gtk2/gdk/macos/gdkmacosdisplay.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>
#import "GdkMacosWindow.h"
#include "gdkdisplayprivate.h"
#include "gdkeventsprivate.h"
#include "gdkdisplaylinksource.h"
#include "gdkmacosclipboard-private.h"
#include "gdkmacoscairocontext-private.h"
#include "gdkmacoseventsource-private.h"
#include "gdkmacosdisplay-private.h"
#include "gdkmacosdrag-private.h"
#include "gdkmacosdrop-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 "gdkmacosglcontext-private.h"
#include "gdkmacoskeymap-private.h"
#include "gdkmacosmonitor-private.h"
#include "gdkmacosseat-private.h"
#include "gdkmacossurface-private.h"
#include "gdkmacosutils-private.h"
G_DEFINE_TYPE (GdkMacosDisplay, gdk_macos_display, GDK_TYPE_DISPLAY)
#define EVENT_MAP_MAX_SIZE 10
typedef struct
{
GList link;
GdkEvent *gdk_event;
NSEvent *nsevent;
} GdkToNSEventMap;
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 GSource *event_source;
static GQueue event_map = G_QUEUE_INIT;
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 GdkMacosMonitor *
get_monitor (GdkMacosDisplay *self,
guint position)
{
GdkMacosMonitor *monitor;
g_assert (GDK_IS_MACOS_DISPLAY (self));
/* Get the monitor but return a borrowed reference */
monitor = g_list_model_get_item (G_LIST_MODEL (self->monitors), position);
if (monitor != NULL)
g_object_unref (monitor);
return monitor;
}
static gboolean
gdk_macos_display_get_setting (GdkDisplay *display,
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const char *setting,
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
GValue *value)
{
return _gdk_macos_display_get_setting (GDK_MACOS_DISPLAY (display), setting, value);
}
static GListModel *
gdk_macos_display_get_monitors (GdkDisplay *display)
{
return G_LIST_MODEL (GDK_MACOS_DISPLAY (display)->monitors);
}
static GdkMonitor *
gdk_macos_display_get_monitor_at_surface (GdkDisplay *display,
GdkSurface *surface)
{
GdkMacosDisplay *self = (GdkMacosDisplay *)display;
CGDirectDisplayID screen_id;
guint n_monitors;
g_assert (GDK_IS_MACOS_DISPLAY (self));
g_assert (GDK_IS_MACOS_SURFACE (surface));
screen_id = _gdk_macos_surface_get_screen_id (GDK_MACOS_SURFACE (surface));
n_monitors = g_list_model_get_n_items (G_LIST_MODEL (self->monitors));
for (guint i = 0; i < n_monitors; i++)
{
GdkMacosMonitor *monitor = get_monitor (self, i);
if (screen_id == _gdk_macos_monitor_get_screen_id (monitor))
return GDK_MONITOR (monitor);
}
return GDK_MONITOR (get_monitor (self, 0));
}
static GdkMacosMonitor *
gdk_macos_display_find_monitor (GdkMacosDisplay *self,
CGDirectDisplayID screen_id)
{
guint n_monitors;
g_assert (GDK_IS_MACOS_DISPLAY (self));
n_monitors = g_list_model_get_n_items (G_LIST_MODEL (self->monitors));
for (guint i = 0; i < n_monitors; i++)
{
GdkMacosMonitor *monitor = get_monitor (self, i);
if (screen_id == _gdk_macos_monitor_get_screen_id (monitor))
return monitor;
}
return NULL;
}
static void
gdk_macos_display_update_bounds (GdkMacosDisplay *self)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
g_assert (GDK_IS_MACOS_DISPLAY (self));
self->min_x = G_MAXINT;
self->min_y = G_MAXINT;
self->max_x = G_MININT;
self->max_y = G_MININT;
for (id obj in [NSScreen screens])
{
NSRect geom = [(NSScreen *)obj frame];
self->min_x = MIN (self->min_x, geom.origin.x);
self->min_y = MIN (self->min_y, geom.origin.y);
self->max_x = MAX (self->max_x, geom.origin.x + geom.size.width);
self->max_y = MAX (self->max_y, geom.origin.y + geom.size.height);
}
self->width = self->max_x - self->min_x;
self->height = self->max_y - self->min_y;
GDK_NOTE (MISC,
g_message ("Displays reconfigured to bounds %d,%d %dx%d",
self->min_x, self->min_y, self->width, self->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
GDK_END_MACOS_ALLOC_POOL;
}
void
_gdk_macos_display_reload_monitors (GdkMacosDisplay *self)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
GArray *seen;
guint n_monitors;
g_assert (GDK_IS_MACOS_DISPLAY (self));
gdk_macos_display_update_bounds (self);
seen = g_array_new (FALSE, FALSE, sizeof (CGDirectDisplayID));
for (id obj in [NSScreen screens])
{
CGDirectDisplayID screen_id;
GdkMacosMonitor *monitor;
screen_id = [[[obj deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue];
g_array_append_val (seen, screen_id);
if ((monitor = gdk_macos_display_find_monitor (self, screen_id)))
{
_gdk_macos_monitor_reconfigure (monitor);
}
else
{
monitor = _gdk_macos_monitor_new (self, screen_id);
g_list_store_append (self->monitors, monitor);
g_object_unref (monitor);
}
}
n_monitors = g_list_model_get_n_items (G_LIST_MODEL (self->monitors));
for (guint i = n_monitors; i > 0; i--)
{
GdkMacosMonitor *monitor = get_monitor (self, i - 1);
CGDirectDisplayID screen_id = _gdk_macos_monitor_get_screen_id (monitor);
gboolean found = FALSE;
for (guint j = 0; j < seen->len; j++)
{
if (screen_id == g_array_index (seen, CGDirectDisplayID, j))
{
found = TRUE;
break;
}
}
if (!found)
g_list_store_remove (self->monitors, i - 1);
}
g_array_unref (seen);
GDK_END_MACOS_ALLOC_POOL;
}
static void
gdk_macos_display_load_seat (GdkMacosDisplay *self)
{
GdkSeat *seat;
g_assert (GDK_IS_MACOS_DISPLAY (self));
seat = _gdk_macos_seat_new (self);
gdk_display_add_seat (GDK_DISPLAY (self), seat);
g_object_unref (seat);
}
2020-07-24 18:40:36 +00:00
static const char *
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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gdk_macos_display_get_name (GdkDisplay *display)
{
return GDK_MACOS_DISPLAY (display)->name;
}
static void
gdk_macos_display_beep (GdkDisplay *display)
{
NSBeep ();
}
static void
gdk_macos_display_flush (GdkDisplay *display)
{
/* Not Supported */
}
static void
gdk_macos_display_sync (GdkDisplay *display)
{
/* Not Supported */
}
static gulong
gdk_macos_display_get_next_serial (GdkDisplay *display)
{
static gulong serial = 0;
return ++serial;
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 gboolean
gdk_macos_display_has_pending (GdkDisplay *display)
{
return _gdk_event_queue_find_first (display) ||
_gdk_macos_event_source_check_pending ();
}
static void
gdk_macos_display_notify_startup_complete (GdkDisplay *display,
2020-07-24 18:40:36 +00:00
const char *startup_notification_id)
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
{
/* Not Supported */
}
static void
push_nsevent (GdkEvent *gdk_event,
NSEvent *nsevent)
{
GdkToNSEventMap *map = g_slice_new0 (GdkToNSEventMap);
map->link.data = map;
map->gdk_event = gdk_event_ref (gdk_event);
map->nsevent = g_steal_pointer (&nsevent);
g_queue_push_tail_link (&event_map, &map->link);
if (event_map.length > EVENT_MAP_MAX_SIZE)
{
map = g_queue_pop_head_link (&event_map)->data;
gdk_event_unref (map->gdk_event);
[map->nsevent release];
g_slice_free (GdkToNSEventMap, map);
}
}
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_display_queue_events (GdkDisplay *display)
{
GdkMacosDisplay *self = (GdkMacosDisplay *)display;
NSEvent *nsevent;
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
while ((nsevent = _gdk_macos_event_source_get_pending ()))
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
{
GdkEvent *event = _gdk_macos_display_translate (self, nsevent);
if (event == GDK_MACOS_EVENT_DROP)
{
[nsevent release];
}
else if (event != NULL)
{
push_nsevent (event, nsevent);
_gdk_windowing_got_event (GDK_DISPLAY (self),
_gdk_event_queue_append (GDK_DISPLAY (self), event),
event,
_gdk_display_get_next_serial (GDK_DISPLAY (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
else
{
[NSApp sendEvent:nsevent];
[nsevent release];
}
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_display_surface_added (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
g_assert (GDK_IS_MACOS_DISPLAY (self));
g_assert (GDK_IS_MACOS_SURFACE (surface));
g_assert (!queue_contains (&self->sorted_surfaces, &surface->sorted));
g_assert (!queue_contains (&self->main_surfaces, &surface->main));
g_assert (surface->sorted.data == surface);
g_assert (surface->main.data == surface);
g_assert (surface->frame.data == surface);
if (GDK_IS_TOPLEVEL (surface))
g_queue_push_tail_link (&self->main_surfaces, &surface->main);
_gdk_macos_display_clear_sorting (self);
}
void
_gdk_macos_display_surface_removed (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (GDK_IS_MACOS_SURFACE (surface));
if (self->keyboard_surface == surface)
_gdk_macos_display_surface_resigned_key (self, surface);
if (queue_contains (&self->sorted_surfaces, &surface->sorted))
g_queue_unlink (&self->sorted_surfaces, &surface->sorted);
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 (queue_contains (&self->main_surfaces, &surface->main))
_gdk_macos_display_surface_resigned_main (self, surface);
g_return_if_fail (self->keyboard_surface != surface);
}
void
_gdk_macos_display_surface_became_key (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
GdkDevice *keyboard;
GdkEvent *event;
GdkSeat *seat;
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (GDK_IS_MACOS_SURFACE (surface));
g_return_if_fail (self->keyboard_surface == NULL);
self->keyboard_surface = surface;
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
keyboard = gdk_seat_get_keyboard (seat);
2020-10-10 03:02:18 +00:00
event = gdk_focus_event_new (GDK_SURFACE (surface), keyboard, 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_event_queue_append (GDK_DISPLAY (self), event);
/* For each parent surface, we want them to look like they
* are also still focused, so ensure they have that same
* state associated with them.
*/
if (GDK_IS_POPUP (surface))
{
for (GdkSurface *parent = GDK_SURFACE (surface)->parent;
parent != NULL;
parent = parent->parent)
{
if (GDK_IS_TOPLEVEL (parent))
gdk_synthesize_surface_state (parent, 0, GDK_TOPLEVEL_STATE_FOCUSED);
}
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
/* We just became the active window. Unlike X11, Mac OS X does
* not send us motion events while the window does not have focus
* ("is not key"). We send a dummy motion notify event now, so that
* everything in the window is set to correct state.
*/
2020-11-19 03:56:51 +00:00
gdk_surface_request_motion (GDK_SURFACE (surface));
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
void
_gdk_macos_display_surface_resigned_key (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
gboolean was_keyboard_surface;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (GDK_IS_MACOS_SURFACE (surface));
was_keyboard_surface = self->keyboard_surface == surface;
self->keyboard_surface = NULL;
if (was_keyboard_surface)
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
{
GdkDevice *keyboard;
GdkEvent *event;
GdkSeat *seat;
GList *node;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
keyboard = gdk_seat_get_keyboard (seat);
2020-10-10 03:02:18 +00:00
event = gdk_focus_event_new (GDK_SURFACE (surface), keyboard, FALSE);
node = _gdk_event_queue_append (GDK_DISPLAY (self), event);
_gdk_windowing_got_event (GDK_DISPLAY (self), node, event,
_gdk_display_get_next_serial (GDK_DISPLAY (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
}
/* For each parent surface, we want them to look like they
* are also still focused, so ensure they have that same
* state associated with them.
*/
if (GDK_IS_POPUP (surface))
{
for (GdkSurface *parent = GDK_SURFACE (surface)->parent;
parent != NULL;
parent = parent->parent)
{
if (GDK_IS_TOPLEVEL (parent))
gdk_synthesize_surface_state (parent, GDK_TOPLEVEL_STATE_FOCUSED, 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
_gdk_macos_display_clear_sorting (self);
}
/* Raises a transient window.
*/
static void
raise_transient (GdkMacosSurface *surface)
{
GdkMacosSurface *parent_surface = GDK_MACOS_SURFACE (GDK_SURFACE (surface)->transient_for);
NSWindow *parent = _gdk_macos_surface_get_native (parent_surface);
NSWindow *window = _gdk_macos_surface_get_native (surface);
[parent removeChildWindow:window];
[parent addChildWindow:window ordered:NSWindowAbove];
}
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_display_surface_became_main (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (GDK_IS_MACOS_SURFACE (surface));
if (queue_contains (&self->main_surfaces, &surface->main))
g_queue_unlink (&self->main_surfaces, &surface->main);
g_queue_push_head_link (&self->main_surfaces, &surface->main);
if (GDK_SURFACE (surface)->transient_for)
raise_transient (surface);
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
_gdk_macos_display_clear_sorting (self);
}
void
_gdk_macos_display_surface_resigned_main (GdkMacosDisplay *self,
GdkMacosSurface *surface)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (GDK_IS_MACOS_SURFACE (surface));
if (queue_contains (&self->main_surfaces, &surface->main))
g_queue_unlink (&self->main_surfaces, &surface->main);
_gdk_macos_display_clear_sorting (self);
}
static GdkSurface *
gdk_macos_display_create_surface (GdkDisplay *display,
GdkSurfaceType surface_type,
GdkSurface *parent,
int x,
int y,
int width,
int height)
{
GdkMacosDisplay *self = (GdkMacosDisplay *)display;
GdkMacosSurface *surface;
g_assert (GDK_IS_MACOS_DISPLAY (self));
g_assert (!parent || GDK_IS_MACOS_SURFACE (parent));
surface = _gdk_macos_surface_new (self, surface_type, parent, x, y, width, height);
if (surface != NULL)
_gdk_macos_display_surface_added (self, surface);
return GDK_SURFACE (surface);
}
static GdkKeymap *
gdk_macos_display_get_keymap (GdkDisplay *display)
{
GdkMacosDisplay *self = (GdkMacosDisplay *)display;
g_assert (GDK_IS_MACOS_DISPLAY (self));
return GDK_KEYMAP (self->keymap);
}
static void
gdk_macos_display_load_clipboard (GdkMacosDisplay *self)
{
g_assert (GDK_IS_MACOS_DISPLAY (self));
GDK_DISPLAY (self)->clipboard = _gdk_macos_clipboard_new (self);
}
static GdkGLContext *
gdk_macos_display_init_gl (GdkDisplay *display,
GError **error)
{
if (!gdk_gl_backend_can_be_used (GDK_GL_CGL, error))
return FALSE;
return g_object_new (GDK_TYPE_MACOS_GL_CONTEXT,
"display", display,
NULL);
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
static void
gdk_macos_display_finalize (GObject *object)
{
GdkMacosDisplay *self = (GdkMacosDisplay *)object;
_gdk_macos_display_feedback_destroy (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->active_drags, g_hash_table_unref);
g_clear_pointer (&self->active_drops, g_hash_table_unref);
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_object (&GDK_DISPLAY (self)->clipboard);
g_clear_object (&self->monitors);
g_clear_pointer (&self->name, g_free);
G_OBJECT_CLASS (gdk_macos_display_parent_class)->finalize (object);
}
static void
gdk_macos_display_class_init (GdkMacosDisplayClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GdkDisplayClass *display_class = GDK_DISPLAY_CLASS (klass);
object_class->finalize = gdk_macos_display_finalize;
display_class->cairo_context_type = GDK_TYPE_MACOS_CAIRO_CONTEXT;
display_class->beep = gdk_macos_display_beep;
display_class->create_surface = gdk_macos_display_create_surface;
display_class->flush = gdk_macos_display_flush;
display_class->get_keymap = gdk_macos_display_get_keymap;
display_class->get_monitors = gdk_macos_display_get_monitors;
display_class->get_monitor_at_surface = gdk_macos_display_get_monitor_at_surface;
display_class->get_next_serial = gdk_macos_display_get_next_serial;
display_class->get_name = gdk_macos_display_get_name;
display_class->get_setting = gdk_macos_display_get_setting;
display_class->has_pending = gdk_macos_display_has_pending;
display_class->init_gl = gdk_macos_display_init_gl;
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_class->notify_startup_complete = gdk_macos_display_notify_startup_complete;
display_class->queue_events = gdk_macos_display_queue_events;
display_class->sync = gdk_macos_display_sync;
}
static void
gdk_macos_display_init (GdkMacosDisplay *self)
{
self->monitors = g_list_store_new (GDK_TYPE_MONITOR);
self->active_drags = g_hash_table_new_full (NULL, NULL, NULL, g_object_unref);
self->active_drops = g_hash_table_new_full (NULL, NULL, NULL, g_object_unref);
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_display_set_composited (GDK_DISPLAY (self), TRUE);
gdk_display_set_input_shapes (GDK_DISPLAY (self), FALSE);
gdk_display_set_rgba (GDK_DISPLAY (self), TRUE);
}
GdkDisplay *
2020-07-24 18:40:36 +00:00
_gdk_macos_display_open (const char *display_name)
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 GdkMacosDisplay *self;
ProcessSerialNumber psn = { 0, kCurrentProcess };
/* Until we can have multiple GdkMacosEventSource instances
* running concurrently, we can't exactly support multiple
* display connections. So just short-circuit if we already
* have one active.
*/
if (self != NULL)
return NULL;
display_name = display_name ? display_name : "";
GDK_NOTE (MISC, g_message ("opening display %s", display_name));
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
/* Make the current process a foreground application, i.e. an app
* with a user interface, in case we're not running from a .app bundle
*/
TransformProcessType (&psn, kProcessTransformToForegroundApplication);
[NSApplication sharedApplication];
self = g_object_new (GDK_TYPE_MACOS_DISPLAY, NULL);
self->name = g_strdup (display_name);
self->keymap = _gdk_macos_keymap_new (self);
gdk_macos_display_load_seat (self);
gdk_macos_display_load_clipboard (self);
_gdk_macos_display_reload_monitors (self);
/* Initialize feedback from display server */
_gdk_macos_display_feedback_init (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
if (event_source == NULL)
{
event_source = _gdk_macos_event_source_new (self);
g_source_attach (event_source, NULL);
}
g_object_add_weak_pointer (G_OBJECT (self), (gpointer *)&self);
gdk_display_emit_opened (GDK_DISPLAY (self));
[NSApp activateIgnoringOtherApps:YES];
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return GDK_DISPLAY (self);
}
void
_gdk_macos_display_to_display_coords (GdkMacosDisplay *self,
int x,
int y,
int *out_x,
int *out_y)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
if (out_y)
*out_y = self->height - y + self->min_y;
if (out_x)
*out_x = x + self->min_x;
}
void
_gdk_macos_display_from_display_coords (GdkMacosDisplay *self,
int x,
int y,
int *out_x,
int *out_y)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
if (out_y != NULL)
*out_y = self->height - y + self->min_y;
if (out_x != NULL)
*out_x = x - self->min_x;
}
GdkMonitor *
_gdk_macos_display_get_monitor_at_coords (GdkMacosDisplay *self,
int x,
int y)
{
GdkMacosMonitor *best_match = 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
guint n_monitors;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
n_monitors = g_list_model_get_n_items (G_LIST_MODEL (self->monitors));
for (guint i = 0; i < n_monitors; i++)
{
GdkMacosMonitor *monitor = get_monitor (self, i);
const GdkRectangle *geom = &GDK_MONITOR (monitor)->geometry;
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 (x >= geom->x &&
y >= geom->y &&
x <= (geom->x + geom->width) &&
y <= (geom->y + geom->height))
{
if (x <= geom->x + geom->width && y < geom->y + geom->height)
return GDK_MONITOR (monitor);
/* Not an exact match as we're on a boundary, but there is
* a good chance another monitor doesn't exist there so we
* would want to still treat this as the best monitor.
*/
best_match = monitor;
}
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
}
return GDK_MONITOR (best_match);
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
}
GdkMonitor *
_gdk_macos_display_get_monitor_at_display_coords (GdkMacosDisplay *self,
int x,
int y)
{
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
_gdk_macos_display_from_display_coords (self, x, y, &x, &y);
return _gdk_macos_display_get_monitor_at_coords (self, x, y);
}
NSScreen *
_gdk_macos_display_get_screen_at_display_coords (GdkMacosDisplay *self,
int x,
int y)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
NSArray *screens;
NSScreen *screen = NULL;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
screens = [NSScreen screens];
for (id obj in screens)
{
NSRect geom = [obj frame];
if (x >= geom.origin.x && x <= geom.origin.x + geom.size.width &&
y >= geom.origin.y && y <= geom.origin.y + geom.size.height)
{
screen = obj;
break;
}
}
GDK_END_MACOS_ALLOC_POOL;
return screen;
}
void
_gdk_macos_display_break_all_grabs (GdkMacosDisplay *self,
guint32 time)
{
GdkDevice *devices[2];
GdkSeat *seat;
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
seat = gdk_display_get_default_seat (GDK_DISPLAY (self));
devices[0] = gdk_seat_get_keyboard (seat);
devices[1] = gdk_seat_get_pointer (seat);
for (guint i = 0; i < G_N_ELEMENTS (devices); i++)
{
GdkDevice *device = devices[i];
GdkDeviceGrabInfo *grab;
grab = _gdk_display_get_last_device_grab (GDK_DISPLAY (self), device);
if (grab != NULL)
{
GdkEvent *event;
GList *node;
event = gdk_grab_broken_event_new (grab->surface,
device,
grab->surface,
TRUE);
node = _gdk_event_queue_append (GDK_DISPLAY (self), event);
_gdk_windowing_got_event (GDK_DISPLAY (self), node, event,
_gdk_display_get_next_serial (GDK_DISPLAY (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
}
}
}
void
_gdk_macos_display_queue_events (GdkMacosDisplay *self)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
gdk_macos_display_queue_events (GDK_DISPLAY (self));
}
static GdkMacosSurface *
_gdk_macos_display_get_surface_at_coords (GdkMacosDisplay *self,
int x,
int y,
int *surface_x,
int *surface_y)
{
const GList *surfaces;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
g_return_val_if_fail (surface_x != NULL, NULL);
g_return_val_if_fail (surface_y != NULL, NULL);
surfaces = _gdk_macos_display_get_surfaces (self);
for (const GList *iter = surfaces; iter; iter = iter->next)
{
GdkSurface *surface = iter->data;
NSWindow *nswindow;
g_assert (GDK_IS_MACOS_SURFACE (surface));
if (!gdk_surface_get_mapped (surface))
continue;
nswindow = _gdk_macos_surface_get_native (GDK_MACOS_SURFACE (surface));
if (x >= GDK_MACOS_SURFACE (surface)->root_x &&
y >= GDK_MACOS_SURFACE (surface)->root_y &&
x <= (GDK_MACOS_SURFACE (surface)->root_x + surface->width) &&
y <= (GDK_MACOS_SURFACE (surface)->root_y + surface->height))
{
*surface_x = x - GDK_MACOS_SURFACE (surface)->root_x;
*surface_y = y - GDK_MACOS_SURFACE (surface)->root_y;
/* One last check to make sure that the x,y is within the input
* region of the window. Otherwise we might send the event to the
* wrong window because of window shadow.
*/
if (surface->input_region != NULL &&
!cairo_region_contains_point (surface->input_region, *surface_x, *surface_y))
continue;
macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
2020-04-23 23:36:46 +00:00
return GDK_MACOS_SURFACE (surface);
}
}
*surface_x = 0;
*surface_y = 0;
return NULL;
}
GdkMacosSurface *
_gdk_macos_display_get_surface_at_display_coords (GdkMacosDisplay *self,
double x,
double y,
int *surface_x,
int *surface_y)
{
int x_gdk;
int y_gdk;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
g_return_val_if_fail (surface_x != NULL, NULL);
g_return_val_if_fail (surface_y != NULL, NULL);
_gdk_macos_display_from_display_coords (self, x, y, &x_gdk, &y_gdk);
return _gdk_macos_display_get_surface_at_coords (self, x_gdk, y_gdk, surface_x, surface_y);
}
NSWindow *
_gdk_macos_display_find_native_under_pointer (GdkMacosDisplay *self,
int *x,
int *y)
{
GdkMacosSurface *surface;
NSPoint point;
g_assert (GDK_IS_MACOS_DISPLAY (self));
point = [NSEvent mouseLocation];
surface = _gdk_macos_display_get_surface_at_display_coords (self, point.x, point.y, x, y);
if (surface != NULL)
return _gdk_macos_surface_get_native (surface);
return NULL;
}
void
_gdk_macos_display_clear_sorting (GdkMacosDisplay *self)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
while (self->sorted_surfaces.head != NULL)
g_queue_unlink (&self->sorted_surfaces, self->sorted_surfaces.head);
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
}
const GList *
_gdk_macos_display_get_surfaces (GdkMacosDisplay *self)
{
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
if (self->sorted_surfaces.length == 0)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
NSArray *array = [NSApp orderedWindows];
GQueue sorted = G_QUEUE_INIT;
for (id obj in array)
{
NSWindow *nswindow = (NSWindow *)obj;
GdkMacosSurface *surface;
if (!GDK_IS_MACOS_WINDOW (nswindow))
continue;
surface = [(GdkMacosWindow *)nswindow gdkSurface];
surface->sorted.prev = NULL;
surface->sorted.next = NULL;
g_queue_push_tail_link (&sorted, &surface->sorted);
}
self->sorted_surfaces = sorted;
/* We don't get notification of clipboard changes from the system so we
* instead update it every time the foreground changes (and thusly
* rebuild the sorted list). Things could change other ways, such as
* with scripts, but that is currently out of scope for us.
*/
_gdk_macos_clipboard_check_externally_modified (
GDK_MACOS_CLIPBOARD (GDK_DISPLAY (self)->clipboard));
GDK_END_MACOS_ALLOC_POOL;
}
return self->sorted_surfaces.head;
}
void
_gdk_macos_display_warp_pointer (GdkMacosDisplay *self,
int x,
int y)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
_gdk_macos_display_to_display_coords (self, x, y, &x, &y);
CGWarpMouseCursorPosition ((CGPoint) { x, y });
}
NSEvent *
_gdk_macos_display_get_nsevent (GdkEvent *event)
{
for (const GList *iter = event_map.head; iter; iter = iter->next)
{
const GdkToNSEventMap *map = iter->data;
if (map->gdk_event == event)
return map->nsevent;
}
return NULL;
}
GdkDrag *
_gdk_macos_display_find_drag (GdkMacosDisplay *self,
NSInteger sequence_number)
{
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
return g_hash_table_lookup (self->active_drags, GSIZE_TO_POINTER (sequence_number));
}
void
_gdk_macos_display_set_drag (GdkMacosDisplay *self,
NSInteger sequence_number,
GdkDrag *drag)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (!drag || GDK_IS_MACOS_DRAG (drag));
if (drag)
g_hash_table_insert (self->active_drags,
GSIZE_TO_POINTER (sequence_number),
g_object_ref (drag));
else
g_hash_table_remove (self->active_drags,
GSIZE_TO_POINTER (sequence_number));
}
GdkDrop *
_gdk_macos_display_find_drop (GdkMacosDisplay *self,
NSInteger sequence_number)
{
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (self), NULL);
return g_hash_table_lookup (self->active_drops, GSIZE_TO_POINTER (sequence_number));
}
void
_gdk_macos_display_set_drop (GdkMacosDisplay *self,
NSInteger sequence_number,
GdkDrop *drop)
{
g_return_if_fail (GDK_IS_MACOS_DISPLAY (self));
g_return_if_fail (!drop || GDK_IS_MACOS_DROP (drop));
if (drop)
g_hash_table_insert (self->active_drops,
GSIZE_TO_POINTER (sequence_number),
g_object_ref (drop));
else
g_hash_table_remove (self->active_drops,
GSIZE_TO_POINTER (sequence_number));
}