Improve window_set_current_screen and fix secondary window initial mode and positions.
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a754930918
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f7955633de
13 changed files with 189 additions and 89 deletions
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@ -99,6 +99,8 @@ public:
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Callable drop_files_callback;
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ObjectID instance_id;
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bool fs_transition = false;
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bool initial_size = true;
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WindowID transient_parent = INVALID_WINDOW_ID;
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bool exclusive = false;
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@ -189,7 +191,7 @@ private:
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const NSMenu *_get_menu_root(const String &p_menu_root) const;
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NSMenu *_get_menu_root(const String &p_menu_root);
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WindowID _create_window(WindowMode p_mode, VSyncMode p_vsync_mode, const Rect2i &p_rect);
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WindowID _create_window(WindowMode p_mode, VSyncMode p_vsync_mode, const Rect2i &p_rect, int p_screen);
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void _update_window_style(WindowData p_wd);
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void _set_window_per_pixel_transparency_enabled(bool p_enabled, WindowID p_window);
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@ -334,7 +336,7 @@ public:
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virtual Vector<int> get_window_list() const override;
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virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i()) override;
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virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i(), int p_screen = 0) override;
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virtual void show_window(WindowID p_id) override;
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virtual void delete_sub_window(WindowID p_id) override;
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@ -109,7 +109,7 @@ NSMenu *DisplayServerMacOS::_get_menu_root(const String &p_menu_root) {
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return menu;
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}
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DisplayServerMacOS::WindowID DisplayServerMacOS::_create_window(WindowMode p_mode, VSyncMode p_vsync_mode, const Rect2i &p_rect) {
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DisplayServerMacOS::WindowID DisplayServerMacOS::_create_window(WindowMode p_mode, VSyncMode p_vsync_mode, const Rect2i &p_rect, int p_screen) {
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WindowID id;
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const float scale = screen_get_max_scale();
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{
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@ -119,19 +119,36 @@ DisplayServerMacOS::WindowID DisplayServerMacOS::_create_window(WindowMode p_mod
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ERR_FAIL_COND_V_MSG(wd.window_delegate == nil, INVALID_WINDOW_ID, "Can't create a window delegate");
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[wd.window_delegate setWindowID:window_id_counter];
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Point2i position = p_rect.position;
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int nearest_area = 0;
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int pos_screen = -1;
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for (int i = 0; i < get_screen_count(); i++) {
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Rect2i r = screen_get_usable_rect(i);
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Rect2 inters = r.intersection(p_rect);
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int area = inters.size.width * inters.size.height;
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if (area > nearest_area && area > 0) {
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pos_screen = i;
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nearest_area = area;
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}
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}
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Rect2i srect = screen_get_usable_rect(p_screen);
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Point2i wpos = p_rect.position - ((pos_screen >= 0) ? screen_get_position(pos_screen) : Vector2i());
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wpos += srect.position;
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wpos.x = CLAMP(wpos.x, srect.position.x, srect.position.x + srect.size.width - p_rect.size.width / 3);
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wpos.y = CLAMP(wpos.y, srect.position.y, srect.position.y + srect.size.height - p_rect.size.height / 3);
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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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position += _get_screens_origin();
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wpos.y *= -1;
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wpos += _get_screens_origin();
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// initWithContentRect uses bottom-left corner of the window’s frame as origin.
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wd.window_object = [[GodotWindow alloc]
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initWithContentRect:NSMakeRect(position.x / scale, (position.y - p_rect.size.height) / scale, p_rect.size.width / scale, p_rect.size.height / scale)
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initWithContentRect:NSMakeRect(0, 0, p_rect.size.width / scale, p_rect.size.height / scale)
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styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable
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backing:NSBackingStoreBuffered
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defer:NO];
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ERR_FAIL_COND_V_MSG(wd.window_object == nil, INVALID_WINDOW_ID, "Can't create a window");
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[wd.window_object setFrameTopLeftPoint:NSMakePoint(wpos.x / scale, wpos.y / scale)];
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[wd.window_object setWindowID:window_id_counter];
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wd.window_view = [[GodotContentView alloc] init];
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@ -2208,10 +2225,10 @@ Vector<DisplayServer::WindowID> DisplayServerMacOS::get_window_list() const {
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return ret;
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}
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DisplayServer::WindowID DisplayServerMacOS::create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect) {
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DisplayServer::WindowID DisplayServerMacOS::create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect, int p_screen) {
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_THREAD_SAFE_METHOD_
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WindowID id = _create_window(p_mode, p_vsync_mode, p_rect);
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WindowID id = _create_window(p_mode, p_vsync_mode, p_rect, p_screen);
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for (int i = 0; i < WINDOW_FLAG_MAX; i++) {
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if (p_flags & (1 << i)) {
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window_set_flag(WindowFlags(i), true, id);
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@ -2328,8 +2345,14 @@ void DisplayServerMacOS::window_set_current_screen(int p_screen, WindowID p_wind
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was_fullscreen = true;
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}
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Rect2i srect = screen_get_usable_rect(p_screen);
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Point2i wpos = window_get_position(p_window) - screen_get_position(window_get_current_screen(p_window));
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window_set_position(wpos + screen_get_position(p_screen), p_window);
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Size2i wsize = window_get_size(p_window);
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wpos += srect.position;
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wpos.x = CLAMP(wpos.x, srect.position.x, srect.position.x + srect.size.width - wsize.width / 3);
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wpos.y = CLAMP(wpos.y, srect.position.y, srect.position.y + srect.size.height - wsize.height / 3);
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window_set_position(wpos, p_window);
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if (was_fullscreen) {
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// Re-enter fullscreen mode.
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@ -3781,7 +3804,7 @@ DisplayServerMacOS::DisplayServerMacOS(const String &p_rendering_driver, WindowM
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window_position = *p_position;
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}
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WindowID main_window = _create_window(p_mode, p_vsync_mode, Rect2i(window_position, p_resolution));
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WindowID main_window = _create_window(p_mode, p_vsync_mode, Rect2i(window_position, p_resolution), 0);
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ERR_FAIL_COND(main_window == INVALID_WINDOW_ID);
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for (int i = 0; i < WINDOW_FLAG_MAX; i++) {
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if (p_flags & (1 << i)) {
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@ -65,16 +65,28 @@
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if (ds && ds->has_window(window_id)) {
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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NSRect frameRect = [wd.window_object frame];
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bool left = (wd.last_frame_rect.origin.x != frameRect.origin.x);
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bool top = (wd.last_frame_rect.origin.y == frameRect.origin.y);
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if (left && top) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementBottomRight;
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} else if (left && !top) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementTopRight;
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} else if (!left && top) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementBottomLeft;
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if (wd.fs_transition || wd.initial_size) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementScaleAxesIndependently;
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wd.initial_size = false;
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} else {
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self.layerContentsPlacement = NSViewLayerContentsPlacementTopLeft;
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bool left = (wd.last_frame_rect.origin.x != frameRect.origin.x);
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bool bottom = (wd.last_frame_rect.origin.y != frameRect.origin.y);
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bool right = (wd.last_frame_rect.origin.x + wd.last_frame_rect.size.width != frameRect.origin.x + frameRect.size.width);
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bool top = (wd.last_frame_rect.origin.y + wd.last_frame_rect.size.height != frameRect.origin.y + frameRect.size.height);
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if (left && top) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementBottomRight;
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} else if (left && bottom) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementTopRight;
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} else if (left) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementRight;
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} else if (right && top) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementBottomLeft;
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} else if (right && bottom) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementTopLeft;
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} else if (right) {
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self.layerContentsPlacement = NSViewLayerContentsPlacementLeft;
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}
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}
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wd.last_frame_rect = frameRect;
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}
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@ -38,8 +38,6 @@
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@interface GodotWindowDelegate : NSObject <NSWindowDelegate> {
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DisplayServer::WindowID window_id;
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NSRect old_frame;
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NSWindowStyleMask old_style_mask;
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}
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- (void)setWindowID:(DisplayServer::WindowID)wid;
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@ -70,24 +70,24 @@
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ds->window_destroy(window_id);
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}
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- (NSArray<NSWindow *> *)customWindowsToEnterFullScreenForWindow:(NSWindow *)window {
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- (void)windowWillEnterFullScreen:(NSNotification *)notification {
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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if (!ds || !ds->has_window(window_id)) {
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return nullptr;
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return;
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}
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old_frame = [window frame];
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old_style_mask = [window styleMask];
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NSMutableArray<NSWindow *> *windows = [[NSMutableArray alloc] init];
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[windows addObject:window];
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return windows;
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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wd.fs_transition = true;
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}
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- (void)window:(NSWindow *)window startCustomAnimationToEnterFullScreenWithDuration:(NSTimeInterval)duration {
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[(GodotWindow *)window setAnimDuration:duration];
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[window setFrame:[[window screen] frame] display:YES animate:YES];
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- (void)windowDidFailToEnterFullScreen:(NSWindow *)window {
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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if (!ds || !ds->has_window(window_id)) {
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return;
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}
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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wd.fs_transition = false;
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}
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- (void)windowDidEnterFullScreen:(NSNotification *)notification {
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@ -98,29 +98,31 @@
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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wd.fullscreen = true;
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wd.fs_transition = false;
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// Reset window size limits.
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[wd.window_object setContentMinSize:NSMakeSize(0, 0)];
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[wd.window_object setContentMaxSize:NSMakeSize(FLT_MAX, FLT_MAX)];
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[(GodotWindow *)wd.window_object setAnimDuration:-1.0f];
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// Reset custom window buttons.
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if ([wd.window_object styleMask] & NSWindowStyleMaskFullSizeContentView) {
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ds->window_set_custom_window_buttons(wd, false);
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}
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// Force window resize event.
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[self windowDidResize:notification];
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ds->send_window_event(wd, DisplayServerMacOS::WINDOW_EVENT_TITLEBAR_CHANGE);
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// Force window resize event and redraw.
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[self windowDidResize:notification];
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}
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- (NSArray<NSWindow *> *)customWindowsToExitFullScreenForWindow:(NSWindow *)window {
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- (void)windowWillExitFullScreen:(NSNotification *)notification {
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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if (!ds || !ds->has_window(window_id)) {
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return nullptr;
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return;
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}
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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wd.fs_transition = true;
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// Restore custom window buttons.
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if ([wd.window_object styleMask] & NSWindowStyleMaskFullSizeContentView) {
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@ -128,16 +130,22 @@
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}
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ds->send_window_event(wd, DisplayServerMacOS::WINDOW_EVENT_TITLEBAR_CHANGE);
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NSMutableArray<NSWindow *> *windows = [[NSMutableArray alloc] init];
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[windows addObject:wd.window_object];
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return windows;
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}
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- (void)window:(NSWindow *)window startCustomAnimationToExitFullScreenWithDuration:(NSTimeInterval)duration {
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[(GodotWindow *)window setAnimDuration:duration];
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[window setStyleMask:old_style_mask];
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[window setFrame:old_frame display:YES animate:YES];
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- (void)windowDidFailToExitFullScreen:(NSWindow *)window {
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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if (!ds || !ds->has_window(window_id)) {
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return;
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}
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DisplayServerMacOS::WindowData &wd = ds->get_window(window_id);
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wd.fs_transition = false;
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if ([wd.window_object styleMask] & NSWindowStyleMaskFullSizeContentView) {
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ds->window_set_custom_window_buttons(wd, false);
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}
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ds->send_window_event(wd, DisplayServerMacOS::WINDOW_EVENT_TITLEBAR_CHANGE);
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}
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- (void)windowDidExitFullScreen:(NSNotification *)notification {
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@ -153,8 +161,7 @@
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wd.fullscreen = false;
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wd.exclusive_fullscreen = false;
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[(GodotWindow *)wd.window_object setAnimDuration:-1.0f];
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wd.fs_transition = false;
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// Set window size limits.
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const float scale = ds->screen_get_max_scale();
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@ -177,7 +184,7 @@
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[wd.window_object setLevel:NSFloatingWindowLevel];
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}
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// Force window resize event.
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// Force window resize event and redraw.
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[self windowDidResize:notification];
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}
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@ -305,6 +312,8 @@
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ds->update_mouse_pos(wd, [wd.window_object mouseLocationOutsideOfEventStream]);
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}
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[self windowDidResize:notification]; // Emit resize event, to ensure content is resized if the window was resized while it was hidden.
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ds->set_last_focused_window(window_id);
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ds->send_window_event(wd, DisplayServerMacOS::WINDOW_EVENT_FOCUS_IN);
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}
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