Path: blob/master/platform/macos/editor/embedded_process_macos.mm
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/**************************************************************************/ /* 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")); // 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(); } 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) {}