/* * 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 #undef Rect #undef Point #include "../../openttd.h" #include "../../debug.h" #include "../../rev.h" #include "../../core/geometry_type.hpp" #include "cocoa_v.h" #include "cocoa_wnd.h" #include "../../blitter/factory.hpp" #include "../../gfx_func.h" #include "../../window_func.h" #include "../../window_gui.h" #include "../../core/math_func.hpp" #include "../../framerate_type.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. */ /* 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; WindowQuartzSubdriver *_cocoa_subdriver = NULL; /** 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 } }; /** * Update the video modus. */ void VideoDriver_Cocoa::UpdateVideoModes() { _resolutions.clear(); if (_cocoa_subdriver != nullptr && _cocoa_subdriver->IsFullscreen()) { /* Full screen, there is only one possible resolution. */ NSSize screen = [ [ _cocoa_subdriver->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); } } static FVideoDriver_Cocoa iFVideoDriver_Cocoa; /** * Stop the cocoa video subdriver. */ void VideoDriver_Cocoa::Stop() { if (!_cocoa_video_started) return; CocoaExitApplication(); delete _cocoa_subdriver; _cocoa_subdriver = nullptr; _cocoa_video_started = false; } /** * Initialize a cocoa video subdriver. */ const char *VideoDriver_Cocoa::Start(const StringList &parm) { 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; int width = _cur_resolution.width; int height = _cur_resolution.height; int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); if (bpp != 8 && bpp != 32) { Stop(); return "The cocoa quartz subdriver only supports 8 and 32 bpp."; } _cocoa_subdriver = new WindowQuartzSubdriver(); if (!_cocoa_subdriver->ChangeResolution(width, height, bpp)) { Stop(); return "Could not create subdriver"; } if (_fullscreen) _cocoa_subdriver->ToggleFullscreen(_fullscreen); this->GameSizeChanged(); this->UpdateVideoModes(); return NULL; } /** * 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) { assert(_cocoa_subdriver != NULL); _cocoa_subdriver->MakeDirty(left, top, width, height); } /** * 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) { assert(_cocoa_subdriver != NULL); bool ret = _cocoa_subdriver->ChangeResolution(w, h, BlitterFactory::GetCurrentBlitter()->GetScreenDepth()); this->GameSizeChanged(); return ret; } /** * 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) { assert(_cocoa_subdriver != NULL); bool res = _cocoa_subdriver->ToggleFullscreen(full_screen); this->UpdateVideoModes(); return res; } /** * Callback invoked after the blitter was changed. * * @return True if no error. */ bool VideoDriver_Cocoa::AfterBlitterChange() { return this->ChangeResolution(_screen.width, _screen.height); } /** * An edit box lost the input focus. Abort character compositing if necessary. */ void VideoDriver_Cocoa::EditBoxLostFocus() { if (_cocoa_subdriver != NULL) [ [ _cocoa_subdriver->cocoaview inputContext ] discardMarkedText ]; /* Clear any marked string from the current edit box. */ HandleTextInput(NULL, true); } /** * 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)) }; } /** * Handle a change of the display area. */ void VideoDriver_Cocoa::GameSizeChanged() { if (_cocoa_subdriver == nullptr) return; /* Tell the game that the resolution has changed */ _screen.width = _cocoa_subdriver->GetWidth(); _screen.height = _cocoa_subdriver->GetHeight(); _screen.pitch = _cocoa_subdriver->GetWidth(); _screen.dst_ptr = _cocoa_subdriver->GetPixelBuffer(); /* Store old window size if we entered fullscreen mode. */ bool fullscreen = _cocoa_subdriver->IsFullscreen(); if (fullscreen && !_fullscreen) this->orig_res = _cur_resolution; _fullscreen = fullscreen; BlitterFactory::GetCurrentBlitter()->PostResize(); ::GameSizeChanged(); } class WindowQuartzSubdriver; /* Subclass of OTTD_CocoaView to fix Quartz rendering */ @interface OTTD_QuartzView : OTTD_CocoaView - (void)setDriver:(WindowQuartzSubdriver *)drv; - (void)drawRect:(NSRect)invalidRect; @end @implementation OTTD_QuartzView - (void)setDriver:(WindowQuartzSubdriver *)drv { driver = drv; } - (void)drawRect:(NSRect)invalidRect { if (driver->cgcontext == NULL) return; CGContextRef viewContext = (CGContextRef)[ [ NSGraphicsContext currentContext ] graphicsPort ]; CGContextSetShouldAntialias(viewContext, FALSE); CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone); /* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */ const NSRect *dirtyRects; NSInteger dirtyRectCount; [ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ]; /* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */ CGImageRef fullImage = CGBitmapContextCreateImage(driver->cgcontext); /* Calculate total area we are blitting */ uint32 blitArea = 0; for (int n = 0; n < dirtyRectCount; n++) { blitArea += (uint32)(dirtyRects[n].size.width * dirtyRects[n].size.height); } /* * This might be completely stupid, but in my extremely subjective opinion it feels faster * The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty * rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass. * Feel free to remove or find an even better value than 50% ... / blackis */ NSRect frameRect = [ self frame ]; if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) { NSRect rect = invalidRect; CGRect clipRect; CGRect blitRect; blitRect.origin.x = rect.origin.x; blitRect.origin.y = rect.origin.y; blitRect.size.width = rect.size.width; blitRect.size.height = rect.size.height; clipRect.origin.x = rect.origin.x; clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height; clipRect.size.width = rect.size.width; clipRect.size.height = rect.size.height; /* Blit dirty part of image */ CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect); CGContextDrawImage(viewContext, blitRect, clippedImage); CGImageRelease(clippedImage); } else { for (int n = 0; n < dirtyRectCount; n++) { NSRect rect = dirtyRects[n]; CGRect clipRect; CGRect blitRect; blitRect.origin.x = rect.origin.x; blitRect.origin.y = rect.origin.y; blitRect.size.width = rect.size.width; blitRect.size.height = rect.size.height; clipRect.origin.x = rect.origin.x; clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height; clipRect.size.width = rect.size.width; clipRect.size.height = rect.size.height; /* Blit dirty part of image */ CGImageRef clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect); CGContextDrawImage(viewContext, blitRect, clippedImage); CGImageRelease(clippedImage); } } CGImageRelease(fullImage); } @end void WindowQuartzSubdriver::GetDeviceInfo() { /* Initialize the video settings; this data persists between mode switches * and gather some information that is useful to know about the display */ /* Use the new API when compiling for OSX 10.6 or later */ CGDisplayModeRef cur_mode = CGDisplayCopyDisplayMode(kCGDirectMainDisplay); if (cur_mode == NULL) { return; } this->device_width = CGDisplayModeGetWidth(cur_mode); this->device_height = CGDisplayModeGetHeight(cur_mode); CGDisplayModeRelease(cur_mode); } bool WindowQuartzSubdriver::IsFullscreen() { return this->window != nil && ([ this->window styleMask ] & NSWindowStyleMaskFullScreen) != 0; } /** Switch to full screen mode on OSX 10.7 * @return Whether we switched to full screen */ bool WindowQuartzSubdriver::ToggleFullscreen(bool fullscreen) { if (this->IsFullscreen() == fullscreen) return true; if ([ this->window respondsToSelector:@selector(toggleFullScreen:) ]) { [ this->window performSelector:@selector(toggleFullScreen:) withObject:this->window ]; return true; } return false; } bool WindowQuartzSubdriver::SetVideoMode(int width, int height, int bpp) { this->setup = true; this->GetDeviceInfo(); if (width > this->device_width) width = this->device_width; if (height > this->device_height) height = this->device_height; NSRect contentRect = NSMakeRect(0, 0, width, height); /* Check if we should recreate the window */ if (this->window == nil) { OTTD_CocoaWindowDelegate *delegate; /* Set the window style */ unsigned int style = NSTitledWindowMask; style |= (NSMiniaturizableWindowMask | NSClosableWindowMask); style |= NSResizableWindowMask; /* Manually create a window, avoids having a nib file resource */ this->window = [ [ OTTD_CocoaWindow alloc ] initWithContentRect:contentRect styleMask:style backing:NSBackingStoreBuffered defer:NO ]; 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->window setDriver:this ]; char caption[50]; snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision); NSString *nsscaption = [ [ NSString alloc ] initWithUTF8String:caption ]; [ this->window setTitle:nsscaption ]; [ this->window setMiniwindowTitle:nsscaption ]; [ nsscaption release ]; [ this->window setContentMinSize:NSMakeSize(64.0f, 64.0f) ]; [ this->window setAcceptsMouseMovedEvents:YES ]; [ this->window setViewsNeedDisplay:NO ]; delegate = [ [ OTTD_CocoaWindowDelegate alloc ] init ]; [ delegate setDriver:this ]; [ this->window setDelegate:[ delegate autorelease ] ]; } else { /* We already have a window, just change its size */ [ 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(height, 0, (int)content_height); if (this->cocoaview != nil) { height = (int)contentRect.size.height; [ this->cocoaview setFrameSize:contentRect.size ]; } } this->window_width = width; this->window_height = height; this->buffer_depth = bpp; [ (OTTD_CocoaWindow *)this->window center ]; /* Only recreate the view if it doesn't already exist */ if (this->cocoaview == nil) { this->cocoaview = [ [ OTTD_QuartzView alloc ] initWithFrame:contentRect ]; if (this->cocoaview == nil) { DEBUG(driver, 0, "Could not create the Quartz view."); this->setup = false; return false; } [ this->cocoaview setDriver:this ]; [ (NSView*)this->cocoaview setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable ]; [ this->window setContentView:cocoaview ]; [ this->cocoaview release ]; [ this->window makeKeyAndOrderFront:nil ]; } [ this->window setColorSpace:[ NSColorSpace sRGBColorSpace ] ]; 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."); bool ret = WindowResized(); this->UpdatePalette(0, 256); this->setup = false; return ret; } void WindowQuartzSubdriver::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_width; for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { dst[y * pitch + x] = pal[src[y * width + x]]; } } } WindowQuartzSubdriver::WindowQuartzSubdriver() { this->window_width = 0; this->window_height = 0; this->buffer_depth = 0; this->window_buffer = NULL; this->pixel_buffer = NULL; this->active = false; this->setup = false; this->window = nil; this->cocoaview = nil; this->cgcontext = NULL; this->num_dirty_rects = MAX_DIRTY_RECTS; } WindowQuartzSubdriver::~WindowQuartzSubdriver() { /* Release window mode resources */ if (this->window != nil) [ this->window close ]; CGContextRelease(this->cgcontext); CGColorSpaceRelease(this->color_space); free(this->window_buffer); free(this->pixel_buffer); } void WindowQuartzSubdriver::Draw(bool force_update) { PerformanceMeasurer framerate(PFE_VIDEO); /* Check if we need to do anything */ if (this->num_dirty_rects == 0 || [ this->window isMiniaturized ]) return; if (this->num_dirty_rects >= MAX_DIRTY_RECTS) { this->num_dirty_rects = 1; this->dirty_rects[0].left = 0; this->dirty_rects[0].top = 0; this->dirty_rects[0].right = this->window_width; this->dirty_rects[0].bottom = this->window_height; } /* Build the region of dirty rectangles */ for (int i = 0; i < this->num_dirty_rects; i++) { /* 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_rects[i].left, this->dirty_rects[i].top, this->dirty_rects[i].right, this->dirty_rects[i].bottom ); } NSRect dirtyrect; dirtyrect.origin.x = this->dirty_rects[i].left; dirtyrect.origin.y = this->window_height - this->dirty_rects[i].bottom; dirtyrect.size.width = this->dirty_rects[i].right - this->dirty_rects[i].left; dirtyrect.size.height = this->dirty_rects[i].bottom - this->dirty_rects[i].top; /* Normally drawRect will be automatically called by Mac OS X during next update cycle, * and then blitting will occur. If force_update is true, it will be done right now. */ [ this->cocoaview setNeedsDisplayInRect:dirtyrect ]; if (force_update) [ this->cocoaview displayIfNeeded ]; } this->num_dirty_rects = 0; } void WindowQuartzSubdriver::MakeDirty(int left, int top, int width, int height) { if (this->num_dirty_rects < MAX_DIRTY_RECTS) { dirty_rects[this->num_dirty_rects].left = left; dirty_rects[this->num_dirty_rects].top = top; dirty_rects[this->num_dirty_rects].right = left + width; dirty_rects[this->num_dirty_rects].bottom = top + height; } this->num_dirty_rects++; } void WindowQuartzSubdriver::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->num_dirty_rects = MAX_DIRTY_RECTS; } bool WindowQuartzSubdriver::ChangeResolution(int w, int h, int bpp) { int old_width = this->window_width; int old_height = this->window_height; int old_bpp = this->buffer_depth; if (this->SetVideoMode(w, h, bpp)) return true; if (old_width != 0 && old_height != 0) this->SetVideoMode(old_width, old_height, old_bpp); return false; } /* Convert local coordinate to window server (CoreGraphics) coordinate */ CGPoint WindowQuartzSubdriver::PrivateLocalToCG(NSPoint *p) { p->y = this->window_height - p->y; *p = [ this->cocoaview convertPoint:*p toView:nil ]; *p = [ this->window convertRectToScreen:NSMakeRect(p->x, p->y, 0, 0) ].origin; p->y = this->device_height - p->y; CGPoint cgp; cgp.x = p->x; cgp.y = p->y; return cgp; } NSPoint WindowQuartzSubdriver::GetMouseLocation(NSEvent *event) { NSPoint pt; if ( [ event window ] == nil) { pt = [ this->cocoaview convertPoint:[ [ this->cocoaview window ] convertRectFromScreen:NSMakeRect([ event locationInWindow ].x, [ event locationInWindow ].y, 0, 0) ].origin fromView:nil ]; } else { pt = [ event locationInWindow ]; } pt.y = this->window_height - pt.y; return pt; } bool WindowQuartzSubdriver::MouseIsInsideView(NSPoint *pt) { return [ cocoaview mouse:*pt inRect:[ this->cocoaview bounds ] ]; } /** 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; } } } bool WindowQuartzSubdriver::WindowResized() { if (this->window == nil || this->cocoaview == nil) return true; NSRect newframe = [ this->cocoaview frame ]; this->window_width = (int)newframe.size.width; this->window_height = (int)newframe.size.height; /* Create Core Graphics Context */ free(this->window_buffer); this->window_buffer = malloc(this->window_width * this->window_height * sizeof(uint32)); /* Initialize with opaque black. */ ClearWindowBuffer((uint32 *)this->window_buffer, this->window_width, 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_width * 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 == NULL) { DEBUG(driver, 0, "Failed to allocate pixel buffer"); return false; } } static_cast(VideoDriver::GetInstance())->GameSizeChanged(); /* Redraw screen */ this->num_dirty_rects = MAX_DIRTY_RECTS; return true; } #endif /* WITH_COCOA */