godot/platform/macos/editor/embedded_process_macos.mm
Pāvels Nadtočajevs eb7c869f84
[macOS] Remove old embedded window joystick init code.
(cherry picked from commit 77dd83efbf)
2025-10-10 11:06:47 +02:00

331 lines
12 KiB
Text

/**************************************************************************/
/* 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_embedded.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"
#include "editor/settings/editor_settings.h"
#include "scene/gui/control.h"
#include "scene/main/window.h"
void EmbeddedProcessMacOS::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
set_notify_transform(true);
} break;
case NOTIFICATION_TRANSFORM_CHANGED:
case NOTIFICATION_VISIBILITY_CHANGED: {
update_embedded_process();
} break;
}
}
void EmbeddedProcessMacOS::update_embedded_process() {
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::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()) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_CLOSE_REQUEST });
}
reset();
}
void EmbeddedProcessMacOS::display_state_changed() {
DisplayServerEmbeddedState state;
state.screen_max_scale = ds->screen_get_max_scale();
state.screen_dpi = ds->screen_get_dpi();
DisplayServer::WindowID wid = window->get_window_id();
state.screen_window_scale = ds->screen_get_scale(ds->window_get_current_screen(wid));
state.display_id = ds->window_get_display_id(wid);
PackedByteArray data;
state.serialize(data);
script_debugger->send_message("embed:ds_state", { data });
}
void EmbeddedProcessMacOS::_try_embed_process() {
if (current_process_id == 0 || script_debugger == nullptr || context_id == 0) {
return;
}
DisplayServer::WindowID wid = window->get_window_id();
Error err = ds->embed_process_update(wid, this);
if (err == OK) {
layer_host->set_rect(get_adjusted_embedded_window_rect(get_rect()));
// Replicate important DisplayServer state.
display_state_changed();
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"));
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();
}
DisplayServer::get_singleton()->mouse_set_mode(p_mode);
}
EmbeddedProcessMacOS::EmbeddedProcessMacOS() :
EmbeddedProcessBase() {
layer_host = memnew(LayerHost(this));
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));
// 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);
}
EmbeddedProcessMacOS::~EmbeddedProcessMacOS() {
if (current_process_id != 0) {
// Stop embedding the last process.
OS::get_singleton()->kill(current_process_id);
reset();
}
}
void LayerHost::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER: {
DisplayServer *ds = DisplayServer::get_singleton();
for (const KeyValue<DisplayServer::CursorShape, CustomCursor> &E : custom_cursors) {
ds->cursor_set_custom_image(E.value.image, E.key, E.value.hotspot);
}
if (script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_MOUSE_ENTER });
}
} break;
case NOTIFICATION_FOCUS_ENTER: {
// Restore mouse capture, if necessary.
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());
}
if (!window_focused && script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_FOCUS_IN });
window_focused = true;
}
} break;
case NOTIFICATION_MOUSE_EXIT: {
DisplayServer *ds = DisplayServer::get_singleton();
for (int i = 0; i < DisplayServer::CURSOR_MAX; i++) {
ds->cursor_set_custom_image(Ref<Resource>(), (DisplayServer::CursorShape)i, Vector2());
}
if (script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_MOUSE_EXIT });
}
} break;
case NOTIFICATION_FOCUS_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);
}
if (window_focused && script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_FOCUS_OUT });
window_focused = false;
}
} 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;
case NOTIFICATION_EXIT_TREE:
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible_in_tree()) {
DisplayServer *ds = DisplayServer::get_singleton();
for (int i = 0; i < DisplayServer::CURSOR_MAX; i++) {
ds->cursor_set_custom_image(Ref<Resource>(), (DisplayServer::CursorShape)i, Vector2());
}
}
} break;
case NOTIFICATION_WM_WINDOW_FOCUS_IN: {
if (!window_focused && script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_FOCUS_IN });
window_focused = true;
}
} break;
case NOTIFICATION_WM_WINDOW_FOCUS_OUT: {
if (window_focused && script_debugger) {
script_debugger->send_message("embed:win_event", { DisplayServer::WINDOW_EVENT_FOCUS_OUT });
window_focused = false;
}
} break;
case NOTIFICATION_APPLICATION_FOCUS_IN: {
if (script_debugger) {
script_debugger->send_message("embed:notification", { NOTIFICATION_APPLICATION_FOCUS_IN });
}
} break;
case NOTIFICATION_APPLICATION_FOCUS_OUT: {
if (script_debugger) {
script_debugger->send_message("embed:notification", { NOTIFICATION_APPLICATION_FOCUS_OUT });
}
} break;
}
}
void LayerHost::cursor_set_custom_image(const Ref<Image> &p_image, DisplayServer::CursorShape p_shape, const Vector2 &p_hotspot) {
custom_cursors[p_shape] = CustomCursor(p_image, p_hotspot);
}
void LayerHost::gui_input(const Ref<InputEvent> &p_event) {
if (!process->is_embedding_completed()) {
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;
}
}
Ref<InputEventJoypadMotion> jm = p_event;
Ref<InputEventJoypadButton> jb = p_event;
if (jm.is_valid() || jb.is_valid()) {
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) {}