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