//======================================================================== // GLFW - An OpenGL library // Platform: Cocoa/NSOpenGL // API Version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2009-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== // Needed for _NSGetProgname #include #include "internal.h" //======================================================================== // GLFW application class //======================================================================== @interface GLFWApplication : NSApplication @end @implementation GLFWApplication // From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost // This works around an AppKit bug, where key up events while holding // down the command key don't get sent to the key window. - (void)sendEvent:(NSEvent *)event { if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask)) [[self keyWindow] sendEvent:event]; else [super sendEvent:event]; } @end // Prior to Snow Leopard, we need to use this oddly-named semi-private API // to get the application menu working properly. Need to be careful in // case it goes away in a future OS update. @interface NSApplication (NSAppleMenu) - (void)setAppleMenu:(NSMenu*)m; @end // Keys to search for as potential application names NSString* GLFWNameKeys[] = { @"CFBundleDisplayName", @"CFBundleName", @"CFBundleExecutable", }; //======================================================================== // Try to figure out what the calling application is called //======================================================================== static NSString* findAppName(void) { unsigned int i; NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary]; for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++) { id name = [infoDictionary objectForKey:GLFWNameKeys[i]]; if (name && [name isKindOfClass:[NSString class]] && ![@"" isEqualToString:name]) { return name; } } // If we get here, we're unbundled if (!_glfwLibrary.NS.unbundled) { // Could do this only if we discover we're unbundled, but it should // do no harm... ProcessSerialNumber psn = { 0, kCurrentProcess }; TransformProcessType(&psn, kProcessTransformToForegroundApplication); // Having the app in front of the terminal window is also generally // handy. There is an NSApplication API to do this, but... SetFrontProcess(&psn); _glfwLibrary.NS.unbundled = GL_TRUE; } char** progname = _NSGetProgname(); if (progname && *progname) { // TODO: UTF-8? return [NSString stringWithUTF8String:*progname]; } // Really shouldn't get here return @"GLFW Application"; } //======================================================================== // Set up the menu bar (manually) // This is nasty, nasty stuff -- calls to undocumented semi-private APIs that // could go away at any moment, lots of stuff that really should be // localize(d|able), etc. Loading a nib would save us this horror, but that // doesn't seem like a good thing to require of GLFW's clients. //======================================================================== static void setUpMenuBar(void) { NSString* appName = findAppName(); NSMenu* bar = [[NSMenu alloc] init]; [NSApp setMainMenu:bar]; NSMenuItem* appMenuItem = [bar addItemWithTitle:@"" action:NULL keyEquivalent:@""]; NSMenu* appMenu = [[NSMenu alloc] init]; [appMenuItem setSubmenu:appMenu]; [appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName] action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""]; [appMenu addItem:[NSMenuItem separatorItem]]; NSMenu* servicesMenu = [[NSMenu alloc] init]; [NSApp setServicesMenu:servicesMenu]; [[appMenu addItemWithTitle:@"Services" action:NULL keyEquivalent:@""] setSubmenu:servicesMenu]; [appMenu addItem:[NSMenuItem separatorItem]]; [appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName] action:@selector(hide:) keyEquivalent:@"h"]; [[appMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"] setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask]; [appMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""]; [appMenu addItem:[NSMenuItem separatorItem]]; [appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName] action:@selector(terminate:) keyEquivalent:@"q"]; NSMenuItem* windowMenuItem = [bar addItemWithTitle:@"" action:NULL keyEquivalent:@""]; NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; [NSApp setWindowsMenu:windowMenu]; [windowMenuItem setSubmenu:windowMenu]; [windowMenu addItemWithTitle:@"Miniaturize" action:@selector(performMiniaturize:) keyEquivalent:@"m"]; [windowMenu addItemWithTitle:@"Zoom" action:@selector(performZoom:) keyEquivalent:@""]; [windowMenu addItem:[NSMenuItem separatorItem]]; [windowMenu addItemWithTitle:@"Bring All to Front" action:@selector(arrangeInFront:) keyEquivalent:@""]; // At least guard the call to private API to avoid an exception if it // goes away. Hopefully that means the worst we'll break in future is to // look ugly... if ([NSApp respondsToSelector:@selector(setAppleMenu:)]) [NSApp setAppleMenu:appMenu]; } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialize the GLFW library //======================================================================== int _glfwPlatformInit(void) { _glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init]; // Implicitly create shared NSApplication instance [GLFWApplication sharedApplication]; _glfwLibrary.NS.OpenGLFramework = CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl")); if (_glfwLibrary.NS.OpenGLFramework == NULL) { _glfwSetError(GLFW_PLATFORM_ERROR, "glfwInit: Failed to locate OpenGL framework"); return GL_FALSE; } NSString* resourcePath = [[NSBundle mainBundle] resourcePath]; if (access([resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK) == 0) chdir([resourcePath cStringUsingEncoding:NSUTF8StringEncoding]); // Setting up menu bar must go exactly here else weirdness ensues setUpMenuBar(); [NSApp finishLaunching]; _glfwPlatformSetTime(0.0); _glfwLibrary.NS.desktopMode = (NSDictionary*) CGDisplayCurrentMode(CGMainDisplayID()); // Save the original gamma ramp _glfwLibrary.originalRampSize = CGDisplayGammaTableCapacity(CGMainDisplayID()); _glfwPlatformGetGammaRamp(&_glfwLibrary.originalRamp); _glfwLibrary.currentRamp = _glfwLibrary.originalRamp; _glfwInitTimer(); _glfwInitJoysticks(); return GL_TRUE; } //======================================================================== // Close window, if open, and shut down GLFW //======================================================================== int _glfwPlatformTerminate(void) { // TODO: Probably other cleanup // Restore the original gamma ramp _glfwPlatformSetGammaRamp(&_glfwLibrary.originalRamp); [NSApp setDelegate:nil]; [_glfwLibrary.NS.delegate release]; _glfwLibrary.NS.delegate = nil; [_glfwLibrary.NS.autoreleasePool release]; _glfwLibrary.NS.autoreleasePool = nil; _glfwTerminateJoysticks(); return GL_TRUE; } //======================================================================== // Get the GLFW version string //======================================================================== const char* _glfwPlatformGetVersionString(void) { const char* version = _GLFW_VERSION_FULL " Cocoa"; return version; }