Commit Graph

30 Commits

Author SHA1 Message Date
diddily 1f276a5148 Fix Main Thread Checker warning on macOS
Cache off NSWindow's windowNumber in SDL_WindowData on setup and use that in `Cocoa_SendWakeupEvent` to prevent accessing windowNumber off the main  thread.
2022-07-26 15:17:44 -04:00
Alex Szpakowski e9c7b5191c macOS: Fix reference counts of internal window data.
Fixes crashes when destroying or recreating a window (#5664).
2022-05-16 18:17:27 -07:00
Alex Szpakowski ec8fa57750 macOS: always use Objective-C ARC (automatic ref counting).
Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
2022-05-09 21:53:40 -07:00
Mirko Galimberti 76afb8583b Introduces Cocoa_GetWindowDisplayIndex. This enable a proper management for dpi when switching between retina and non-retina displays. 2022-04-26 09:51:31 -07:00
Sam Lantinga 120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Sam Lantinga fd79607eb0 Added SDL_GetWindowMouseRect()
Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
2021-11-08 21:34:48 -08:00
Sam Lantinga 4db546b092 Implemented SDL_SetWindowMouseRect() on macOS 2021-11-08 20:35:56 -08:00
Alex Szpakowski ba4ef461ea macOS: Fix implicit integer downcast warnings 2021-10-23 17:45:27 -04:00
Cacodemon345 19dee1cd16
Add SDL_GetWindowICCProfile(). (#4314)
* Add SDL_GetWindowICCProfile

* Add new SDL display events

* Implement ICC profile change event for macOS

* Implement ICC profile notification for Windows

* Fix SDL_GetWindowICCProfile() for X11

* Fix compile errors
2021-10-21 17:37:20 -07:00
Sam Lantinga 88e4755c26 Make sure we don't try to turn on relative mouse mode while clicking on the window title bar.
This fixes bug https://github.com/libsdl-org/SDL/issues/4469
2021-07-27 12:43:45 -07:00
Sam Lantinga f1633127d1 Added a window flash operation to be explicit about window flash behavior 2021-07-24 13:42:19 -07:00
Sam Lantinga e1c3a25034 Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows 2021-07-24 12:11:27 -07:00
Ethan Lee 56b77b12bc cocoa: Implement FlashWindow 2021-06-24 13:08:26 -07:00
Joseph Lyncheski a0a5da5d91 Add SDL_SetWindowAlwaysOnTop() 2021-04-20 08:45:28 -07:00
Cameron Gutman a0d3c6c63c Rename SetWindowGrab() to SetWindowMouseGrab() 2021-02-10 10:22:16 -05:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Michael Maltese 361417c0a4 cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.

Fixes Bugzilla #5060.
2020-03-25 16:40:43 -07:00
Sam Lantinga 8a6f1aa5f5 Fixed bug 4369 - Going fullscreen with green knob in MacOS freezes app for 15 seconds.
Elmar

creating a fullscreen window with SDL_CreateWindow(..SDL_WINDOW_FULLSCREEN_DESKTOP..) in MacOS works fine, except if it was triggered by the user with the green knob in the top left window title bar.

Then "something" is different, and SDL_CreateWindow hangs for 15-20 seconds (tested in MacOS 10.13 and 10.14).

Responsible for the hang is this code in SDL_cocoawindow.m - Cocoa_SetWindowFullscreenSpace:

        const int maxattempts = 3;
        int attempt = 0;
        while (++attempt <= maxattempts) {
            /* Wait for the transition to complete, so application changes
             take effect properly (e.g. setting the window size, etc.)
             */
            const int limit = 10000;
            int count = 0;
            while ([data->listener isInFullscreenSpaceTransition]) {
                if ( ++count == limit ) {
                    /* Uh oh, transition isn't completing. Should we assert? */
                    break;
                }
                SDL_Delay(1);
                SDL_PumpEvents();
            }
            if ([data->listener isInFullscreenSpace] == (state ? YES : NO))
                break;
            /* Try again, the last attempt was interrupted by user gestures */
            if (![data->listener setFullscreenSpace:(state ? YES : NO)])
                break; /* ??? */
        }

One trivial workaround is to change 'const int limit = 10000' to 500. Then the freeze is so short that it doesn't look like a freeze to the user.

Looking further into the problem, I observed that the function Cocoa_SetWindowFullscreenSpace recursively calls itself via some ObjectiveC messages. I managed to extract a callstack for this (copied below): Note how Cocoa_SetWindowFullscreenSpace in stack line 22 calls SDL_PumpEvents, which eventually arrives at  SDL_SendWindowEvent, which calls SDL_UpdateFullscreenMode (stack line 0), which then calls Cocoa_SetWindowFullscreenSpace again (not shown). This recursive second call is the one that hangs.

Another "solution" that worked for me was to add a flag to SDL_Window that is set in Cocoa_SetWindowFullscreenSpace and causes this function to return immediately if called from itself.

Obviously, this is also an ugly hack, but I don't have enough time to dive into this crazy Cocoa/ObjectiveC business deep enough to find a proper solution. But hopefully it's easy for one of the experts around.

Note that there is a "failure to go fullscreen"-message involved, maybe using the green knob causes this failure at first.

I can unfortunately not provide a minimum example.

Best regards,
Elmar

0   com.yasara.View               	0x00000001007495af SDL_UpdateFullscreenMode + 207
1   com.yasara.View               	0x00000001006e2591 SDL_SendWindowEvent + 401
2   com.yasara.View               	0x0000000100775a72 -[Cocoa_WindowListener windowDidResize:] + 370
3   com.yasara.View               	0x0000000100776550 -[Cocoa_WindowListener windowDidExitFullScreen:] + 512
4   com.apple.AppKit              	0x00007fff3180a2a4 -[_NSWindowEnterFullScreenTransitionController failedToEnterFullScreen] + 692
5   com.apple.AppKit              	0x00007fff31c59737 -[_NSEnterFullScreenTransitionController _doFailedToEnterFullScreen] + 349
6   com.apple.AppKit              	0x00007fff3172aa53 __NSFullScreenDockConnectionSendEnterForSpace_block_invoke + 135
7   libxpc.dylib                  	0x00007fff6114b9b1 _xpc_connection_reply_callout + 36
8   libxpc.dylib                  	0x00007fff6114b938 _xpc_connection_call_reply_async + 82
9   libdispatch.dylib             	0x00007fff60ec7e39 _dispatch_client_callout3 + 8
10  libdispatch.dylib             	0x00007fff60ede3b0 _dispatch_mach_msg_async_reply_invoke + 322
11  libdispatch.dylib             	0x00007fff60ed2e25 _dispatch_main_queue_callback_4CF + 807
12  com.apple.CoreFoundation      	0x00007fff33d39e8b __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 9
13  com.apple.CoreFoundation      	0x00007fff33d3959a __CFRunLoopRun + 2335
14  com.apple.CoreFoundation      	0x00007fff33d38a28 CFRunLoopRunSpecific + 463
15  com.apple.HIToolbox           	0x00007fff32fd1b35 RunCurrentEventLoopInMode + 293
16  com.apple.HIToolbox           	0x00007fff32fd1774 ReceiveNextEventCommon + 371
17  com.apple.HIToolbox           	0x00007fff32fd15e8 _BlockUntilNextEventMatchingListInModeWithFilter + 64
18  com.apple.AppKit              	0x00007fff3128deb7 _DPSNextEvent + 997
19  com.apple.AppKit              	0x00007fff3128cc56 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1362
20  com.yasara.View               	0x000000010076fab2 Cocoa_PumpEvents + 290
21  com.yasara.View               	0x00000001006dd1c7 SDL_PumpEvents_REAL + 23
22  com.yasara.View               	0x00000001007795cf Cocoa_SetWindowFullscreenSpace + 223
23  com.yasara.View               	0x000000010074970b SDL_UpdateFullscreenMode + 555
24  com.yasara.View               	0x00000001006e2476 SDL_SendWindowEvent + 118
25  com.yasara.View               	0x0000000100774ff7 -[Cocoa_WindowListener resumeVisibleObservation] + 135
26  com.yasara.View               	0x000000010077664c Cocoa_ShowWindow + 188
27  com.yasara.View               	0x0000000100749492 SDL_FinishWindowCreation + 546
28  com.yasara.View               	0x0000000100748da5 SDL_CreateWindow_REAL + 1573
29  com.yasara.View               	0x000000010010d9b1 vga_setvideomode + 1347
30  com.yasara.View               	0x00000001003f0d46 mod_initscreen + 2614
31  com.yasara.View               	0x00000001003f344b mod_reinitscreen + 460
32  com.yasara.View               	0x00000001003f370d mod_resizescreen + 383
33  com.yasara.View               	0x0000000100418e39 mod_main + 815
34  com.yasara.View               	0x000000010029ca5d main2 + 5766
35  com.yasara.View               	0x000000010011d1b7 main.main_cpuok + 19
2020-03-01 12:58:50 -08:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Alex Szpakowski 8fb8adfc90 macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
2019-07-13 17:04:02 -03:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga 57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga 0d011ec66d Renaming of guard header names to quiet -Wreserved-id-macro 2017-08-28 00:22:23 -07:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Ryan C. Gordon 4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Ryan C. Gordon 3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00