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i_main.mm
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i_main.mm
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/*
** i_main.mm
**
**---------------------------------------------------------------------------
** Copyright 2012-2018 Alexey Lysiuk
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "i_common.h"
#include "s_soundinternal.h"
#include <sys/sysctl.h>
#include <sys/stat.h>
#include "c_console.h"
#include "c_cvars.h"
#include "cmdlib.h"
#include "i_system.h"
#include "m_argv.h"
#include "st_console.h"
#include "version.h"
#include "printf.h"
#include "s_music.h"
#include "engineerrors.h"
#define ZD_UNUSED(VARIABLE) ((void)(VARIABLE))
// ---------------------------------------------------------------------------
EXTERN_CVAR(Int, vid_defwidth )
EXTERN_CVAR(Int, vid_defheight)
EXTERN_CVAR(Bool, vid_vsync )
int GameMain();
// ---------------------------------------------------------------------------
void Mac_I_FatalError(const char* const message)
{
I_SetMainWindowVisible(false);
S_StopMusic(true);
FConsoleWindow::GetInstance().ShowFatalError(message);
}
static bool ReadSystemVersionFromPlist(NSOperatingSystemVersion& version)
{
#if MAC_OS_X_VERSION_MAX_ALLOWED < 110000
// The version returned by macOS depends on the SDK which the software has been built against.
// When built against the 10.15 SDK or earlier, Big Sur returns 10.16 for compatibility with previous numbering.
// When built against the 11.0 SDK, it returns 11.0 for forward compatibility.
// https://eclecticlight.co/2020/08/13/macos-version-numbering-isnt-so-simple/
// It's impossible to load real SystemVersion.plist when linking with old SDK, i.e. when building for Intel CPU
// Any attempt to read this file is redirected to SystemVersionCompat.plist silently
// Workaround with the external process is needed in order to report correct macOS version
const char *const plistPath = "/System/Library/CoreServices/SystemVersion.plist";
struct stat dummy;
if (stat(plistPath, &dummy) != 0)
return false;
char commandLine[1024] = {};
snprintf(commandLine, sizeof commandLine, "defaults read %s ProductVersion", plistPath);
FILE *const versionFile = popen(commandLine, "r");
if (versionFile == nullptr)
return false;
NSOperatingSystemVersion plistVersion = {};
char versionString[256] = {};
if (fgets(versionString, sizeof versionString, versionFile))
{
plistVersion.majorVersion = atoi(versionString);
if (const char *minorVersionString = strstr(versionString, "."))
{
minorVersionString++;
plistVersion.minorVersion = atoi(minorVersionString);
if (const char *patchVersionString = strstr(minorVersionString, "."))
{
patchVersionString++;
plistVersion.patchVersion = atoi(patchVersionString);
}
}
}
fclose(versionFile);
if (plistVersion.majorVersion != 0)
{
version = plistVersion;
return true;
}
#endif // MAC_OS_X_VERSION_MAX_ALLOWED < 110000
return false;
}
void I_DetectOS()
{
NSOperatingSystemVersion version = {};
if (!ReadSystemVersionFromPlist(version))
{
NSProcessInfo *const processInfo = [NSProcessInfo processInfo];
if ([processInfo respondsToSelector:@selector(operatingSystemVersion)])
{
version = [processInfo operatingSystemVersion];
}
}
const char* name = "Unknown version";
switch (version.majorVersion)
{
case 10:
switch (version.minorVersion)
{
case 12: name = "macOS Sierra"; break;
case 13: name = "macOS High Sierra"; break;
case 14: name = "macOS Mojave"; break;
case 15: name = "macOS Catalina"; break;
case 16: name = "macOS Big Sur"; break;
}
break;
case 11:
name = "macOS Big Sur";
break;
case 12:
name = "macOS Monterey";
break;
}
char release[16] = "unknown";
size_t size = sizeof release - 1;
sysctlbyname("kern.osversion", release, &size, nullptr, 0);
char model[64] = "Unknown Mac model";
size = sizeof model - 1;
sysctlbyname("hw.model", model, &size, nullptr, 0);
const char* const architecture =
#ifdef __x86_64__
"64-bit Intel";
#elif defined __aarch64__
"64-bit ARM";
#else
"Unknown";
#endif
Printf("%s running %s %d.%d.%d (%s) %s\n", model, name,
int(version.majorVersion), int(version.minorVersion), int(version.patchVersion),
release, architecture);
}
FArgs* Args; // command line arguments
namespace
{
TArray<FString> s_argv;
int DoMain(int argc, char** argv)
{
printf(GAMENAME" %s - %s - Cocoa version\nCompiled on %s\n\n",
GetVersionString(), GetGitTime(), __DATE__);
seteuid(getuid());
// Set LC_NUMERIC environment variable in case some library decides to
// clear the setlocale call at least this will be correct.
// Note that the LANG environment variable is overridden by LC_*
setenv("LC_NUMERIC", "C", 1);
setlocale(LC_ALL, "C");
// Set reasonable default values for video settings
const NSSize screenSize = [[NSScreen mainScreen] frame].size;
vid_defwidth = static_cast<int>(screenSize.width);
vid_defheight = static_cast<int>(screenSize.height);
vid_vsync = true;
Args = new FArgs(argc, argv);
NSString* exePath = [[NSBundle mainBundle] executablePath];
progdir = [[exePath stringByDeletingLastPathComponent] UTF8String];
progdir += "/";
auto ret = GameMain();
FConsoleWindow::DeleteInstance();
return ret;
}
} // unnamed namespace
// ---------------------------------------------------------------------------
@interface ApplicationController : NSResponder<NSApplicationDelegate>
{
}
- (void)keyDown:(NSEvent*)theEvent;
- (void)keyUp:(NSEvent*)theEvent;
- (void)applicationDidBecomeActive:(NSNotification*)aNotification;
- (void)applicationWillResignActive:(NSNotification*)aNotification;
- (void)applicationDidFinishLaunching:(NSNotification*)aNotification;
- (BOOL)application:(NSApplication*)theApplication openFile:(NSString*)filename;
- (void)processEvents:(NSTimer*)timer;
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender;
- (void)sendExitEvent:(id)sender;
@end
ApplicationController* appCtrl;
@implementation ApplicationController
- (void)keyDown:(NSEvent*)theEvent
{
// Empty but present to avoid playing of 'beep' alert sound
ZD_UNUSED(theEvent);
}
- (void)keyUp:(NSEvent*)theEvent
{
// Empty but present to avoid playing of 'beep' alert sound
ZD_UNUSED(theEvent);
}
extern bool AppActive;
- (void)applicationDidBecomeActive:(NSNotification*)aNotification
{
ZD_UNUSED(aNotification);
S_SetSoundPaused(1);
AppActive = true;
}
- (void)applicationWillResignActive:(NSNotification*)aNotification
{
ZD_UNUSED(aNotification);
S_SetSoundPaused(0);
AppActive = false;
}
- (void)applicationDidFinishLaunching:(NSNotification*)aNotification
{
// When starting from command line with real executable path, e.g. ZDoom.app/Contents/MacOS/ZDoom
// application remains deactivated for an unknown reason.
// The following call resolves this issue
[NSApp activateIgnoringOtherApps:YES];
// Setup timer for custom event loop
NSTimer* timer = [NSTimer timerWithTimeInterval:0
target:self
selector:@selector(processEvents:)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:timer
forMode:NSDefaultRunLoopMode];
FConsoleWindow::CreateInstance();
const size_t argc = s_argv.Size();
TArray<char*> argv(argc + 1, true);
for (size_t i = 0; i < argc; ++i)
{
argv[i] = s_argv[i].LockBuffer();
}
argv[argc] = nullptr;
exit(DoMain(argc, &argv[0]));
}
- (BOOL)application:(NSApplication*)theApplication openFile:(NSString*)filename
{
ZD_UNUSED(theApplication);
// Some parameters from command line are passed to this function
// These parameters need to be skipped to avoid duplication
// Note: SDL has different approach to fix this issue, see the same method in SDLMain.m
const char* const charFileName = [filename UTF8String];
for (size_t i = 0, count = s_argv.Size(); i < count; ++i)
{
if (0 == strcmp(s_argv[i], charFileName))
{
return FALSE;
}
}
bool iwad = false;
if (const char* const extPos = strrchr(charFileName, '.'))
{
iwad = 0 == stricmp(extPos, ".iwad")
|| 0 == stricmp(extPos, ".ipk3")
|| 0 == stricmp(extPos, ".ipk7");
}
s_argv.Push(iwad ? "-iwad" : "-file");
s_argv.Push(charFileName);
return TRUE;
}
- (void)processEvents:(NSTimer*)timer
{
ZD_UNUSED(timer);
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
while (true)
{
NSEvent* event = [NSApp nextEventMatchingMask:NSEventMaskAny
untilDate:[NSDate dateWithTimeIntervalSinceNow:0]
inMode:NSDefaultRunLoopMode
dequeue:YES];
if (nil == event)
{
break;
}
I_ProcessEvent(event);
[NSApp sendEvent:event];
}
[NSApp updateWindows];
[pool release];
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
[self sendExitEvent:sender];
return NSTerminateLater;
}
- (void)sendExitEvent:(id)sender
{
throw CExitEvent(0);
}
@end
// ---------------------------------------------------------------------------
namespace
{
NSMenuItem* CreateApplicationMenu()
{
NSMenu* menu = [NSMenu new];
[menu addItemWithTitle:[@"About " stringByAppendingString:@GAMENAME]
action:@selector(orderFrontStandardAboutPanel:)
keyEquivalent:@""];
[menu addItem:[NSMenuItem separatorItem]];
[menu addItemWithTitle:[@"Hide " stringByAppendingString:@GAMENAME]
action:@selector(hide:)
keyEquivalent:@"h"];
[[menu addItemWithTitle:@"Hide Others"
action:@selector(hideOtherApplications:)
keyEquivalent:@"h"]
setKeyEquivalentModifierMask:NSEventModifierFlagOption | NSEventModifierFlagCommand];
[menu addItemWithTitle:@"Show All"
action:@selector(unhideAllApplications:)
keyEquivalent:@""];
[menu addItem:[NSMenuItem separatorItem]];
[menu addItemWithTitle:[@"Quit " stringByAppendingString:@GAMENAME]
action:@selector(sendExitEvent:)
keyEquivalent:@"q"];
NSMenuItem* menuItem = [NSMenuItem new];
[menuItem setSubmenu:menu];
if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
{
[NSApp performSelector:@selector(setAppleMenu:) withObject:menu];
}
return menuItem;
}
NSMenuItem* CreateEditMenu()
{
NSMenu* menu = [[NSMenu alloc] initWithTitle:@"Edit"];
[menu addItemWithTitle:@"Undo"
action:@selector(undo:)
keyEquivalent:@"z"];
[menu addItemWithTitle:@"Redo"
action:@selector(redo:)
keyEquivalent:@"Z"];
[menu addItem:[NSMenuItem separatorItem]];
[menu addItemWithTitle:@"Cut"
action:@selector(cut:)
keyEquivalent:@"x"];
[menu addItemWithTitle:@"Copy"
action:@selector(copy:)
keyEquivalent:@"c"];
[menu addItemWithTitle:@"Paste"
action:@selector(paste:)
keyEquivalent:@"v"];
[menu addItemWithTitle:@"Delete"
action:@selector(delete:)
keyEquivalent:@""];
[menu addItemWithTitle:@"Select All"
action:@selector(selectAll:)
keyEquivalent:@"a"];
NSMenuItem* menuItem = [NSMenuItem new];
[menuItem setSubmenu:menu];
return menuItem;
}
NSMenuItem* CreateWindowMenu()
{
NSMenu* menu = [[NSMenu alloc] initWithTitle:@"Window"];
[NSApp setWindowsMenu:menu];
[menu addItemWithTitle:@"Minimize"
action:@selector(performMiniaturize:)
keyEquivalent:@"m"];
[menu addItemWithTitle:@"Zoom"
action:@selector(performZoom:)
keyEquivalent:@""];
[menu addItem:[NSMenuItem separatorItem]];
[menu addItemWithTitle:@"Bring All to Front"
action:@selector(arrangeInFront:)
keyEquivalent:@""];
NSMenuItem* menuItem = [NSMenuItem new];
[menuItem setSubmenu:menu];
return menuItem;
}
void CreateMenu()
{
NSMenu* menuBar = [NSMenu new];
[menuBar addItem:CreateApplicationMenu()];
[menuBar addItem:CreateEditMenu()];
[menuBar addItem:CreateWindowMenu()];
[NSApp setMainMenu:menuBar];
}
void ReleaseApplicationController()
{
if (NULL != appCtrl)
{
[NSApp setDelegate:nil];
[NSApp deactivate];
[appCtrl release];
appCtrl = NULL;
}
}
} // unnamed namespace
int main(int argc, char** argv)
{
for (int i = 0; i < argc; ++i)
{
const char* const argument = argv[i];
#if _DEBUG
if (0 == strcmp(argument, "-wait_for_debugger"))
{
NSAlert* alert = [[NSAlert alloc] init];
[alert setMessageText:@GAMENAME];
[alert setInformativeText:@"Waiting for debugger..."];
[alert addButtonWithTitle:@"Continue"];
[alert runModal];
}
#endif // _DEBUG
s_argv.Push(argument);
}
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
[NSApplication sharedApplication];
// The following code isn't mandatory,
// but it enables to run the application without a bundle
if ([NSApp respondsToSelector:@selector(setActivationPolicy:)])
{
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
}
CreateMenu();
atexit(ReleaseApplicationController);
appCtrl = [ApplicationController new];
[NSApp setDelegate:appCtrl];
[NSApp run];
[pool release];
return EXIT_SUCCESS;
}