/* * 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 . */ /** @file cocoa_v.mm Code related to the cocoa video driver(s). */ /****************************************************************************** * 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 #import #undef Rect #undef Point #include "../../openttd.h" #include "../../debug.h" #include "../../core/geometry_func.hpp" #include "../../core/math_func.hpp" #include "cocoa_v.h" #include "cocoa_wnd.h" #include "../../blitter/factory.hpp" #include "../../framerate_type.h" #include "../../gfx_func.h" #include "../../thread.h" #include "../../core/random_func.hpp" #include "../../progress.h" #include "../../settings_type.h" #include "../../window_func.h" #include "../../window_gui.h" #import /* for MAXPATHLEN */ #import /* gettimeofday */ #include /** * 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. */ /* On some old versions of MAC OS this may not be defined. * Those versions generally only produce code for PPC. So it should be safe to * set this to 0. */ #ifndef kCGBitmapByteOrder32Host #define kCGBitmapByteOrder32Host 0 #endif bool _cocoa_video_started = false; extern bool _tab_is_down; /** List of common display/window sizes. */ static const Dimension _default_resolutions[] = { { 640, 480 }, { 800, 600 }, { 1024, 768 }, { 1152, 864 }, { 1280, 800 }, { 1280, 960 }, { 1280, 1024 }, { 1400, 1050 }, { 1600, 1200 }, { 1680, 1050 }, { 1920, 1200 }, { 2560, 1440 } }; VideoDriver_Cocoa::VideoDriver_Cocoa() { this->setup = false; this->buffer_locked = false; this->window = nil; this->cocoaview = nil; this->delegate = nil; this->color_space = nullptr; this->dirty_rect = {}; } /** Stop Cocoa video driver. */ void VideoDriver_Cocoa::Stop() { if (!_cocoa_video_started) return; CocoaExitApplication(); /* Release window mode resources */ if (this->window != nil) [ this->window close ]; [ this->cocoaview release ]; [ this->delegate release ]; CGColorSpaceRelease(this->color_space); _cocoa_video_started = false; } /** Common driver initialization. */ const char *VideoDriver_Cocoa::Initialize() { if (!MacOSVersionIsAtLeast(10, 7, 0)) return "The Cocoa video driver requires Mac OS X 10.7 or later."; if (_cocoa_video_started) return "Already started"; _cocoa_video_started = true; /* Don't create a window or enter fullscreen if we're just going to show a dialog. */ if (!CocoaSetupApplication()) return nullptr; this->UpdateAutoResolution(); this->orig_res = _cur_resolution; return nullptr; } /** * Set dirty a rectangle managed by a cocoa video subdriver. * @param left Left x cooordinate of the dirty rectangle. * @param top Uppder y coordinate of the dirty rectangle. * @param width Width of the dirty rectangle. * @param height Height of the dirty rectangle. */ void VideoDriver_Cocoa::MakeDirty(int left, int top, int width, int height) { Rect r = {left, top, left + width, top + height}; this->dirty_rect = BoundingRect(this->dirty_rect, r); } /** * Start the main programme loop when using a cocoa video driver. */ void VideoDriver_Cocoa::MainLoop() { /* Restart game loop if it was already running (e.g. after bootstrapping), * otherwise this call is a no-op. */ [ [ NSNotificationCenter defaultCenter ] postNotificationName:OTTDMainLaunchGameEngine object:nil ]; /* Start the main event loop. */ [ NSApp run ]; } /** * Change the resolution when using a cocoa video driver. * @param w New window width. * @param h New window height. * @return Whether the video driver was successfully updated. */ bool VideoDriver_Cocoa::ChangeResolution(int w, int h) { NSSize screen_size = [ [ NSScreen mainScreen ] frame ].size; w = std::min(w, (int)screen_size.width); h = std::min(h, (int)screen_size.height); NSRect contentRect = NSMakeRect(0, 0, w, h); [ this->window setContentSize:contentRect.size ]; /* Ensure frame height - title bar height >= view height */ float content_height = [ this->window contentRectForFrameRect:[ this->window frame ] ].size.height; contentRect.size.height = Clamp(h, 0, (int)content_height); if (this->cocoaview != nil) { h = (int)contentRect.size.height; [ this->cocoaview setFrameSize:contentRect.size ]; } [ (OTTD_CocoaWindow *)this->window center ]; this->AllocateBackingStore(); return true; } /** * Toggle between windowed and full screen mode for cocoa display driver. * @param full_screen Whether to switch to full screen or not. * @return Whether the mode switch was successful. */ bool VideoDriver_Cocoa::ToggleFullscreen(bool full_screen) { if (this->IsFullscreen() == full_screen) return true; if ([ this->window respondsToSelector:@selector(toggleFullScreen:) ]) { [ this->window performSelector:@selector(toggleFullScreen:) withObject:this->window ]; /* Hide the menu bar and the dock */ [ NSMenu setMenuBarVisible:!full_screen ]; this->UpdateVideoModes(); InvalidateWindowClassesData(WC_GAME_OPTIONS, 3); return true; } return false; } /** * Callback invoked after the blitter was changed. * @return True if no error. */ bool VideoDriver_Cocoa::AfterBlitterChange() { this->AllocateBackingStore(true); return true; } /** * An edit box lost the input focus. Abort character compositing if necessary. */ void VideoDriver_Cocoa::EditBoxLostFocus() { [ [ this->cocoaview inputContext ] discardMarkedText ]; /* Clear any marked string from the current edit box. */ HandleTextInput(nullptr, true); } /** * Get refresh rates of all connected monitors. */ std::vector VideoDriver_Cocoa::GetListOfMonitorRefreshRates() { std::vector rates{}; if (MacOSVersionIsAtLeast(10, 6, 0)) { std::array displays; uint32_t count = 0; CGGetActiveDisplayList(displays.size(), displays.data(), &count); for (uint32_t i = 0; i < count; i++) { CGDisplayModeRef mode = CGDisplayCopyDisplayMode(displays[i]); int rate = (int)CGDisplayModeGetRefreshRate(mode); if (rate > 0) rates.push_back(rate); CGDisplayModeRelease(mode); } } return rates; } /** * Get the resolution of the main screen. */ Dimension VideoDriver_Cocoa::GetScreenSize() const { NSRect frame = [ [ NSScreen mainScreen ] frame ]; return { static_cast(NSWidth(frame)), static_cast(NSHeight(frame)) }; } /** Get DPI scale of our window. */ float VideoDriver_Cocoa::GetDPIScale() { return this->cocoaview != nil ? [ this->cocoaview getContentsScale ] : 1.0f; } /** Lock video buffer for drawing if it isn't already mapped. */ bool VideoDriver_Cocoa::LockVideoBuffer() { if (this->buffer_locked) return false; this->buffer_locked = true; _screen.dst_ptr = this->GetVideoPointer(); assert(_screen.dst_ptr != nullptr); return true; } /** Unlock video buffer. */ void VideoDriver_Cocoa::UnlockVideoBuffer() { if (_screen.dst_ptr != nullptr) { /* Hand video buffer back to the drawing backend. */ this->ReleaseVideoPointer(); _screen.dst_ptr = nullptr; } this->buffer_locked = false; } /** * Are we in fullscreen mode? * @return whether fullscreen mode is currently used */ bool VideoDriver_Cocoa::IsFullscreen() { return this->window != nil && ([ this->window styleMask ] & NSWindowStyleMaskFullScreen) != 0; } /** * Handle a change of the display area. */ void VideoDriver_Cocoa::GameSizeChanged() { /* Store old window size if we entered fullscreen mode. */ bool fullscreen = this->IsFullscreen(); if (fullscreen && !_fullscreen) this->orig_res = _cur_resolution; _fullscreen = fullscreen; BlitterFactory::GetCurrentBlitter()->PostResize(); ::GameSizeChanged(); /* We need to store the window size as non-Retina size in * the config file to get same windows size on next start. */ _cur_resolution.width = [ this->cocoaview frame ].size.width; _cur_resolution.height = [ this->cocoaview frame ].size.height; } /** * Update the video mode. */ void VideoDriver_Cocoa::UpdateVideoModes() { _resolutions.clear(); if (this->IsFullscreen()) { /* Full screen, there is only one possible resolution. */ NSSize screen = [ [ this->window screen ] frame ].size; _resolutions.emplace_back((uint)screen.width, (uint)screen.height); } else { /* Windowed; offer a selection of common window sizes up until the * maximum usable screen space. This excludes the menu and dock areas. */ NSSize maxSize = [ [ NSScreen mainScreen] visibleFrame ].size; for (const auto &d : _default_resolutions) { if (d.width < maxSize.width && d.height < maxSize.height) _resolutions.push_back(d); } _resolutions.emplace_back((uint)maxSize.width, (uint)maxSize.height); } } /** * Build window and view with a given size. * @param width Window width. * @param height Window height. */ bool VideoDriver_Cocoa::MakeWindow(int width, int height) { this->setup = true; /* Limit window size to screen frame. */ NSSize screen_size = [ [ NSScreen mainScreen ] frame ].size; if (width > screen_size.width) width = screen_size.width; if (height > screen_size.height) height = screen_size.height; NSRect contentRect = NSMakeRect(0, 0, width, height); /* Create main window. */ unsigned int style = NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask | NSClosableWindowMask; this->window = [ [ OTTD_CocoaWindow alloc ] initWithContentRect:contentRect styleMask:style backing:NSBackingStoreBuffered defer:NO driver:this ]; if (this->window == nil) { DEBUG(driver, 0, "Could not create the Cocoa window."); this->setup = false; return false; } /* Add built in full-screen support when available (OS X 10.7 and higher) * This code actually compiles for 10.5 and later, but only makes sense in conjunction * with the quartz fullscreen support as found only in 10.7 and later. */ if ([ this->window respondsToSelector:@selector(toggleFullScreen:) ]) { NSWindowCollectionBehavior behavior = [ this->window collectionBehavior ]; behavior |= NSWindowCollectionBehaviorFullScreenPrimary; [ this->window setCollectionBehavior:behavior ]; NSButton* fullscreenButton = [ this->window standardWindowButton:NSWindowFullScreenButton ]; [ fullscreenButton setAction:@selector(toggleFullScreen:) ]; [ fullscreenButton setTarget:this->window ]; } this->delegate = [ [ OTTD_CocoaWindowDelegate alloc ] initWithDriver:this ]; [ this->window setDelegate:this->delegate ]; [ this->window center ]; [ this->window makeKeyAndOrderFront:nil ]; /* Create wrapper view for input and event handling. */ NSRect view_frame = [ this->window contentRectForFrameRect:[ this->window frame ] ]; this->cocoaview = [ [ OTTD_CocoaView alloc ] initWithFrame:view_frame ]; if (this->cocoaview == nil) { DEBUG(driver, 0, "Could not create the event wrapper view."); this->setup = false; return false; } [ this->cocoaview setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ]; /* Create content view. */ NSView *draw_view = this->AllocateDrawView(); if (draw_view == nil) { DEBUG(driver, 0, "Could not create the drawing view."); this->setup = false; return false; } [ draw_view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ]; /* Create view chain: window -> input wrapper view -> content view. */ [ this->window setContentView:this->cocoaview ]; [ this->cocoaview addSubview:draw_view ]; [ this->window makeFirstResponder:this->cocoaview ]; [ draw_view release ]; [ this->window setColorSpace:[ NSColorSpace sRGBColorSpace ] ]; CGColorSpaceRelease(this->color_space); this->color_space = CGColorSpaceCreateWithName(kCGColorSpaceSRGB); if (this->color_space == nullptr) this->color_space = CGColorSpaceCreateDeviceRGB(); if (this->color_space == nullptr) error("Could not get a valid colour space for drawing."); this->setup = false; return true; } /** * Poll and handle a single event from the OS. * @return True if there was an event to handle. */ bool VideoDriver_Cocoa::PollEvent() { NSEvent *event = [ NSApp nextEventMatchingMask:NSAnyEventMask untilDate:[ NSDate distantPast ] inMode:NSDefaultRunLoopMode dequeue:YES ]; if (event == nil) return false; [ NSApp sendEvent:event ]; return true; } void VideoDriver_Cocoa::InputLoop() { NSUInteger cur_mods = [ NSEvent modifierFlags ]; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = (cur_mods & ( _settings_client.gui.right_mouse_btn_emulation != RMBE_CONTROL ? NSControlKeyMask : NSCommandKeyMask)) != 0; _shift_pressed = (cur_mods & NSShiftKeyMask) != 0; #if defined(_DEBUG) this->fast_forward_key_pressed = _shift_pressed; #else this->fast_forward_key_pressed = _tab_is_down; #endif if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); } /** Main game loop. */ void VideoDriver_Cocoa::MainLoopReal() { this->StartGameThread(); for (;;) { @autoreleasepool { if (_exit_game) { /* Restore saved resolution if in fullscreen mode. */ if (this->IsFullscreen()) _cur_resolution = this->orig_res; break; } this->Tick(); this->SleepTillNextTick(); } } this->StopGameThread(); } /* Subclass of OTTD_CocoaView to fix Quartz rendering */ @interface OTTD_QuartzView : NSView { VideoDriver_CocoaQuartz *driver; } - (instancetype)initWithFrame:(NSRect)frameRect andDriver:(VideoDriver_CocoaQuartz *)drv; @end @implementation OTTD_QuartzView - (instancetype)initWithFrame:(NSRect)frameRect andDriver:(VideoDriver_CocoaQuartz *)drv { if (self = [ super initWithFrame:frameRect ]) { self->driver = drv; /* We manage our content updates ourselves. */ self.layerContentsRedrawPolicy = NSViewLayerContentsRedrawOnSetNeedsDisplay; self.wantsLayer = YES; self.layer.magnificationFilter = kCAFilterNearest; self.layer.opaque = YES; } return self; } - (BOOL)acceptsFirstResponder { return NO; } - (BOOL)isOpaque { return YES; } - (BOOL)wantsUpdateLayer { return YES; } - (void)updateLayer { if (driver->cgcontext == nullptr) return; /* Set layer contents to our backing buffer, which avoids needless copying. */ CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext); self.layer.contents = (__bridge id)fullImage; CGImageRelease(fullImage); } - (void)viewDidChangeBackingProperties { [ super viewDidChangeBackingProperties ]; self.layer.contentsScale = [ driver->cocoaview getContentsScale ]; } @end static FVideoDriver_CocoaQuartz iFVideoDriver_CocoaQuartz; /** Clear buffer to opaque black. */ static void ClearWindowBuffer(uint32 *buffer, uint32 pitch, uint32 height) { uint32 fill = Colour(0, 0, 0).data; for (uint32 y = 0; y < height; y++) { for (uint32 x = 0; x < pitch; x++) { buffer[y * pitch + x] = fill; } } } VideoDriver_CocoaQuartz::VideoDriver_CocoaQuartz() { this->window_width = 0; this->window_height = 0; this->window_pitch = 0; this->buffer_depth = 0; this->window_buffer = nullptr; this->pixel_buffer = nullptr; this->cgcontext = nullptr; } const char *VideoDriver_CocoaQuartz::Start(const StringList ¶m) { const char *err = this->Initialize(); if (err != nullptr) return err; int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); if (bpp != 8 && bpp != 32) { Stop(); return "The cocoa quartz subdriver only supports 8 and 32 bpp."; } bool fullscreen = _fullscreen; if (!this->MakeWindow(_cur_resolution.width, _cur_resolution.height)) { Stop(); return "Could not create window"; } this->AllocateBackingStore(true); if (fullscreen) this->ToggleFullscreen(fullscreen); this->GameSizeChanged(); this->UpdateVideoModes(); this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread"); return nullptr; } void VideoDriver_CocoaQuartz::Stop() { this->VideoDriver_Cocoa::Stop(); CGContextRelease(this->cgcontext); free(this->window_buffer); free(this->pixel_buffer); } NSView *VideoDriver_CocoaQuartz::AllocateDrawView() { return [ [ OTTD_QuartzView alloc ] initWithFrame:[ this->cocoaview bounds ] andDriver:this ]; } /** Resize the window. */ void VideoDriver_CocoaQuartz::AllocateBackingStore(bool force) { if (this->window == nil || this->cocoaview == nil || this->setup) return; this->UpdatePalette(0, 256); NSRect newframe = [ this->cocoaview getRealRect:[ this->cocoaview frame ] ]; this->window_width = (int)newframe.size.width; this->window_height = (int)newframe.size.height; this->window_pitch = Align(this->window_width, 16 / sizeof(uint32)); // Quartz likes lines that are multiple of 16-byte. this->buffer_depth = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); /* Create Core Graphics Context */ free(this->window_buffer); this->window_buffer = malloc(this->window_pitch * this->window_height * sizeof(uint32)); /* Initialize with opaque black. */ ClearWindowBuffer((uint32 *)this->window_buffer, this->window_pitch, this->window_height); CGContextRelease(this->cgcontext); this->cgcontext = CGBitmapContextCreate( this->window_buffer, // data this->window_width, // width this->window_height, // height 8, // bits per component this->window_pitch * 4, // bytes per row this->color_space, // color space kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host ); assert(this->cgcontext != NULL); CGContextSetShouldAntialias(this->cgcontext, FALSE); CGContextSetAllowsAntialiasing(this->cgcontext, FALSE); CGContextSetInterpolationQuality(this->cgcontext, kCGInterpolationNone); if (this->buffer_depth == 8) { free(this->pixel_buffer); this->pixel_buffer = malloc(this->window_width * this->window_height); if (this->pixel_buffer == nullptr) usererror("Out of memory allocating pixel buffer"); } else { free(this->pixel_buffer); this->pixel_buffer = nullptr; } /* Tell the game that the resolution has changed */ _screen.width = this->window_width; _screen.height = this->window_height; _screen.pitch = this->buffer_depth == 8 ? this->window_width : this->window_pitch; _screen.dst_ptr = this->GetVideoPointer(); /* Redraw screen */ this->MakeDirty(0, 0, _screen.width, _screen.height); this->GameSizeChanged(); } /** * This function copies 8bpp pixels from the screen buffer in 32bpp windowed mode. * * @param left The x coord for the left edge of the box to blit. * @param top The y coord for the top edge of the box to blit. * @param right The x coord for the right edge of the box to blit. * @param bottom The y coord for the bottom edge of the box to blit. */ void VideoDriver_CocoaQuartz::BlitIndexedToView32(int left, int top, int right, int bottom) { const uint32 *pal = this->palette; const uint8 *src = (uint8*)this->pixel_buffer; uint32 *dst = (uint32*)this->window_buffer; uint width = this->window_width; uint pitch = this->window_pitch; for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { dst[y * pitch + x] = pal[src[y * width + x]]; } } } /** Update the palette */ void VideoDriver_CocoaQuartz::UpdatePalette(uint first_color, uint num_colors) { if (this->buffer_depth != 8) return; for (uint i = first_color; i < first_color + num_colors; i++) { uint32 clr = 0xff000000; clr |= (uint32)_cur_palette.palette[i].r << 16; clr |= (uint32)_cur_palette.palette[i].g << 8; clr |= (uint32)_cur_palette.palette[i].b; this->palette[i] = clr; } this->MakeDirty(0, 0, _screen.width, _screen.height); } void VideoDriver_CocoaQuartz::CheckPaletteAnim() { if (_cur_palette.count_dirty != 0) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); switch (blitter->UsePaletteAnimation()) { case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND: this->UpdatePalette(_cur_palette.first_dirty, _cur_palette.count_dirty); break; case Blitter::PALETTE_ANIMATION_BLITTER: blitter->PaletteAnimate(_cur_palette); break; case Blitter::PALETTE_ANIMATION_NONE: break; default: NOT_REACHED(); } _cur_palette.count_dirty = 0; } } /** Draw window */ void VideoDriver_CocoaQuartz::Paint() { PerformanceMeasurer framerate(PFE_VIDEO); /* Check if we need to do anything */ if (IsEmptyRect(this->dirty_rect) || [ this->window isMiniaturized ]) return; /* We only need to blit in indexed mode since in 32bpp mode the game draws directly to the image. */ if (this->buffer_depth == 8) { BlitIndexedToView32( this->dirty_rect.left, this->dirty_rect.top, this->dirty_rect.right, this->dirty_rect.bottom ); } NSRect dirtyrect; dirtyrect.origin.x = this->dirty_rect.left; dirtyrect.origin.y = this->window_height - this->dirty_rect.bottom; dirtyrect.size.width = this->dirty_rect.right - this->dirty_rect.left; dirtyrect.size.height = this->dirty_rect.bottom - this->dirty_rect.top; /* Notify OS X that we have new content to show. */ [ this->cocoaview setNeedsDisplayInRect:[ this->cocoaview getVirtualRect:dirtyrect ] ]; /* Tell the OS to get our contents to screen as soon as possible. */ [ CATransaction flush ]; this->dirty_rect = {}; } #endif /* WITH_COCOA */