libui/darwin/winmoveresize.m

252 lines
7.6 KiB
Objective-C

// 1 november 2016
#import "uipriv_darwin.h"
// because we are changing the window frame each time the mouse moves, the successive -[NSEvent locationInWindow]s cannot be meaningfully used together
// make sure they are all following some sort of standard to avoid this problem; the screen is the most obvious possibility since it requires only one conversion (the only one that a NSWindow provides)
static NSPoint makeIndependent(NSPoint p, NSWindow *w)
{
NSRect r;
r.origin = p;
// mikeash in irc.freenode.net/#macdev confirms both that any size will do and that we can safely ignore the resultant size
r.size = NSZeroSize;
return [w convertRectToScreen:r].origin;
}
struct onMoveDragParams {
NSWindow *w;
// using the previous point causes weird issues like the mouse seeming to fall behind the window edge... so do this instead
// TODO will this make things like the menubar and dock easier too?
NSRect initialFrame;
NSPoint initialPoint;
};
void onMoveDrag(struct onMoveDragParams *p, NSEvent *e)
{
NSPoint new;
NSRect frame;
CGFloat offx, offy;
new = makeIndependent([e locationInWindow], p->w);
frame = p->initialFrame;
offx = new.x - p->initialPoint.x;
offy = new.y - p->initialPoint.y;
frame.origin.x += offx;
frame.origin.y += offy;
// TODO handle the menubar
// TODO wait the system does this for us already?!
[p->w setFrameOrigin:frame.origin];
}
void doManualMove(NSWindow *w, NSEvent *initialEvent)
{
__block struct onMoveDragParams mdp;
struct nextEventArgs nea;
BOOL (^handleEvent)(NSEvent *e);
__block BOOL done;
// 10.11 gives us a method to handle this for us
// use it if available; this lets us use the real OS dragging code, which means we can take advantage of OS features like Spaces
if (FUTURE_NSWindow_performWindowDragWithEvent(w, initialEvent))
return;
mdp.w = w;
mdp.initialFrame = [mdp.w frame];
mdp.initialPoint = makeIndependent([initialEvent locationInWindow], mdp.w);
nea.mask = NSLeftMouseDraggedMask | NSLeftMouseUpMask;
nea.duration = [NSDate distantFuture];
nea.mode = NSEventTrackingRunLoopMode; // nextEventMatchingMask: docs suggest using this for manual mouse tracking
nea.dequeue = YES;
handleEvent = ^(NSEvent *e) {
if ([e type] == NSLeftMouseUp) {
done = YES;
return YES; // do not send
}
onMoveDrag(&mdp, e);
return YES; // do not send
};
done = NO;
while (mainStep(&nea, handleEvent))
if (done)
break;
}
// see http://stackoverflow.com/a/40352996/3408572
static void minMaxAutoLayoutSizes(NSWindow *w, NSSize *min, NSSize *max)
{
NSLayoutConstraint *cw, *ch;
NSView *contentView;
NSRect prevFrame;
// if adding these constraints causes the window to change size somehow, don't show it to the user and change it back afterwards
NSDisableScreenUpdates();
prevFrame = [w frame];
// minimum: encourage the window to be as small as possible
contentView = [w contentView];
cw = mkConstraint(contentView, NSLayoutAttributeWidth,
NSLayoutRelationEqual,
nil, NSLayoutAttributeNotAnAttribute,
0, 0,
@"window minimum width finding constraint");
[cw setPriority:NSLayoutPriorityDragThatCanResizeWindow];
[contentView addConstraint:cw];
ch = mkConstraint(contentView, NSLayoutAttributeHeight,
NSLayoutRelationEqual,
nil, NSLayoutAttributeNotAnAttribute,
0, 0,
@"window minimum height finding constraint");
[ch setPriority:NSLayoutPriorityDragThatCanResizeWindow];
[contentView addConstraint:ch];
*min = [contentView fittingSize];
[contentView removeConstraint:cw];
[contentView removeConstraint:ch];
// maximum: encourage the window to be as large as possible
contentView = [w contentView];
cw = mkConstraint(contentView, NSLayoutAttributeWidth,
NSLayoutRelationEqual,
nil, NSLayoutAttributeNotAnAttribute,
0, CGFLOAT_MAX,
@"window maximum width finding constraint");
[cw setPriority:NSLayoutPriorityDragThatCanResizeWindow];
[contentView addConstraint:cw];
ch = mkConstraint(contentView, NSLayoutAttributeHeight,
NSLayoutRelationEqual,
nil, NSLayoutAttributeNotAnAttribute,
0, CGFLOAT_MAX,
@"window maximum height finding constraint");
[ch setPriority:NSLayoutPriorityDragThatCanResizeWindow];
[contentView addConstraint:ch];
*max = [contentView fittingSize];
[contentView removeConstraint:cw];
[contentView removeConstraint:ch];
[w setFrame:prevFrame display:YES]; // TODO really YES?
NSEnableScreenUpdates();
}
static void handleResizeLeft(NSRect *frame, NSPoint old, NSPoint new)
{
frame->origin.x += new.x - old.x;
frame->size.width -= new.x - old.x;
}
// TODO properly handle the menubar
// TODO wait, OS X does it for us?!
static void handleResizeTop(NSRect *frame, NSPoint old, NSPoint new)
{
frame->size.height += new.y - old.y;
}
static void handleResizeRight(NSRect *frame, NSPoint old, NSPoint new)
{
frame->size.width += new.x - old.x;
}
// TODO properly handle the menubar
static void handleResizeBottom(NSRect *frame, NSPoint old, NSPoint new)
{
frame->origin.y += new.y - old.y;
frame->size.height -= new.y - old.y;
}
struct onResizeDragParams {
NSWindow *w;
// using the previous point causes weird issues like the mouse seeming to fall behind the window edge... so do this instead
// TODO will this make things like the menubar and dock easier too?
NSRect initialFrame;
NSPoint initialPoint;
uiWindowResizeEdge edge;
NSSize min;
NSSize max;
};
static void onResizeDrag(struct onResizeDragParams *p, NSEvent *e)
{
NSPoint new;
NSRect frame;
new = makeIndependent([e locationInWindow], p->w);
frame = p->initialFrame;
// horizontal
switch (p->edge) {
case uiWindowResizeEdgeLeft:
case uiWindowResizeEdgeTopLeft:
case uiWindowResizeEdgeBottomLeft:
handleResizeLeft(&frame, p->initialPoint, new);
break;
case uiWindowResizeEdgeRight:
case uiWindowResizeEdgeTopRight:
case uiWindowResizeEdgeBottomRight:
handleResizeRight(&frame, p->initialPoint, new);
break;
}
// vertical
switch (p->edge) {
case uiWindowResizeEdgeTop:
case uiWindowResizeEdgeTopLeft:
case uiWindowResizeEdgeTopRight:
handleResizeTop(&frame, p->initialPoint, new);
break;
case uiWindowResizeEdgeBottom:
case uiWindowResizeEdgeBottomLeft:
case uiWindowResizeEdgeBottomRight:
handleResizeBottom(&frame, p->initialPoint, new);
break;
}
// constrain
// TODO should we constrain against anything else as well? minMaxAutoLayoutSizes() already gives us nonnegative sizes, but...
if (frame.size.width < p->min.width)
frame.size.width = p->min.width;
if (frame.size.height < p->min.height)
frame.size.height = p->min.height;
// TODO > or >= ?
if (frame.size.width > p->max.width)
frame.size.width = p->max.width;
if (frame.size.height > p->max.height)
frame.size.height = p->max.height;
[p->w setFrame:frame display:YES]; // and do reflect the new frame immediately
}
// TODO do our events get fired with this? *should* they?
void doManualResize(NSWindow *w, NSEvent *initialEvent, uiWindowResizeEdge edge)
{
__block struct onResizeDragParams rdp;
struct nextEventArgs nea;
BOOL (^handleEvent)(NSEvent *e);
__block BOOL done;
rdp.w = w;
rdp.initialFrame = [rdp.w frame];
rdp.initialPoint = makeIndependent([initialEvent locationInWindow], rdp.w);
rdp.edge = edge;
// TODO what happens if these change during the loop?
minMaxAutoLayoutSizes(rdp.w, &(rdp.min), &(rdp.max));
nea.mask = NSLeftMouseDraggedMask | NSLeftMouseUpMask;
nea.duration = [NSDate distantFuture];
nea.mode = NSEventTrackingRunLoopMode; // nextEventMatchingMask: docs suggest using this for manual mouse tracking
nea.dequeue = YES;
handleEvent = ^(NSEvent *e) {
if ([e type] == NSLeftMouseUp) {
done = YES;
return YES; // do not send
}
onResizeDrag(&rdp, e);
return YES; // do not send
};
done = NO;
while (mainStep(&nea, handleEvent))
if (done)
break;
}