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path: root/macosx/plugins/PeopsXgl/macsrc/PluginWindowController.m
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/***************************************************************************
    PluginWindowController.m
    The big bad boy that controls/creates the game window, the openGLView, and
    communicates with PCSX itself
    
    PeopsOpenGPU
  
    Created by Gil Pedersen on Tue April 12 2004.
    Copyright (c) 2004 Gil Pedersen.
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version. See also the license.txt file for *
 *   additional informations.                                              *
 *                                                                         *
 ***************************************************************************/

#import "PluginWindowController.h"
#import "PluginWindow.h"
#import "Carbon/Carbon.h"
#include <OpenGL/gl.h> // OpenGL needed for "externals.h"
#include "externals.h"
#undef BOOL

// not sure why these aren't class or instance variables...
NSWindow *gameWindow;
PluginWindowController *gameController;
NSRect windowFrame;
NSRect windowDefaultRect; // default window size (needed to go back into window mode)

@implementation PluginWindowController

+ (id)openGameView
{
    // create a window for the GPU and return
    // the controller that controls it

	if (gameWindow == nil) {
		if (gameController == nil) {
			gameController = [[PluginWindowController alloc] initWithWindowNibName:@"NetSfPeopsOpenGLGPUInterface"];
		}
		gameWindow = [gameController window];
	}
    else {
        NSLog(@"Well, we have a game window open already, which is kinda bad.");
        abort(); 
        return nil;
    }
    
    [gameWindow setBackgroundColor: [NSColor blackColor]];

    windowFrame.size.width=iResX;
    windowFrame.size.height=iResY;
    
    
	if (windowFrame.size.width != 0)
		[gameWindow setFrame:windowFrame display:NO];
        
	[gameWindow center];
    windowDefaultRect = [gameWindow frame];

	[gameWindow makeKeyAndOrderFront:nil];
	[gameController showWindow:nil];
    NSOpenGLView*  glInstance = [gameController getOpenGLView];
    [glInstance setFrameSize: windowDefaultRect.size];
    [glInstance reshape];
//    [glView update];
   
	CGDirectDisplayID display = (CGDirectDisplayID)[[[[gameWindow screen] deviceDescription] objectForKey:@"NSScreenNumber"] longValue];
	if (CGDisplayIsCaptured(display)) {
		[gameController setFullscreen:YES];
	}
	
	return gameController;
}

- (PluginGLView *)getOpenGLView
{
	return (PluginGLView *)glView;
}

- (void) cureAllIlls
{
    // try to reset the GPU without discarding textures, etc.
    // when a resize takes place, all hell breaks loose, so
    // this is necessarily ugly.

    // all this should be in draw.c, actually

// needed, but I don't know what it's for...
 rRatioRect.left   = rRatioRect.top=0;
 rRatioRect.right  = iResX;
 rRatioRect.bottom = iResY;

 [[glView openGLContext] makeCurrentContext];

 glFlush();
 glFinish();
 
 glViewport(rRatioRect.left,                           // init viewport by ratio rect
            iResY-(rRatioRect.top+rRatioRect.bottom),
            rRatioRect.right, 
            rRatioRect.bottom);  
 
 
 glScissor(0, 0, iResX, iResY);                        // init clipping (fullscreen)
 glEnable(GL_SCISSOR_TEST);     
 glMatrixMode(GL_PROJECTION);                          // init projection with psx resolution
 glLoadIdentity();
 glOrtho(0,PSXDisplay.DisplayMode.x,
         PSXDisplay.DisplayMode.y, 0, -1, 1);

 CreateScanLines();
// if(bKeepRatio) SetAspectRatio();                      // set ratio
 glFlush();
 glFinish();

 [NSOpenGLContext clearCurrentContext];

 [glView reshape]; // to get rid of fuglies on screen
// GLinitialize(); // blunt instrument method of setting a proper state.

}

- (void)dealloc
{

	windowFrame = [[self window] frame];
	
	[super dealloc];
}

// forget keyDownEvents
- (void)keyDown:(NSEvent *)theEvent
{
	// Not required any more
}

- (void)mouseDown:(NSEvent *)theEvent
{
	if ([self fullscreen]) {
		[self setFullscreen:NO];
	}
}

- (BOOL)fullscreen
{
	return inFullscreen;
}

- (void)setFullscreen:(BOOL)flag
{
// this is called by cocoa, not the main PSX thread.
// Messing with the opengl context is a Bad Thing.
// Therefore, just set a global flag, and
// wait around for a frame until
// gpu.c calls fullscreenswap() from
// the right thread

    if ([self fullscreen] == flag)
        return;
        
    if (flag)
        bChangeWinMode = 2;
    else
        bChangeWinMode = 1;

}

- (void)performFullscreenSwap
{
    // ah, that's better. We are called from the main PSX thread
    // after a screen update, so we're clean.
    // bChangeWinMode is a global set from PSX
    
    int flag = bChangeWinMode - 1; // 1 = go to window, 2 = go to fullscreen
    bChangeWinMode = 0; // this is our flag that launched us, so 0 now
    
	NSWindow *window = [self window];
	NSScreen *screen = [window screen];

    CGDirectDisplayID display = (CGDirectDisplayID)[[[screen deviceDescription] objectForKey:@"NSScreenNumber"] longValue];

    NSRect newPlace;
    
    if (flag){
        [window setLevel: NSScreenSaverWindowLevel];
        newPlace = NSMakeRect(0,0,CGDisplayPixelsWide(display), CGDisplayPixelsHigh(display));
		CGDisplayHideCursor(display);
		CGAssociateMouseAndMouseCursorPosition(NO);
    }
    else{
        [window setLevel: NSNormalWindowLevel];
        newPlace = windowDefaultRect;
		CGDisplayShowCursor(display);
		CGAssociateMouseAndMouseCursorPosition(YES);
    }
    
    
    int proportionalWidth, proportionalHeight;
    
    [window setFrame:newPlace display:true];
    
    // assume square pixel ratio on the monitor
    if ((newPlace.size.width*3)/4 <= newPlace.size.height) { // is window skinnier than it needs to be?
        proportionalHeight = (newPlace.size.width*3)/4; // then shrink the content height (letterbox)
        proportionalWidth = newPlace.size.width;        // and conform to width
    } else {
        proportionalWidth = (newPlace.size.height*4)/3;
        proportionalHeight = newPlace.size.height;
    }
    NSRect fitToWindow = NSMakeRect(
        (newPlace.size.width - proportionalWidth)/2, 
        (newPlace.size.height - proportionalHeight)/2, 
        proportionalWidth, proportionalHeight);
        
    [glView setFrame:fitToWindow];
    [glView reshape];
    iResX = proportionalWidth;
    iResY = proportionalHeight;
        
    if (flag) inFullscreen = TRUE;
    else inFullscreen = FALSE;

    [self cureAllIlls]; // do some fixin'
    return;

}

- (BOOL)windowShouldZoom:(NSWindow *)sender toFrame:(NSRect)newFrame
{
	[self setFullscreen:YES];
	
	return NO;
}

- (NSSize)windowWillResize:(NSWindow *)sender toSize:(NSSize)proposedFrameSize
{
    // we don't bother

    return proposedFrameSize;
        
	if (!(([sender resizeFlags] & NSShiftKeyMask) == NSShiftKeyMask)) {
		NSRect oldSize = [sender frame];
		NSRect viewSize = [glView frame];
		
		float xDiff = NSWidth(oldSize) - NSWidth(viewSize);
		float yDiff = NSHeight(oldSize) - NSHeight(viewSize);
		
		//if ((proposedFrameSize.height / proposedFrameSize.width) < (3.0/4.0))
		//	proposedFrameSize.height = ((proposedFrameSize.width - xDiff) * 3.0) / 4.0 + yDiff;
		//else
			proposedFrameSize.width = ((proposedFrameSize.height - yDiff) * 4.0) / 3.0 + xDiff;
	}
	
	return proposedFrameSize;
}

- (void)windowWillMiniaturize:(NSNotification *)aNotification
{
	[[NSNotificationCenter defaultCenter] postNotificationName:@"emuWindowWantPause" object:self];
}

- (void)windowDidDeminiaturize:(NSNotification *)aNotification
{
	[[NSNotificationCenter defaultCenter] postNotificationName:@"emuWindowWantResume" object:self];
}

//- (void)windowDidBecomeMain:(NSNotification *)aNotification
/*- (void)windowDidBecomeKey:(NSNotification *)aNotification
{
	if (iWindowMode==0) {
		[self setFullscreen:YES];
	}
}*/

- (BOOL)windowShouldClose:(id)sender
{
/*	if (fullWindow) {
		return NO;
	}
*/
//    NSLog(@"windowShouldClose: We're closing the window");
	[[NSNotificationCenter defaultCenter] postNotificationName:@"emuWindowDidClose" object:self];
	[gameController autorelease];
	gameController = nil;
	gameWindow = nil;
	
	return YES;
}

@end

void ChangeWindowMode(void)
{
    // glue from PSX thread. Globals are already set
   [ gameController performFullscreenSwap];
}