/*
* 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 */