface->width)) &&
(height == -1 || (height == surface->height)))
return;
display = gdk_surface_get_display (surface);
if (width == -1)
width = surface->width;
if (height == -1)
height = surface->height;
if (x == -1)
x = self->root_x;
if (y == -1)
y = self->root_y;
size_changed = height != surface->height || width != surface->width;
if (GDK_IS_MACOS_SURFACE (surface->parent))
{
surface->x = x - GDK_MACOS_SURFACE (surface->parent)->root_x;
surface->y = y - GDK_MACOS_SURFACE (surface->parent)->root_y;
}
else
{
surface->x = x;
surface->y = y;
}
_gdk_macos_display_to_display_coords (GDK_MACOS_DISPLAY (display),
x, y + height, &x, &y);
content_rect = NSMakeRect (x, y, width, height);
frame_rect = [self->window frameRectForContentRect:content_rect];
[self->window setFrame:frame_rect display:YES];
if (size_changed)
gdk_surface_invalidate_rect (surface, NULL);
}
gboolean
_gdk_macos_surface_is_tracking (GdkMacosSurface *self,
NSTrackingArea *area)
{
GdkMacosBaseView *view;
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), FALSE);
if (self->window == NULL)
return FALSE;
view = (GdkMacosBaseView *)[self->window contentView];
if (view == NULL)
return FALSE;
return [view trackingArea] == area;
}
void
_gdk_macos_surface_monitor_changed (GdkMacosSurface *self)
{
GListModel *monitors;
GdkRectangle rect;
GdkRectangle intersect;
GdkDisplay *display;
GdkMonitor *monitor;
guint n_monitors;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
rect.x = self->root_x;
rect.y = self->root_y;
rect.width = GDK_SURFACE (self)->width;
rect.height = GDK_SURFACE (self)->height;
for (guint i = self->monitors->len; i > 0; i--)
{
monitor = g_ptr_array_index (self->monitors, i-1);
if (!gdk_rectangle_intersect (&monitor->geometry, &rect, &intersect))
{
g_object_ref (monitor);
g_ptr_array_remove_index (self->monitors, i-1);
gdk_surface_leave_monitor (GDK_SURFACE (self), monitor);
g_object_unref (monitor);
}
}
display = gdk_surface_get_display (GDK_SURFACE (self));
monitors = gdk_display_get_monitors (display);
n_monitors = g_list_model_get_n_items (monitors);
for (guint i = 0; i < n_monitors; i++)
{
monitor = g_list_model_get_item (monitors, i);
if (!g_ptr_array_find (self->monitors, monitor, NULL))
{
gdk_surface_enter_monitor (GDK_SURFACE (self), monitor);
g_ptr_array_add (self->monitors, g_object_ref (monitor));
}
g_object_unref (monitor);
}
}
GdkMonitor *
_gdk_macos_surface_get_best_monitor (GdkMacosSurface *self)
{
GdkMonitor *best = NULL;
GdkRectangle rect;
int best_area = 0;
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), NULL);
rect.x = self->root_x;
rect.y = self->root_y;
rect.width = GDK_SURFACE (self)->width;
rect.height = GDK_SURFACE (self)->height;
for (guint i = 0; i < self->monitors->len; i++)
{
GdkMonitor *monitor = g_ptr_array_index (self->monitors, i);
GdkRectangle intersect;
if (gdk_rectangle_intersect (&monitor->geometry, &rect, &intersect))
{
int area = intersect.width * intersect.height;
if (area > best_area)
{
best = monitor;
best_area = area;
}
}
}
return best;
}
NSView *
_gdk_macos_surface_get_view (GdkMacosSurface *self)
{
g_return_val_if_fail (GDK_IS_MACOS_SURFACE (self), NULL);
if (self->window == NULL)
return NULL;
return [self->window contentView];
}
void
_gdk_macos_surface_set_opacity (GdkMacosSurface *self,
double opacity)
{
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
if (self->window != NULL)
[self->window setAlphaValue:opacity];
}
void
_gdk_macos_surface_get_root_coords (GdkMacosSurface *self,
int *x,
int *y)
{
GdkSurface *surface;
int out_x = 0;
int out_y = 0;
g_return_if_fail (GDK_IS_MACOS_SURFACE (self));
for (surface = GDK_SURFACE (self); surface; surface = surface->parent)
{
out_x += surface->x;
out_y += surface->y;
}
if (x)
*x = out_x;
if (y)
*y = out_y;
}