Currently we're using a display link that is for all active displays which
is just the display server trying to find some timings that try to overlap
as many as possible.
That was fine for a prototype, but we really need to do better for
situations with mixed frame rate (such as 60hz and 120hz promotion
displays). Additionally, the 144hz external monitor I have will never
reach 144hz using the current design.
This is just the first step in changing this, but the goal is to have
one of these attached to each GdkMacosMonitor which we can then use to
thaw surfaces specific to that monitor.
We will eventually be needing additional feedback from the display server
which would be nice to keep away from the rest of GdkMacosDisplay for
cleanliness sake. Particularly for feedback from mission control and other
environment factors that requires private API for proper integration.
Previously, the popover would cause the window to go into the :backdrop
state which is not what we want for consistency with other platforms. This
fixes that by walking up the surface chain when we get notified of
loosing or acquiring "key" input from the display server.
This significantly cleans up how we handle various move-resize, compute-
size, and configure (notification of changes) in the macOS GDK backend.
Originally when prototyping this backend, there were some bits that came
over from the quartz backend and some bits which did not. It got confusing
and so this makes an attempt to knock down all that technical debt.
It is much simpler now in that the GdkMacosSurface makes requests of the
GdkMacosWindow, and the GdkMacosWindow notifies the GdkMacosSurface of
changes that happen.
User resizes are delayed until the next compute-size so that we are much
closer to the layout phase, reducing chances for in-between frames.
This also improves the situation of leaving maximized state so that a
grab and drag feels like you'd expect on other platforms.
I removed the opacity hack we had in before, because that is all coming
out anyway and it's a bit obnoxious to maintain through the async flows
here.
This needs to handle the boundary case where the value is exactly equal
to the edge of a rectangle (which gdk_rectangle_contains_point() does not
consider to be containing). However, if there is a monitor in the list
that is a better match, we still want to prefer it.
We need to avoid conflating the managing of frame callbacks from
the freeze/thaw mechanics and ensure we don't perform extra thaw
requests at the wrong time.
Creative people managed to create an X11 display and a Wayland display
at once, thereby getting EGL and GLX involved in a fight to the death
over the ownership of the glFoo() symbolspace.
A way to force such a fight with available tools here is (on Wayland)
running something like:
GTK_INSPECTOR_DISPLAY=:1 GTK_DEBUG=interactive gtk4-demo
Related: xdg-desktop-portal-gnome#5
Now that we have the display's context to hook into, we can use it to
construct other GL contexts and don't need a GdkSurface vfunc anymore.
This has the added benefit that backends can have different GdkGLContext
classes on the display and get new GLContexts generated from them, so
we get multiple GL backend support per GDK backend for free.
I originally wanted to make this a vfunc on GdkGLContextClass, but
it turns out all the abckends would just call g_object_new() anyway.
Instead of
Display::make_gl_context_current()
we now have
GLContext::clear_current()
GLContext::make_current()
This fits better with the backends (we can actually implement
clearCurrent on macOS now) and makes it easier to implement different GL
backends for backends (like EGL/GLX on X11).
We also pass a surfaceless boolean to make_current() so the calling code
can decide if a surface needs to be bound or not, because the backends
were all doing whatever, which was very counterproductive.
The vfunc is called to initialize GL and it returns a "base" context
that GDK then uses as the context all others are shared with. So the GL
context share tree now looks like:
+ context from init_gl
- context1
- context2
...
So this is a flat tree now, the complexity is gone.
The only caveat is that backends now need to create a GL context when
initializing GL so some refactoring was needed.
Two new functions have been added:
* gdk_display_prepare_gl()
This is public API and can be used to ensure that GL has been
initialized or if not, retrieve an error to display (or debug-print).
* gdk_display_get_gl_context()
This is a private function to retrieve the base context from
init_gl(). It replaces gdk_surface_get_shared_data_context().
This gets the basic mechanics of the drop portion of DnD working on the
macOS backend. You can drag, for example, from TextEdit into GNOME
Text Editor when using the macOS backend.
Other content formats are supported, and match what is currently
supported by the clipboard backend as the implementation to read
from the pasteboard is shared.
Currently, we look up the GdkDrag for the new GdkDrop. However,
nothing is stashing the drag away for further lookup. More work is
needed on GdkMacosDrag for that to be doable.
We need to keep this consistent so that we can look things up
faster in other places. Therefore, just take the hit here and clear
the entire list ensuring prev/next poniters are cleared.
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.