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@@ -913,10 +913,15 @@ void OS_OSX::initialize_core() {
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}
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}
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static bool keyboard_layout_dirty = true;
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static bool keyboard_layout_dirty = true;
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-static void keyboardLayoutChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) {
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+static void keyboard_layout_changed(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef user_info) {
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keyboard_layout_dirty = true;
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keyboard_layout_dirty = true;
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}
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}
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+static bool displays_arrangement_dirty = true;
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+static void displays_arrangement_changed(CGDirectDisplayID display_id, CGDisplayChangeSummaryFlags flags, void *user_info) {
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+ displays_arrangement_dirty = true;
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+}
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+
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void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_audio_driver) {
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void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_audio_driver) {
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/*** OSX INITIALIZATION ***/
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/*** OSX INITIALIZATION ***/
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@@ -924,13 +929,17 @@ void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_au
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/*** OSX INITIALIZATION ***/
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/*** OSX INITIALIZATION ***/
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keyboard_layout_dirty = true;
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keyboard_layout_dirty = true;
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+ displays_arrangement_dirty = true;
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// Register to be notified on keyboard layout changes
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// Register to be notified on keyboard layout changes
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CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(),
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CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(),
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- NULL, keyboardLayoutChanged,
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+ NULL, keyboard_layout_changed,
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kTISNotifySelectedKeyboardInputSourceChanged, NULL,
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kTISNotifySelectedKeyboardInputSourceChanged, NULL,
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CFNotificationSuspensionBehaviorDeliverImmediately);
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CFNotificationSuspensionBehaviorDeliverImmediately);
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+ // Register to be notified on displays arrangement changes
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+ CGDisplayRegisterReconfigurationCallback(displays_arrangement_changed, NULL);
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+
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window_delegate = [[GodotWindowDelegate alloc] init];
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window_delegate = [[GodotWindowDelegate alloc] init];
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// Don't use accumulation buffer support; it's not accelerated
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// Don't use accumulation buffer support; it's not accelerated
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@@ -1094,6 +1103,8 @@ void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_au
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void OS_OSX::finalize() {
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void OS_OSX::finalize() {
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CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
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CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
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+ CGDisplayRemoveReconfigurationCallback(displays_arrangement_changed, NULL);
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+
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delete_main_loop();
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delete_main_loop();
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memdelete(joypad_osx);
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memdelete(joypad_osx);
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@@ -1456,6 +1467,32 @@ int OS_OSX::get_screen_count() const {
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return [screenArray count];
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return [screenArray count];
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};
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};
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+// Returns the native top-left screen coordinate of the smallest rectangle
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+// that encompasses all screens. Needed in get_screen_position(),
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+// get_window_position, and set_window_position()
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+// to convert between OS X native screen coordinates and the ones expected by Godot
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+Point2 OS_OSX::get_screens_origin() const {
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+ static Point2 origin;
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+
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+ if (displays_arrangement_dirty) {
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+ origin = Point2();
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+
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+ for (int i = 0; i < get_screen_count(); i++) {
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+ Point2 position = get_native_screen_position(i);
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+ if (position.x < origin.x) {
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+ origin.x = position.x;
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+ }
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+ if (position.y > origin.y) {
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+ origin.y = position.y;
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+ }
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+ }
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+
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+ displays_arrangement_dirty = false;
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+ }
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+
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+ return origin;
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+}
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+
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static int get_screen_index(NSScreen *screen) {
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static int get_screen_index(NSScreen *screen) {
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const NSUInteger index = [[NSScreen screens] indexOfObject:screen];
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const NSUInteger index = [[NSScreen screens] indexOfObject:screen];
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return index == NSNotFound ? 0 : index;
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return index == NSNotFound ? 0 : index;
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@@ -1474,21 +1511,30 @@ void OS_OSX::set_current_screen(int p_screen) {
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set_window_position(wpos + get_screen_position(p_screen));
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set_window_position(wpos + get_screen_position(p_screen));
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};
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};
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-Point2 OS_OSX::get_screen_position(int p_screen) const {
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+Point2 OS_OSX::get_native_screen_position(int p_screen) const {
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if (p_screen == -1) {
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if (p_screen == -1) {
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p_screen = get_current_screen();
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p_screen = get_current_screen();
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}
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}
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NSArray *screenArray = [NSScreen screens];
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NSArray *screenArray = [NSScreen screens];
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if (p_screen < [screenArray count]) {
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if (p_screen < [screenArray count]) {
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- float displayScale = _display_scale([screenArray objectAtIndex:p_screen]);
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+ float display_scale = _display_scale([screenArray objectAtIndex:p_screen]);
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NSRect nsrect = [[screenArray objectAtIndex:p_screen] frame];
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NSRect nsrect = [[screenArray objectAtIndex:p_screen] frame];
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- return Point2(nsrect.origin.x, nsrect.origin.y) * displayScale;
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+ // Return the top-left corner of the screen, for OS X the y starts at the bottom
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+ return Point2(nsrect.origin.x, nsrect.origin.y + nsrect.size.height) * display_scale;
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}
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}
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return Point2();
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return Point2();
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}
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}
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+Point2 OS_OSX::get_screen_position(int p_screen) const {
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+ Point2 position = get_native_screen_position(p_screen) - get_screens_origin();
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+ // OS X native y-coordinate relative to get_screens_origin() is negative,
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+ // Godot expects a positive value
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+ position.y *= -1;
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+ return position;
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+}
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+
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int OS_OSX::get_screen_dpi(int p_screen) const {
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int OS_OSX::get_screen_dpi(int p_screen) const {
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if (p_screen == -1) {
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if (p_screen == -1) {
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p_screen = get_current_screen();
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p_screen = get_current_screen();
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@@ -1567,28 +1613,48 @@ float OS_OSX::_display_scale(id screen) const {
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}
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}
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}
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}
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-Point2 OS_OSX::get_window_position() const {
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+Point2 OS_OSX::get_native_window_position() const {
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- Size2 wp([window_object frame].origin.x, [window_object frame].origin.y);
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- wp *= _display_scale();
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- return wp;
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+ NSRect nsrect = [window_object frame];
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+ Point2 pos;
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+ float display_scale = _display_scale();
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+
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+ // Return the position of the top-left corner, for OS X the y starts at the bottom
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+ pos.x = nsrect.origin.x * display_scale;
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+ pos.y = (nsrect.origin.y + nsrect.size.height) * display_scale;
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+
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+ return pos;
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};
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};
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-void OS_OSX::set_window_position(const Point2 &p_position) {
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+Point2 OS_OSX::get_window_position() const {
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+ Point2 position = get_native_window_position() - get_screens_origin();
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+ // OS X native y-coordinate relative to get_screens_origin() is negative,
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+ // Godot expects a positive value
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+ position.y *= -1;
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+ return position;
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+}
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+
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+void OS_OSX::set_native_window_position(const Point2 &p_position) {
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- Size2 scr = get_screen_size();
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NSPoint pos;
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NSPoint pos;
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float displayScale = _display_scale();
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float displayScale = _display_scale();
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pos.x = p_position.x / displayScale;
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pos.x = p_position.x / displayScale;
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- // For OS X the y starts at the bottom
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- pos.y = (scr.height - p_position.y) / displayScale;
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+ pos.y = p_position.y / displayScale;
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[window_object setFrameTopLeftPoint:pos];
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[window_object setFrameTopLeftPoint:pos];
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_update_window();
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_update_window();
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};
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};
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+void OS_OSX::set_window_position(const Point2 &p_position) {
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+ Point2 position = p_position;
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+ // OS X native y-coordinate relative to get_screens_origin() is negative,
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+ // Godot passes a positive value
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+ position.y *= -1;
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+ set_native_window_position(get_screens_origin() + position);
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+};
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+
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Size2 OS_OSX::get_window_size() const {
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Size2 OS_OSX::get_window_size() const {
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return window_size;
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return window_size;
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