bsnes/hiro/cocoa/window.cpp

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#if defined(Hiro_Window)
@implementation CocoaWindow : NSWindow
-(id) initWith:(hiro::mWindow&)windowReference {
window = &windowReference;
NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if(window->state.resizable) style |= NSResizableWindowMask;
if(self = [super initWithContentRect:NSMakeRect(0, 0, 640, 480) styleMask:style backing:NSBackingStoreBuffered defer:YES]) {
[self setDelegate:self];
[self setReleasedWhenClosed:NO];
[self setAcceptsMouseMovedEvents:YES];
[self setTitle:@""];
NSBundle* bundle = [NSBundle mainBundle];
NSDictionary* dictionary = [bundle infoDictionary];
NSString* applicationName = [dictionary objectForKey:@"CFBundleDisplayName"];
if(applicationName == nil) applicationName = [NSString stringWithUTF8String:hiro::Application::state.name];
menuBar = [[NSMenu alloc] init];
NSMenuItem* item;
string text;
rootMenu = [[NSMenu alloc] init];
item = [[[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""] autorelease];
[item setSubmenu:rootMenu];
[menuBar addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"About %@ ...", applicationName] action:@selector(menuAbout) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
item = [[[NSMenuItem alloc] initWithTitle:@"Preferences" action:@selector(menuPreferences) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
NSMenu* servicesMenu = [[[NSMenu alloc] initWithTitle:@"Services"] autorelease];
item = [[[NSMenuItem alloc] initWithTitle:@"Services" action:nil keyEquivalent:@""] autorelease];
[item setTarget:self];
[item setSubmenu:servicesMenu];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
[NSApp setServicesMenu:servicesMenu];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Hide %@", applicationName] action:@selector(hide:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
item = [[[NSMenuItem alloc] initWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""] autorelease];
[item setTarget:NSApp];
[rootMenu addItem:item];
[rootMenu addItem:[NSMenuItem separatorItem]];
item = [[[NSMenuItem alloc] initWithTitle:[NSString stringWithFormat:@"Quit %@", applicationName] action:@selector(menuQuit) keyEquivalent:@""] autorelease];
[item setTarget:self];
[rootMenu addItem:item];
statusBar = [[NSTextField alloc] initWithFrame:NSMakeRect(0, 0, 0, 0)];
[statusBar setAlignment:NSLeftTextAlignment];
[statusBar setBordered:YES];
[statusBar setBezeled:YES];
[statusBar setBezelStyle:NSTextFieldSquareBezel];
[statusBar setEditable:NO];
[statusBar setHidden:YES];
[[self contentView] addSubview:statusBar positioned:NSWindowBelow relativeTo:nil];
}
return self;
}
-(BOOL) canBecomeKeyWindow {
return YES;
}
-(BOOL) canBecomeMainWindow {
return YES;
}
-(void) windowDidBecomeMain:(NSNotification*)notification {
if(window->state.menuBar) {
[NSApp setMainMenu:menuBar];
}
}
-(void) windowDidMove:(NSNotification*)notification {
if(auto p = window->self()) p->moveEvent();
}
-(void) windowDidResize:(NSNotification*)notification {
if(auto p = window->self()) p->sizeEvent();
}
-(BOOL) windowShouldClose:(id)sender {
if(window->state.onClose) window->doClose();
else window->setVisible(false);
if(window->state.modal && !window->visible()) window->setModal(false);
return NO;
}
-(NSDragOperation) draggingEntered:(id<NSDraggingInfo>)sender {
return DropPathsOperation(sender);
}
-(BOOL) performDragOperation:(id<NSDraggingInfo>)sender {
lstring paths = DropPaths(sender);
if(paths.empty()) return NO;
window->doDrop(paths);
return YES;
}
-(NSMenu*) menuBar {
return menuBar;
}
-(void) menuAbout {
hiro::Application::Cocoa::doAbout();
}
-(void) menuPreferences {
hiro::Application::Cocoa::doPreferences();
}
-(void) menuQuit {
hiro::Application::Cocoa::doQuit();
}
-(NSTextField*) statusBar {
return statusBar;
}
@end
namespace hiro {
auto pWindow::none() -> Window& {
static Window* window = nullptr;
if(window == nullptr) window = new Window;
return *window;
}
auto pWindow::construct() -> void {
@autoreleasepool {
cocoaWindow = [[CocoaWindow alloc] initWith:self()];
}
}
auto pWindow::destruct() -> void {
@autoreleasepool {
[cocoaWindow release];
}
}
auto pWindow::append(sLayout layout) -> void {
layout->setGeometry(self().geometry().setPosition(0, 0));
statusBarReposition();
}
auto pWindow::append(sMenuBar menuBar) -> void {
}
auto pWindow::append(sStatusBar statusBar) -> void {
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
statusBar->setEnabled(statusBar->enabled(true));
statusBar->setFont(statusBar->font(true));
statusBar->setText(statusBar->text());
statusBar->setVisible(statusBar->visible(true));
}
auto pWindow::focused() const -> bool {
@autoreleasepool {
return [cocoaWindow isMainWindow] == YES;
}
}
auto pWindow::frameMargin() const -> Geometry {
@autoreleasepool {
NSRect frame = [cocoaWindow frameRectForContentRect:NSMakeRect(0, 0, 640, 480)];
return {abs(frame.origin.x), (int)(frame.size.height - 480), (int)(frame.size.width - 640), abs(frame.origin.y)};
}
}
auto pWindow::remove(sLayout layout) -> void {
@autoreleasepool {
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
auto pWindow::remove(sMenuBar menuBar) -> void {
}
auto pWindow::remove(sStatusBar statusBar) -> void {
@autoreleasepool {
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
[[cocoaWindow statusBar] setHidden:YES];
}
}
auto pWindow::setBackgroundColor(Color color) -> void {
@autoreleasepool {
[cocoaWindow
setBackgroundColor:[NSColor
colorWithCalibratedRed:color.red() / 255.0
green:color.green() / 255.0
blue:color.blue() / 255.0
alpha:color.alpha() / 255.0
]
];
}
}
auto pWindow::setDroppable(bool droppable) -> void {
@autoreleasepool {
if(droppable) {
[cocoaWindow registerForDraggedTypes:[NSArray arrayWithObject:NSFilenamesPboardType]];
} else {
[cocoaWindow unregisterDraggedTypes];
}
}
}
auto pWindow::setFocused() -> void {
@autoreleasepool {
[cocoaWindow makeKeyAndOrderFront:nil];
}
}
auto pWindow::setFullScreen(bool fullScreen) -> void {
@autoreleasepool {
if(fullScreen == true) {
[NSApp setPresentationOptions:NSApplicationPresentationFullScreen];
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorFullScreenPrimary];
[cocoaWindow toggleFullScreen:nil];
} else {
[cocoaWindow toggleFullScreen:nil];
[cocoaWindow setCollectionBehavior:NSWindowCollectionBehaviorDefault];
[NSApp setPresentationOptions:NSApplicationPresentationDefault];
}
}
}
auto pWindow::setGeometry(Geometry geometry) -> void {
lock();
@autoreleasepool {
[cocoaWindow
setFrame:[cocoaWindow
frameRectForContentRect:NSMakeRect(
geometry.x(), Desktop::size().height() - geometry.y() - geometry.height(),
geometry.width(), geometry.height() + statusBarHeight()
)
]
display:YES
];
if(auto& layout = state().layout) {
layout->setGeometry(self().geometry().setPosition(0, 0));
}
statusBarReposition();
}
unlock();
}
auto pWindow::setModal(bool modal) -> void {
@autoreleasepool {
if(modal == true) {
[NSApp runModalForWindow:cocoaWindow];
} else {
[NSApp stopModal];
NSEvent* event = [NSEvent otherEventWithType:NSApplicationDefined location:NSMakePoint(0, 0) modifierFlags:0 timestamp:0.0 windowNumber:0 context:nil subtype:0 data1:0 data2:0];
[NSApp postEvent:event atStart:true];
}
}
}
auto pWindow::setResizable(bool resizable) -> void {
@autoreleasepool {
NSUInteger style = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask;
if(resizable) style |= NSResizableWindowMask;
[cocoaWindow setStyleMask:style];
}
}
auto pWindow::setTitle(const string& text) -> void {
@autoreleasepool {
[cocoaWindow setTitle:[NSString stringWithUTF8String:text]];
}
}
auto pWindow::setVisible(bool visible) -> void {
@autoreleasepool {
if(visible) [cocoaWindow makeKeyAndOrderFront:nil];
else [cocoaWindow orderOut:nil];
}
}
auto pWindow::moveEvent() -> void {
if(!locked() && !self().fullScreen() && self().visible()) {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
state().geometry.setX(area.origin.x);
state().geometry.setY(Desktop::size().height() - area.origin.y - area.size.height);
}
}
if(!locked()) self().doMove();
}
auto pWindow::sizeEvent() -> void {
if(!locked() && !self().fullScreen() && self().visible()) {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
state().geometry.setWidth(area.size.width);
state().geometry.setHeight(area.size.height);
}
}
if(auto& layout = state().layout) {
layout->setGeometry(self().geometry().setPosition(0, 0));
}
statusBarReposition();
if(!locked()) self().doSize();
}
auto pWindow::statusBarHeight() -> uint {
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
if(auto& statusBar = state().statusBar) {
return pFont::size(statusBar->font(true), " ").height() + 6;
}
return 0;
}
auto pWindow::statusBarReposition() -> void {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
[[cocoaWindow statusBar] setFrame:NSMakeRect(0, 0, area.size.width, statusBarHeight())];
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
auto pWindow::_append(mWidget& widget) -> void {
@autoreleasepool {
if(auto pWidget = widget.self()) {
[pWidget->cocoaView removeFromSuperview];
[[cocoaWindow contentView] addSubview:pWidget->cocoaView positioned:NSWindowAbove relativeTo:nil];
pWidget->setGeometry(widget.geometry());
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
}
Update to v096r02 (OS X Preview for Developers) release. byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview.
2016-01-05 02:59:19 +00:00
/*
auto pWindow::geometry() -> Geometry {
@autoreleasepool {
NSRect area = [cocoaWindow contentRectForFrameRect:[cocoaWindow frame]];
area.size.height -= statusBarHeight();
return {area.origin.x, Desktop::size().height - area.origin.y - area.size.height, area.size.width, area.size.height};
}
}
auto pWindow::remove(Widget& widget) -> void {
@autoreleasepool {
[widget.p.cocoaView removeFromSuperview];
[[cocoaWindow contentView] setNeedsDisplay:YES];
}
}
*/
}
#endif