fix window position computations on macOS

This commit is contained in:
Rhody Lugo 2017-11-02 12:21:23 -04:00
parent fbb0732a36
commit 75925198be
2 changed files with 92 additions and 21 deletions

View file

@ -226,6 +226,12 @@ public:
virtual Error move_path_to_trash(String p_dir);
OS_OSX();
private:
Point2 get_native_screen_position(int p_screen) const;
Point2 get_native_window_position() const;
void set_native_window_position(const Point2 &p_position);
Point2 get_screens_origin() const;
};
#endif

View file

@ -854,10 +854,15 @@ void OS_OSX::initialize_core() {
}
static bool keyboard_layout_dirty = true;
static void keyboardLayoutChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) {
static void keyboard_layout_changed(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef user_info) {
keyboard_layout_dirty = true;
}
static bool displays_arrangement_dirty = true;
static void displays_arrangement_changed(CGDirectDisplayID display_id, CGDisplayChangeSummaryFlags flags, void *user_info) {
displays_arrangement_dirty = true;
}
void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_audio_driver) {
/*** OSX INITIALIZATION ***/
@ -865,13 +870,17 @@ void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_au
/*** OSX INITIALIZATION ***/
keyboard_layout_dirty = true;
displays_arrangement_dirty = true;
// Register to be notified on keyboard layout changes
CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(),
NULL, keyboardLayoutChanged,
NULL, keyboard_layout_changed,
kTISNotifySelectedKeyboardInputSourceChanged, NULL,
CFNotificationSuspensionBehaviorDeliverImmediately);
// Register to be notified on displays arrangement changes
CGDisplayRegisterReconfigurationCallback(displays_arrangement_changed, NULL);
if (is_hidpi_allowed() && [[NSScreen mainScreen] respondsToSelector:@selector(backingScaleFactor)]) {
for (NSScreen *screen in [NSScreen screens]) {
float s = [screen backingScaleFactor];
@ -1055,6 +1064,8 @@ void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_au
void OS_OSX::finalize() {
CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
CGDisplayRemoveReconfigurationCallback(displays_arrangement_changed, NULL);
delete_main_loop();
spatial_sound_server->finish();
@ -1362,17 +1373,43 @@ int OS_OSX::get_screen_count() const {
return [screenArray count];
};
int OS_OSX::get_current_screen() const {
Vector2 wpos = get_window_position();
// Returns the native top-left screen coordinate of the smallest rectangle
// that encompasses all screens. Needed in get_screen_position(),
// get_window_position, and set_window_position()
// to convert between OS X native screen coordinates and the ones expected by Godot
Point2 OS_OSX::get_screens_origin() const {
static Point2 origin;
int count = get_screen_count();
for (int i = 0; i < count; i++) {
Point2 pos = get_screen_position(i);
Size2 size = get_screen_size(i);
if ((wpos.x >= pos.x && wpos.x < pos.x + size.width) && (wpos.y >= pos.y && wpos.y < pos.y + size.height))
return i;
if (displays_arrangement_dirty) {
origin = Point2();
for (int i = 0; i < get_screen_count(); i++) {
Point2 position = get_native_screen_position(i);
if (position.x < origin.x) {
origin.x = position.x;
}
if (position.y > origin.y) {
origin.y = position.y;
}
}
displays_arrangement_dirty = false;
}
return origin;
}
static int get_screen_index(NSScreen *screen) {
const NSUInteger index = [[NSScreen screens] indexOfObject:screen];
return index == NSNotFound ? 0 : index;
}
int OS_OSX::get_current_screen() const {
if (window_object) {
return get_screen_index([window_object screen]);
} else {
return get_screen_index([NSScreen mainScreen]);
}
return 0;
};
void OS_OSX::set_current_screen(int p_screen) {
@ -1380,7 +1417,7 @@ void OS_OSX::set_current_screen(int p_screen) {
set_window_position(wpos + get_screen_position(p_screen));
};
Point2 OS_OSX::get_screen_position(int p_screen) const {
Point2 OS_OSX::get_native_screen_position(int p_screen) const {
NSArray *screenArray = [NSScreen screens];
if (p_screen < [screenArray count]) {
float displayScale = 1.0;
@ -1390,12 +1427,21 @@ Point2 OS_OSX::get_screen_position(int p_screen) const {
}
NSRect nsrect = [[screenArray objectAtIndex:p_screen] frame];
return Point2(nsrect.origin.x, nsrect.origin.y) * displayScale;
// Return the top-left corner of the screen, for OS X the y starts at the bottom
return Point2(nsrect.origin.x, nsrect.origin.y + nsrect.size.height) * displayScale;
}
return Point2();
}
Point2 OS_OSX::get_screen_position(int p_screen) const {
Point2 position = get_native_screen_position(p_screen) - get_screens_origin();
// OS X native y-coordinate relative to get_screens_origin() is negative,
// Godot expects a positive value
position.y *= -1;
return position;
}
int OS_OSX::get_screen_dpi(int p_screen) const {
NSArray *screenArray = [NSScreen screens];
if (p_screen < [screenArray count]) {
@ -1433,13 +1479,26 @@ Size2 OS_OSX::get_screen_size(int p_screen) const {
return Size2();
}
Point2 OS_OSX::get_window_position() const {
Point2 OS_OSX::get_native_window_position() const {
NSRect nsrect = [window_object frame];
Size2 wp([window_object frame].origin.x, [window_object frame].origin.y);
wp *= display_scale;
return wp;
Point2 pos;
// Return the position of the top-left corner, for OS X the y starts at the bottom
pos.x = nsrect.origin.x * display_scale;
pos.y = (nsrect.origin.y + nsrect.size.height) * display_scale;
return pos;
};
Point2 OS_OSX::get_window_position() const {
Point2 position = get_native_window_position() - get_screens_origin();
// OS X native y-coordinate relative to get_screens_origin() is negative,
// Godot expects a positive value
position.y *= -1;
return position;
}
void OS_OSX::_update_window() {
bool borderless_full = false;
@ -1465,20 +1524,26 @@ void OS_OSX::_update_window() {
}
}
void OS_OSX::set_window_position(const Point2 &p_position) {
void OS_OSX::set_native_window_position(const Point2 &p_position) {
Size2 scr = get_screen_size();
NSPoint pos;
pos.x = p_position.x / display_scale;
// For OS X the y starts at the bottom
pos.y = (scr.height - p_position.y) / display_scale;
pos.y = p_position.y / display_scale;
[window_object setFrameTopLeftPoint:pos];
_update_window();
};
void OS_OSX::set_window_position(const Point2 &p_position) {
Point2 position = p_position;
// OS X native y-coordinate relative to get_screens_origin() is negative,
// Godot passes a positive value
position.y *= -1;
set_native_window_position(get_screens_origin() + position);
};
Size2 OS_OSX::get_window_size() const {
return window_size;