gtk2/gdk/macos/gdkmacosmonitor.c

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macos: prototype new GDK backend for macOS This is fairly substantial rewrite of the GDK backend for quartz and renamed to macOS to allow for a greenfield implementation. Many things have come across from the quartz implementation fairly intact such as the eventloop integration design and discovery of event windows from the NSEvent. However much has been changed to fit in with the new GDK design and how removal of child GdkWindow have been completely eliminated. Furthermore, the new GdkPopup allows for regular NSWindow to be used to provide popovers unlike the previous implementation. The object design more closely follows the ideal for a GDK backend. Views have been broken out into subclasses so that we can support multiple GSK renderer paths such as GL and Cairo (and Metal in the future). However mixed mode GL and Cairo will not be supported. Currently only the Cairo renderer has been implemented. A new frame clock implementation using CVDisplayLink provides more accurate information about when to draw drawing the next frame. Some testing will need to be done here to understand the power implications of this. This implementation has also gained edge snapping for CSD windows. Some work was also done to ensure that CSD windows have opaque regions registered with the display server. ** This is still very much a work-in-progress ** Some outstanding work that needs to be done: - Finish a GL context for macOS and alternate NSView for GL rendering (possibly using speciailized CALayer for OpenGL). - Input rework to ensure that we don't loose remapping of keys that was dropped from GDK during GTK 4 development. - Make sure input methods continue to work. - Drag-n-Drop is still very much a work in progress - High resolution input scrolling needs various work in GDK to land first before we can plumb that to NSEvent. - gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need to be updated to use the macOS backend. But this is good enough to start playing with and breaking things which is what I'd like to see.
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/*
* Copyright © 2020 Red Hat, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#include <gdk/gdk.h>
#include <math.h>
#include "gdkmacosdisplay-private.h"
#include "gdkmacosmonitor-private.h"
#include "gdkmacosutils-private.h"
struct _GdkMacosMonitor
{
GdkMonitor parent_instance;
CGDirectDisplayID screen_id;
NSRect workarea;
guint has_opengl : 1;
};
struct _GdkMacosMonitorClass
{
GdkMonitorClass parent_class;
};
G_DEFINE_TYPE (GdkMacosMonitor, gdk_macos_monitor, GDK_TYPE_MONITOR)
/**
* gdk_macos_monitor_get_workarea:
* @monitor: a #GdkMonitor
* @workarea: (out): a #GdkRectangle to be filled with
* the monitor workarea
*
* Retrieves the size and position of the work area on a monitor
* within the display coordinate space. The returned geometry is in
* application pixels, not in device pixels (see
* gdk_monitor_get_scale_factor()).
*/
void
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_monitor_get_workarea (GdkMonitor *monitor,
GdkRectangle *geometry)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
GdkMacosMonitor *self = (GdkMacosMonitor *)monitor;
int x, y;
g_assert (GDK_IS_MACOS_MONITOR (self));
g_assert (geometry != NULL);
x = self->workarea.origin.x;
y = self->workarea.origin.y + self->workarea.size.height;
_gdk_macos_display_from_display_coords (GDK_MACOS_DISPLAY (monitor->display),
x, y,
&x, &y);
geometry->x = x;
geometry->y = y;
geometry->width = self->workarea.size.width;
geometry->height = self->workarea.size.height;
GDK_END_MACOS_ALLOC_POOL;
}
static void
gdk_macos_monitor_class_init (GdkMacosMonitorClass *klass)
{
}
static void
gdk_macos_monitor_init (GdkMacosMonitor *self)
{
}
static GdkSubpixelLayout
GetSubpixelLayout (CGDirectDisplayID screen_id)
{
#if 0
GDK_BEGIN_MACOS_ALLOC_POOL;
GdkSubpixelLayout subpixel_layout = GDK_SUBPIXEL_LAYOUT_UNKNOWN;
io_service_t iosvc;
NSDictionary *dict;
guint layout;
gboolean rotation;
rotation = CGDisplayRotation (screen_id);
iosvc = CGDisplayIOServicePort (screen_id);
dict = (NSDictionary *)IODisplayCreateInfoDictionary (iosvc, kIODisplayOnlyPreferredName);
layout = [[dict objectForKey:@kDisplaySubPixelLayout] unsignedIntValue];
switch (layout)
{
case kDisplaySubPixelLayoutRGB:
if (rotation == 0.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_HORIZONTAL_RGB;
else if (rotation == 90.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_VERTICAL_RGB;
else if (rotation == 180.0 || rotation == -180.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_HORIZONTAL_BGR;
else if (rotation == -90.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_VERTICAL_BGR;
break;
case kDisplaySubPixelLayoutBGR:
if (rotation == 0.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_HORIZONTAL_BGR;
else if (rotation == 90.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_VERTICAL_BGR;
else if (rotation == 180.0 || rotation == -180.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_HORIZONTAL_RGB;
else if (rotation == -90.0 || rotation == 270.0)
subpixel_layout = GDK_SUBPIXEL_LAYOUT_VERTICAL_RGB;
break;
default:
break;
}
GDK_END_MACOS_ALLOC_POOL;
return subpixel_layout;
#endif
return GDK_SUBPIXEL_LAYOUT_UNKNOWN;
}
static char *
GetLocalizedName (NSScreen *screen)
{
#ifdef AVAILABLE_MAC_OS_X_VERSION_10_15_AND_LATER
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_BEGIN_MACOS_ALLOC_POOL;
NSString *str;
char *name;
g_assert (screen);
str = [screen localizedName];
name = g_strdup ([str UTF8String]);
GDK_END_MACOS_ALLOC_POOL;
return g_steal_pointer (&name);
#else
return NULL;
#endif
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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}
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static 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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GetConnectorName (CGDirectDisplayID screen_id)
{
guint unit = CGDisplayUnitNumber (screen_id);
return g_strdup_printf ("unit-%u", unit);
}
static NSScreen *
find_screen (CGDirectDisplayID screen_id)
{
GDK_BEGIN_MACOS_ALLOC_POOL;
NSScreen *screen = NULL;
for (id obj in [NSScreen screens])
{
if (screen_id == [[[obj deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue])
{
screen = (NSScreen *)obj;
break;
}
}
GDK_END_MACOS_ALLOC_POOL;
return screen;
}
gboolean
_gdk_macos_monitor_reconfigure (GdkMacosMonitor *self)
{
GdkSubpixelLayout subpixel_layout;
CGDisplayModeRef mode;
GdkMacosDisplay *display;
NSScreen *screen;
GdkRectangle geom;
gboolean has_opengl;
CGSize size;
CGRect bounds;
size_t width;
size_t pixel_width;
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char *connector;
char *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
int refresh_rate;
int scale_factor = 1;
int width_mm;
int height_mm;
g_return_val_if_fail (GDK_IS_MACOS_MONITOR (self), FALSE);
display = GDK_MACOS_DISPLAY (GDK_MONITOR (self)->display);
if (!(screen = find_screen (self->screen_id)) ||
!(mode = CGDisplayCopyDisplayMode (self->screen_id)))
return FALSE;
size = CGDisplayScreenSize (self->screen_id);
bounds = [screen frame];
width = CGDisplayModeGetWidth (mode);
pixel_width = CGDisplayModeGetPixelWidth (mode);
has_opengl = CGDisplayUsesOpenGLAcceleration (self->screen_id);
subpixel_layout = GetSubpixelLayout (self->screen_id);
name = GetLocalizedName (screen);
connector = GetConnectorName (self->screen_id);
if (width != 0 && pixel_width != 0)
scale_factor = MAX (1, pixel_width / width);
width_mm = size.width;
height_mm = size.height;
geom.x = bounds.origin.x - display->min_x;
geom.y = display->height - bounds.origin.y - bounds.size.height + display->min_y;
geom.width = bounds.size.width;
geom.height = bounds.size.height;
/* We will often get 0 back from CGDisplayModeGetRefreshRate(). We
* can fallback by getting it from CoreVideo based on a CVDisplayLink
* setting (which is also used by the frame clock).
*/
if (!(refresh_rate = CGDisplayModeGetRefreshRate (mode)))
refresh_rate = _gdk_macos_display_get_nominal_refresh_rate (display);
gdk_monitor_set_connector (GDK_MONITOR (self), connector);
gdk_monitor_set_model (GDK_MONITOR (self), name);
gdk_monitor_set_geometry (GDK_MONITOR (self), &geom);
gdk_monitor_set_physical_size (GDK_MONITOR (self), width_mm, height_mm);
gdk_monitor_set_scale_factor (GDK_MONITOR (self), scale_factor);
gdk_monitor_set_refresh_rate (GDK_MONITOR (self), refresh_rate);
gdk_monitor_set_subpixel_layout (GDK_MONITOR (self), GDK_SUBPIXEL_LAYOUT_UNKNOWN);
self->workarea = [screen visibleFrame];
/* We might be able to use this at some point to change which GSK renderer
* we use for surfaces on this monitor. For example, it might be better
* to use cairo if we cannot use OpenGL (or it would be software) anyway.
* Presumably that is more common in cases where macOS is running under
* an emulator such as QEMU.
*/
self->has_opengl = !!has_opengl;
CGDisplayModeRelease (mode);
g_free (name);
g_free (connector);
return TRUE;
}
GdkMacosMonitor *
_gdk_macos_monitor_new (GdkMacosDisplay *display,
CGDirectDisplayID screen_id)
{
GdkMacosMonitor *self;
g_return_val_if_fail (GDK_IS_MACOS_DISPLAY (display), NULL);
self = g_object_new (GDK_TYPE_MACOS_MONITOR,
"display", display,
NULL);
self->screen_id = screen_id;
_gdk_macos_monitor_reconfigure (self);
return g_steal_pointer (&self);
}
CGDirectDisplayID
_gdk_macos_monitor_get_screen_id (GdkMacosMonitor *self)
{
g_return_val_if_fail (GDK_IS_MACOS_MONITOR (self), 0);
return self->screen_id;
}