X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=OSX%2FXScreenSaverView.m;h=bc7f21a3e79221f2f682b23082e84994172c0c5d;hb=aa75c7476aeaa84cf3abc192b376a8b03c325213;hp=3f0cd8f0fc6239e6958b3661d8635d64e5a6a87d;hpb=d5186197bc394e10a4402f7f6d23fbb14103bc50;p=xscreensaver diff --git a/OSX/XScreenSaverView.m b/OSX/XScreenSaverView.m index 3f0cd8f0..bc7f21a3 100644 --- a/OSX/XScreenSaverView.m +++ b/OSX/XScreenSaverView.m @@ -1,4 +1,4 @@ -/* xscreensaver, Copyright (c) 2006-2014 Jamie Zawinski +/* xscreensaver, Copyright (c) 2006-2016 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 @@ -16,14 +16,24 @@ */ #import +#import #import #import "XScreenSaverView.h" #import "XScreenSaverConfigSheet.h" #import "Updater.h" #import "screenhackI.h" #import "xlockmoreI.h" +#import "jwxyzI.h" +#import "jwxyz-cocoa.h" #import "jwxyz-timers.h" +#ifdef USE_IPHONE +// XScreenSaverView.m speaks OpenGL ES just fine, but enableBackbuffer does +// need (jwzgles_)gluCheckExtension. +# import "jwzglesI.h" +#else +# 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. @@ -36,6 +46,10 @@ # 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 @@ -141,8 +155,7 @@ extern NSDictionary *make_function_table_dict(void); // ios-function-table.m NSLog (@"no symbol \"%@\" for \"%@\"", table_name, path); # else // USE_IPHONE - // Remember: any time you add a new saver to the iOS app, - // manually run "make ios-function-table.m"! + // 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]; @@ -166,17 +179,16 @@ extern NSDictionary *make_function_table_dict(void); // ios-function-table.m const char *dir = [nsdir cStringUsingEncoding:NSUTF8StringEncoding]; const char *opath = getenv ("PATH"); if (!opath) opath = "/bin"; // $PATH is unset when running under Shark! - char *npath = (char *) malloc (strlen (opath) + strlen (dir) + 30); - strcpy (npath, "PATH="); - strcat (npath, dir); + char *npath = (char *) malloc (strlen (opath) + strlen (dir) + 2); + strcpy (npath, dir); strcat (npath, ":"); strcat (npath, opath); - if (putenv (npath)) { - perror ("putenv"); - NSAssert1 (0, @"putenv \"%s\" failed", npath); + if (setenv ("PATH", npath, 1)) { + perror ("setenv"); + NSAssert1 (0, @"setenv \"PATH=%s\" failed", npath); } - /* Don't free (npath) -- MacOS's putenv() does not copy it. */ + free (npath); } @@ -189,14 +201,33 @@ extern NSDictionary *make_function_table_dict(void); // ios-function-table.m NSAssert1 (nsb, @"no bundle for class %@", [self class]); const char *s = [name cStringUsingEncoding:NSUTF8StringEncoding]; - char *env = (char *) malloc (strlen (s) + 40); - strcpy (env, "XSCREENSAVER_CLASSPATH="); - strcat (env, s); - if (putenv (env)) { - perror ("putenv"); - NSAssert1 (0, @"putenv \"%s\" failed", env); + if (setenv ("XSCREENSAVER_CLASSPATH", s, 1)) { + perror ("setenv"); + NSAssert1 (0, @"setenv \"XSCREENSAVER_CLASSPATH=%s\" failed", s); + } +} + + +- (void) loadCustomFonts +{ +# ifndef USE_IPHONE + NSBundle *nsb = [NSBundle bundleForClass:[self class]]; + NSMutableArray *fonts = [NSMutableArray arrayWithCapacity:20]; + for (NSString *ext in @[@"ttf", @"otf"]) { + [fonts addObjectsFromArray: [nsb pathsForResourcesOfType:ext + inDirectory:NULL]]; } - /* Don't free (env) -- MacOS's putenv() does not copy it. */ + for (NSString *font in fonts) { + CFURLRef url = (CFURLRef) [NSURL fileURLWithPath: font]; + CFErrorRef err = 0; + if (! CTFontManagerRegisterFontsForURL (url, kCTFontManagerScopeProcess, + &err)) { + // Just ignore errors: + // "The file has already been registered in the specified scope." + // NSLog (@"loading font: %@ %@", url, err); + } + } +# endif // !USE_IPHONE } @@ -250,7 +281,12 @@ add_default_options (const XrmOptionDescRec *opts, { 0, 0, 0, 0 } }; static const char *default_defaults [] = { + +# if defined(USE_IPHONE) && !defined(__OPTIMIZE__) + ".doFPS: True", +# else ".doFPS: False", +# endif ".doubleBuffer: True", ".multiSample: False", # ifndef USE_IPHONE @@ -260,7 +296,7 @@ add_default_options (const XrmOptionDescRec *opts, # endif // ".textLiteral: ", // ".textFile: ", - ".textURL: http://en.wikipedia.org/w/index.php?title=Special:NewPages&feed=rss", + ".textURL: https://en.wikipedia.org/w/index.php?title=Special:NewPages&feed=rss", // ".textProgram: ", ".grabDesktopImages: yes", # ifndef USE_IPHONE @@ -339,54 +375,10 @@ add_default_options (const XrmOptionDescRec *opts, } -#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 { -# ifdef USE_IPHONE - initial_bounds = frame.size; - rot_current_size = frame.size; // needs to be early, because - rot_from = rot_current_size; // [self setFrame] is called by - rot_to = rot_current_size; // [super initWithFrame]. - rotation_ratio = -1; -# endif - if (! (self = [super initWithFrame:frame isPreview:isPreview])) return 0; @@ -398,13 +390,6 @@ orientname(unsigned long o) [self setShellPath]; -# ifdef USE_IPHONE - [self setMultipleTouchEnabled:YES]; - orientation = UIDeviceOrientationUnknown; - [self didRotate:nil]; - [self initGestures]; -# endif // USE_IPHONE - setup_p = YES; if (xsft->setup_cb) xsft->setup_cb (xsft, xsft->setup_arg); @@ -417,7 +402,7 @@ orientname(unsigned long o) encoding:NSISOLatin1StringEncoding]; name = [@"org.jwz.xscreensaver." stringByAppendingString:name]; [self setResourcesEnv:name]; - + [self loadCustomFonts]; XrmOptionDescRec *opts = 0; const char **defs = 0; @@ -431,29 +416,33 @@ orientname(unsigned long o) progname = progclass = xsft->progclass; next_frame_time = 0; - -# ifdef USE_BACKBUFFER - [self createBackbuffer:NSSizeToCGSize(frame.size)]; - [self initLayer]; + +# if !defined USE_IPHONE && defined JWXYZ_QUARTZ + // 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 + [self initGestures]; + // So we can tell when we're docked. [UIDevice currentDevice].batteryMonitoringEnabled = YES; + + [self setBackgroundColor:[NSColor blackColor]]; # endif // USE_IPHONE return self; } -- (void) initLayer + +#ifdef USE_IPHONE ++ (Class) layerClass { -# if !defined(USE_IPHONE) && defined(BACKBUFFER_CALAYER) - [self setLayer: [CALayer layer]]; - self.layer.delegate = self; - self.layer.opaque = YES; - [self setWantsLayer: YES]; -# endif // !USE_IPHONE && BACKBUFFER_CALAYER + return [CAEAGLLayer class]; } +#endif - (id) initWithFrame:(NSRect)frame isPreview:(BOOL)p @@ -464,23 +453,32 @@ orientname(unsigned long o) - (void) dealloc { - NSAssert(![self isAnimating], @"still animating"); + if ([self isAnimating]) + [self stopAnimation]; NSAssert(!xdata, @"xdata not yet freed"); NSAssert(!xdpy, @"xdpy not yet freed"); -# ifdef USE_BACKBUFFER - if (backbuffer) - CGContextRelease (backbuffer); +# ifdef USE_IPHONE + [[NSNotificationCenter defaultCenter] removeObserver:self]; +# endif - if (colorspace) - CGColorSpaceRelease (colorspace); +# ifdef BACKBUFFER_OPENGL +# ifndef USE_IPHONE + [pixfmt release]; +# endif // !USE_IPHONE + [ogl_ctx release]; + // Releasing the OpenGL context should also free any OpenGL objects, + // including the backbuffer texture and frame/render/depthbuffers. +# endif // BACKBUFFER_OPENGL -# ifdef BACKBUFFER_CGCONTEXT - if (window_ctx) - CGContextRelease (window_ctx); -# endif // BACKBUFFER_CGCONTEXT +# if defined JWXYZ_GL && defined USE_IPHONE + [ogl_ctx_pixmap release]; +# endif // JWXYZ_GL -# endif // USE_BACKBUFFER +# ifdef JWXYZ_QUARTZ + if (colorspace) + CGColorSpaceRelease (colorspace); +# endif // JWXYZ_QUARTZ [prefsReader release]; @@ -517,6 +515,45 @@ orientname(unsigned long o) [prefs setBool:YES forKey:@"wasRunning"]; [prefs synchronize]; } + + +- (void) resizeGL +{ + if (!ogl_ctx) + return; + + CGSize screen_size = self.bounds.size; + double s = self.contentScaleFactor; + screen_size.width *= s; + screen_size.height *= s; + +#if defined JWXYZ_GL + GLuint *framebuffer = &xwindow->gl_framebuffer; + GLuint *renderbuffer = &xwindow->gl_renderbuffer; + xwindow->window.current_drawable = xwindow; +#elif defined JWXYZ_QUARTZ + GLuint *framebuffer = &gl_framebuffer; + GLuint *renderbuffer = &gl_renderbuffer; +#endif // JWXYZ_QUARTZ + + if (*framebuffer) glDeleteFramebuffersOES (1, framebuffer); + if (*renderbuffer) glDeleteRenderbuffersOES (1, renderbuffer); + + create_framebuffer (framebuffer, 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, *renderbuffer); + + [self addExtraRenderbuffers:screen_size]; + + check_framebuffer_status(); +} #endif // USE_IPHONE @@ -526,7 +563,7 @@ orientname(unsigned long o) NSAssert(!initted_p && !xdata, @"already initialized"); // See comment in render_x11() for why this value is important: - [self setAnimationTimeInterval: 1.0 / 120.0]; + [self setAnimationTimeInterval: 1.0 / 240.0]; [super startAnimation]; /* We can't draw on the window from this method, so we actually do the @@ -559,8 +596,129 @@ orientname(unsigned long o) [[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone]; # endif -} + xwindow = (Window) calloc (1, sizeof(*xwindow)); + xwindow->type = WINDOW; + xwindow->window.view = self; + CFRetain (xwindow->window.view); // needed for garbage collection? + +#ifdef BACKBUFFER_OPENGL + CGSize new_backbuffer_size; + + { +# ifndef USE_IPHONE + if (!ogl_ctx) { + + pixfmt = [self getGLPixelFormat]; + [pixfmt retain]; + + NSAssert (pixfmt, @"unable to create NSOpenGLPixelFormat"); + + // 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. + // "Analyze" says that both pixfmt and ogl_ctx are leaked. + 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]; + + // This may not be necessary if there's FBO support. +# ifdef JWXYZ_GL + xwindow->window.pixfmt = pixfmt; + CFRetain (xwindow->window.pixfmt); + xwindow->window.virtual_screen = [ogl_ctx currentVirtualScreen]; + xwindow->window.current_drawable = xwindow; + NSAssert (ogl_ctx, @"no CGContext"); +# endif + + // 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]; +# ifdef JWXYZ_GL + ogl_ctx_pixmap = [[EAGLContext alloc] + initWithAPI:kEAGLRenderingAPIOpenGLES1 + sharegroup:ogl_ctx.sharegroup]; +# endif // JWXYZ_GL + + eagl_layer.contentsGravity = [self getCAGravity]; + } + +# ifdef JWXYZ_GL + xwindow->window.ogl_ctx_pixmap = ogl_ctx_pixmap; +# endif // JWXYZ_GL + + [EAGLContext setCurrentContext: ogl_ctx]; + + [self resizeGL]; + + double s = [self hackedContentScaleFactor]; + new_backbuffer_size = self.bounds.size; + new_backbuffer_size.width *= s; + new_backbuffer_size.height *= s; + +# endif // USE_IPHONE + +# ifdef JWXYZ_GL + xwindow->ogl_ctx = ogl_ctx; +# ifndef USE_IPHONE + CFRetain (xwindow->ogl_ctx); +# endif // USE_IPHONE +# endif // JWXYZ_GL + + 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 + + [self setViewport]; + [self createBackbuffer:new_backbuffer_size]; +} - (void)stopAnimation { @@ -580,10 +738,13 @@ orientname(unsigned long o) 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; +# if defined JWXYZ_GL && !defined USE_IPHONE + CFRelease (xwindow->ogl_ctx); +# endif + CFRelease (xwindow->window.view); + free (xwindow); xwindow = NULL; // setup_p = NO; // #### wait, do we need this? @@ -610,19 +771,50 @@ orientname(unsigned long o) [[UIApplication sharedApplication] setStatusBarHidden:NO withAnimation:UIStatusBarAnimationNone]; # endif + + // 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. + +# ifdef JWXYZ_QUARTZ + CGContextRelease (backbuffer); + backbuffer = nil; + + if (backbuffer_len) + munmap (backbuffer_data, backbuffer_len); + backbuffer_data = NULL; + backbuffer_len = 0; +# endif } -/* Hook for the XScreenSaverGLView subclass - */ -- (void) prepareContext +- (NSOpenGLContext *) oglContext { + return ogl_ctx; } -/* Hook for the XScreenSaverGLView subclass - */ -- (void) resizeContext + +// #### maybe this could/should just be on 'lockFocus' instead? +- (void) prepareContext { + if (xwindow) { +#ifdef USE_IPHONE + [EAGLContext setCurrentContext:ogl_ctx]; +#else // !USE_IPHONE + [ogl_ctx makeCurrentContext]; +// check_gl_error ("makeCurrentContext"); +#endif // !USE_IPHONE + +#ifdef JWXYZ_GL + xwindow->window.current_drawable = xwindow; +#endif + } } @@ -653,81 +845,65 @@ screenhack_do_fps (Display *dpy, Window w, fps_state *fpst, void *closure) */ - (CGFloat) hackedContentScaleFactor { - GLfloat s = [self contentScaleFactor]; - if (initial_bounds.width >= 1024 || - initial_bounds.height >= 1024) - s = 1; - return s; -} + NSSize bsize = [self bounds].size; + CGFloat + max_bsize = bsize.width > bsize.height ? bsize.width : bsize.height; -static GLfloat _global_rot_current_angle_kludge; + // Ratio of screen size in pixels to view size in points. + CGFloat s = self.contentScaleFactor; -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); + // Two constraints: - // Intermediate angle. - rot_current_angle = f - rotation_ratio * dist; + // 1. Don't exceed -- let's say 1280 pixels in either direction. + // (Otherwise the frame rate gets bad.) + // Actually let's make that 1440 since iPhone 6 is natively 1334. + CGFloat mag0 = ceil(max_bsize * s / 1440); - // Intermediate frame size. - rot_current_size.width = rot_from.width + - rotation_ratio * (rot_to.width - rot_from.width); - rot_current_size.height = rot_from.height + - rotation_ratio * (rot_to.height - rot_from.height); + // 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); - // 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); + // 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); +} - 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 +double +current_device_rotation (void) +{ + UIDeviceOrientation o = [[UIDevice currentDevice] orientation]; - // 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; + /* 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 (o == UIDeviceOrientationUnknown || + o == UIDeviceOrientationFaceUp || + o == UIDeviceOrientationFaceDown) { + /* Mind the differences between UIInterfaceOrientation and + UIDeviceOrientation: + 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." + */ + /* statusBarOrientation deprecated in iOS 9 */ + o = [UIApplication sharedApplication].statusBarOrientation; } - CLAMP180(rot_current_angle); - _global_rot_current_angle_kludge = rot_current_angle; - -# undef CLAMP180 - - double s = [self hackedContentScaleFactor]; - CGSize rotsize = ((ignore_rotation_p || ![self reshapeRotatedWindow]) - ? initial_bounds - : rot_current_size); - if ((int) backbuffer_size.width != (int) (s * rotsize.width) || - (int) backbuffer_size.height != (int) (s * rotsize.height)) - [self resize_x11]; + switch (o) { + case UIDeviceOrientationLandscapeLeft: return -90; break; + case UIDeviceOrientationLandscapeRight: return 90; break; + case UIDeviceOrientationPortraitUpsideDown: return 180; break; + default: return 0; break; + } } @@ -760,193 +936,651 @@ double current_device_rotation (void) #endif // USE_IPHONE -#ifdef USE_BACKBUFFER +#ifdef JWXYZ_QUARTZ + +# 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); +} + +# 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 = jwzgles_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 = + jwzgles_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); + + 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; +} + + +#ifdef USE_IPHONE +- (BOOL) suppressRotationAnimation +{ + return [self ignoreRotation]; // Don't animate if we aren't rotating +} + +- (BOOL) rotateTouches +{ + return FALSE; // Adjust event coordinates only if rotating +} +#endif + + +- (void) setViewport +{ +# ifdef BACKBUFFER_OPENGL + NSAssert ([NSOpenGLContext currentContext] == + ogl_ctx, @"invalid GL context"); + + NSSize new_size = self.bounds.size; + +# ifdef USE_IPHONE + GLfloat s = self.contentScaleFactor; + GLfloat hs = self.hackedContentScaleFactor; +# else // !USE_IPHONE + const GLfloat s = 1; + const GLfloat hs = s; +# endif + + // On OS X this almost isn't necessary, except for the ugly aliasing + // artifacts. + glViewport (0, 0, new_size.width * s, new_size.height * s); + + glMatrixMode (GL_PROJECTION); + glLoadIdentity(); +# ifdef USE_IPHONE + glOrthof +# else + glOrtho +# endif + (-new_size.width * hs, new_size.width * hs, + -new_size.height * hs, new_size.height * hs, + -1, 1); + +# ifdef USE_IPHONE + if ([self ignoreRotation]) { + int o = (int) -current_device_rotation(); + glRotatef (o, 0, 0, 1); + } +# endif // USE_IPHONE +# endif // BACKBUFFER_OPENGL +} + /* 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_CGCONTEXT - if (window_ctx) - CGContextRelease (window_ctx); -# endif - + NSWindow *window = [self window]; if (window && xdpy) { [self lockFocus]; -# if defined(BACKBUFFER_CGCONTEXT) - // TODO: This was borrowed from jwxyz_window_resized, and should - // probably be refactored. - - // Figure out which screen the window is currently on. - CGDirectDisplayID cgdpy = 0; - - { -// int wx, wy; -// TODO: XTranslateCoordinates is returning (0,1200) on my system. -// Is this right? -// In any case, those weren't valid coordinates for CGGetDisplaysWithPoint. -// XTranslateCoordinates (xdpy, xwindow, NULL, 0, 0, &wx, &wy, NULL); -// p.x = wx; -// p.y = wy; - - NSPoint p0 = {0, 0}; - p0 = [window convertBaseToScreen:p0]; - CGPoint p = {p0.x, p0.y}; - CGDisplayCount n; - CGGetDisplaysWithPoint (p, 1, &cgdpy, &n); - NSAssert (cgdpy, @"unable to find CGDisplay"); - } - - { - // Figure out this screen's colorspace, and use that for every CGImage. - // - CMProfileRef profile = 0; - - // CMGetProfileByAVID is deprecated as of OS X 10.6, but there's no - // documented replacement as of OS X 10.9. - // http://lists.apple.com/archives/colorsync-dev/2012/Nov/msg00001.html - CMGetProfileByAVID ((CMDisplayIDType) cgdpy, &profile); - NSAssert (profile, @"unable to find colorspace profile"); - colorspace = CGColorSpaceCreateWithPlatformColorSpace (profile); - NSAssert (colorspace, @"unable to find colorspace"); - } -# elif defined(BACKBUFFER_CALAYER) +# ifdef BACKBUFFER_OPENGL // Was apparently faster until 10.9. colorspace = CGColorSpaceCreateDeviceRGB (); -# endif // BACKBUFFER_CALAYER +# endif // BACKBUFFER_OPENGL -# ifdef BACKBUFFER_CGCONTEXT - window_ctx = [[window graphicsContext] graphicsPort]; - CGContextRetain (window_ctx); -# endif // BACKBUFFER_CGCONTEXT - [self unlockFocus]; } else { -# ifdef BACKBUFFER_CGCONTEXT - window_ctx = NULL; -# endif // BACKBUFFER_CGCONTEXT colorspace = CGColorSpaceCreateDeviceRGB(); } - if (backbuffer && - (int)backbuffer_size.width == (int)new_size.width && - (int)backbuffer_size.height == (int)new_size.height) + CGSize osize = CGSizeZero; + if (backbuffer) { + osize.width = CGBitmapContextGetWidth(backbuffer); + osize.height = CGBitmapContextGetHeight(backbuffer); + } + + if (backbuffer && + (int)osize.width == (int)new_size.width && + (int)osize.height == (int)new_size.height) + return; + + CGContextRef ob = backbuffer; + void *odata = backbuffer_data; + size_t olen = backbuffer_len; + +# if !defined __OPTIMIZE__ || TARGET_IPHONE_SIMULATOR + NSLog(@"backbuffer %.0fx%.0f", + new_size.width, new_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)new_size.width; + gl_texture_h = (int)new_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)new_size.width, + (int)new_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 = new_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 = (new_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 w = xwindow->frame.width, h = xwindow->frame.height; + + GLfloat vertices[4][2] = {{-w, h}, {w, h}, {w, -h}, {-w, -h}}; + + GLfloat tex_coords[4][2]; + +# ifndef USE_IPHONE + if (gl_texture_target != GL_TEXTURE_RECTANGLE_EXT) +# endif // USE_IPHONE + { + w /= gl_texture_w; + h /= gl_texture_h; + } + + tex_coords[0][0] = 0; + tex_coords[0][1] = 0; + tex_coords[1][0] = w; + tex_coords[1][1] = 0; + tex_coords[2][0] = w; + tex_coords[2][1] = h; + tex_coords[3][0] = 0; + tex_coords[3][1] = h; + + 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 +# endif // BACKBUFFER_OPENGL +} + +#endif // JWXYZ_QUARTZ + +#ifdef JWXYZ_GL + +- (void)enableBackbuffer:(CGSize)new_backbuffer_size; +{ + jwxyz_set_matrices (new_backbuffer_size.width, new_backbuffer_size.height); + check_gl_error ("enableBackbuffer"); +} + +- (void)createBackbuffer:(CGSize)new_size +{ + NSAssert ([NSOpenGLContext currentContext] == + ogl_ctx, @"invalid GL context"); + NSAssert (xwindow->window.current_drawable == xwindow, + @"current_drawable not set properly"); + +# ifndef USE_IPHONE + /* On iOS, Retina means glViewport gets called with the screen size instead + of the backbuffer/xwindow size. This happens in startAnimation. + + The GL screenhacks call glViewport themselves. + */ + glViewport (0, 0, new_size.width, new_size.height); +# endif + + // TODO: Preserve contents on resize. + glClear (GL_COLOR_BUFFER_BIT); + check_gl_error ("createBackbuffer"); +} + +#endif // JWXYZ_GL + + +- (void)flushBackbuffer +{ +# ifdef JWXYZ_GL + // Make sure the right context is active: there's two under JWXYZ_GL. + jwxyz_bind_drawable (xwindow, xwindow); +# endif // JWXYZ_GL + +# ifndef USE_IPHONE + +# ifdef JWXYZ_QUARTZ + // 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. + // This is only a concern under JWXYZ_QUARTZ because of + // APPLE_client_storage; JWXYZ_GL doesn't use that. + glFinish(); +# endif // JWXYZ_QUARTZ + + // If JWXYZ_GL was single-buffered, there would need to be a glFinish (or + // maybe just glFlush?) here, because single-buffered contexts don't always + // update what's on the screen after drawing finishes. (i.e., in safe mode) + +# ifdef JWXYZ_QUARTZ + // JWXYZ_GL is always double-buffered. + if (double_buffered_p) +# endif // JWXYZ_QUARTZ + [ogl_ctx flushBuffer]; // despite name, this actually swaps +# else // USE_IPHONE + + // jwxyz_bind_drawable() only binds the framebuffer, not the renderbuffer. +# ifdef JWXYZ_GL + GLint gl_renderbuffer = xwindow->gl_renderbuffer; +# endif + + glBindRenderbufferOES (GL_RENDERBUFFER_OES, gl_renderbuffer); + [ogl_ctx presentRenderbuffer:GL_RENDERBUFFER_OES]; +# endif // USE_IPHONE + +# 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 +} + + +/* Inform X11 that the size of our window has changed. + */ +- (void) resize_x11 +{ + if (!xdpy) return; // early + + NSSize new_size; // pixels, not points + + new_size = self.bounds.size; + +# ifdef USE_IPHONE + + // If this hack ignores rotation, then that means that it pretends to + // always be in portrait mode. If the View has been resized to a + // landscape shape, swap width and height to keep the backbuffer + // in portrait. + // + if ([self ignoreRotation] && new_size.width > new_size.height) { + CGFloat swap = new_size.width; + new_size.width = new_size.height; + new_size.height = swap; + } + + double s = self.hackedContentScaleFactor; + new_size.width *= s; + new_size.height *= s; +# endif // USE_IPHONE + + [self setViewport]; + + // On first resize, xwindow->frame is 0x0. + if (xwindow->frame.width == new_size.width && + xwindow->frame.height == new_size.height) return; - CGSize osize = backbuffer_size; - CGContextRef ob = backbuffer; + [self prepareContext]; - backbuffer_size = new_size; +# if defined(BACKBUFFER_OPENGL) && !defined(USE_IPHONE) + [ogl_ctx update]; +# endif // BACKBUFFER_OPENGL && !USE_IPHONE -# if TARGET_IPHONE_SIMULATOR - NSLog(@"backbuffer %.0f %.0f", - backbuffer_size.width, backbuffer_size.height); -# endif + NSAssert (xwindow && xwindow->type == WINDOW, @"not a window"); + xwindow->frame.x = 0; + xwindow->frame.y = 0; + xwindow->frame.width = new_size.width; + xwindow->frame.height = new_size.height; - backbuffer = CGBitmapContextCreate (NULL, - (int)backbuffer_size.width, - (int)backbuffer_size.height, - 8, - (int)backbuffer_size.width * 4, - colorspace, - // kCGImageAlphaPremultipliedLast - (kCGImageAlphaNoneSkipFirst | - kCGBitmapByteOrder32Host) - ); - NSAssert (backbuffer, @"unable to allocate back buffer"); + [self createBackbuffer:CGSizeMake(xwindow->frame.width, + xwindow->frame.height)]; - // Clear it. - CGRect r; - r.origin.x = r.origin.y = 0; - r.size = backbuffer_size; - CGContextSetGrayFillColor (backbuffer, 0, 1); - CGContextFillRect (backbuffer, r); +# if defined JWXYZ_QUARTZ + xwindow->cgc = backbuffer; + NSAssert (xwindow->cgc, @"no CGContext"); +# elif defined JWXYZ_GL && !defined USE_IPHONE + [ogl_ctx update]; + [ogl_ctx setView:xwindow->window.view]; // (Is this necessary?) +# endif // JWXYZ_GL && USE_IPHONE - if (ob) { - // Restore old bits, as much as possible, to the X11 upper left origin. - CGRect rect; - 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); - } + jwxyz_window_resized (xdpy); + +# if !defined __OPTIMIZE__ || 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; } -#endif // USE_BACKBUFFER +#ifdef USE_IPHONE -/* Inform X11 that the size of our window has changed. +/* Called by SaverRunner when the device has changed orientation. + That means we need to generate a resize event, even if the size + has not changed (e.g., from LandscapeLeft to LandscapeRight). */ -- (void) resize_x11 +- (void) orientationChanged { - if (!xwindow) return; // early - - CGSize new_size; -# ifdef USE_BACKBUFFER -# ifdef USE_IPHONE - double s = [self hackedContentScaleFactor]; - CGSize rotsize = ((ignore_rotation_p || ![self reshapeRotatedWindow]) - ? initial_bounds - : rot_current_size); - new_size.width = s * rotsize.width; - new_size.height = s * rotsize.height; -# else - new_size = NSSizeToCGSize([self bounds].size); -# endif + [self setViewport]; + resized_p = YES; + next_frame_time = 0; // Get a new frame on screen quickly +} - [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 +/* A hook run after the 'reshape_' method has been called. Used by + XScreenSaverGLView to adjust the in-scene GL viewport. + */ +- (void) postReshape +{ +} +#endif // USE_IPHONE -# if TARGET_IPHONE_SIMULATOR - NSLog(@"reshape %.0f x %.0f", new_size.width, new_size.height); -# endif - // Next time render_x11 is called, run the saver's reshape_cb. - resized_p = YES; +// Only render_x11 should call this. XScreenSaverGLView specializes it. +- (void) reshape_x11 +{ + xsft->reshape_cb (xdpy, xwindow, xdata, + xwindow->frame.width, xwindow->frame.height); } - - (void) render_x11 { # ifdef USE_IPHONE @try { - - if (orientation == UIDeviceOrientationUnknown) - [self didRotate:nil]; - [self hackRotation]; # endif + // jwxyz_make_display needs this. + [self prepareContext]; // resize_x11 also calls this. + 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 JWXYZ_QUARTZ + xwindow->cgc = backbuffer; +# endif // JWXYZ_QUARTZ + xdpy = jwxyz_make_display (xwindow); -# ifdef USE_IPHONE +# if defined USE_IPHONE /* Some X11 hacks (fluidballs) want to ignore all rotation events. */ - ignore_rotation_p = + _ignoreRotation = +# ifdef JWXYZ_GL + TRUE; // Rotation doesn't work yet. TODO: Make rotation work. +# else // !JWXYZ_GL get_boolean_resource (xdpy, "ignoreRotation", "IgnoreRotation"); +# endif // !JWXYZ_GL # endif // USE_IPHONE [self resize_x11]; @@ -1004,6 +1638,11 @@ double current_device_rotation (void) xsft->fps_cb = 0; } +# ifdef USE_IPHONE + if (current_device_rotation() != 0) // launched while rotated + resized_p = YES; +# endif + [self checkForUpdates]; } @@ -1029,6 +1668,14 @@ double current_device_rotation (void) } + /* Run any XtAppAddInput and XtAppAddTimeOut callbacks now. + Do this before delaying for next_frame_time to avoid throttling + timers to the hack's frame rate. + */ + XtAppProcessEvent (XtDisplayToApplicationContext (xdpy), + XtIMTimer | XtIMAlternateInput); + + /* 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. @@ -1046,7 +1693,7 @@ double current_device_rotation (void) 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. 120 FPS is good. + 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 @@ -1059,7 +1706,7 @@ double current_device_rotation (void) 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 1/120 instead of 1/30, frame rates + 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. */ @@ -1067,51 +1714,41 @@ double current_device_rotation (void) gettimeofday (&tv, 0); double now = tv.tv_sec + (tv.tv_usec / 1000000.0); if (now < next_frame_time) return; - - [self prepareContext]; + + // [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. - [self resizeContext]; - 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); + +# ifndef USE_IPHONE + if (ogl_ctx) + [ogl_ctx setView:self]; +# endif // !USE_IPHONE + + [self reshape_x11]; 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: // -# ifndef USE_IPHONE - NSDisableScreenUpdates(); -# endif // 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); -# ifndef USE_IPHONE - NSEnableScreenUpdates(); -# endif + if (fpst && xsft->fps_cb) + xsft->fps_cb (xdpy, xwindow, fpst, xdata); gettimeofday (&tv, 0); now = tv.tv_sec + (tv.tv_usec / 1000000.0); next_frame_time = now + (delay / 1000000.0); +# ifdef JWXYZ_QUARTZ + [self drawBackbuffer]; +# endif + // This can also happen near the beginning of render_x11. + [self flushBackbuffer]; + # ifdef USE_IPHONE // Allow savers on the iPhone to run full-tilt. if (delay < [self animationTimeInterval]) [self setAnimationTimeInterval:(delay / 1000000.0)]; @@ -1156,161 +1793,27 @@ double current_device_rotation (void) } -/* drawRect always does nothing, and animateOneFrame renders bits to the - screen. This is (now) true of both X11 and GL on both MacOS and iOS. - */ - -- (void)drawRect:(NSRect)rect -{ - if (xwindow) // clear to the X window's bg color, not necessarily black. - XClearWindow (xdpy, xwindow); - else - [super drawRect:rect]; // early: black. -} - - -#ifndef USE_BACKBUFFER - -- (void) animateOneFrame -{ - [self render_x11]; - jwxyz_flush_context(xdpy); -} - -#else // USE_BACKBUFFER - - (void) animateOneFrame { // Render X11 into the backing store bitmap... +# ifdef JWXYZ_QUARTZ NSAssert (backbuffer, @"no back buffer"); -# ifdef USE_IPHONE +# ifdef USE_IPHONE UIGraphicsPushContext (backbuffer); -# endif +# endif +# endif // JWXYZ_QUARTZ [self render_x11]; -# ifdef USE_IPHONE +# if defined USE_IPHONE && defined JWXYZ_QUARTZ UIGraphicsPopContext(); # endif - -# ifdef USE_IPHONE - // Then compute the transformations for rotation. - double hs = [self hackedContentScaleFactor]; - double s = [self contentScaleFactor]; - - // The rotation origin for layer.affineTransform is in the center already. - CGAffineTransform t = ignore_rotation_p ? - CGAffineTransformIdentity : - CGAffineTransformMakeRotation (rot_current_angle / (180.0 / M_PI)); - - CGFloat f = s / hs; - self.layer.affineTransform = CGAffineTransformScale(t, f, f); - - CGRect bounds; - bounds.origin.x = 0; - bounds.origin.y = 0; - - bounds.size.width = backbuffer_size.width / s; - bounds.size.height = backbuffer_size.height / s; - self.layer.bounds = bounds; -# endif // USE_IPHONE - -# if defined(BACKBUFFER_CALAYER) - [self.layer setNeedsDisplay]; -# elif defined(BACKBUFFER_CGCONTEXT) - size_t - w = CGBitmapContextGetWidth (backbuffer), - h = CGBitmapContextGetHeight (backbuffer); - - size_t bpl = CGBitmapContextGetBytesPerRow (backbuffer); - CGDataProviderRef prov = CGDataProviderCreateWithData (NULL, - CGBitmapContextGetData(backbuffer), - bpl * h, - NULL); - - - CGImageRef img = CGImageCreate (w, h, - 8, 32, - CGBitmapContextGetBytesPerRow(backbuffer), - colorspace, - CGBitmapContextGetBitmapInfo(backbuffer), - prov, NULL, NO, - kCGRenderingIntentDefault); - - CGDataProviderRelease (prov); - - CGRect rect; - rect.origin.x = 0; - rect.origin.y = 0; - rect.size = backbuffer_size; - CGContextDrawImage (window_ctx, rect, img); - - CGImageRelease (img); - - CGContextFlush (window_ctx); -# endif // BACKBUFFER_CGCONTEXT -} - -# ifdef BACKBUFFER_CALAYER - -- (void) drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx -{ - // This "isn't safe" if NULL is passed to CGBitmapCreateContext before iOS 4. - char *dest_data = (char *)CGBitmapContextGetData (ctx); - - // The CGContext here is normally upside-down on iOS. - if (dest_data && - CGBitmapContextGetBitmapInfo (ctx) == - (kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host) -# ifdef USE_IPHONE - && CGContextGetCTM (ctx).d < 0 -# endif // USE_IPHONE - ) - { - size_t dest_height = CGBitmapContextGetHeight (ctx); - size_t dest_bpr = CGBitmapContextGetBytesPerRow (ctx); - size_t src_height = CGBitmapContextGetHeight (backbuffer); - size_t src_bpr = CGBitmapContextGetBytesPerRow (backbuffer); - char *src_data = (char *)CGBitmapContextGetData (backbuffer); - - size_t height = src_height < dest_height ? src_height : dest_height; - - if (src_bpr == dest_bpr) { - // iPad 1: 4.0 ms, iPad 2: 6.7 ms - memcpy (dest_data, src_data, src_bpr * height); - } else { - // iPad 1: 4.6 ms, iPad 2: 7.2 ms - size_t bpr = src_bpr < dest_bpr ? src_bpr : dest_bpr; - while (height) { - memcpy (dest_data, src_data, bpr); - --height; - src_data += src_bpr; - dest_data += dest_bpr; - } - } - } else { - - // iPad 1: 9.6 ms, iPad 2: 12.1 ms - -# ifdef USE_IPHONE - CGContextScaleCTM (ctx, 1, -1); - CGFloat s = [self contentScaleFactor]; - CGFloat hs = [self hackedContentScaleFactor]; - CGContextTranslateCTM (ctx, 0, -backbuffer_size.height * hs / s); -# endif // USE_IPHONE - - CGImageRef img = CGBitmapContextCreateImage (backbuffer); - CGContextDrawImage (ctx, self.layer.bounds, img); - CGImageRelease (img); - } } -# endif // BACKBUFFER_CALAYER - -#endif // USE_BACKBUFFER +# ifndef USE_IPHONE // Doesn't exist on iOS - (void) setFrame:(NSRect) newRect { @@ -1320,15 +1823,24 @@ double current_device_rotation (void) [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 + +# else // USE_IPHONE + +- (void) layoutSubviews +{ + [super layoutSubviews]; + [self resizeGL]; + if (xwindow) + [self resize_x11]; +} + +# endif +(BOOL) performGammaFade @@ -1371,7 +1883,10 @@ double current_device_rotation (void) ret, (zs.msg ? zs.msg : "")); } - return [[NSString alloc] initWithData:data encoding:NSUTF8StringEncoding]; + NSString *s = [[NSString alloc] + initWithData:data encoding:NSUTF8StringEncoding]; + [s autorelease]; + return s; } @@ -1555,6 +2070,18 @@ double current_device_rotation (void) 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 = @@ -1646,6 +2173,68 @@ double current_device_rotation (void) [super flagsChanged:e]; } + +- (NSOpenGLPixelFormat *) getGLPixelFormat +{ + NSAssert (prefsReader, @"no prefsReader for getGLPixelFormat"); + + NSOpenGLPixelFormatAttribute attrs[40]; + int i = 0; + attrs[i++] = NSOpenGLPFAColorSize; attrs[i++] = 24; + +/* OpenGL's core profile removes a lot of the same stuff that was removed in + OpenGL ES (e.g. glBegin, glDrawPixels), so it might be a possibility. + + opengl_core_p = True; + if (opengl_core_p) { + attrs[i++] = NSOpenGLPFAOpenGLProfile; + attrs[i++] = NSOpenGLProfileVersion3_2Core; + } + */ + +/* Eventually: multisampled pixmaps. May not be supported everywhere. + if (multi_sample_p) { + attrs[i++] = NSOpenGLPFASampleBuffers; attrs[i++] = 1; + attrs[i++] = NSOpenGLPFASamples; attrs[i++] = 6; + } + */ + +# ifdef JWXYZ_QUARTZ + // Under Quartz, we're just blitting a texture. + if (double_buffered_p) + attrs[i++] = NSOpenGLPFADoubleBuffer; +# endif + +# ifdef JWXYZ_GL + /* Under OpenGL, all sorts of drawing commands are being issued, and it might + be a performance problem if this activity occurs on the front buffer. + Also, some screenhacks expect OS X/iOS to always double-buffer. + NSOpenGLPFABackingStore prevents flickering with screenhacks that + don't redraw the entire screen every frame. + */ + attrs[i++] = NSOpenGLPFADoubleBuffer; + attrs[i++] = NSOpenGLPFABackingStore; +# endif + + attrs[i++] = NSOpenGLPFAWindow; +# ifdef JWXYZ_GL + attrs[i++] = NSOpenGLPFAPixelBuffer; + /* ...But not NSOpenGLPFAFullScreen, because that would be for + [NSOpenGLContext setFullScreen]. + */ +# endif + + /* NSOpenGLPFAFullScreen would go here if initWithFrame's isPreview == NO. + */ + + attrs[i] = 0; + + NSOpenGLPixelFormat *p = [[NSOpenGLPixelFormat alloc] + initWithAttributes:attrs]; + [p autorelease]; + return p; +} + #else // USE_IPHONE @@ -1666,192 +2255,14 @@ double current_device_rotation (void) // } [self resignFirstResponder]; - // Find SaverRunner.window (as opposed to SaverRunner.saverWindow) - UIWindow *listWindow = 0; - for (UIWindow *w in [[UIApplication sharedApplication] windows]) { - if (w != [self window]) { - listWindow = w; - break; - } - } - - UIView *fader = [self superview]; // the "backgroundView" view is our parent - if (relaunch_p) { // Fake a shake on the SaverListController. - UIViewController *v = [listWindow rootViewController]; - if ([v isKindOfClass: [UINavigationController class]]) { -# if TARGET_IPHONE_SIMULATOR - NSLog (@"simulating shake on saver list"); -# endif - UINavigationController *n = (UINavigationController *) v; - [[n topViewController] motionEnded: UIEventSubtypeMotionShake - withEvent: nil]; - } + [_delegate didShake:self]; } else { // Not launching another, animate our return to the list. -# if TARGET_IPHONE_SIMULATOR +# if !defined __OPTIMIZE__ || TARGET_IPHONE_SIMULATOR NSLog (@"fading back to saver list"); # endif - UIWindow *saverWindow = [self window]; // not SaverRunner.window - [listWindow setHidden:NO]; - [UIView animateWithDuration: 0.5 - animations:^{ fader.alpha = 0.0; } - completion:^(BOOL finished) { - [fader removeFromSuperview]; - fader.alpha = 1.0; - [saverWindow setHidden:YES]; - [listWindow makeKeyAndVisible]; - [[[listWindow rootViewController] view] becomeFirstResponder]; - }]; - } -} - - -/* 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 for OpenGL savers because using Core Animation - on an EAGLContext causes the OpenGL pipeline to fall back on software - rendering and performance goes to hell. - - For X11-only savers, we could just use Core Animation and let the system - handle it, but (maybe) it's simpler to do it the same way for X11 and GL. - - 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 - rotated at the last minute via a CGAffineTransformMakeRotation when it is - copied to the display hardware. - - 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]; - - /* If the simulator starts up in the rotated position, sometimes - the UIDevice says we're in Portrait when we're not -- but it - turns out that the UINavigationController knows what's up! - So get it from there. - */ - if (current == UIDeviceOrientationUnknown) { - switch ([[[self window] rootViewController] interfaceOrientation]) { - case UIInterfaceOrientationPortrait: - current = UIDeviceOrientationPortrait; - break; - case UIInterfaceOrientationPortraitUpsideDown: - current = UIDeviceOrientationPortraitUpsideDown; - break; - /* It's opposite day, "because rotating the device to the left requires - rotating the content to the right" */ - case UIInterfaceOrientationLandscapeLeft: - current = UIDeviceOrientationLandscapeRight; - break; - case UIInterfaceOrientationLandscapeRight: - current = UIDeviceOrientationLandscapeLeft; - break; - default: - break; - } - } - - /* 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 - - // When transitioning to FaceUp or FaceDown, pretend there was no change. - if (current == UIDeviceOrientationFaceUp || - current == UIDeviceOrientationFaceDown) - return; - - 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; + [_delegate wantsFadeOut:self]; } - -# if TARGET_IPHONE_SIMULATOR - NSLog (@"rotation begun: %s %d -> %s %d; %d x %d", - orientname(orientation), (int) rot_current_angle, - orientname(new_orientation), (int) angle_to, - (int) rot_current_size.width, (int) rot_current_size.height); -# endif - - 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]; - } } @@ -1908,6 +2319,8 @@ double current_device_rotation (void) [dtap requireGestureRecognizerToFail: hold]; [pan requireGestureRecognizerToFail: hold]; + [self setMultipleTouchEnabled:YES]; + [self addGestureRecognizer: dtap]; [self addGestureRecognizer: stap]; [self addGestureRecognizer: pan]; @@ -1924,39 +2337,114 @@ double current_device_rotation (void) /* 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 + Fireworkx X no - - - - Y + Carousel GL yes - - - - Y + Voronoi GL no - - - - - */ -- (void) convertMouse:(int)rot x:(int*)x y:(int *)y -{ - int w = [self frame].size.width; - int h = [self frame].size.height; - int xx = *x, yy = *y; - int swap; - - if (ignore_rotation_p) { - // We need to rotate the coordinates to match the unrotated X11 window. - 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; +- (void) convertMouse:(CGPoint *)p +{ + CGFloat xx = p->x, yy = p->y; + +# if TARGET_IPHONE_SIMULATOR + { + XWindowAttributes xgwa; + XGetWindowAttributes (xdpy, xwindow, &xgwa); + NSLog (@"TOUCH %4g, %-4g in %4d x %-4d cs=%.0f hcs=%.0f r=%d ig=%d\n", + p->x, p->y, + xgwa.width, xgwa.height, + [self contentScaleFactor], + [self hackedContentScaleFactor], + [self rotateTouches], [self ignoreRotation]); + } +# endif // TARGET_IPHONE_SIMULATOR + + if ([self rotateTouches]) { + + // The XScreenSaverGLView case: + // The X11 window is rotated, as is the framebuffer. + // The device coordinates match the framebuffer dimensions, + // but might have axes swapped... and we need to swap them + // by ratios. + // + int w = [self frame].size.width; + int h = [self frame].size.height; + GLfloat xr = (GLfloat) xx / w; + GLfloat yr = (GLfloat) yy / h; + GLfloat swap; + int o = (int) current_device_rotation(); + switch (o) { + case -90: case 270: swap = xr; xr = 1-yr; yr = swap; break; + case 90: case -270: swap = xr; xr = yr; yr = 1-swap; break; + case 180: case -180: xr = 1-xr; yr = 1-yr; break; + default: break; + } + xx = xr * w; + yy = yr * h; + + } else if ([self ignoreRotation]) { + + // The X11 case, where the hack has opted not to rotate: + // The X11 window is unrotated, but the framebuffer is rotated. + // The device coordinates match the framebuffer, so they need to + // be de-rotated to match the X11 window. + // + int w = [self frame].size.width; + int h = [self frame].size.height; + int swap; + int o = (int) current_device_rotation(); + switch (o) { + case -90: case 270: swap = xx; xx = h-yy; yy = swap; break; + case 90: case -270: swap = xx; xx = yy; yy = w-swap; break; + case 180: case -180: xx = w-xx; yy = h-yy; break; + default: break; } } - double s = [self contentScaleFactor]; - *x = xx * s; - *y = yy * s; + double s = [self hackedContentScaleFactor]; + p->x = xx * s; + p->y = yy * s; -# if TARGET_IPHONE_SIMULATOR - NSLog (@"touch %4d, %-4d in %4d x %-4d %d %d\n", - *x, *y, (int)(w*s), (int)(h*s), - ignore_rotation_p, [self reshapeRotatedWindow]); -# endif +# if TARGET_IPHONE_SIMULATOR || !defined __OPTIMIZE__ + { + XWindowAttributes xgwa; + XGetWindowAttributes (xdpy, xwindow, &xgwa); + NSLog (@"touch %4g, %-4g in %4d x %-4d cs=%.0f hcs=%.0f r=%d ig=%d\n", + p->x, p->y, + xgwa.width, xgwa.height, + [self contentScaleFactor], + [self hackedContentScaleFactor], + [self rotateTouches], [self ignoreRotation]); + if (p->x < 0 || p->y < 0 || p->x > xgwa.width || p->y > xgwa.height) + abort(); + } +# endif // TARGET_IPHONE_SIMULATOR } @@ -1996,30 +2484,30 @@ double current_device_rotation (void) 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); + [self convertMouse:&p]; + NSAssert (xwindow && xwindow->type == WINDOW, @"not a window"); + xwindow->window.last_mouse_x = p.x; + xwindow->window.last_mouse_y = p.y; switch (sender.state) { case UIGestureRecognizerStateBegan: xe.xany.type = ButtonPress; xe.xbutton.button = 1; - xe.xbutton.x = x; - xe.xbutton.y = y; + xe.xbutton.x = p.x; + xe.xbutton.y = p.y; break; case UIGestureRecognizerStateEnded: xe.xany.type = ButtonRelease; xe.xbutton.button = 1; - xe.xbutton.x = x; - xe.xbutton.y = y; + xe.xbutton.x = p.x; + xe.xbutton.y = p.y; break; case UIGestureRecognizerStateChanged: xe.xany.type = MotionNotify; - xe.xmotion.x = x; - xe.xmotion.y = y; + xe.xmotion.x = p.x; + xe.xmotion.y = p.y; break; default: @@ -2055,14 +2543,12 @@ double current_device_rotation (void) 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]; + [self convertMouse:&p]; - if (abs(x) > abs(y)) - xe.xkey.keycode = (x > 0 ? XK_Right : XK_Left); + if (fabs(p.x) > fabs(p.y)) + xe.xkey.keycode = (p.x > 0 ? XK_Right : XK_Left); else - xe.xkey.keycode = (y > 0 ? XK_Down : XK_Up); + xe.xkey.keycode = (p.y > 0 ? XK_Down : XK_Up); BOOL ok1 = [self sendEvent: &xe]; xe.xany.type = KeyRelease; @@ -2109,6 +2595,31 @@ double current_device_rotation (void) } } +- (NSDictionary *)getGLProperties +{ + return [NSDictionary dictionaryWithObjectsAndKeys: + kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, +# ifdef JWXYZ_GL + /* This could be disabled if we knew the screen would be redrawn + entirely for every frame. + */ + [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, +# endif // JWXYZ_GL + nil]; +} + +- (void)addExtraRenderbuffers:(CGSize)size +{ + // No extra renderbuffers are needed for 2D screenhacks. +} + + +- (NSString *)getCAGravity +{ + return kCAGravityCenter; // Looks better in e.g. Compass. +// return kCAGravityBottomLeft; +} + #endif // USE_IPHONE @@ -2170,7 +2681,7 @@ double current_device_rotation (void) options:(NSWorkspaceLaunchWithoutAddingToRecents | NSWorkspaceLaunchWithoutActivation | NSWorkspaceLaunchAndHide) - configuration:nil + configuration:[NSMutableDictionary dictionary] error:&err]) { NSLog(@"Unable to launch %@: %@", app_path, err); }