X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=OSX%2FXScreenSaverView.m;h=9ab94bc48e26fd2b3b53557a783ce43afe4fb63e;hb=d1ae2829ff0fd2a96c16a0c8c5420efaa47d7b30;hp=d483c8885ce70cd5de654ca2d7abd98143aea8c4;hpb=3243731044b944673630b55e16674c191b026f84;p=xscreensaver diff --git a/OSX/XScreenSaverView.m b/OSX/XScreenSaverView.m index d483c888..9ab94bc4 100644 --- a/OSX/XScreenSaverView.m +++ b/OSX/XScreenSaverView.m @@ -1,13 +1,13 @@ -/* xscreensaver, Copyright (c) 2006-2009 Jamie Zawinski -* -* Permission to use, copy, modify, distribute, and sell this software and its -* documentation for any purpose is hereby granted without fee, provided that -* the above copyright notice appear in all copies and that both that -* copyright notice and this permission notice appear in supporting -* documentation. No representations are made about the suitability of this -* software for any purpose. It is provided "as is" without express or -* implied warranty. -*/ +/* xscreensaver, Copyright (c) 2006-2015 Jamie Zawinski + * + * Permission to use, copy, modify, distribute, and sell this software and its + * documentation for any purpose is hereby granted without fee, provided that + * the above copyright notice appear in all copies and that both that + * copyright notice and this permission notice appear in supporting + * documentation. No representations are made about the suitability of this + * software for any purpose. It is provided "as is" without express or + * implied warranty. + */ /* This is a subclass of Apple's ScreenSaverView that knows how to run xscreensaver programs without X11 via the dark magic of the "jwxyz" @@ -15,12 +15,35 @@ the "screenhack.c" module. */ +#import +#import +#import #import "XScreenSaverView.h" #import "XScreenSaverConfigSheet.h" +#import "Updater.h" #import "screenhackI.h" #import "xlockmoreI.h" #import "jwxyz-timers.h" +#ifndef USE_IPHONE +# import +#endif + +/* Garbage collection only exists if we are being compiled against the + 10.6 SDK or newer, not if we are building against the 10.4 SDK. + */ +#ifndef MAC_OS_X_VERSION_10_6 +# define MAC_OS_X_VERSION_10_6 1060 /* undefined in 10.4 SDK, grr */ +#endif +#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_6 /* 10.6 SDK */ +# import +# define DO_GC_HACKERY +#endif + +/* Duplicated in xlockmoreI.h and XScreenSaverGLView.m. */ +extern void clear_gl_error (void); +extern void check_gl_error (const char *type); + extern struct xscreensaver_function_table *xscreensaver_function_table; /* Global variables used by the screen savers @@ -30,19 +53,74 @@ const char *progclass; int mono_p = 0; +# ifdef USE_IPHONE + +# define NSSizeToCGSize(x) (x) + +extern NSDictionary *make_function_table_dict(void); // ios-function-table.m + +/* Stub definition of the superclass, for iPhone. + */ +@implementation ScreenSaverView +{ + NSTimeInterval anim_interval; + Bool animating_p; + NSTimer *anim_timer; +} + +- (id)initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview { + self = [super initWithFrame:frame]; + if (! self) return 0; + anim_interval = 1.0/30; + return self; +} +- (NSTimeInterval)animationTimeInterval { return anim_interval; } +- (void)setAnimationTimeInterval:(NSTimeInterval)i { anim_interval = i; } +- (BOOL)hasConfigureSheet { return NO; } +- (NSWindow *)configureSheet { return nil; } +- (NSView *)configureView { return nil; } +- (BOOL)isPreview { return NO; } +- (BOOL)isAnimating { return animating_p; } +- (void)animateOneFrame { } + +- (void)startAnimation { + if (animating_p) return; + animating_p = YES; + anim_timer = [NSTimer scheduledTimerWithTimeInterval: anim_interval + target:self + selector:@selector(animateOneFrame) + userInfo:nil + repeats:YES]; +} + +- (void)stopAnimation { + if (anim_timer) { + [anim_timer invalidate]; + anim_timer = 0; + } + animating_p = NO; +} +@end + +# endif // !USE_IPHONE + + + +@interface XScreenSaverView (Private) +- (void) stopAndClose:(Bool)relaunch; +@end + @implementation XScreenSaverView -- (struct xscreensaver_function_table *) findFunctionTable +// Given a lower-cased saver name, returns the function table for it. +// If no name, guess the name from the class's bundle name. +// +- (struct xscreensaver_function_table *) findFunctionTable:(NSString *)name { NSBundle *nsb = [NSBundle bundleForClass:[self class]]; NSAssert1 (nsb, @"no bundle for class %@", [self class]); - + NSString *path = [nsb bundlePath]; - NSString *name = [[[path lastPathComponent] stringByDeletingPathExtension] - lowercaseString]; - NSString *suffix = @"_xscreensaver_function_table"; - NSString *table_name = [name stringByAppendingString:suffix]; - CFURLRef url = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, (CFStringRef) path, kCFURLPOSIXPathStyle, @@ -50,11 +128,34 @@ int mono_p = 0; CFBundleRef cfb = CFBundleCreate (kCFAllocatorDefault, url); CFRelease (url); NSAssert1 (cfb, @"no CFBundle for \"%@\"", path); + // #### Analyze says "Potential leak of an object stored into cfb" + if (! name) + name = [[path lastPathComponent] stringByDeletingPathExtension]; + + name = [[name lowercaseString] + stringByReplacingOccurrencesOfString:@" " + withString:@""]; + +# ifndef USE_IPHONE + // CFBundleGetDataPointerForName doesn't work in "Archive" builds. + // I'm guessing that symbol-stripping is mandatory. Fuck. + NSString *table_name = [name stringByAppendingString: + @"_xscreensaver_function_table"]; void *addr = CFBundleGetDataPointerForName (cfb, (CFStringRef) table_name); - NSAssert2 (addr, @"no symbol \"%@\" in bundle %@", table_name, path); + CFRelease (cfb); + + if (! addr) + NSLog (@"no symbol \"%@\" for \"%@\"", table_name, path); + +# else // USE_IPHONE + // Depends on the auto-generated "ios-function-table.m" being up to date. + if (! function_tables) + function_tables = [make_function_table_dict() retain]; + NSValue *v = [function_tables objectForKey: name]; + void *addr = v ? [v pointerValue] : 0; +# endif // USE_IPHONE -// NSLog (@"%@ = 0x%08X", table_name, (unsigned long) addr); return (struct xscreensaver_function_table *) addr; } @@ -79,7 +180,7 @@ int mono_p = 0; strcat (npath, opath); if (putenv (npath)) { perror ("putenv"); - abort(); + NSAssert1 (0, @"putenv \"%s\" failed", npath); } /* Don't free (npath) -- MacOS's putenv() does not copy it. */ @@ -100,7 +201,7 @@ int mono_p = 0; strcat (env, s); if (putenv (env)) { perror ("putenv"); - abort(); + NSAssert1 (0, @"putenv \"%s\" failed", env); } /* Don't free (env) -- MacOS's putenv() does not copy it. */ } @@ -115,13 +216,14 @@ add_default_options (const XrmOptionDescRec *opts, /* These aren't "real" command-line options (there are no actual command-line options in the Cocoa version); but this is the somewhat kludgey way that the and tags in the - ../hacks/config/*.xml files communicate with the preferences database. + ../hacks/config/\*.xml files communicate with the preferences database. */ static const XrmOptionDescRec default_options [] = { { "-text-mode", ".textMode", XrmoptionSepArg, 0 }, { "-text-literal", ".textLiteral", XrmoptionSepArg, 0 }, { "-text-file", ".textFile", XrmoptionSepArg, 0 }, { "-text-url", ".textURL", XrmoptionSepArg, 0 }, + { "-text-program", ".textProgram", XrmoptionSepArg, 0 }, { "-grab-desktop", ".grabDesktopImages", XrmoptionNoArg, "True" }, { "-no-grab-desktop", ".grabDesktopImages", XrmoptionNoArg, "False"}, { "-choose-random-images", ".chooseRandomImages",XrmoptionNoArg, "True" }, @@ -129,17 +231,68 @@ add_default_options (const XrmOptionDescRec *opts, { "-image-directory", ".imageDirectory", XrmoptionSepArg, 0 }, { "-fps", ".doFPS", XrmoptionNoArg, "True" }, { "-no-fps", ".doFPS", XrmoptionNoArg, "False"}, + { "-foreground", ".foreground", XrmoptionSepArg, 0 }, + { "-fg", ".foreground", XrmoptionSepArg, 0 }, + { "-background", ".background", XrmoptionSepArg, 0 }, + { "-bg", ".background", XrmoptionSepArg, 0 }, + +# ifndef USE_IPHONE + // + { "-" SUSUEnableAutomaticChecksKey, + "." SUSUEnableAutomaticChecksKey, XrmoptionNoArg, "True" }, + { "-no-" SUSUEnableAutomaticChecksKey, + "." SUSUEnableAutomaticChecksKey, XrmoptionNoArg, "False" }, + { "-" SUAutomaticallyUpdateKey, + "." SUAutomaticallyUpdateKey, XrmoptionNoArg, "True" }, + { "-no-" SUAutomaticallyUpdateKey, + "." SUAutomaticallyUpdateKey, XrmoptionNoArg, "False" }, + { "-" SUSendProfileInfoKey, + "." SUSendProfileInfoKey, XrmoptionNoArg,"True" }, + { "-no-" SUSendProfileInfoKey, + "." SUSendProfileInfoKey, XrmoptionNoArg,"False"}, + { "-" SUScheduledCheckIntervalKey, + "." SUScheduledCheckIntervalKey, XrmoptionSepArg, 0 }, +# endif // !USE_IPHONE + { 0, 0, 0, 0 } }; static const char *default_defaults [] = { ".doFPS: False", + ".doubleBuffer: True", + ".multiSample: False", +# ifndef USE_IPHONE ".textMode: date", +# else + ".textMode: url", +# endif // ".textLiteral: ", // ".textFile: ", - // ".textURL: ", + ".textURL: https://en.wikipedia.org/w/index.php?title=Special:NewPages&feed=rss", + // ".textProgram: ", ".grabDesktopImages: yes", +# ifndef USE_IPHONE ".chooseRandomImages: no", +# else + ".chooseRandomImages: yes", +# endif ".imageDirectory: ~/Pictures", + ".relaunchDelay: 2", + ".texFontCacheSize: 30", + +# ifndef USE_IPHONE +# define STR1(S) #S +# define STR(S) STR1(S) +# define __objc_yes Yes +# define __objc_no No + "." SUSUEnableAutomaticChecksKey ": " STR(SUSUEnableAutomaticChecksDef), + "." SUAutomaticallyUpdateKey ": " STR(SUAutomaticallyUpdateDef), + "." SUSendProfileInfoKey ": " STR(SUSendProfileInfoDef), + "." SUScheduledCheckIntervalKey ": " STR(SUScheduledCheckIntervalDef), +# undef __objc_yes +# undef __objc_no +# undef STR1 +# undef STR +# endif // USE_IPHONE 0 }; @@ -193,12 +346,55 @@ add_default_options (const XrmOptionDescRec *opts, } -- (id) initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview +#ifdef USE_IPHONE +/* Returns the current time in seconds as a double. + */ +static double +double_time (void) +{ + struct timeval now; +# ifdef GETTIMEOFDAY_TWO_ARGS + struct timezone tzp; + gettimeofday(&now, &tzp); +# else + gettimeofday(&now); +# endif + + return (now.tv_sec + ((double) now.tv_usec * 0.000001)); +} +#endif // USE_IPHONE + +#if TARGET_IPHONE_SIMULATOR +static const char * +orientname(unsigned long o) +{ + switch (o) { + case UIDeviceOrientationUnknown: return "Unknown"; + case UIDeviceOrientationPortrait: return "Portrait"; + case UIDeviceOrientationPortraitUpsideDown: return "PortraitUpsideDown"; + case UIDeviceOrientationLandscapeLeft: return "LandscapeLeft"; + case UIDeviceOrientationLandscapeRight: return "LandscapeRight"; + case UIDeviceOrientationFaceUp: return "FaceUp"; + case UIDeviceOrientationFaceDown: return "FaceDown"; + default: return "ERROR"; + } +} +#endif // TARGET_IPHONE_SIMULATOR + + +- (id) initWithFrame:(NSRect)frame + saverName:(NSString *)saverName + isPreview:(BOOL)isPreview { if (! (self = [super initWithFrame:frame isPreview:isPreview])) return 0; - xsft = [self findFunctionTable]; + xsft = [self findFunctionTable: saverName]; + if (! xsft) { + [self release]; + return 0; + } + [self setShellPath]; setup_p = YES; @@ -210,7 +406,7 @@ add_default_options (const XrmOptionDescRec *opts, "org.jwz.xscreensaver...plist" */ NSString *name = [NSString stringWithCString:xsft->progclass - encoding:NSUTF8StringEncoding]; + encoding:NSISOLatin1StringEncoding]; name = [@"org.jwz.xscreensaver." stringByAppendingString:name]; [self setResourcesEnv:name]; @@ -227,17 +423,90 @@ add_default_options (const XrmOptionDescRec *opts, progname = progclass = xsft->progclass; next_frame_time = 0; - + +# ifndef USE_IPHONE + // When the view fills the screen and double buffering is enabled, OS X will + // use page flipping for a minor CPU/FPS boost. In windowed mode, double + // buffering reduces the frame rate to 1/2 the screen's refresh rate. + double_buffered_p = !isPreview; +# endif + +# ifdef USE_IPHONE + double s = [self hackedContentScaleFactor]; +# else + double s = 1; +# endif + + CGSize bb_size; // pixels, not points + bb_size.width = s * frame.size.width; + bb_size.height = s * frame.size.height; + +# ifdef USE_IPHONE + initial_bounds = rot_current_size = rot_from = rot_to = bb_size; + rotation_ratio = -1; + + orientation = UIDeviceOrientationUnknown; + [self didRotate:nil]; + [self initGestures]; + + // So we can tell when we're docked. + [UIDevice currentDevice].batteryMonitoringEnabled = YES; + + [self setBackgroundColor:[NSColor blackColor]]; + + [[NSNotificationCenter defaultCenter] + addObserver:self + selector:@selector(didRotate:) + name:UIDeviceOrientationDidChangeNotification object:nil]; +# endif // USE_IPHONE + return self; } + +#ifdef USE_IPHONE ++ (Class) layerClass +{ + return [CAEAGLLayer class]; +} +#endif + + +- (id) initWithFrame:(NSRect)frame isPreview:(BOOL)p +{ + return [self initWithFrame:frame saverName:0 isPreview:p]; +} + + - (void) dealloc { - NSAssert(![self isAnimating], @"still animating"); + if ([self isAnimating]) + [self stopAnimation]; NSAssert(!xdata, @"xdata not yet freed"); - if (xdpy) - jwxyz_free_display (xdpy); + NSAssert(!xdpy, @"xdpy not yet freed"); + +# ifdef USE_IPHONE + [[NSNotificationCenter defaultCenter] removeObserver:self]; +# endif + +# ifdef USE_BACKBUFFER + +# ifdef BACKBUFFER_OPENGL + [ogl_ctx release]; + // Releasing the OpenGL context should also free any OpenGL objects, + // including the backbuffer texture and frame/render/depthbuffers. +# endif // BACKBUFFER_OPENGL + + if (colorspace) + CGColorSpaceRelease (colorspace); + +# endif // USE_BACKBUFFER + [prefsReader release]; + + // xsft + // fpst + [super dealloc]; } @@ -247,15 +516,237 @@ add_default_options (const XrmOptionDescRec *opts, } +#ifdef USE_IPHONE +- (void) lockFocus { } +- (void) unlockFocus { } +#endif // USE_IPHONE + + + +# ifdef USE_IPHONE +/* A few seconds after the saver launches, we store the "wasRunning" + preference. This is so that if the saver is crashing at startup, + we don't launch it again next time, getting stuck in a crash loop. + */ +- (void) allSystemsGo: (NSTimer *) timer +{ + NSAssert (timer == crash_timer, @"crash timer screwed up"); + crash_timer = 0; + + NSUserDefaults *prefs = [NSUserDefaults standardUserDefaults]; + [prefs setBool:YES forKey:@"wasRunning"]; + [prefs synchronize]; +} +#endif // USE_IPHONE + + - (void) startAnimation { NSAssert(![self isAnimating], @"already animating"); NSAssert(!initted_p && !xdata, @"already initialized"); + + // See comment in render_x11() for why this value is important: + [self setAnimationTimeInterval: 1.0 / 240.0]; + [super startAnimation]; /* We can't draw on the window from this method, so we actually do the initialization of the screen saver (xsft->init_cb) in the first call to animateOneFrame() instead. */ + +# ifdef USE_IPHONE + { + CGSize b = self.bounds.size; + double s = [self hackedContentScaleFactor]; + b.width *= s; + b.height *= s; + NSAssert (initial_bounds.width == b.width && + initial_bounds.height == b.height, + @"bounds changed unexpectedly"); + } + + if (crash_timer) + [crash_timer invalidate]; + + NSUserDefaults *prefs = [NSUserDefaults standardUserDefaults]; + [prefs removeObjectForKey:@"wasRunning"]; + [prefs synchronize]; + + crash_timer = [NSTimer scheduledTimerWithTimeInterval: 5 + target:self + selector:@selector(allSystemsGo:) + userInfo:nil + repeats:NO]; + +# endif // USE_IPHONE + + // Never automatically turn the screen off if we are docked, + // and an animation is running. + // +# ifdef USE_IPHONE + [UIApplication sharedApplication].idleTimerDisabled = + ([UIDevice currentDevice].batteryState != UIDeviceBatteryStateUnplugged); + [[UIApplication sharedApplication] + setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone]; +# endif + +#ifdef BACKBUFFER_OPENGL + CGSize new_backbuffer_size; + + { +# ifndef USE_IPHONE + if (!ogl_ctx) { + + NSOpenGLPixelFormat *pixfmt = [self getGLPixelFormat]; + + NSAssert (pixfmt, @"unable to create NSOpenGLPixelFormat"); + + [pixfmt retain]; // #### ??? + + // Fun: On OS X 10.7, the second time an OpenGL context is created, after + // the preferences dialog is launched in SaverTester, the context only + // lasts until the first full GC. Then it turns black. Solution is to + // reuse the OpenGL context after this point. + ogl_ctx = [[NSOpenGLContext alloc] initWithFormat:pixfmt + shareContext:nil]; + + // Sync refreshes to the vertical blanking interval + GLint r = 1; + [ogl_ctx setValues:&r forParameter:NSOpenGLCPSwapInterval]; +// check_gl_error ("NSOpenGLCPSwapInterval"); // SEGV sometimes. Too early? + } + + [ogl_ctx makeCurrentContext]; + check_gl_error ("makeCurrentContext"); + + // NSOpenGLContext logs an 'invalid drawable' when this is called + // from initWithFrame. + [ogl_ctx setView:self]; + + // Clear frame buffer ASAP, else there are bits left over from other apps. + glClearColor (0, 0, 0, 1); + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +// glFinish (); +// glXSwapBuffers (mi->dpy, mi->window); + + + // Enable multi-threading, if possible. This runs most OpenGL commands + // and GPU management on a second CPU. + { +# ifndef kCGLCEMPEngine +# define kCGLCEMPEngine 313 // Added in MacOS 10.4.8 + XCode 2.4. +# endif + CGLContextObj cctx = CGLGetCurrentContext(); + CGLError err = CGLEnable (cctx, kCGLCEMPEngine); + if (err != kCGLNoError) { + NSLog (@"enabling multi-threaded OpenGL failed: %d", err); + } + } + + new_backbuffer_size = NSSizeToCGSize ([self bounds].size); + +# else // USE_IPHONE + if (!ogl_ctx) { + CAEAGLLayer *eagl_layer = (CAEAGLLayer *) self.layer; + eagl_layer.opaque = TRUE; + eagl_layer.drawableProperties = [self getGLProperties]; + + // Without this, the GL frame buffer is half the screen resolution! + eagl_layer.contentsScale = [UIScreen mainScreen].scale; + + ogl_ctx = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; + } + + [EAGLContext setCurrentContext: ogl_ctx]; + + CGSize screen_size = [[[UIScreen mainScreen] currentMode] size]; + // iPad, simulator: 768x1024 + // iPad, physical: 1024x768 + if (screen_size.width > screen_size.height) { + CGFloat w = screen_size.width; + screen_size.width = screen_size.height; + screen_size.height = w; + } + + if (gl_framebuffer) glDeleteFramebuffersOES (1, &gl_framebuffer); + if (gl_renderbuffer) glDeleteRenderbuffersOES (1, &gl_renderbuffer); + + glGenFramebuffersOES (1, &gl_framebuffer); + glBindFramebufferOES (GL_FRAMEBUFFER_OES, gl_framebuffer); + + glGenRenderbuffersOES (1, &gl_renderbuffer); + glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer); + +// redundant? +// glRenderbufferStorageOES (GL_RENDERBUFFER_OES, GL_RGBA8_OES, +// (int)size.width, (int)size.height); + [ogl_ctx renderbufferStorage:GL_RENDERBUFFER_OES + fromDrawable:(CAEAGLLayer*)self.layer]; + + glFramebufferRenderbufferOES (GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, + GL_RENDERBUFFER_OES, gl_renderbuffer); + + [self addExtraRenderbuffers:screen_size]; + + int err = glCheckFramebufferStatusOES (GL_FRAMEBUFFER_OES); + switch (err) { + case GL_FRAMEBUFFER_COMPLETE_OES: + break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES: + NSAssert (0, @"framebuffer incomplete attachment"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES: + NSAssert (0, @"framebuffer incomplete missing attachment"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES: + NSAssert (0, @"framebuffer incomplete dimensions"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES: + NSAssert (0, @"framebuffer incomplete formats"); + break; + case GL_FRAMEBUFFER_UNSUPPORTED_OES: + NSAssert (0, @"framebuffer unsupported"); + break; +/* + case GL_FRAMEBUFFER_UNDEFINED: + NSAssert (0, @"framebuffer undefined"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: + NSAssert (0, @"framebuffer incomplete draw buffer"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: + NSAssert (0, @"framebuffer incomplete read buffer"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: + NSAssert (0, @"framebuffer incomplete multisample"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: + NSAssert (0, @"framebuffer incomplete layer targets"); + break; + */ + default: + NSAssert (0, @"framebuffer incomplete, unknown error 0x%04X", err); + break; + } + + glViewport (0, 0, screen_size.width, screen_size.height); + + new_backbuffer_size = initial_bounds; + +# endif // USE_IPHONE + + check_gl_error ("startAnimation"); + +// NSLog (@"%s / %s / %s\n", glGetString (GL_VENDOR), +// glGetString (GL_RENDERER), glGetString (GL_VERSION)); + + [self enableBackbuffer:new_backbuffer_size]; + } +#endif // BACKBUFFER_OPENGL + +#ifdef USE_BACKBUFFER + [self createBackbuffer:new_backbuffer_size]; +#endif } - (void)stopAnimation @@ -276,186 +767,1039 @@ add_default_options (const XrmOptionDescRec *opts, xsft->free_cb (xdpy, xwindow, xdata); [self unlockFocus]; + // xdpy must be freed before dealloc is called, because xdpy owns a + // circular reference to the parent XScreenSaverView. + jwxyz_free_display (xdpy); + xdpy = NULL; + xwindow = NULL; + // setup_p = NO; // #### wait, do we need this? initted_p = NO; xdata = 0; } +# ifdef USE_IPHONE + if (crash_timer) + [crash_timer invalidate]; + crash_timer = 0; + NSUserDefaults *prefs = [NSUserDefaults standardUserDefaults]; + [prefs removeObjectForKey:@"wasRunning"]; + [prefs synchronize]; +# endif // USE_IPHONE + [super stopAnimation]; -} + // When an animation is no longer running (e.g., looking at the list) + // then it's ok to power off the screen when docked. + // +# ifdef USE_IPHONE + [UIApplication sharedApplication].idleTimerDisabled = NO; + [[UIApplication sharedApplication] + setStatusBarHidden:NO withAnimation:UIStatusBarAnimationNone]; +# endif -/* Hook for the XScreenSaverGLView subclass - */ -- (void) prepareContext -{ + // Without this, the GL frame stays on screen when switching tabs + // in System Preferences. + // (Or perhaps it used to. It doesn't seem to matter on 10.9.) + // +# ifndef USE_IPHONE + [NSOpenGLContext clearCurrentContext]; +# endif // !USE_IPHONE + + clear_gl_error(); // This hack is defunct, don't let this linger. + + CGContextRelease (backbuffer); + backbuffer = nil; + + if (backbuffer_len) + munmap (backbuffer_data, backbuffer_len); + backbuffer_data = NULL; + backbuffer_len = 0; } -/* Hook for the XScreenSaverGLView subclass - */ -- (void) resizeContext + +// #### maybe this could/should just be on 'lockFocus' instead? +- (void) prepareContext { + if (ogl_ctx) { +#ifdef USE_IPHONE + [EAGLContext setCurrentContext:ogl_ctx]; +#else // !USE_IPHONE + [ogl_ctx makeCurrentContext]; +// check_gl_error ("makeCurrentContext"); +#endif // !USE_IPHONE + } } static void screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) { - fps_compute (fpst, 0); + fps_compute (fpst, 0, -1); fps_draw (fpst); } -- (void) animateOneFrame +#ifdef USE_IPHONE + +/* On iPhones with Retina displays, we can draw the savers in "real" + pixels, and that works great. The 320x480 "point" screen is really + a 640x960 *pixel* screen. However, Retina iPads have 768x1024 + point screens which are 1536x2048 pixels, and apparently that's + enough pixels that copying those bits to the screen is slow. Like, + drops us from 15fps to 7fps. So, on Retina iPads, we don't draw in + real pixels. This will probably make the savers look better + anyway, since that's a higher resolution than most desktop monitors + have even today. (This is only true for X11 programs, not GL + programs. Those are fine at full rez.) + + This method is overridden in XScreenSaverGLView, since this kludge + isn't necessary for GL programs, being resolution independent by + nature. + */ +- (CGFloat) hackedContentScaleFactor { - if (!initted_p) { + NSSize ssize = [[[UIScreen mainScreen] currentMode] size]; + NSSize bsize = [self bounds].size; - if (! xdpy) { - xdpy = jwxyz_make_display (self); - xwindow = XRootWindow (xdpy, 0); - } + CGFloat + max_ssize = ssize.width > ssize.height ? ssize.width : ssize.height, + max_bsize = bsize.width > bsize.height ? bsize.width : bsize.height; - if (!setup_p) { - setup_p = YES; - if (xsft->setup_cb) - xsft->setup_cb (xsft, xsft->setup_arg); - } - initted_p = YES; - resized_p = NO; - NSAssert(!xdata, @"xdata already initialized"); - -# undef ya_rand_init - ya_rand_init (0); - - XSetWindowBackground (xdpy, xwindow, - get_pixel_resource (xdpy, 0, - "background", "Background")); - XClearWindow (xdpy, xwindow); - - [[self window] setAcceptsMouseMovedEvents:YES]; + // Ratio of screen size in pixels to view size in points. + CGFloat s = max_ssize / max_bsize; - /* In MacOS 10.5, this enables "QuartzGL", meaning that the Quartz - drawing primitives will run on the GPU instead of the CPU. - It seems like it might make things worse rather than better, - though... Plus it makes us binary-incompatible with 10.4. + // Two constraints: -# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5 - [[self window] setPreferredBackingLocation: - NSWindowBackingLocationVideoMemory]; -# endif - */ + // 1. Don't exceed -- let's say 1280 pixels in either direction. + // (Otherwise the frame rate gets bad.) + CGFloat mag0 = ceil(max_ssize / 1280); - /* Kludge: even though the init_cb functions are declared to take 2 args, - actually call them with 3, for the benefit of xlockmore_init() and - xlockmore_setup(). - */ - void *(*init_cb) (Display *, Window, void *) = - (void *(*) (Display *, Window, void *)) xsft->init_cb; - - xdata = init_cb (xdpy, xwindow, xsft->setup_arg); + // 2. Don't let the pixel size get too small. + // (Otherwise pixels in IFS and similar are too fine.) + // So don't let the result be > 2 pixels per point. + CGFloat mag1 = ceil(s / 2); - if (get_boolean_resource (xdpy, "doFPS", "DoFPS")) { - fpst = fps_init (xdpy, xwindow); - if (! xsft->fps_cb) xsft->fps_cb = screenhack_do_fps; - } - } + // As of iPhone 6, mag0 is always >= mag1. This may not be true in the future. + // (desired scale factor) = s / (desired magnification factor) + return s / (mag0 > mag1 ? mag0 : mag1); +} - /* I don't understand why we have to do this *every frame*, but we do, - or else the cursor comes back on. - */ - if (![self isPreview]) - [NSCursor setHiddenUntilMouseMoves:YES]; +static GLfloat _global_rot_current_angle_kludge; - if (fpst) - { - /* This is just a guess, but the -fps code wants to know how long - we were sleeping between frames. - */ - unsigned long usecs = 1000000 * [self animationTimeInterval]; - usecs -= 200; // caller apparently sleeps for slightly less sometimes... - fps_slept (fpst, usecs); +double current_device_rotation (void) +{ + return -_global_rot_current_angle_kludge; +} + + +- (void) hackRotation +{ + if (rotation_ratio >= 0) { // in the midst of a rotation animation + +# define CLAMP180(N) while (N < 0) N += 360; while (N > 180) N -= 360 + GLfloat f = angle_from; + GLfloat t = angle_to; + CLAMP180(f); + CLAMP180(t); + GLfloat dist = -(t-f); + CLAMP180(dist); + + // Intermediate angle. + rot_current_angle = f - rotation_ratio * dist; + + // Intermediate frame size. + rot_current_size.width = floor(rot_from.width + + rotation_ratio * (rot_to.width - rot_from.width)); + rot_current_size.height = floor(rot_from.height + + rotation_ratio * (rot_to.height - rot_from.height)); + + // Tick animation. Complete rotation in 1/6th sec. + double now = double_time(); + double duration = 1/6.0; + rotation_ratio = 1 - ((rot_start_time + duration - now) / duration); + + if (rotation_ratio > 1 || ignore_rotation_p) { // Done animating. + orientation = new_orientation; + rot_current_angle = angle_to; + rot_current_size = rot_to; + rotation_ratio = -1; + +# if TARGET_IPHONE_SIMULATOR + NSLog (@"rotation ended: %s %d, %d x %d", + orientname(orientation), (int) rot_current_angle, + (int) rot_current_size.width, (int) rot_current_size.height); +# endif + + // Check orientation again in case we rotated again while rotating: + // this is a no-op if nothing has changed. + [self didRotate:nil]; } + } else { // Not animating a rotation. + rot_current_angle = angle_to; + rot_current_size = rot_to; + } + CLAMP180(rot_current_angle); + _global_rot_current_angle_kludge = rot_current_angle; - /* It turns out that [ScreenSaverView setAnimationTimeInterval] does nothing. - This is bad, because some of the screen hacks want to delay for long - periods (like 5 seconds or a minute!) between frames, and running them - all at 60 FPS is no good. - - So, we don't use setAnimationTimeInterval, and just let the framework call - us whenever. But, we only invoke the screen hack's "draw frame" method - when enough time has expired. - - This means two extra calls to gettimeofday() per frame. For fast-cycling - screen savers, that might actually slow them down. Oh well. +# undef CLAMP180 - #### Also, we do not run the draw callback faster than the system's - animationTimeInterval, so if any savers are pickier about timing - than that, this may slow them down too much. If that's a problem, - then we could call draw_cb in a loop here (with usleep) until the - next call would put us past animationTimeInterval... But a better - approach would probably be to just change the saver to not do that. - */ - struct timeval tv; - gettimeofday (&tv, 0); - double now = tv.tv_sec + (tv.tv_usec / 1000000.0); - if (now < next_frame_time) return; - - [self prepareContext]; + CGSize rotsize = ((ignore_rotation_p || ![self reshapeRotatedWindow]) + ? initial_bounds + : rot_current_size); + if ((int) backbuffer_size.width != (int) rotsize.width || + (int) backbuffer_size.height != (int) rotsize.height) + [self resize_x11]; +} - if (resized_p) { - // We do this here instead of in setFrameSize so that all the - // Xlib drawing takes place under the animation timer. - [self resizeContext]; - NSRect r = [self frame]; - xsft->reshape_cb (xdpy, xwindow, xdata, r.size.width, r.size.height); - resized_p = NO; - } - // Run any XtAppAddInput callbacks now. +- (void)alertView:(UIAlertView *)av clickedButtonAtIndex:(NSInteger)i +{ + if (i == 0) exit (-1); // Cancel + [self stopAndClose:NO]; // Keep going +} + +- (void) handleException: (NSException *)e +{ + NSLog (@"Caught exception: %@", e); + [[[UIAlertView alloc] initWithTitle: + [NSString stringWithFormat: @"%s crashed!", + xsft->progclass] + message: + [NSString stringWithFormat: + @"The error message was:" + "\n\n%@\n\n" + "If it keeps crashing, try " + "resetting its options.", + e] + delegate: self + cancelButtonTitle: @"Exit" + otherButtonTitles: @"Keep going", nil] + show]; + [self stopAnimation]; +} + +#endif // USE_IPHONE + + +#ifdef USE_BACKBUFFER + +# ifndef USE_IPHONE + +struct gl_version +{ + // iOS always uses OpenGL ES 1.1. + unsigned major; + unsigned minor; +}; + +static GLboolean +gl_check_ver (const struct gl_version *caps, + unsigned gl_major, + unsigned gl_minor) +{ + return caps->major > gl_major || + (caps->major == gl_major && caps->minor >= gl_minor); +} + +# else + +static GLboolean +gluCheckExtension (const GLubyte *ext_name, const GLubyte *ext_string) +{ + size_t ext_len = strlen ((const char *)ext_name); + + for (;;) { + const GLubyte *found = (const GLubyte *)strstr ((const char *)ext_string, + (const char *)ext_name); + if (!found) + break; + + char last_ch = found[ext_len]; + if ((found == ext_string || found[-1] == ' ') && + (last_ch == ' ' || !last_ch)) { + return GL_TRUE; + } + + ext_string = found + ext_len; + } + + return GL_FALSE; +} + +# endif + +/* Called during startAnimation before the first call to createBackbuffer. */ +- (void) enableBackbuffer:(CGSize)new_backbuffer_size +{ +# ifndef USE_IPHONE + struct gl_version version; + + { + const char *version_str = (const char *)glGetString (GL_VERSION); + + /* iPhone is always OpenGL ES 1.1. */ + if (sscanf ((const char *)version_str, "%u.%u", + &version.major, &version.minor) < 2) + { + version.major = 1; + version.minor = 1; + } + } +# endif + + // The OpenGL extensions in use in here are pretty are pretty much ubiquitous + // on OS X, but it's still good form to check. + const GLubyte *extensions = glGetString (GL_EXTENSIONS); + + glGenTextures (1, &backbuffer_texture); + + // On really old systems, it would make sense to split the texture + // into subsections +# ifndef USE_IPHONE + gl_texture_target = (gluCheckExtension ((const GLubyte *) + "GL_ARB_texture_rectangle", + extensions) + ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D); +# else + // OES_texture_npot also provides this, but iOS never provides it. + gl_limited_npot_p = gluCheckExtension ((const GLubyte *) + "GL_APPLE_texture_2D_limited_npot", + extensions); + gl_texture_target = GL_TEXTURE_2D; +# endif + + glBindTexture (gl_texture_target, &backbuffer_texture); + glTexParameteri (gl_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + // GL_LINEAR might make sense on Retina iPads. + glTexParameteri (gl_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri (gl_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri (gl_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + +# ifndef USE_IPHONE + // There isn't much sense in supporting one of these if the other + // isn't present. + gl_apple_client_storage_p = + gluCheckExtension ((const GLubyte *)"GL_APPLE_client_storage", + extensions) && + gluCheckExtension ((const GLubyte *)"GL_APPLE_texture_range", extensions); + + if (gl_apple_client_storage_p) { + glTexParameteri (gl_texture_target, GL_TEXTURE_STORAGE_HINT_APPLE, + GL_STORAGE_SHARED_APPLE); + glPixelStorei (GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); + } +# endif + + // If a video adapter suports BGRA textures, then that's probably as fast as + // you're gonna get for getting a texture onto the screen. +# ifdef USE_IPHONE + gl_pixel_format = + gluCheckExtension ((const GLubyte *)"GL_APPLE_texture_format_BGRA8888", + extensions) ? GL_BGRA : GL_RGBA; + gl_pixel_type = GL_UNSIGNED_BYTE; + // See also OES_read_format. +# else + if (gl_check_ver (&version, 1, 2) || + (gluCheckExtension ((const GLubyte *)"GL_EXT_bgra", extensions) && + gluCheckExtension ((const GLubyte *)"GL_APPLE_packed_pixels", + extensions))) { + gl_pixel_format = GL_BGRA; + // Both Intel and PowerPC-era docs say to use GL_UNSIGNED_INT_8_8_8_8_REV. + gl_pixel_type = GL_UNSIGNED_INT_8_8_8_8_REV; + } else { + gl_pixel_format = GL_RGBA; + gl_pixel_type = GL_UNSIGNED_BYTE; + } + // GL_ABGR_EXT/GL_UNSIGNED_BYTE is another possibilty that may have made more + // sense on PowerPC. +# endif + + glEnable (gl_texture_target); + glEnableClientState (GL_VERTEX_ARRAY); + glEnableClientState (GL_TEXTURE_COORD_ARRAY); + +# ifdef USE_IPHONE + glMatrixMode (GL_PROJECTION); + glLoadIdentity(); + NSAssert (new_backbuffer_size.width != 0 && new_backbuffer_size.height != 0, + @"initial_bounds never got set"); + // This is pretty similar to the glOrtho in createBackbuffer for OS X. + glOrthof (-new_backbuffer_size.width, new_backbuffer_size.width, + -new_backbuffer_size.height, new_backbuffer_size.height, -1, 1); +# endif // USE_IPHONE + + check_gl_error ("enableBackbuffer"); +} + + +static GLsizei +to_pow2 (size_t x) +{ + if (x <= 1) + return 1; + + size_t mask = (size_t)-1; + unsigned bits = sizeof(x) * CHAR_BIT; + unsigned log2 = bits; + + --x; + while (bits) { + if (!(x & mask)) { + log2 -= bits; + x <<= bits; + } + + bits >>= 1; + mask <<= bits; + } + + return 1 << log2; +} + + +/* Create a bitmap context into which we render everything. + If the desired size has changed, re-created it. + new_size is in rotated pixels, not points: the same size + and shape as the X11 window as seen by the hacks. + */ +- (void) createBackbuffer:(CGSize)new_size +{ + // Colorspaces and CGContexts only happen with non-GL hacks. + if (colorspace) + CGColorSpaceRelease (colorspace); + +# ifdef BACKBUFFER_OPENGL + NSAssert ([NSOpenGLContext currentContext] == + ogl_ctx, @"invalid GL context"); + + // This almost isn't necessary, except for the ugly aliasing artifacts. +# ifndef USE_IPHONE + glViewport (0, 0, new_size.width, new_size.height); + + glMatrixMode (GL_PROJECTION); + glLoadIdentity(); + // This is pretty similar to the glOrthof in enableBackbuffer for iPhone. + glOrtho (-new_size.width, new_size.width, -new_size.height, new_size.height, + -1, 1); +# endif // !USE_IPHONE +# endif // BACKBUFFER_OPENGL + + NSWindow *window = [self window]; + + if (window && xdpy) { + [self lockFocus]; + +# ifdef BACKBUFFER_OPENGL + // Was apparently faster until 10.9. + colorspace = CGColorSpaceCreateDeviceRGB (); +# endif // BACKBUFFER_OPENGL + + [self unlockFocus]; + } else { + colorspace = CGColorSpaceCreateDeviceRGB(); + } + + if (backbuffer && + (int)backbuffer_size.width == (int)new_size.width && + (int)backbuffer_size.height == (int)new_size.height) + return; + + CGContextRef ob = backbuffer; + void *odata = backbuffer_data; + size_t olen = backbuffer_len; + + CGSize osize = backbuffer_size; // pixels, not points. + backbuffer_size = new_size; // pixels, not points. + +# if TARGET_IPHONE_SIMULATOR + NSLog(@"backbuffer %.0fx%.0f", + backbuffer_size.width, backbuffer_size.height); +# endif + + /* OS X uses APPLE_client_storage and APPLE_texture_range, as described in + . + + iOS uses bog-standard glTexImage2D (for now). + + glMapBuffer is the standard way to get data from system RAM to video + memory asynchronously and without a memcpy, but support for + APPLE_client_storage is ubiquitous on OS X (not so for glMapBuffer), + and on iOS GL_PIXEL_UNPACK_BUFFER is only available on OpenGL ES 3 + (iPhone 5S or newer). Plus, glMapBuffer doesn't work well with + CGBitmapContext: glMapBuffer can return a different pointer on each + call, but a CGBitmapContext doesn't allow its data pointer to be + changed -- and recreating the context for a new pointer can be + expensive (glyph caches get dumped, for instance). + + glMapBufferRange has MAP_FLUSH_EXPLICIT_BIT and MAP_UNSYNCHRONIZED_BIT, + and these seem to allow mapping the buffer and leaving it where it is + in client address space while OpenGL works with the buffer, but it + requires OpenGL 3 Core profile on OS X (and ES 3 on iOS for + GL_PIXEL_UNPACK_BUFFER), so point goes to APPLE_client_storage. + + AMD_pinned_buffer provides the same advantage as glMapBufferRange, but + Apple never implemented that one for OS X. + */ + + backbuffer_data = NULL; + gl_texture_w = (int)backbuffer_size.width; + gl_texture_h = (int)backbuffer_size.height; + + NSAssert (gl_texture_target == GL_TEXTURE_2D +# ifndef USE_IPHONE + || gl_texture_target == GL_TEXTURE_RECTANGLE_EXT +# endif + , @"unexpected GL texture target"); + +# ifndef USE_IPHONE + if (gl_texture_target != GL_TEXTURE_RECTANGLE_EXT) +# else + if (!gl_limited_npot_p) +# endif + { + gl_texture_w = to_pow2 (gl_texture_w); + gl_texture_h = to_pow2 (gl_texture_h); + } + + size_t bytes_per_row = gl_texture_w * 4; + +# if defined(BACKBUFFER_OPENGL) && !defined(USE_IPHONE) + // APPLE_client_storage requires texture width to be aligned to 32 bytes, or + // it will fall back to a memcpy. + // https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html#//apple_ref/doc/uid/TP40001987-CH407-SW24 + bytes_per_row = (bytes_per_row + 31) & ~31; +# endif // BACKBUFFER_OPENGL && !USE_IPHONE + + backbuffer_len = bytes_per_row * gl_texture_h; + if (backbuffer_len) // mmap requires this to be non-zero. + backbuffer_data = mmap (NULL, backbuffer_len, + PROT_READ | PROT_WRITE, MAP_ANON | MAP_SHARED, + -1, 0); + + BOOL alpha_first_p, order_little_p; + + if (gl_pixel_format == GL_BGRA) { + alpha_first_p = YES; + order_little_p = YES; +/* + } else if (gl_pixel_format == GL_ABGR_EXT) { + alpha_first_p = NO; + order_little_p = YES; */ + } else { + NSAssert (gl_pixel_format == GL_RGBA, @"unknown GL pixel format"); + alpha_first_p = NO; + order_little_p = NO; + } + +#ifdef USE_IPHONE + NSAssert (gl_pixel_type == GL_UNSIGNED_BYTE, @"unknown GL pixel type"); +#else + NSAssert (gl_pixel_type == GL_UNSIGNED_INT_8_8_8_8 || + gl_pixel_type == GL_UNSIGNED_INT_8_8_8_8_REV || + gl_pixel_type == GL_UNSIGNED_BYTE, + @"unknown GL pixel type"); + +#if defined __LITTLE_ENDIAN__ + const GLenum backwards_pixel_type = GL_UNSIGNED_INT_8_8_8_8; +#elif defined __BIG_ENDIAN__ + const GLenum backwards_pixel_type = GL_UNSIGNED_INT_8_8_8_8_REV; +#else +# error Unknown byte order. +#endif + + if (gl_pixel_type == backwards_pixel_type) + order_little_p ^= YES; +#endif + + CGBitmapInfo bitmap_info = + (alpha_first_p ? kCGImageAlphaNoneSkipFirst : kCGImageAlphaNoneSkipLast) | + (order_little_p ? kCGBitmapByteOrder32Little : kCGBitmapByteOrder32Big); + + backbuffer = CGBitmapContextCreate (backbuffer_data, + (int)backbuffer_size.width, + (int)backbuffer_size.height, + 8, + bytes_per_row, + colorspace, + bitmap_info); + NSAssert (backbuffer, @"unable to allocate back buffer"); + + // Clear it. + CGRect r; + r.origin.x = r.origin.y = 0; + r.size = backbuffer_size; + CGContextSetGrayFillColor (backbuffer, 0, 1); + CGContextFillRect (backbuffer, r); + +# if defined(BACKBUFFER_OPENGL) && !defined(USE_IPHONE) + if (gl_apple_client_storage_p) + glTextureRangeAPPLE (gl_texture_target, backbuffer_len, backbuffer_data); +# endif // BACKBUFFER_OPENGL && !USE_IPHONE + + if (ob) { + // Restore old bits, as much as possible, to the X11 upper left origin. + + CGRect rect; // pixels, not points + rect.origin.x = 0; + rect.origin.y = (backbuffer_size.height - osize.height); + rect.size = osize; + + CGImageRef img = CGBitmapContextCreateImage (ob); + CGContextDrawImage (backbuffer, rect, img); + CGImageRelease (img); + CGContextRelease (ob); + + if (olen) + // munmap should round len up to the nearest page. + munmap (odata, olen); + } + + check_gl_error ("createBackbuffer"); +} + + +- (void) drawBackbuffer +{ +# ifdef BACKBUFFER_OPENGL + + NSAssert ([ogl_ctx isKindOfClass:[NSOpenGLContext class]], + @"ogl_ctx is not an NSOpenGLContext"); + + NSAssert (! (CGBitmapContextGetBytesPerRow (backbuffer) % 4), + @"improperly-aligned backbuffer"); + + // This gets width and height from the backbuffer in case + // APPLE_client_storage is in use. See the note in createBackbuffer. + // This still has to happen every frame even when APPLE_client_storage has + // the video adapter pulling texture data straight from + // XScreenSaverView-owned memory. + glTexImage2D (gl_texture_target, 0, GL_RGBA, + (GLsizei)(CGBitmapContextGetBytesPerRow (backbuffer) / 4), + gl_texture_h, 0, gl_pixel_format, gl_pixel_type, + backbuffer_data); + + GLfloat vertices[4][2] = + { + {-backbuffer_size.width, backbuffer_size.height}, + { backbuffer_size.width, backbuffer_size.height}, + { backbuffer_size.width, -backbuffer_size.height}, + {-backbuffer_size.width, -backbuffer_size.height} + }; + + GLfloat tex_coords[4][2]; + +# ifndef USE_IPHONE + if (gl_texture_target == GL_TEXTURE_RECTANGLE_EXT) { + tex_coords[0][0] = 0; + tex_coords[0][1] = 0; + tex_coords[1][0] = backbuffer_size.width; + tex_coords[1][1] = 0; + tex_coords[2][0] = backbuffer_size.width; + tex_coords[2][1] = backbuffer_size.height; + tex_coords[3][0] = 0; + tex_coords[3][1] = backbuffer_size.height; + } else +# endif // USE_IPHONE + { + GLfloat x = backbuffer_size.width / gl_texture_w; + GLfloat y = backbuffer_size.height / gl_texture_h; + tex_coords[0][0] = 0; + tex_coords[0][1] = 0; + tex_coords[1][0] = x; + tex_coords[1][1] = 0; + tex_coords[2][0] = x; + tex_coords[2][1] = y; + tex_coords[3][0] = 0; + tex_coords[3][1] = y; + } + +# ifdef USE_IPHONE + if (!ignore_rotation_p) { + glMatrixMode (GL_MODELVIEW); + glLoadIdentity(); + glRotatef (rot_current_angle, 0, 0, -1); + + if (rotation_ratio >= 0) + glClear (GL_COLOR_BUFFER_BIT); + } +# endif // USE_IPHONE + + glVertexPointer (2, GL_FLOAT, 0, vertices); + glTexCoordPointer (2, GL_FLOAT, 0, tex_coords); + glDrawArrays (GL_TRIANGLE_FAN, 0, 4); + +# if !defined __OPTIMIZE__ || TARGET_IPHONE_SIMULATOR + check_gl_error ("drawBackbuffer"); +# endif + + // This can also happen near the beginning of render_x11. + [self flushBackbuffer]; + +# endif // BACKBUFFER_OPENGL +} + + +- (void)flushBackbuffer +{ +# ifndef USE_IPHONE + // The OpenGL pipeline is not automatically synchronized with the contents + // of the backbuffer, so without glFinish, OpenGL can start rendering from + // the backbuffer texture at the same time that JWXYZ is clearing and + // drawing the next frame in the backing store for the backbuffer texture. + glFinish(); + + if (double_buffered_p) + [ogl_ctx flushBuffer]; // despite name, this actually swaps +# else + glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer); + [ogl_ctx presentRenderbuffer:GL_RENDERBUFFER_OES]; +# endif + +# if !defined __OPTIMIZE__ || TARGET_IPHONE_SIMULATOR + // glGetError waits for the OpenGL command pipe to flush, so skip it in + // release builds. + // OpenGL Programming Guide for Mac -> OpenGL Application Design + // Strategies -> Allow OpenGL to Manage Your Resources + // https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_designstrategies/opengl_designstrategies.html#//apple_ref/doc/uid/TP40001987-CH2-SW7 + check_gl_error ("flushBackbuffer"); +# endif +} + + +#endif // USE_BACKBUFFER + + +/* Inform X11 that the size of our window has changed. + */ +- (void) resize_x11 +{ + if (!xwindow) return; // early + + CGSize new_size; // pixels, not points + +# ifdef USE_BACKBUFFER + + [self prepareContext]; + +# if defined(BACKBUFFER_OPENGL) && !defined(USE_IPHONE) + [ogl_ctx update]; +# endif // BACKBUFFER_OPENGL && !USE_IPHONE + +# ifdef USE_IPHONE + CGSize rotsize = ((ignore_rotation_p || ![self reshapeRotatedWindow]) + ? initial_bounds + : rot_current_size); + new_size.width = rotsize.width; + new_size.height = rotsize.height; +# else // !USE_IPHONE + new_size = NSSizeToCGSize([self bounds].size); +# endif // !USE_IPHONE + + [self createBackbuffer:new_size]; + jwxyz_window_resized (xdpy, xwindow, 0, 0, new_size.width, new_size.height, + backbuffer); +# else // !USE_BACKBUFFER + new_size = [self bounds].size; + jwxyz_window_resized (xdpy, xwindow, 0, 0, new_size.width, new_size.height, + 0); +# endif // !USE_BACKBUFFER + +# if TARGET_IPHONE_SIMULATOR + NSLog(@"reshape %.0fx%.0f", new_size.width, new_size.height); +# endif + + // Next time render_x11 is called, run the saver's reshape_cb. + resized_p = YES; +} + + +- (void) render_x11 +{ +# ifdef USE_IPHONE + @try { + + if (orientation == UIDeviceOrientationUnknown) + [self didRotate:nil]; + [self hackRotation]; +# endif + + if (!initted_p) { + + if (! xdpy) { +# ifdef USE_BACKBUFFER + NSAssert (backbuffer, @"no back buffer"); + xdpy = jwxyz_make_display (self, backbuffer); +# else + xdpy = jwxyz_make_display (self, 0); +# endif + xwindow = XRootWindow (xdpy, 0); + +# ifdef USE_IPHONE + /* Some X11 hacks (fluidballs) want to ignore all rotation events. */ + ignore_rotation_p = + get_boolean_resource (xdpy, "ignoreRotation", "IgnoreRotation"); +# endif // USE_IPHONE + + [self resize_x11]; + } + + if (!setup_p) { + setup_p = YES; + if (xsft->setup_cb) + xsft->setup_cb (xsft, xsft->setup_arg); + } + initted_p = YES; + resized_p = NO; + NSAssert(!xdata, @"xdata already initialized"); + + +# undef ya_rand_init + ya_rand_init (0); + + XSetWindowBackground (xdpy, xwindow, + get_pixel_resource (xdpy, 0, + "background", "Background")); + XClearWindow (xdpy, xwindow); + +# ifndef USE_IPHONE + [[self window] setAcceptsMouseMovedEvents:YES]; +# endif + + /* In MacOS 10.5, this enables "QuartzGL", meaning that the Quartz + drawing primitives will run on the GPU instead of the CPU. + It seems like it might make things worse rather than better, + though... Plus it makes us binary-incompatible with 10.4. + +# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5 + [[self window] setPreferredBackingLocation: + NSWindowBackingLocationVideoMemory]; +# endif + */ + + /* Kludge: even though the init_cb functions are declared to take 2 args, + actually call them with 3, for the benefit of xlockmore_init() and + xlockmore_setup(). + */ + void *(*init_cb) (Display *, Window, void *) = + (void *(*) (Display *, Window, void *)) xsft->init_cb; + + xdata = init_cb (xdpy, xwindow, xsft->setup_arg); + // NSAssert(xdata, @"no xdata from init"); + if (! xdata) abort(); + + if (get_boolean_resource (xdpy, "doFPS", "DoFPS")) { + fpst = fps_init (xdpy, xwindow); + if (! xsft->fps_cb) xsft->fps_cb = screenhack_do_fps; + } else { + fpst = NULL; + xsft->fps_cb = 0; + } + + [self checkForUpdates]; + } + + + /* I don't understand why we have to do this *every frame*, but we do, + or else the cursor comes back on. + */ +# ifndef USE_IPHONE + if (![self isPreview]) + [NSCursor setHiddenUntilMouseMoves:YES]; +# endif + + + if (fpst) + { + /* This is just a guess, but the -fps code wants to know how long + we were sleeping between frames. + */ + long usecs = 1000000 * [self animationTimeInterval]; + usecs -= 200; // caller apparently sleeps for slightly less sometimes... + if (usecs < 0) usecs = 0; + fps_slept (fpst, usecs); + } + + + /* It turns out that on some systems (possibly only 10.5 and older?) + [ScreenSaverView setAnimationTimeInterval] does nothing. This means + that we cannot rely on it. + + Some of the screen hacks want to delay for long periods, and letting the + framework run the update function at 30 FPS when it really wanted half a + minute between frames would be bad. So instead, we assume that the + framework's animation timer might fire whenever, but we only invoke the + screen hack's "draw frame" method when enough time has expired. + + This means two extra calls to gettimeofday() per frame. For fast-cycling + screen savers, that might actually slow them down. Oh well. + + A side-effect of this is that it's not possible for a saver to request + an animation interval that is faster than animationTimeInterval. + + HOWEVER! On modern systems where setAnimationTimeInterval is *not* + ignored, it's important that it be faster than 30 FPS. 240 FPS is good. + + An NSTimer won't fire if the timer is already running the invocation + function from a previous firing. So, if we use a 30 FPS + animationTimeInterval (33333 µs) and a screenhack takes 40000 µs for a + frame, there will be a 26666 µs delay until the next frame, 66666 µs + after the beginning of the current frame. In other words, 25 FPS + becomes 15 FPS. + + Frame rates tend to snap to values of 30/N, where N is a positive + integer, i.e. 30 FPS, 15 FPS, 10, 7.5, 6. And the 'snapped' frame rate + is rounded down from what it would normally be. + + So if we set animationTimeInterval to 1/240 instead of 1/30, frame rates + become values of 60/N, 120/N, or 240/N, with coarser or finer frame rate + steps for higher or lower animation time intervals respectively. + */ + struct timeval tv; + gettimeofday (&tv, 0); + double now = tv.tv_sec + (tv.tv_usec / 1000000.0); + if (now < next_frame_time) return; + + [self prepareContext]; // resize_x11 also calls this. + // [self flushBackbuffer]; + + if (resized_p) { + // We do this here instead of in setFrame so that all the + // Xlib drawing takes place under the animation timer. + +# ifndef USE_IPHONE + if (ogl_ctx) + [ogl_ctx setView:self]; +# endif // !USE_IPHONE + + NSRect r; +# ifndef USE_BACKBUFFER + r = [self bounds]; +# else // USE_BACKBUFFER + r.origin.x = 0; + r.origin.y = 0; + r.size.width = backbuffer_size.width; + r.size.height = backbuffer_size.height; +# endif // USE_BACKBUFFER + + xsft->reshape_cb (xdpy, xwindow, xdata, r.size.width, r.size.height); + resized_p = NO; + } + + // Run any XtAppAddInput callbacks now. // (Note that XtAppAddTimeOut callbacks have already been run by // the Cocoa event loop.) // jwxyz_sources_run (display_sources_data (xdpy)); + // And finally: // - NSDisableScreenUpdates(); + // NSAssert(xdata, @"no xdata when drawing"); + if (! xdata) abort(); unsigned long delay = xsft->draw_cb (xdpy, xwindow, xdata); if (fpst) xsft->fps_cb (xdpy, xwindow, fpst, xdata); - XSync (xdpy, 0); - NSEnableScreenUpdates(); gettimeofday (&tv, 0); now = tv.tv_sec + (tv.tv_usec / 1000000.0); next_frame_time = now + (delay / 1000000.0); + + [self drawBackbuffer]; + +# ifdef USE_IPHONE // Allow savers on the iPhone to run full-tilt. + if (delay < [self animationTimeInterval]) + [self setAnimationTimeInterval:(delay / 1000000.0)]; +# endif + +# ifdef DO_GC_HACKERY + /* Current theory is that the 10.6 garbage collector sucks in the + following way: + + It only does a collection when a threshold of outstanding + collectable allocations has been surpassed. However, CoreGraphics + creates lots of small collectable allocations that contain pointers + to very large non-collectable allocations: a small CG object that's + collectable referencing large malloc'd allocations (non-collectable) + containing bitmap data. So the large allocation doesn't get freed + until GC collects the small allocation, which triggers its finalizer + to run which frees the large allocation. So GC is deciding that it + doesn't really need to run, even though the process has gotten + enormous. GC eventually runs once pageouts have happened, but by + then it's too late, and the machine's resident set has been + sodomized. + + So, we force an exhaustive garbage collection in this process + approximately every 5 seconds whether the system thinks it needs + one or not. + */ + { + static int tick = 0; + if (++tick > 5*30) { + tick = 0; + objc_collect (OBJC_EXHAUSTIVE_COLLECTION); + } + } +# endif // DO_GC_HACKERY + +# ifdef USE_IPHONE + } + @catch (NSException *e) { + [self handleException: e]; + } +# endif // USE_IPHONE } -- (void)drawRect:(NSRect)rect +#ifndef USE_BACKBUFFER + +- (void) animateOneFrame { - if (xwindow) // clear to the X window's bg color, not necessarily black. - XClearWindow (xdpy, xwindow); - else - [super drawRect:rect]; // early: black. + [self render_x11]; + jwxyz_flush_context(xdpy); } +#else // USE_BACKBUFFER -- (void) setFrameSize:(NSSize) newSize +- (void) animateOneFrame { - [super setFrameSize:newSize]; - if ([self isAnimating]) { - resized_p = YES; - } + // Render X11 into the backing store bitmap... + + NSAssert (backbuffer, @"no back buffer"); + +# ifdef USE_IPHONE + UIGraphicsPushContext (backbuffer); +# endif + + [self render_x11]; + +# if defined USE_IPHONE && defined USE_BACKBUFFER + UIGraphicsPopContext(); +# endif } +#endif // USE_BACKBUFFER + + + - (void) setFrame:(NSRect) newRect { [super setFrame:newRect]; - if (xwindow) // inform Xlib that the window has changed. - jwxyz_window_resized (xdpy, xwindow); + + if (xwindow) // inform Xlib that the window has changed now. + [self resize_x11]; +} + + +# ifndef USE_IPHONE // Doesn't exist on iOS +- (void) setFrameSize:(NSSize) newSize +{ + [super setFrameSize:newSize]; + if (xwindow) + [self resize_x11]; } +# endif // !USE_IPHONE +(BOOL) performGammaFade @@ -468,11 +1812,49 @@ screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) return YES; } ++ (NSString *) decompressXML: (NSData *)data +{ + if (! data) return 0; + BOOL compressed_p = !!strncmp ((const char *) data.bytes, "")); + } + + return [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding]; +} + + +#ifndef USE_IPHONE - (NSWindow *) configureSheet +#else +- (UIViewController *) configureView +#endif { NSBundle *bundle = [NSBundle bundleForClass:[self class]]; NSString *file = [NSString stringWithCString:xsft->progclass - encoding:NSUTF8StringEncoding]; + encoding:NSISOLatin1StringEncoding]; file = [file lowercaseString]; NSString *path = [bundle pathForResource:file ofType:@"xml"]; if (!path) { @@ -481,38 +1863,93 @@ screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) return nil; } - NSWindow *sheet = [[XScreenSaverConfigSheet alloc] - initWithXMLFile:path - options:xsft->options - controller:[prefsReader userDefaultsController]]; - +# ifdef USE_IPHONE + UIViewController *sheet; +# else // !USE_IPHONE + NSWindow *sheet; +# endif // !USE_IPHONE + + NSData *xmld = [NSData dataWithContentsOfFile:path]; + NSString *xml = [[self class] decompressXML: xmld]; + sheet = [[XScreenSaverConfigSheet alloc] + initWithXML:[xml dataUsingEncoding:NSUTF8StringEncoding] + options:xsft->options + controller:[prefsReader userDefaultsController] + globalController:[prefsReader globalDefaultsController] + defaults:[prefsReader defaultOptions]]; + // #### am I expected to retain this, or not? wtf. // I thought not, but if I don't do this, we (sometimes) crash. - [sheet retain]; + // #### Analyze says "potential leak of an object stored into sheet" + // [sheet retain]; return sheet; } +- (NSUserDefaultsController *) userDefaultsController +{ + return [prefsReader userDefaultsController]; +} + + /* Announce our willingness to accept keyboard input. -*/ + */ - (BOOL)acceptsFirstResponder { return YES; } +- (void) beep +{ +# ifndef USE_IPHONE + NSBeep(); +# else // USE_IPHONE + + // There's no way to play a standard system alert sound! + // We'd have to include our own WAV for that. + // + // Or we could vibrate: + // #import + // AudioServicesPlaySystemSound (kSystemSoundID_Vibrate); + // + // Instead, just flash the screen white, then fade. + // + UIView *v = [[UIView alloc] initWithFrame: [self frame]]; + [v setBackgroundColor: [UIColor whiteColor]]; + [[self window] addSubview:v]; + [UIView animateWithDuration: 0.1 + animations:^{ [v setAlpha: 0.0]; } + completion:^(BOOL finished) { [v removeFromSuperview]; } ]; + +# endif // USE_IPHONE +} + + +/* Send an XEvent to the hack. Returns YES if it was handled. + */ +- (BOOL) sendEvent: (XEvent *) e +{ + if (!initted_p || ![self isAnimating]) // no event handling unless running. + return NO; + + [self lockFocus]; + [self prepareContext]; + BOOL result = xsft->event_cb (xdpy, xwindow, xdata, e); + [self unlockFocus]; + return result; +} + + +#ifndef USE_IPHONE + /* Convert an NSEvent into an XEvent, and pass it along. Returns YES if it was handled. */ -- (BOOL) doEvent: (NSEvent *) e +- (BOOL) convertEvent: (NSEvent *) e type: (int) type { - if (![self isPreview] || // no event handling if actually screen-saving! - ![self isAnimating] || - !initted_p) - return NO; - XEvent xe; memset (&xe, 0, sizeof(xe)); @@ -527,9 +1964,14 @@ screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) NSPoint p = [[[e window] contentView] convertPoint:[e locationInWindow] toView:self]; - int x = p.x; - int y = [self frame].size.height - p.y; - +# ifdef USE_IPHONE + double s = [self hackedContentScaleFactor]; +# else + int s = 1; +# endif + int x = s * p.x; + int y = s * ([self bounds].size.height - p.y); + xe.xany.type = type; switch (type) { case ButtonPress: @@ -554,84 +1996,723 @@ screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) case KeyPress: case KeyRelease: { - NSString *nss = [e characters]; - const char *s = [nss cStringUsingEncoding:NSISOLatin1StringEncoding]; - xe.xkey.keycode = (s && *s ? *s : 0); + NSString *ns = (([e type] == NSFlagsChanged) ? 0 : + [e charactersIgnoringModifiers]); + KeySym k = 0; + + if (!ns || [ns length] == 0) // dead key + { + // Cocoa hides the difference between left and right keys. + // Also we only get KeyPress events for these, no KeyRelease + // (unless we hack the mod state manually. Bleh.) + // + if (flags & NSAlphaShiftKeyMask) k = XK_Caps_Lock; + else if (flags & NSShiftKeyMask) k = XK_Shift_L; + else if (flags & NSControlKeyMask) k = XK_Control_L; + else if (flags & NSAlternateKeyMask) k = XK_Alt_L; + else if (flags & NSCommandKeyMask) k = XK_Meta_L; + } + else if ([ns length] == 1) // real key + { + switch ([ns characterAtIndex:0]) { + case NSLeftArrowFunctionKey: k = XK_Left; break; + case NSRightArrowFunctionKey: k = XK_Right; break; + case NSUpArrowFunctionKey: k = XK_Up; break; + case NSDownArrowFunctionKey: k = XK_Down; break; + case NSPageUpFunctionKey: k = XK_Page_Up; break; + case NSPageDownFunctionKey: k = XK_Page_Down; break; + case NSHomeFunctionKey: k = XK_Home; break; + case NSPrevFunctionKey: k = XK_Prior; break; + case NSNextFunctionKey: k = XK_Next; break; + case NSBeginFunctionKey: k = XK_Begin; break; + case NSEndFunctionKey: k = XK_End; break; + case NSF1FunctionKey: k = XK_F1; break; + case NSF2FunctionKey: k = XK_F2; break; + case NSF3FunctionKey: k = XK_F3; break; + case NSF4FunctionKey: k = XK_F4; break; + case NSF5FunctionKey: k = XK_F5; break; + case NSF6FunctionKey: k = XK_F6; break; + case NSF7FunctionKey: k = XK_F7; break; + case NSF8FunctionKey: k = XK_F8; break; + case NSF9FunctionKey: k = XK_F9; break; + case NSF10FunctionKey: k = XK_F10; break; + case NSF11FunctionKey: k = XK_F11; break; + case NSF12FunctionKey: k = XK_F12; break; + default: + { + const char *s = + [ns cStringUsingEncoding:NSISOLatin1StringEncoding]; + k = (s && *s ? *s : 0); + } + break; + } + } + + if (! k) return YES; // E.g., "KeyRelease XK_Shift_L" + + xe.xkey.keycode = k; xe.xkey.state = state; break; } default: - abort(); + NSAssert1 (0, @"unknown X11 event type: %d", type); + break; } - [self lockFocus]; - [self prepareContext]; - BOOL result = xsft->event_cb (xdpy, xwindow, xdata, &xe); - [self unlockFocus]; - return result; + return [self sendEvent: &xe]; } - (void) mouseDown: (NSEvent *) e { - if (! [self doEvent:e type:ButtonPress]) + if (! [self convertEvent:e type:ButtonPress]) [super mouseDown:e]; } - (void) mouseUp: (NSEvent *) e { - if (! [self doEvent:e type:ButtonRelease]) + if (! [self convertEvent:e type:ButtonRelease]) [super mouseUp:e]; } - (void) otherMouseDown: (NSEvent *) e { - if (! [self doEvent:e type:ButtonPress]) + if (! [self convertEvent:e type:ButtonPress]) [super otherMouseDown:e]; } - (void) otherMouseUp: (NSEvent *) e { - if (! [self doEvent:e type:ButtonRelease]) + if (! [self convertEvent:e type:ButtonRelease]) [super otherMouseUp:e]; } - (void) mouseMoved: (NSEvent *) e { - if (! [self doEvent:e type:MotionNotify]) + if (! [self convertEvent:e type:MotionNotify]) [super mouseMoved:e]; } - (void) mouseDragged: (NSEvent *) e { - if (! [self doEvent:e type:MotionNotify]) + if (! [self convertEvent:e type:MotionNotify]) [super mouseDragged:e]; } - (void) otherMouseDragged: (NSEvent *) e { - if (! [self doEvent:e type:MotionNotify]) + if (! [self convertEvent:e type:MotionNotify]) [super otherMouseDragged:e]; } - (void) scrollWheel: (NSEvent *) e { - if (! [self doEvent:e type:ButtonPress]) + if (! [self convertEvent:e type:ButtonPress]) [super scrollWheel:e]; } - (void) keyDown: (NSEvent *) e { - if (! [self doEvent:e type:KeyPress]) + if (! [self convertEvent:e type:KeyPress]) [super keyDown:e]; } - (void) keyUp: (NSEvent *) e { - if (! [self doEvent:e type:KeyRelease]) + if (! [self convertEvent:e type:KeyRelease]) [super keyUp:e]; } +- (void) flagsChanged: (NSEvent *) e +{ + if (! [self convertEvent:e type:KeyPress]) + [super flagsChanged:e]; +} + + +- (NSOpenGLPixelFormat *) getGLPixelFormat +{ + NSAssert (prefsReader, @"no prefsReader for getGLPixelFormat"); + + NSOpenGLPixelFormatAttribute attrs[40]; + int i = 0; + attrs[i++] = NSOpenGLPFAColorSize; attrs[i++] = 24; + + if (double_buffered_p) + attrs[i++] = NSOpenGLPFADoubleBuffer; + + attrs[i] = 0; + + return [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; +} + +#else // USE_IPHONE + + +- (void) stopAndClose:(Bool)relaunch_p +{ + if ([self isAnimating]) + [self stopAnimation]; + + /* Need to make the SaverListController be the firstResponder again + so that it can continue to receive its own shake events. I + suppose that this abstraction-breakage means that I'm adding + XScreenSaverView to the UINavigationController wrong... + */ +// UIViewController *v = [[self window] rootViewController]; +// if ([v isKindOfClass: [UINavigationController class]]) { +// UINavigationController *n = (UINavigationController *) v; +// [[n topViewController] becomeFirstResponder]; +// } + [self resignFirstResponder]; + + if (relaunch_p) { // Fake a shake on the SaverListController. + [_delegate didShake:self]; + } else { // Not launching another, animate our return to the list. +# if TARGET_IPHONE_SIMULATOR + NSLog (@"fading back to saver list"); +# endif + [_delegate wantsFadeOut:self]; + } +} + + +/* Whether the shape of the X11 Window should be changed to HxW when the + device is in a landscape orientation. X11 hacks want this, but OpenGL + hacks do not. + */ +- (BOOL)reshapeRotatedWindow +{ + return YES; +} + + +/* Called after the device's orientation has changed. + + Rotation is complicated: the UI, X11 and OpenGL work in 3 different ways. + + The UI (list of savers, preferences panels) is rotated by the system, + because its UIWindow is under a UINavigationController that does + automatic rotation, using Core Animation. + + The savers are under a different UIWindow and a UINavigationController + that does not do automatic rotation. + + We have to do it this way because using Core Animation on an EAGLContext + causes the OpenGL pipeline used on both X11 and GL savers to fall back on + software rendering and performance goes to hell. + + During and after rotation, the size/shape of the X11 window changes, + and ConfigureNotify events are generated. + + X11 code (jwxyz) continues to draw into the (reshaped) backbuffer, which is + rendered onto a rotating OpenGL quad. + + GL code always recieves a portrait-oriented X11 Window whose size never + changes. The GL COLOR_BUFFER is displayed on the hardware directly and + unrotated, so the GL hacks themselves are responsible for rotating the + GL scene to match current_device_rotation(). + + Touch events are converted to mouse clicks, and those XEvent coordinates + are reported in the coordinate system currently in use by the X11 window. + Again, GL must convert those. + */ +- (void)didRotate:(NSNotification *)notification +{ + UIDeviceOrientation current = [[UIDevice currentDevice] orientation]; + + /* Sometimes UIDevice doesn't know the proper orientation, or the device is + face up/face down, so in those cases fall back to the status bar + orientation. The SaverViewController tries to set the status bar to the + proper orientation before it creates the XScreenSaverView; see + _storedOrientation in SaverViewController. + */ + if (current == UIDeviceOrientationUnknown || + current == UIDeviceOrientationFaceUp || + current == UIDeviceOrientationFaceDown) { + /* Mind the differences between UIInterfaceOrientation and + UIDeviceOrientaiton: + 1. UIInterfaceOrientation does not include FaceUp and FaceDown. + 2. LandscapeLeft and LandscapeRight are swapped between the two. But + converting between device and interface orientation doesn't need to + take this into account, because (from the UIInterfaceOrientation + description): "rotating the device requires rotating the content in + the opposite direction." + */ + current = [UIApplication sharedApplication].statusBarOrientation; + } + + /* On the iPad (but not iPhone 3GS, or the simulator) sometimes we get + an orientation change event with an unknown orientation. Those seem + to always be immediately followed by another orientation change with + a *real* orientation change, so let's try just ignoring those bogus + ones and hoping that the real one comes in shortly... + */ + if (current == UIDeviceOrientationUnknown) + return; + + if (rotation_ratio >= 0) return; // in the midst of rotation animation + if (orientation == current) return; // no change + + new_orientation = current; // current animation target + rotation_ratio = 0; // start animating + rot_start_time = double_time(); + + switch (orientation) { + case UIDeviceOrientationLandscapeLeft: angle_from = 90; break; + case UIDeviceOrientationLandscapeRight: angle_from = 270; break; + case UIDeviceOrientationPortraitUpsideDown: angle_from = 180; break; + default: angle_from = 0; break; + } + + switch (new_orientation) { + case UIDeviceOrientationLandscapeLeft: angle_to = 90; break; + case UIDeviceOrientationLandscapeRight: angle_to = 270; break; + case UIDeviceOrientationPortraitUpsideDown: angle_to = 180; break; + default: angle_to = 0; break; + } + + switch (orientation) { + case UIDeviceOrientationLandscapeRight: // from landscape + case UIDeviceOrientationLandscapeLeft: + rot_from.width = initial_bounds.height; + rot_from.height = initial_bounds.width; + break; + default: // from portrait + rot_from.width = initial_bounds.width; + rot_from.height = initial_bounds.height; + break; + } + + switch (new_orientation) { + case UIDeviceOrientationLandscapeRight: // to landscape + case UIDeviceOrientationLandscapeLeft: + rot_to.width = initial_bounds.height; + rot_to.height = initial_bounds.width; + break; + default: // to portrait + rot_to.width = initial_bounds.width; + rot_to.height = initial_bounds.height; + break; + } + +# if TARGET_IPHONE_SIMULATOR + NSLog (@"%srotation begun: %s %d -> %s %d; %d x %d", + initted_p ? "" : "initial ", + orientname(orientation), (int) rot_current_angle, + orientname(new_orientation), (int) angle_to, + (int) rot_current_size.width, (int) rot_current_size.height); +# endif + + // Even though the status bar isn't on the screen, this still does two things: + // 1. It fixes the orientation of the iOS simulator. + // 2. It places the iOS notification center on the expected edge. + // 3. It prevents the notification center from causing rotation events. + [[UIApplication sharedApplication] setStatusBarOrientation:new_orientation + animated:NO]; + + if (! initted_p) { + // If we've done a rotation but the saver hasn't been initialized yet, + // don't bother going through an X11 resize, but just do it now. + rot_start_time = 0; // dawn of time + [self hackRotation]; + } +} + + +/* We distinguish between taps and drags. + + - Drags/pans (down, motion, up) are sent to the saver to handle. + - Single-taps exit the saver. + - Double-taps are sent to the saver as a "Space" keypress. + - Swipes (really, two-finger drags/pans) send Up/Down/Left/RightArrow keys. + + This means a saver cannot respond to a single-tap. Only a few try to. + */ + +- (void)initGestures +{ + UITapGestureRecognizer *dtap = [[UITapGestureRecognizer alloc] + initWithTarget:self + action:@selector(handleDoubleTap)]; + dtap.numberOfTapsRequired = 2; + dtap.numberOfTouchesRequired = 1; + + UITapGestureRecognizer *stap = [[UITapGestureRecognizer alloc] + initWithTarget:self + action:@selector(handleTap)]; + stap.numberOfTapsRequired = 1; + stap.numberOfTouchesRequired = 1; + + UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] + initWithTarget:self + action:@selector(handlePan:)]; + pan.maximumNumberOfTouches = 1; + pan.minimumNumberOfTouches = 1; + + // I couldn't get Swipe to work, but using a second Pan recognizer works. + UIPanGestureRecognizer *pan2 = [[UIPanGestureRecognizer alloc] + initWithTarget:self + action:@selector(handlePan2:)]; + pan2.maximumNumberOfTouches = 2; + pan2.minimumNumberOfTouches = 2; + + // Also handle long-touch, and treat that the same as Pan. + // Without this, panning doesn't start until there's motion, so the trick + // of holding down your finger to freeze the scene doesn't work. + // + UILongPressGestureRecognizer *hold = [[UILongPressGestureRecognizer alloc] + initWithTarget:self + action:@selector(handleLongPress:)]; + hold.numberOfTapsRequired = 0; + hold.numberOfTouchesRequired = 1; + hold.minimumPressDuration = 0.25; /* 1/4th second */ + + [stap requireGestureRecognizerToFail: dtap]; + [stap requireGestureRecognizerToFail: hold]; + [dtap requireGestureRecognizerToFail: hold]; + [pan requireGestureRecognizerToFail: hold]; + + [self setMultipleTouchEnabled:YES]; + + [self addGestureRecognizer: dtap]; + [self addGestureRecognizer: stap]; + [self addGestureRecognizer: pan]; + [self addGestureRecognizer: pan2]; + [self addGestureRecognizer: hold]; + + [dtap release]; + [stap release]; + [pan release]; + [pan2 release]; + [hold release]; +} + + +/* Given a mouse (touch) coordinate in unrotated, unscaled view coordinates, + convert it to what X11 and OpenGL expect. + + Getting this crap right is tricky, given the confusion of the various + scale factors, so here's a checklist that I think covers all of the X11 + and OpenGL cases. For each of these: rotate to all 4 orientations; + ensure the mouse tracks properly to all 4 corners. + + Test it in Xcode 6, because Xcode 5.0.2 can't run the iPhone6+ simulator. + + Test hacks must cover: + X11 ignoreRotation = true + X11 ignoreRotation = false + OpenGL (rotation is handled manually, so they never ignoreRotation) + + Test devices must cover: + contentScaleFactor = 1, hackedContentScaleFactor = 1 (iPad 2) + contentScaleFactor = 2, hackedContentScaleFactor = 1 (iPad Retina Air) + contentScaleFactor = 2, hackedContentScaleFactor = 2 (iPhone 5 5s 6 6+) + + iPad 2: 768x1024 / 1 = 768x1024 + iPad Air: 1536x2048 / 2 = 768x1024 (iPad Retina is identical) + iPhone 4s: 640x960 / 2 = 320x480 + iPhone 5: 640x1136 / 2 = 320x568 (iPhone 5s and iPhone 6 are identical) + iPhone 6+: 640x1136 / 2 = 320x568 (nativeBounds 960x1704 nativeScale 3) + + Tests: + iPad2 iPadAir iPhone4s iPhone5 iPhone6+ + Attraction X yes Y Y Y Y Y + Fireworkx X no Y Y Y Y Y + Carousel GL yes Y Y Y Y Y + Voronoi GL no Y Y Y Y Y + */ +- (void) convertMouse:(int)rot x:(int*)x y:(int *)y +{ + int xx = *x, yy = *y; + +# if TARGET_IPHONE_SIMULATOR + { + XWindowAttributes xgwa; + XGetWindowAttributes (xdpy, xwindow, &xgwa); + NSLog (@"TOUCH %4d, %-4d in %4d x %-4d ig=%d rr=%d cs=%.0f hcs=%.0f\n", + *x, *y, + xgwa.width, xgwa.height, + ignore_rotation_p, [self reshapeRotatedWindow], + [self contentScaleFactor], + [self hackedContentScaleFactor]); + } +# endif // TARGET_IPHONE_SIMULATOR + + if (!ignore_rotation_p && [self reshapeRotatedWindow]) { + // + // For X11 hacks with ignoreRotation == false, we need to rotate the + // coordinates to match the unrotated X11 window. We do not do this + // for GL hacks, or for X11 hacks with ignoreRotation == true. + // + int w = [self frame].size.width; + int h = [self frame].size.height; + int swap; + switch (orientation) { + case UIDeviceOrientationLandscapeRight: + swap = xx; xx = h-yy; yy = swap; + break; + case UIDeviceOrientationLandscapeLeft: + swap = xx; xx = yy; yy = w-swap; + break; + case UIDeviceOrientationPortraitUpsideDown: + xx = w-xx; yy = h-yy; + default: + break; + } + } + + double s = [self hackedContentScaleFactor]; + *x = xx * s; + *y = yy * s; + +# if TARGET_IPHONE_SIMULATOR || !defined __OPTIMIZE__ + { + XWindowAttributes xgwa; + XGetWindowAttributes (xdpy, xwindow, &xgwa); + NSLog (@"touch %4d, %-4d in %4d x %-4d ig=%d rr=%d cs=%.0f hcs=%.0f\n", + *x, *y, + xgwa.width, xgwa.height, + ignore_rotation_p, [self reshapeRotatedWindow], + [self contentScaleFactor], + [self hackedContentScaleFactor]); + if (*x < 0 || *y < 0 || *x > xgwa.width || *y > xgwa.height) + abort(); + } +# endif // TARGET_IPHONE_SIMULATOR +} + + +/* Single click exits saver. + */ +- (void) handleTap +{ + [self stopAndClose:NO]; +} + + +/* Double click sends Space KeyPress. + */ +- (void) handleDoubleTap +{ + if (!xsft->event_cb || !xwindow) return; + + XEvent xe; + memset (&xe, 0, sizeof(xe)); + xe.xkey.keycode = ' '; + xe.xany.type = KeyPress; + BOOL ok1 = [self sendEvent: &xe]; + xe.xany.type = KeyRelease; + BOOL ok2 = [self sendEvent: &xe]; + if (!(ok1 || ok2)) + [self beep]; +} + + +/* Drag with one finger down: send MotionNotify. + */ +- (void) handlePan:(UIGestureRecognizer *)sender +{ + if (!xsft->event_cb || !xwindow) return; + + XEvent xe; + memset (&xe, 0, sizeof(xe)); + + CGPoint p = [sender locationInView:self]; // this is in points, not pixels + int x = p.x; + int y = p.y; + [self convertMouse: rot_current_angle x:&x y:&y]; + jwxyz_mouse_moved (xdpy, xwindow, x, y); + + switch (sender.state) { + case UIGestureRecognizerStateBegan: + xe.xany.type = ButtonPress; + xe.xbutton.button = 1; + xe.xbutton.x = x; + xe.xbutton.y = y; + break; + + case UIGestureRecognizerStateEnded: + xe.xany.type = ButtonRelease; + xe.xbutton.button = 1; + xe.xbutton.x = x; + xe.xbutton.y = y; + break; + + case UIGestureRecognizerStateChanged: + xe.xany.type = MotionNotify; + xe.xmotion.x = x; + xe.xmotion.y = y; + break; + + default: + break; + } + + BOOL ok = [self sendEvent: &xe]; + if (!ok && xe.xany.type == ButtonRelease) + [self beep]; +} + + +/* Hold one finger down: assume we're about to start dragging. + Treat the same as Pan. + */ +- (void) handleLongPress:(UIGestureRecognizer *)sender +{ + [self handlePan:sender]; +} + + + +/* Drag with 2 fingers down: send arrow keys. + */ +- (void) handlePan2:(UIPanGestureRecognizer *)sender +{ + if (!xsft->event_cb || !xwindow) return; + + if (sender.state != UIGestureRecognizerStateEnded) + return; + + XEvent xe; + memset (&xe, 0, sizeof(xe)); + + CGPoint p = [sender locationInView:self]; // this is in points, not pixels + int x = p.x; + int y = p.y; + [self convertMouse: rot_current_angle x:&x y:&y]; + + if (abs(x) > abs(y)) + xe.xkey.keycode = (x > 0 ? XK_Right : XK_Left); + else + xe.xkey.keycode = (y > 0 ? XK_Down : XK_Up); + + BOOL ok1 = [self sendEvent: &xe]; + xe.xany.type = KeyRelease; + BOOL ok2 = [self sendEvent: &xe]; + if (!(ok1 || ok2)) + [self beep]; +} + + +/* We need this to respond to "shake" gestures + */ +- (BOOL)canBecomeFirstResponder +{ + return YES; +} + +- (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event +{ +} + + +- (void)motionCancelled:(UIEventSubtype)motion withEvent:(UIEvent *)event +{ +} + +/* Shake means exit and launch a new saver. + */ +- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event +{ + [self stopAndClose:YES]; +} + + +- (void)setScreenLocked:(BOOL)locked +{ + if (screenLocked == locked) return; + screenLocked = locked; + if (locked) { + if ([self isAnimating]) + [self stopAnimation]; + } else { + if (! [self isAnimating]) + [self startAnimation]; + } +} + +- (NSDictionary *)getGLProperties +{ + return [NSDictionary dictionaryWithObjectsAndKeys: + kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, + nil]; +} + +- (void)addExtraRenderbuffers:(CGSize)size +{ + // No extra renderbuffers are needed for 2D screenhacks. +} + +#endif // USE_IPHONE + + +- (void) checkForUpdates +{ +# ifndef USE_IPHONE + // We only check once at startup, even if there are multiple screens, + // and even if this saver is running for many days. + // (Uh, except this doesn't work because this static isn't shared, + // even if we make it an exported global. Not sure why. Oh well.) + static BOOL checked_p = NO; + if (checked_p) return; + checked_p = YES; + + // If it's off, don't bother running the updater. Otherwise, the + // updater will decide if it's time to hit the network. + if (! get_boolean_resource (xdpy, + SUSUEnableAutomaticChecksKey, + SUSUEnableAutomaticChecksKey)) + return; + + NSString *updater = @"XScreenSaverUpdater.app"; + + // There may be multiple copies of the updater: e.g., one in /Applications + // and one in the mounted installer DMG! It's important that we run the + // one from the disk and not the DMG, so search for the right one. + // + NSWorkspace *workspace = [NSWorkspace sharedWorkspace]; + NSBundle *bundle = [NSBundle bundleForClass:[self class]]; + NSArray *search = + @[[[bundle bundlePath] stringByDeletingLastPathComponent], + [@"~/Library/Screen Savers" stringByExpandingTildeInPath], + @"/Library/Screen Savers", + @"/System/Library/Screen Savers", + @"/Applications", + @"/Applications/Utilities"]; + NSString *app_path = nil; + for (NSString *dir in search) { + NSString *p = [dir stringByAppendingPathComponent:updater]; + if ([[NSFileManager defaultManager] fileExistsAtPath:p]) { + app_path = p; + break; + } + } + + if (! app_path) + app_path = [workspace fullPathForApplication:updater]; + + if (app_path && [app_path hasPrefix:@"/Volumes/XScreenSaver "]) + app_path = 0; // The DMG version will not do. + + if (!app_path) { + NSLog(@"Unable to find %@", updater); + return; + } + + NSError *err = nil; + if (! [workspace launchApplicationAtURL:[NSURL fileURLWithPath:app_path] + options:(NSWorkspaceLaunchWithoutAddingToRecents | + NSWorkspaceLaunchWithoutActivation | + NSWorkspaceLaunchAndHide) + configuration:nil + error:&err]) { + NSLog(@"Unable to launch %@: %@", app_path, err); + } + +# endif // !USE_IPHONE +} + @end @@ -642,7 +2723,7 @@ static PrefsReader * get_prefsReader (Display *dpy) { XScreenSaverView *view = jwxyz_window_view (XRootWindow (dpy, 0)); - if (!view) abort(); + if (!view) return 0; return [view prefsReader]; }