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196 lines
7.3 KiB
Text
196 lines
7.3 KiB
Text
/**************************************************************************/
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/* godot_application.mm */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#import "godot_application.h"
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#import "display_server_macos.h"
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#import "godot_application_delegate.h"
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#import "os_macos.h"
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GodotApplication *GodotApp = nil;
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@interface GodotApplication ()
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- (void)forceUnbundledWindowActivationHackStep1;
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- (void)forceUnbundledWindowActivationHackStep2;
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- (void)forceUnbundledWindowActivationHackStep3;
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@end
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@implementation GodotApplication
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- (GodotApplication *)init {
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self = [super init];
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GodotApp = self;
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return self;
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}
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- (GodotApplicationDelegate *)godotDelegate {
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return (GodotApplicationDelegate *)self.delegate;
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}
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- (void)activateApplication {
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[NSApp activateIgnoringOtherApps:YES];
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NSString *nsappname = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"CFBundleName"];
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const char *bundled_id = getenv("__CFBundleIdentifier");
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NSString *nsbundleid_env = [NSString stringWithUTF8String:(bundled_id != nullptr) ? bundled_id : ""];
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NSString *nsbundleid = [[NSBundle mainBundle] bundleIdentifier];
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if (nsappname == nil || isatty(STDOUT_FILENO) || isatty(STDIN_FILENO) || isatty(STDERR_FILENO) || ![nsbundleid isEqualToString:nsbundleid_env]) {
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#ifdef TOOLS_ENABLED
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if (!OS_MacOS::is_debugger_attached()) {
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#else
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{
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#endif
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// If the executable is started from terminal or is not bundled, macOS WindowServer won't register and activate app window correctly (menu and title bar are grayed out and input ignored).
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[self performSelector:@selector(forceUnbundledWindowActivationHackStep1) withObject:nil afterDelay:0.02];
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}
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}
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}
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- (void)mediaKeyEvent:(int)key state:(BOOL)state repeat:(BOOL)repeat {
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Key keycode = Key::NONE;
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switch (key) {
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case NX_KEYTYPE_SOUND_UP: {
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keycode = Key::VOLUMEUP;
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} break;
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case NX_KEYTYPE_SOUND_DOWN: {
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keycode = Key::VOLUMEUP;
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} break;
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//NX_KEYTYPE_BRIGHTNESS_UP
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//NX_KEYTYPE_BRIGHTNESS_DOWN
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case NX_KEYTYPE_CAPS_LOCK: {
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keycode = Key::CAPSLOCK;
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} break;
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case NX_KEYTYPE_HELP: {
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keycode = Key::HELP;
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} break;
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case NX_POWER_KEY: {
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keycode = Key::STANDBY;
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} break;
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case NX_KEYTYPE_MUTE: {
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keycode = Key::VOLUMEMUTE;
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} break;
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//NX_KEYTYPE_CONTRAST_UP
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//NX_KEYTYPE_CONTRAST_DOWN
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//NX_KEYTYPE_LAUNCH_PANEL
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//NX_KEYTYPE_EJECT
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//NX_KEYTYPE_VIDMIRROR
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//NX_KEYTYPE_FAST
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//NX_KEYTYPE_REWIND
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//NX_KEYTYPE_ILLUMINATION_UP
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//NX_KEYTYPE_ILLUMINATION_DOWN
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//NX_KEYTYPE_ILLUMINATION_TOGGLE
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case NX_KEYTYPE_PLAY: {
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keycode = Key::MEDIAPLAY;
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} break;
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case NX_KEYTYPE_NEXT: {
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keycode = Key::MEDIANEXT;
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} break;
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case NX_KEYTYPE_PREVIOUS: {
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keycode = Key::MEDIAPREVIOUS;
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} break;
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default: {
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keycode = Key::NONE;
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} break;
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}
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DisplayServerMacOS *ds = Object::cast_to<DisplayServerMacOS>(DisplayServer::get_singleton());
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if (ds && keycode != Key::NONE) {
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DisplayServerMacOS::KeyEvent ke;
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ke.window_id = ds->_get_focused_window_or_popup();
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ke.macos_state = 0;
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ke.pressed = state;
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ke.echo = repeat;
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ke.keycode = keycode;
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ke.physical_keycode = keycode;
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ke.key_label = keycode;
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ke.unicode = 0;
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ke.raw = true;
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ds->push_to_key_event_buffer(ke);
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}
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}
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- (void)sendEvent:(NSEvent *)event {
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if ([event type] == NSEventTypeSystemDefined && [event subtype] == 8) {
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int keyCode = (([event data1] & 0xFFFF0000) >> 16);
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int keyFlags = ([event data1] & 0x0000FFFF);
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int keyState = (((keyFlags & 0xFF00) >> 8)) == 0xA;
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int keyRepeat = (keyFlags & 0x1);
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[self mediaKeyEvent:keyCode state:keyState repeat:keyRepeat];
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}
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DisplayServerMacOS *ds = Object::cast_to<DisplayServerMacOS>(DisplayServer::get_singleton());
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if (ds) {
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if ([event type] == NSEventTypeLeftMouseDown || [event type] == NSEventTypeRightMouseDown || [event type] == NSEventTypeOtherMouseDown) {
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if (ds->mouse_process_popups()) {
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return;
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}
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}
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ds->send_event(event);
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}
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// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
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// This works around an AppKit bug, where key up events while holding
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// down the command key don't get sent to the key window.
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if ([event type] == NSEventTypeKeyUp && ([event modifierFlags] & NSEventModifierFlagCommand)) {
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[[self keyWindow] sendEvent:event];
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} else {
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[super sendEvent:event];
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}
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}
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- (void)forceUnbundledWindowActivationHackStep1 {
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// Step 1: Switch focus to macOS SystemUIServer process.
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// Required to perform step 2, TransformProcessType will fail if app is already the in focus.
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for (NSRunningApplication *app in [NSRunningApplication runningApplicationsWithBundleIdentifier:@"com.apple.systemuiserver"]) {
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[app activateWithOptions:NSApplicationActivateIgnoringOtherApps];
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break;
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}
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[self performSelector:@selector(forceUnbundledWindowActivationHackStep2)
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withObject:nil
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afterDelay:0.02];
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}
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- (void)forceUnbundledWindowActivationHackStep2 {
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// Step 2: Register app as foreground process.
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ProcessSerialNumber psn = { 0, kCurrentProcess };
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(void)TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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[self performSelector:@selector(forceUnbundledWindowActivationHackStep3) withObject:nil afterDelay:0.02];
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}
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- (void)forceUnbundledWindowActivationHackStep3 {
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// Step 3: Switch focus back to app window.
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[[NSRunningApplication currentApplication] activateWithOptions:NSApplicationActivateIgnoringOtherApps];
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}
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@end
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