mach/src/core/Darwin.zig
Stephen Gutekanst 133c89638b all: move mach.Timer, core Timer/Frequency to mach.time module
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-08-25 14:24:09 -07:00

247 lines
7.6 KiB
Zig

const std = @import("std");
const mach = @import("../main.zig");
const Core = @import("../Core.zig");
const InputState = @import("InputState.zig");
const unicode = @import("unicode.zig");
const detectBackendType = @import("common.zig").detectBackendType;
const gpu = mach.gpu;
const InitOptions = Core.InitOptions;
const Event = Core.Event;
const KeyEvent = Core.KeyEvent;
const MouseButtonEvent = Core.MouseButtonEvent;
const MouseButton = Core.MouseButton;
const Size = Core.Size;
const DisplayMode = Core.DisplayMode;
const CursorShape = Core.CursorShape;
const VSyncMode = Core.VSyncMode;
const CursorMode = Core.CursorMode;
const Position = Core.Position;
const Key = Core.Key;
const KeyMods = Core.KeyMods;
const Joystick = Core.Joystick;
const objc = @import("objc");
const log = std.log.scoped(.mach);
const EventQueue = std.fifo.LinearFifo(Event, .Dynamic);
pub const EventIterator = struct {
queue: *EventQueue,
pub inline fn next(self: *EventIterator) ?Event {
return self.queue.readItem();
}
};
pub const Darwin = @This();
allocator: std.mem.Allocator,
core: *Core,
events: EventQueue,
input_state: InputState,
// modifiers: KeyMods,
title: [:0]const u8,
display_mode: DisplayMode,
vsync_mode: VSyncMode,
cursor_mode: CursorMode,
cursor_shape: CursorShape,
border: bool,
headless: bool,
refresh_rate: u32,
size: Size,
surface_descriptor: gpu.Surface.Descriptor,
window: ?*objc.app_kit.Window,
pub fn run(comptime on_each_update_fn: anytype, args_tuple: std.meta.ArgsTuple(@TypeOf(on_each_update_fn))) noreturn {
const Args = @TypeOf(args_tuple);
const args_bytes = std.mem.asBytes(&args_tuple);
const ArgsBytes = @TypeOf(args_bytes.*);
const Helper = struct {
// TODO: port libdispatch and use it instead of doing this directly.
extern "System" fn dispatch_async(queue: *anyopaque, block: *objc.foundation.Block(fn () void)) void;
extern "System" var _dispatch_main_q: anyopaque;
pub fn cCallback(block: *objc.foundation.BlockLiteral(ArgsBytes)) callconv(.C) void {
const args: *Args = @ptrCast(&block.context);
if (@call(.auto, on_each_update_fn, args.*) catch false) {
dispatch_async(&_dispatch_main_q, block.asBlockWithSignature(fn () void));
} else {
// We copied the block when we called `setRunBlock()`, so we release it here when the looping will end.
block.release();
}
}
};
var block_literal = objc.foundation.stackBlockLiteral(Helper.cCallback, args_bytes.*, null, null);
// `NSApplicationMain()` and `UIApplicationMain()` never return, so there's no point in trying to add any kind of cleanup work here.
const ns_app = objc.app_kit.Application.sharedApplication();
const delegate = objc.mach.AppDelegate.allocInit();
delegate.setRunBlock(block_literal.asBlock().copy());
ns_app.setDelegate(@ptrCast(delegate));
_ = objc.app_kit.applicationMain(0, undefined);
unreachable;
// TODO: support UIKit.
}
// Called on the main thread
pub fn init(darwin: *Darwin, options: InitOptions) !void {
var surface_descriptor = gpu.Surface.Descriptor{};
// TODO: support UIKit.
var window: ?*objc.app_kit.Window = null;
if (!options.headless) {
const metal_descriptor = try options.allocator.create(gpu.Surface.DescriptorFromMetalLayer);
const layer = objc.quartz_core.MetalLayer.new();
defer layer.release();
metal_descriptor.* = .{
.layer = layer,
};
surface_descriptor.next_in_chain = .{ .from_metal_layer = metal_descriptor };
const screen = objc.app_kit.Screen.mainScreen();
const rect = objc.core_graphics.Rect{ // TODO: use a meaningful rect
.origin = .{ .x = 100, .y = 100 },
.size = .{ .width = 480, .height = 270 },
};
const window_style =
(if (options.display_mode == .fullscreen) objc.app_kit.WindowStyleMaskFullScreen else 0) |
(if (options.display_mode == .windowed) objc.app_kit.WindowStyleMaskTitled else 0) |
(if (options.display_mode == .windowed) objc.app_kit.WindowStyleMaskClosable else 0) |
(if (options.display_mode == .windowed) objc.app_kit.WindowStyleMaskMiniaturizable else 0) |
(if (options.display_mode == .windowed) objc.app_kit.WindowStyleMaskResizable else 0);
window = objc.app_kit.Window.alloc().initWithContentRect_styleMask_backing_defer_screen(rect, window_style, objc.app_kit.BackingStoreBuffered, true, screen);
window.?.setReleasedWhenClosed(false);
if (window.?.contentView()) |view| {
view.setLayer(@ptrCast(layer));
}
window.?.setIsVisible(true);
window.?.makeKeyAndOrderFront(null);
}
var events = EventQueue.init(options.allocator);
try events.ensureTotalCapacity(2048);
darwin.* = .{
.allocator = options.allocator,
.core = @fieldParentPtr("platform", darwin),
.events = events,
.input_state = .{},
.title = options.title,
.display_mode = options.display_mode,
.vsync_mode = .none,
.cursor_mode = .normal,
.cursor_shape = .arrow,
.border = options.border,
.headless = options.headless,
.refresh_rate = 60, // TODO: set to something meaningful
.size = options.size,
.surface_descriptor = surface_descriptor,
.window = window,
};
}
pub fn deinit(darwin: *Darwin) void {
if (darwin.window) |w| @as(*objc.foundation.ObjectProtocol, @ptrCast(w)).release();
return;
}
// Called on the main thread
pub fn update(_: *Darwin) !void {
return;
}
// May be called from any thread.
pub inline fn pollEvents(n: *Darwin) EventIterator {
return EventIterator{ .queue = &n.events };
}
// May be called from any thread.
pub fn setTitle(_: *Darwin, _: [:0]const u8) void {
return;
}
// May be called from any thread.
pub fn setDisplayMode(_: *Darwin, _: DisplayMode) void {
return;
}
// May be called from any thread.
pub fn setBorder(_: *Darwin, _: bool) void {
return;
}
// May be called from any thread.
pub fn setHeadless(_: *Darwin, _: bool) void {
return;
}
// May be called from any thread.
pub fn setVSync(_: *Darwin, _: VSyncMode) void {
return;
}
// May be called from any thread.
pub fn setSize(_: *Darwin, _: Size) void {
return;
}
// May be called from any thread.
pub fn size(_: *Darwin) Size {
return Size{ .width = 100, .height = 100 };
}
// May be called from any thread.
pub fn setCursorMode(_: *Darwin, _: CursorMode) void {
return;
}
// May be called from any thread.
pub fn setCursorShape(_: *Darwin, _: CursorShape) void {
return;
}
// May be called from any thread.
pub fn joystickPresent(_: *Darwin, _: Joystick) bool {
return false;
}
// May be called from any thread.
pub fn joystickName(_: *Darwin, _: Joystick) ?[:0]const u8 {
return null;
}
// May be called from any thread.
pub fn joystickButtons(_: *Darwin, _: Joystick) ?[]const bool {
return null;
}
// May be called from any thread.
pub fn joystickAxes(_: *Darwin, _: Joystick) ?[]const f32 {
return null;
}
// May be called from any thread.
pub fn keyPressed(_: *Darwin, _: Key) bool {
return false;
}
// May be called from any thread.
pub fn keyReleased(_: *Darwin, _: Key) bool {
return true;
}
// May be called from any thread.
pub fn mousePressed(_: *Darwin, _: MouseButton) bool {
return false;
}
// May be called from any thread.
pub fn mouseReleased(_: *Darwin, _: MouseButton) bool {
return true;
}
// May be called from any thread.
pub fn mousePosition(_: *Darwin) Position {
return Position{ .x = 0, .y = 0 };
}