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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/platform/macos/godot_application.mm
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/**************************************************************************/
/*  godot_application.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.                 */
/**************************************************************************/

#import "godot_application.h"

#import "display_server_macos.h"
#import "godot_application_delegate.h"
#import "os_macos.h"

GodotApplication *GodotApp = nil;

@interface GodotApplication ()
- (void)forceUnbundledWindowActivationHackStep1;
- (void)forceUnbundledWindowActivationHackStep2;
- (void)forceUnbundledWindowActivationHackStep3;
@end

@implementation GodotApplication

- (GodotApplication *)init {
	self = [super init];

	GodotApp = self;

	return self;
}

- (GodotApplicationDelegate *)godotDelegate {
	return (GodotApplicationDelegate *)self.delegate;
}

- (void)activateApplication {
	[NSApp activateIgnoringOtherApps:YES];
	NSString *nsappname = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"CFBundleName"];
	const char *bundled_id = getenv("__CFBundleIdentifier");
	NSString *nsbundleid_env = [NSString stringWithUTF8String:(bundled_id != nullptr) ? bundled_id : ""];
	NSString *nsbundleid = [[NSBundle mainBundle] bundleIdentifier];
	if (nsappname == nil || isatty(STDOUT_FILENO) || isatty(STDIN_FILENO) || isatty(STDERR_FILENO) || ![nsbundleid isEqualToString:nsbundleid_env]) {
#ifdef TOOLS_ENABLED
		if (!OS_MacOS::is_debugger_attached()) {
#else
		{
#endif
			// 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).
			[self performSelector:@selector(forceUnbundledWindowActivationHackStep1) withObject:nil afterDelay:0.02];
		}
	}
}

- (void)mediaKeyEvent:(int)key state:(BOOL)state repeat:(BOOL)repeat {
	Key keycode = Key::NONE;
	switch (key) {
		case NX_KEYTYPE_SOUND_UP: {
			keycode = Key::VOLUMEUP;
		} break;
		case NX_KEYTYPE_SOUND_DOWN: {
			keycode = Key::VOLUMEUP;
		} break;
		//NX_KEYTYPE_BRIGHTNESS_UP
		//NX_KEYTYPE_BRIGHTNESS_DOWN
		case NX_KEYTYPE_CAPS_LOCK: {
			keycode = Key::CAPSLOCK;
		} break;
		case NX_KEYTYPE_HELP: {
			keycode = Key::HELP;
		} break;
		case NX_POWER_KEY: {
			keycode = Key::STANDBY;
		} break;
		case NX_KEYTYPE_MUTE: {
			keycode = Key::VOLUMEMUTE;
		} break;
		//NX_KEYTYPE_CONTRAST_UP
		//NX_KEYTYPE_CONTRAST_DOWN
		//NX_KEYTYPE_LAUNCH_PANEL
		//NX_KEYTYPE_EJECT
		//NX_KEYTYPE_VIDMIRROR
		//NX_KEYTYPE_FAST
		//NX_KEYTYPE_REWIND
		//NX_KEYTYPE_ILLUMINATION_UP
		//NX_KEYTYPE_ILLUMINATION_DOWN
		//NX_KEYTYPE_ILLUMINATION_TOGGLE
		case NX_KEYTYPE_PLAY: {
			keycode = Key::MEDIAPLAY;
		} break;
		case NX_KEYTYPE_NEXT: {
			keycode = Key::MEDIANEXT;
		} break;
		case NX_KEYTYPE_PREVIOUS: {
			keycode = Key::MEDIAPREVIOUS;
		} break;
		default: {
			keycode = Key::NONE;
		} break;
	}

	DisplayServerMacOS *ds = Object::cast_to<DisplayServerMacOS>(DisplayServer::get_singleton());
	if (ds && keycode != Key::NONE) {
		DisplayServerMacOS::KeyEvent ke;

		ke.window_id = ds->_get_focused_window_or_popup();
		ke.macos_state = 0;
		ke.pressed = state;
		ke.echo = repeat;
		ke.keycode = keycode;
		ke.physical_keycode = keycode;
		ke.key_label = keycode;
		ke.unicode = 0;
		ke.raw = true;

		ds->push_to_key_event_buffer(ke);
	}
}

- (void)sendEvent:(NSEvent *)event {
	if ([event type] == NSEventTypeSystemDefined && [event subtype] == 8) {
		int keyCode = (([event data1] & 0xFFFF0000) >> 16);
		int keyFlags = ([event data1] & 0x0000FFFF);
		int keyState = (((keyFlags & 0xFF00) >> 8)) == 0xA;
		int keyRepeat = (keyFlags & 0x1);

		[self mediaKeyEvent:keyCode state:keyState repeat:keyRepeat];
	}

	DisplayServerMacOS *ds = Object::cast_to<DisplayServerMacOS>(DisplayServer::get_singleton());
	if (ds) {
		if ([event type] == NSEventTypeLeftMouseDown || [event type] == NSEventTypeRightMouseDown || [event type] == NSEventTypeOtherMouseDown) {
			if (ds->mouse_process_popups()) {
				return;
			}
		}
		ds->send_event(event);
	}

	// 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.
	if ([event type] == NSEventTypeKeyUp && ([event modifierFlags] & NSEventModifierFlagCommand)) {
		[[self keyWindow] sendEvent:event];
	} else {
		[super sendEvent:event];
	}
}

- (void)forceUnbundledWindowActivationHackStep1 {
	// Step 1: Switch focus to macOS SystemUIServer process.
	// Required to perform step 2, TransformProcessType will fail if app is already the in focus.
	for (NSRunningApplication *app in [NSRunningApplication runningApplicationsWithBundleIdentifier:@"com.apple.systemuiserver"]) {
		[app activateWithOptions:NSApplicationActivateIgnoringOtherApps];
		break;
	}
	[self performSelector:@selector(forceUnbundledWindowActivationHackStep2)
			   withObject:nil
			   afterDelay:0.02];
}

- (void)forceUnbundledWindowActivationHackStep2 {
	// Step 2: Register app as foreground process.
	ProcessSerialNumber psn = { 0, kCurrentProcess };
	(void)TransformProcessType(&psn, kProcessTransformToForegroundApplication);
	[self performSelector:@selector(forceUnbundledWindowActivationHackStep3) withObject:nil afterDelay:0.02];
}

- (void)forceUnbundledWindowActivationHackStep3 {
	// Step 3: Switch focus back to app window.
	[[NSRunningApplication currentApplication] activateWithOptions:NSApplicationActivateIgnoringOtherApps];
}

@end