/*
* 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 */