/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD 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 General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/******************************************************************************
* Cocoa video driver *
* Known things left to do: *
* Nothing at the moment. *
******************************************************************************/
#ifdef WITH_COCOA
#include "../../stdafx.h"
#include "../../os/macosx/macos.h"
#define Rect OTTDRect
#define Point OTTDPoint
#import
#undef Rect
#undef Point
#include "../../openttd.h"
#include "../../debug.h"
#include "../../variables.h"
#include "../../core/geometry_type.hpp"
#include "cocoa_v.h"
#include "../../blitter/factory.hpp"
#include "../../fileio_func.h"
#include "../../gfx_func.h"
#include "../../functions.h"
#import /* for MAXPATHLEN */
/**
* Important notice regarding all modifications!!!!!!!
* There are certain limitations because the file is objective C++.
* gdb has limitations.
* C++ and objective C code can't be joined in all cases (classes stuff).
* Read http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html for more information.
*/
@interface OTTDMain : NSObject
@end
static NSAutoreleasePool *_ottd_autorelease_pool;
static OTTDMain *_ottd_main;
static bool _cocoa_video_started = false;
static bool _cocoa_video_dialog = false;
CocoaSubdriver *_cocoa_subdriver = NULL;
/* The main class of the application, the application's delegate */
@implementation OTTDMain
/* Called when the internal event loop has just started running */
- (void) applicationDidFinishLaunching: (NSNotification*) note
{
/* Hand off to main application code */
QZ_GameLoop();
/* We're done, thank you for playing */
[ NSApp stop:_ottd_main ];
}
/* Display the in game quit confirmation dialog */
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication*) sender
{
HandleExitGameRequest();
return NSTerminateCancel; // NSTerminateLater ?
}
@end
static void setApplicationMenu()
{
NSString *appName = @"OTTD";
NSMenu *appleMenu = [ [ NSMenu alloc ] initWithTitle:appName ];
/* Add menu items */
NSString *title = [ @"About " stringByAppendingString:appName ];
[ appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@"" ];
[ appleMenu addItem:[ NSMenuItem separatorItem ] ];
title = [ @"Hide " stringByAppendingString:appName ];
[ appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h" ];
NSMenuItem *menuItem = [ appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h" ];
[ menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask | NSCommandKeyMask) ];
[ appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@"" ];
[ appleMenu addItem:[ NSMenuItem separatorItem ] ];
title = [ @"Quit " stringByAppendingString:appName ];
[ appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q" ];
/* Put menu into the menubar */
menuItem = [ [ NSMenuItem alloc ] initWithTitle:@"" action:nil keyEquivalent:@"" ];
[ menuItem setSubmenu:appleMenu ];
[ [ NSApp mainMenu ] addItem:menuItem ];
/* Tell the application object that this is now the application menu.
* This interesting Objective-C construct is used because not all SDK
* versions define this method publicly. */
[ NSApp performSelector:@selector(setAppleMenu:) withObject:appleMenu ];
/* Finally give up our references to the objects */
[ appleMenu release ];
[ menuItem release ];
}
/* Create a window menu */
static void setupWindowMenu()
{
NSMenu *windowMenu = [ [ NSMenu alloc ] initWithTitle:@"Window" ];
/* "Minimize" item */
[ windowMenu addItemWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m" ];
/* Put menu into the menubar */
NSMenuItem *menuItem = [ [ NSMenuItem alloc ] initWithTitle:@"Window" action:nil keyEquivalent:@"" ];
[ menuItem setSubmenu:windowMenu ];
[ [ NSApp mainMenu ] addItem:menuItem ];
/* Tell the application object that this is now the window menu */
[ NSApp setWindowsMenu:windowMenu ];
/* Finally give up our references to the objects */
[ windowMenu release ];
[ menuItem release ];
}
static void setupApplication()
{
ProcessSerialNumber psn = { 0, kCurrentProcess };
/* Ensure the application object is initialised */
[ NSApplication sharedApplication ];
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_3
/* Tell the dock about us */
if (MacOSVersionIsAtLeast(10, 3, 0)) {
OSStatus returnCode = TransformProcessType(&psn, kProcessTransformToForegroundApplication);
if (returnCode != 0) DEBUG(driver, 0, "Could not change to foreground application. Error %d", (int)returnCode);
}
#endif
/* Become the front process, important when start from the command line. */
OSErr err = SetFrontProcess(&psn);
if (err != 0) DEBUG(driver, 0, "Could not bring the application to front. Error %d", (int)err);
/* Set up the menubar */
[ NSApp setMainMenu:[ [ NSMenu alloc ] init ] ];
setApplicationMenu();
setupWindowMenu();
/* Create OTTDMain and make it the app delegate */
_ottd_main = [ [ OTTDMain alloc ] init ];
[ NSApp setDelegate:_ottd_main ];
}
static void QZ_UpdateVideoModes()
{
assert(_cocoa_subdriver != NULL);
OTTD_Point modes[32];
uint count = _cocoa_subdriver->ListModes(modes, lengthof(modes));
for (uint i = 0; i < count; i++) {
_resolutions[i].width = modes[i].x;
_resolutions[i].height = modes[i].y;
}
_num_resolutions = count;
}
void QZ_GameSizeChanged()
{
if (_cocoa_subdriver == NULL) return;
/* Tell the game that the resolution has changed */
_screen.width = _cocoa_subdriver->GetWidth();
_screen.height = _cocoa_subdriver->GetHeight();
_screen.pitch = _cocoa_subdriver->GetWidth();
_fullscreen = _cocoa_subdriver->IsFullscreen();
GameSizeChanged();
}
static CocoaSubdriver *QZ_CreateWindowSubdriver(int width, int height, int bpp)
{
CocoaSubdriver *ret;
#ifdef ENABLE_COCOA_QUARTZ
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4
/* The reason for the version mismatch is due to the fact that the 10.4 binary needs to work on 10.5 as well. */
if (MacOSVersionIsAtLeast(10, 5, 0)) {
ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
if (ret != NULL) return ret;
}
#endif
#endif
#ifdef ENABLE_COCOA_QUICKDRAW
ret = QZ_CreateWindowQuickdrawSubdriver(width, height, bpp);
if (ret != NULL) return ret;
#endif
#ifdef ENABLE_COCOA_QUARTZ
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4
/*
* If we get here we are running 10.4 or earlier and either openttd was compiled without the QuickDraw driver
* or it failed to load for some reason. Fall back to Quartz if possible even though that driver is slower.
*/
if (MacOSVersionIsAtLeast(10, 4, 0)) {
ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
if (ret != NULL) return ret;
}
#endif
#endif
return NULL;
}
static CocoaSubdriver *QZ_CreateSubdriver(int width, int height, int bpp, bool fullscreen, bool fallback)
{
CocoaSubdriver *ret = fullscreen ? QZ_CreateFullscreenSubdriver(width, height, bpp) : QZ_CreateWindowSubdriver(width, height, bpp);
if (ret != NULL) return ret;
if (!fallback) return NULL;
/* Try again in 640x480 windowed */
DEBUG(driver, 0, "Setting video mode failed, falling back to 640x480 windowed mode.");
ret = QZ_CreateWindowSubdriver(640, 480, bpp);
if (ret != NULL) return ret;
#ifdef _DEBUG
/* Try fullscreen too when in debug mode */
DEBUG(driver, 0, "Setting video mode failed, falling back to 640x480 fullscreen mode.");
ret = QZ_CreateFullscreenSubdriver(640, 480, bpp);
if (ret != NULL) return ret;
#endif
return NULL;
}
static FVideoDriver_Cocoa iFVideoDriver_Cocoa;
void VideoDriver_Cocoa::Stop()
{
if (!_cocoa_video_started) return;
delete _cocoa_subdriver;
_cocoa_subdriver = NULL;
[ _ottd_main release ];
_cocoa_video_started = false;
}
const char *VideoDriver_Cocoa::Start(const char * const *parm)
{
if (!MacOSVersionIsAtLeast(10, 3, 0)) return "The Cocoa video driver requires Mac OS X 10.3 or later.";
if (_cocoa_video_started) return "Already started";
_cocoa_video_started = true;
setupApplication();
/* Don't create a window or enter fullscreen if we're just going to show a dialog. */
if (_cocoa_video_dialog) return NULL;
int width = _cur_resolution.width;
int height = _cur_resolution.height;
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
_cocoa_subdriver = QZ_CreateSubdriver(width, height, bpp, _fullscreen, true);
if (_cocoa_subdriver == NULL) {
Stop();
return "Could not create subdriver";
}
QZ_GameSizeChanged();
QZ_UpdateVideoModes();
return NULL;
}
void VideoDriver_Cocoa::MakeDirty(int left, int top, int width, int height)
{
assert(_cocoa_subdriver != NULL);
_cocoa_subdriver->MakeDirty(left, top, width, height);
}
void VideoDriver_Cocoa::MainLoop()
{
/* Start the main event loop */
[ NSApp run ];
}
bool VideoDriver_Cocoa::ChangeResolution(int w, int h)
{
assert(_cocoa_subdriver != NULL);
bool ret = _cocoa_subdriver->ChangeResolution(w, h);
QZ_GameSizeChanged();
QZ_UpdateVideoModes();
return ret;
}
bool VideoDriver_Cocoa::ToggleFullscreen(bool full_screen)
{
assert(_cocoa_subdriver != NULL);
bool oldfs = _cocoa_subdriver->IsFullscreen();
if (full_screen != oldfs) {
int width = _cocoa_subdriver->GetWidth();
int height = _cocoa_subdriver->GetHeight();
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
delete _cocoa_subdriver;
_cocoa_subdriver = NULL;
_cocoa_subdriver = QZ_CreateSubdriver(width, height, bpp, full_screen, false);
if (_cocoa_subdriver == NULL) {
_cocoa_subdriver = QZ_CreateSubdriver(width, height, bpp, oldfs, true);
if (_cocoa_subdriver == NULL) error("Cocoa: Failed to create subdriver");
}
}
QZ_GameSizeChanged();
QZ_UpdateVideoModes();
return _cocoa_subdriver->IsFullscreen() == full_screen;
}
/* This is needed since sometimes assert is called before the videodriver is initialized */
void CocoaDialog(const char *title, const char *message, const char *buttonLabel)
{
_cocoa_video_dialog = true;
bool wasstarted = _cocoa_video_started;
if (_video_driver == NULL) {
setupApplication(); // Setup application before showing dialog
} else if (!_cocoa_video_started && _video_driver->Start(NULL) != NULL) {
fprintf(stderr, "%s: %s\n", title, message);
return;
}
QZ_ShowMouse();
NSRunAlertPanel([ NSString stringWithUTF8String:title ], [ NSString stringWithUTF8String:message ], [ NSString stringWithUTF8String:buttonLabel ], nil, nil);
if (!wasstarted && _video_driver != NULL) _video_driver->Stop();
_cocoa_video_dialog = false;
}
/* This is needed since OS X application bundles do not have a
* current directory and the data files are 'somewhere' in the bundle */
void cocoaSetApplicationBundleDir()
{
char tmp[MAXPATHLEN];
CFURLRef url = CFBundleCopyResourcesDirectoryURL(CFBundleGetMainBundle());
if (CFURLGetFileSystemRepresentation(url, true, (unsigned char*)tmp, MAXPATHLEN)) {
AppendPathSeparator(tmp, lengthof(tmp));
_searchpaths[SP_APPLICATION_BUNDLE_DIR] = strdup(tmp);
} else {
_searchpaths[SP_APPLICATION_BUNDLE_DIR] = NULL;
}
CFRelease(url);
}
/* These are called from main() to prevent a _NSAutoreleaseNoPool error when
* exiting before the cocoa video driver has been loaded
*/
void cocoaSetupAutoreleasePool()
{
_ottd_autorelease_pool = [ [ NSAutoreleasePool alloc ] init ];
}
void cocoaReleaseAutoreleasePool()
{
[ _ottd_autorelease_pool release ];
}
#endif /* WITH_COCOA */