godot/platform/macos/editor/embedded_process_macos.mm

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

271 lines
9.9 KiB
Text
Raw Normal View History

2025-04-29 07:01:27 +10:00
/**************************************************************************/
/* embedded_process_macos.mm */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "embedded_process_macos.h"
#include "platform/macos/display_server_macos.h"
#include "core/input/input_event_codec.h"
#include "editor/debugger/script_editor_debugger.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_node.h"
2025-04-29 07:01:27 +10:00
#include "editor/editor_settings.h"
#include "scene/gui/control.h"
#include "scene/main/window.h"
void EmbeddedProcessMacOS::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_RESIZED:
case NOTIFICATION_VISIBILITY_CHANGED: {
update_embedded_process();
} break;
}
}
void EmbeddedProcessMacOS::update_embedded_process() const {
layer_host->set_rect(get_adjusted_embedded_window_rect(get_rect()));
if (is_embedding_completed()) {
ds->embed_process_update(window->get_window_id(), this);
Rect2i rect = get_screen_embedded_window_rect();
script_debugger->send_message("embed:window_size", { rect.size });
}
}
void EmbeddedProcessMacOS::set_context_id(uint32_t p_context_id) {
if (!window) {
return;
}
context_id = p_context_id;
_try_embed_process();
}
void EmbeddedProcessMacOS::set_script_debugger(ScriptEditorDebugger *p_debugger) {
script_debugger = p_debugger;
layer_host->set_script_debugger(script_debugger);
_try_embed_process();
}
void EmbeddedProcessMacOS::embed_process(OS::ProcessID p_pid) {
if (!window) {
return;
}
if (current_process_id != 0) {
// Stop embedding the last process.
OS::get_singleton()->kill(current_process_id);
}
reset();
current_process_id = p_pid;
embedding_state = EmbeddingState::IN_PROGRESS;
// Attempt to embed the process, but if it has just started and the window is not ready yet,
// we will retry in this case.
_try_embed_process();
}
void EmbeddedProcessMacOS::_joy_connection_changed(int p_index, bool p_connected) const {
if (!script_debugger) {
return;
}
if (p_connected) {
String name = Input::get_singleton()->get_joy_name(p_index);
script_debugger->send_message("embed:joy_add", { p_index, name });
} else {
script_debugger->send_message("embed:joy_del", { p_index });
}
}
void EmbeddedProcessMacOS::reset() {
if (!ds) {
ds = static_cast<DisplayServerMacOS *>(DisplayServer::get_singleton());
}
if (current_process_id != 0 && is_embedding_completed()) {
ds->remove_embedded_process(current_process_id);
}
current_process_id = 0;
embedding_state = EmbeddingState::IDLE;
context_id = 0;
script_debugger = nullptr;
queue_redraw();
}
void EmbeddedProcessMacOS::request_close() {
if (current_process_id != 0 && is_embedding_completed()) {
ds->request_close_embedded_process(current_process_id);
}
}
void EmbeddedProcessMacOS::_try_embed_process() {
if (current_process_id == 0 || script_debugger == nullptr || context_id == 0) {
return;
}
Error err = ds->embed_process_update(window->get_window_id(), this);
if (err == OK) {
Rect2i rect = get_screen_embedded_window_rect();
script_debugger->send_message("embed:window_size", { rect.size });
embedding_state = EmbeddingState::COMPLETED;
queue_redraw();
emit_signal(SNAME("embedding_completed"));
// Replicate some of the DisplayServer state.
{
Dictionary state;
state["screen_get_max_scale"] = ds->screen_get_max_scale();
// script_debugger->send_message("embed:ds_state", { state });
}
// Send initial joystick state.
{
Input *input = Input::get_singleton();
TypedArray<int> joy_pads = input->get_connected_joypads();
for (const Variant &idx : joy_pads) {
String name = input->get_joy_name(idx);
script_debugger->send_message("embed:joy_add", { idx, name });
}
}
layer_host->grab_focus();
} else {
// Another unknown error.
reset();
emit_signal(SNAME("embedding_failed"));
}
}
Rect2i EmbeddedProcessMacOS::get_adjusted_embedded_window_rect(const Rect2i &p_rect) const {
Rect2i control_rect = Rect2i(p_rect.position + margin_top_left, (p_rect.size - get_margins_size()).maxi(1));
if (window_size != Size2i()) {
Rect2i desired_rect;
if (!keep_aspect && control_rect.size.x >= window_size.x && control_rect.size.y >= window_size.y) {
// Fixed at the desired size.
desired_rect.size = window_size;
} else {
float ratio = MIN((float)control_rect.size.x / window_size.x, (float)control_rect.size.y / window_size.y);
desired_rect.size = Size2i(window_size.x * ratio, window_size.y * ratio).maxi(1);
}
desired_rect.position = Size2i(control_rect.position.x + ((control_rect.size.x - desired_rect.size.x) / 2), control_rect.position.y + ((control_rect.size.y - desired_rect.size.y) / 2));
return desired_rect;
} else {
// Stretch, use all the control area.
return control_rect;
}
}
void EmbeddedProcessMacOS::mouse_set_mode(DisplayServer::MouseMode p_mode) {
mouse_mode = p_mode;
// If the mouse is anything other than visible, we must ensure the Game view is active and the layer focused.
if (mouse_mode != DisplayServer::MOUSE_MODE_VISIBLE) {
EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_GAME);
layer_host->grab_focus();
}
2025-04-29 07:01:27 +10:00
DisplayServer::get_singleton()->mouse_set_mode(p_mode);
}
EmbeddedProcessMacOS::EmbeddedProcessMacOS() :
EmbeddedProcessBase() {
layer_host = memnew(LayerHost(this));
2025-04-29 07:01:27 +10:00
add_child(layer_host);
layer_host->set_focus_mode(FOCUS_ALL);
layer_host->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
layer_host->set_custom_minimum_size(Size2(100, 100));
Input *input = Input::get_singleton();
input->connect(SNAME("joy_connection_changed"), callable_mp(this, &EmbeddedProcessMacOS::_joy_connection_changed));
// This shortcut allows a user to forcibly release a captured mouse from within the editor, regardless of whether
// the embedded process has implemented support to release the cursor.
ED_SHORTCUT("game_view/release_mouse", TTRC("Release Mouse"), KeyModifierMask::ALT | Key::ESCAPE);
}
void LayerHost::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_FOCUS_ENTER: {
if (script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_MOUSE_ENTER });
}
// Temporarily release mouse capture, so we can interact with the editor.
DisplayServer *ds = DisplayServer::get_singleton();
if (process->get_mouse_mode() != ds->mouse_get_mode()) {
// Restore embedded process mouse mode.
ds->mouse_set_mode(process->get_mouse_mode());
}
2025-04-29 07:01:27 +10:00
} break;
case NOTIFICATION_FOCUS_EXIT: {
if (script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_MOUSE_EXIT });
}
// Temporarily set mouse state back to visible, so the user can interact with the editor.
DisplayServer *ds = DisplayServer::get_singleton();
if (ds->mouse_get_mode() != DisplayServer::MOUSE_MODE_VISIBLE) {
ds->mouse_set_mode(DisplayServer::MOUSE_MODE_VISIBLE);
}
2025-04-29 07:01:27 +10:00
} break;
case MainLoop::NOTIFICATION_OS_IME_UPDATE: {
if (script_debugger && has_focus()) {
const String ime_text = DisplayServer::get_singleton()->ime_get_text();
const Vector2i ime_selection = DisplayServer::get_singleton()->ime_get_selection();
script_debugger->send_message("embed:ime_update", { ime_text, ime_selection });
}
} break;
}
}
void LayerHost::gui_input(const Ref<InputEvent> &p_event) {
if (!process->is_embedding_completed()) {
2025-04-29 07:01:27 +10:00
return;
}
if (p_event->is_pressed()) {
if (ED_IS_SHORTCUT("game_view/release_mouse", p_event)) {
DisplayServer *ds = DisplayServer::get_singleton();
if (ds->mouse_get_mode() != DisplayServer::MOUSE_MODE_VISIBLE) {
ds->mouse_set_mode(DisplayServer::MOUSE_MODE_VISIBLE);
script_debugger->send_message("embed:mouse_set_mode", { DisplayServer::MOUSE_MODE_VISIBLE });
}
accept_event();
return;
}
}
PackedByteArray data;
if (encode_input_event(p_event, data)) {
script_debugger->send_message("embed:event", { data });
accept_event();
}
}
LayerHost::LayerHost(EmbeddedProcessMacOS *p_process) :
process(p_process) {}