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-rw-r--r--minilibx_beta/mlx_window.swift541
1 files changed, 541 insertions, 0 deletions
diff --git a/minilibx_beta/mlx_window.swift b/minilibx_beta/mlx_window.swift
new file mode 100644
index 0000000..0b578d8
--- /dev/null
+++ b/minilibx_beta/mlx_window.swift
@@ -0,0 +1,541 @@
+
+import Cocoa
+import Metal
+import MetalKit
+import Darwin
+
+import mlx_image
+
+
+class WinEvent: NSWindow
+{
+ var eventFuncts = [UnsafeMutableRawPointer?]()
+ var eventParams = [UnsafeMutableRawPointer]()
+
+ var keyrepeat = 1
+ var keyflag:UInt32 = 0
+
+ var size_y:Int
+
+ init(frame rect:CGRect)
+ {
+ for _ in 0...31
+ {
+ eventFuncts.append(Optional.none)
+ eventParams.append(UnsafeMutableRawPointer(&keyrepeat)) /// dummy address here, null not needed
+ }
+
+ let wsm = NSWindow.StyleMask(rawValue: NSWindow.StyleMask.titled.rawValue|NSWindow.StyleMask.closable.rawValue|NSWindow.StyleMask.miniaturizable.rawValue)
+ let bck = NSWindow.BackingStoreType.buffered
+ size_y = Int(rect.size.height)
+ super.init(contentRect: rect, styleMask: wsm, backing: bck, defer: false)
+ }
+
+ func setNotifs()
+ {
+ NotificationCenter.default.addObserver(self, selector: #selector(exposeNotification(_:)), name: NSWindow.didBecomeKeyNotification, object: nil)
+ NotificationCenter.default.addObserver(self, selector: #selector(deminiaturizeNotification(_:)), name: NSWindow.didDeminiaturizeNotification, object: nil)
+ NotificationCenter.default.addObserver(self, selector: #selector(closeNotification(_:)), name: NSWindow.willCloseNotification, object: nil)
+
+/***
+ [[NSNotificationCenter defaultCenter] addObserver:win selector:@selector(exposeNotification:) name:@"NSWindowDidBecomeKeyNotification" object:win];
+ [[NSNotificationCenter defaultCenter] addObserver:win selector:@selector(deminiaturizeNotification:) name:@"NSWindowDidDeminiaturizeNotification" object:win];
+ [[NSNotificationCenter defaultCenter] addObserver:win selector:@selector(closeNotification:) name:@"NSWindowWillCloseNotification" object:win];
+***/
+
+ }
+
+ func delNotifs()
+ {
+ NotificationCenter.default.removeObserver(self, name: NSWindow.willCloseNotification, object: nil)
+ }
+
+ public func setKeyRepeat(_ mode:Int)
+ {
+ keyrepeat = mode;
+ }
+
+
+ func addHook(index idx:Int, fct fptr:UnsafeMutableRawPointer?, param pptr:UnsafeMutableRawPointer)
+ {
+ eventFuncts[idx] = fptr;
+ eventParams[idx] = pptr;
+ if (idx == 6 || idx == 32)
+ {
+ if (fptr != nil) /// == nullptr)
+ { self.acceptsMouseMovedEvents = true }
+ else { self.acceptsMouseMovedEvents = false }
+ }
+ }
+
+
+ override func keyDown(with event: NSEvent)
+ {
+ /// print("got keydown with code: \(event.keyCode) ")
+ if (event.isARepeat && keyrepeat == 0)
+ { return }
+ if (eventFuncts[2] != nil)
+ {
+ _ = unsafeBitCast(eventFuncts[2],to:(@convention(c)(Int32, UnsafeRawPointer)->Int32).self)(Int32(event.keyCode), eventParams[2])
+ }
+ }
+
+
+ override func keyUp(with event: NSEvent)
+ {
+ /// print("got keyup with code: \(event.keyCode) and calling key hook")
+ if (event.isARepeat && keyrepeat == 0)
+ { return }
+ if (eventFuncts[3] != nil)
+ {
+ _ = unsafeBitCast(eventFuncts[3],to:(@convention(c)(Int32, UnsafeRawPointer)->Int32).self)(Int32(event.keyCode), eventParams[3])
+ }
+ }
+
+
+ func get_mouse_button(with ev:NSEvent) -> Int
+ {
+ switch (ev.type) {
+ case NSEvent.EventType.leftMouseDown,
+ NSEvent.EventType.leftMouseUp,
+ NSEvent.EventType.leftMouseDragged:
+ return 1;
+ case NSEvent.EventType.rightMouseDown,
+ NSEvent.EventType.rightMouseUp,
+ NSEvent.EventType.rightMouseDragged:
+ return 2;
+ case NSEvent.EventType.otherMouseDown,
+ NSEvent.EventType.otherMouseUp,
+ NSEvent.EventType.otherMouseDragged:
+ return 3;
+ default:
+ return 0;
+ }
+ }
+
+
+
+ func mouse(with event: NSEvent, index idx:Int, type t:Int)
+ {
+ var thepoint:NSPoint
+ var button:Int
+
+ thepoint = event.locationInWindow
+ button = get_mouse_button(with:event)
+ /// button = event.buttonNumber
+ /// print(" mouse down button \(event.buttonNumber) at location \(thepoint.x) x \(thepoint.y)")
+ if (eventFuncts[idx] != nil)
+ {
+ if (t == 0)
+ { _ = unsafeBitCast(eventFuncts[idx],to:(@convention(c)(Int32, Int32, Int32, UnsafeRawPointer)->Int32).self)(Int32(button), Int32(thepoint.x), Int32(size_y-1-Int(thepoint.y)), eventParams[idx]) }
+ if (t == 1)
+ { _ = unsafeBitCast(eventFuncts[idx],to:(@convention(c)(Int32, Int32, UnsafeRawPointer)->Int32).self)(Int32(thepoint.x), Int32(size_y-1-Int(thepoint.y)), eventParams[idx]) }
+ }
+ }
+
+ override func mouseDown(with event: NSEvent) { mouse(with:event, index:4, type:0) }
+ override func rightMouseDown(with event: NSEvent) { mouse(with:event, index:4, type:0) }
+ override func otherMouseDown(with event: NSEvent) { mouse(with:event, index:4, type:0) }
+
+ override func mouseUp(with event: NSEvent) { mouse(with:event, index:5, type:0) }
+ override func rightMouseUp(with event: NSEvent) { mouse(with:event, index:5, type:0) }
+ override func otherMouseUp(with event: NSEvent) { mouse(with:event, index:5, type:0) }
+
+ override func mouseMoved(with event: NSEvent) { mouse(with:event, index:6, type:1) }
+ override func mouseDragged(with event: NSEvent) { mouse(with:event, index:6, type:1) }
+ override func rightMouseDragged(with event: NSEvent) { mouse(with:event, index:6, type:1) }
+ override func otherMouseDragged(with event: NSEvent) { mouse(with:event, index:6, type:1) }
+
+
+ override func scrollWheel(with event: NSEvent)
+ {
+ var thepoint:NSPoint
+ var button = 0;
+
+ thepoint = event.locationInWindow
+ if (event.deltaY > 0.2) { button = 4; }
+ if (event.deltaY < -0.2) { button = 5; }
+ if (event.deltaX > 0.2) { button = 6; }
+ if (event.deltaX < -0.2) { button = 7; }
+ if (button != 0 && eventFuncts[4] != nil)
+ {
+ _ = unsafeBitCast(eventFuncts[4],to:(@convention(c)(Int32, Int32, Int32, UnsafeRawPointer)->Int32).self)(Int32(button), Int32(thepoint.x), Int32(thepoint.y), eventParams[4])
+ }
+ }
+
+
+ override func flagsChanged(with event: NSEvent)
+ {
+ var flag:UInt32
+ var the_key:Int32
+ var val:UInt32
+
+ flag = UInt32(event.modifierFlags.rawValue)
+ val = (keyflag|flag)&(~(keyflag&flag))
+ if (val == 0)
+ { return } /// no change - can happen when loosing focus on special key pressed, then re-pressed later
+ the_key = 1
+ while (((val >> (the_key-1)) & 0x01)==0)
+ { the_key += 1 }
+ if (flag > keyflag && eventFuncts[2] != nil)
+ { _ = unsafeBitCast(eventFuncts[2],to:(@convention(c)(Int32, UnsafeRawPointer)->Int32).self)(0xFF+the_key, eventParams[2]) }
+ if (flag < keyflag && eventFuncts[3] != nil)
+ { _ = unsafeBitCast(eventFuncts[3],to:(@convention(c)(Int32, UnsafeRawPointer)->Int32).self)(0xFF+the_key, eventParams[3]) }
+ keyflag = flag
+ }
+
+
+ @objc func exposeNotification(_ notification:Notification)
+ {
+ if (eventFuncts[12] != nil)
+ {
+ _ = unsafeBitCast(eventFuncts[12],to:(@convention(c)(UnsafeRawPointer)->Int32).self)(eventParams[12])
+ }
+ }
+
+ @objc func closeNotification(_ notification:Notification)
+ {
+ if (eventFuncts[17] != nil)
+ {
+ _ = unsafeBitCast(eventFuncts[17],to:(@convention(c)(UnsafeRawPointer)->Int32).self)(eventParams[17])
+ }
+ }
+
+ @objc func deminiaturizeNotification(_ notification:Notification)
+ {
+ exposeNotification(notification)
+ }
+
+}
+
+
+
+
+
+struct textureList
+{
+ var uniformBuffer: MTLBuffer!
+ var uniform_data:UnsafeMutablePointer<Float>
+ unowned var image:MlxImg
+}
+
+
+public class MlxWin
+{
+ let vrect: CGRect
+ var winE: WinEvent
+ var mlayer: CAMetalLayer
+
+ unowned var device: MTLDevice
+ var commandQueue: MTLCommandQueue!
+ var pipelineState: MTLRenderPipelineState!
+ var vertexBuffer: MTLBuffer!
+
+ var texture_list: Array<textureList> = Array()
+ var texture_list_count = 0
+
+ var pixel_image:MlxImg
+ var pixel_count:Int
+
+ var drawable_image: MlxImg
+ var uniq_renderPassDescriptor: MTLRenderPassDescriptor
+ var mtl_origin_null : MTLOrigin
+ var mtl_size_all : MTLSize
+ var doClear = false
+ var GPUbatch = 0
+
+
+ public init(device d:MTLDevice, width w:Int, height h:Int, title t:String)
+ {
+ vrect = CGRect(x: 100, y: 100, width: w, height: h)
+ winE = WinEvent(frame: vrect)
+
+ device = d
+ mlayer = CAMetalLayer()
+ mlayer.device = device
+ mlayer.pixelFormat = .bgra8Unorm
+ mlayer.framebufferOnly = true
+ mlayer.contentsScale = 1.0 /// winE.screen!.backingScaleFactor
+ mlayer.frame = vrect
+ winE.contentView! = NSView(frame: vrect)
+ winE.contentView!.wantsLayer = true
+ winE.contentView!.layer = mlayer
+ winE.title = t
+ winE.isReleasedWhenClosed = false
+ winE.makeKeyAndOrderFront(nil)
+
+
+ /// drawable_image = MlxImg(d: device, w:Int(CGFloat(vrect.size.width)*winE.screen!.backingScaleFactor), h:Int(CGFloat(vrect.size.height)*winE.screen!.backingScaleFactor), t:1)
+ drawable_image = MlxImg(d: device, w:Int(vrect.size.width), h:Int(vrect.size.height), t:1)
+ pixel_image = MlxImg(d: device, w:Int(vrect.size.width), h:Int(vrect.size.height))
+ for i in 0...(pixel_image.texture_height*pixel_image.texture_sizeline/4-1)
+ { pixel_image.texture_data[i] = UInt32(0xFF000000) }
+ pixel_count = 0
+
+ mtl_origin_null = MTLOriginMake(0,0,0)
+ mtl_size_all = MTLSizeMake(drawable_image.texture.width, drawable_image.texture.height, 1)
+
+ uniq_renderPassDescriptor = MTLRenderPassDescriptor()
+ uniq_renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0.0, blue: 0.0, alpha:0.0)
+ uniq_renderPassDescriptor.colorAttachments[0].texture = drawable_image.texture
+ uniq_renderPassDescriptor.colorAttachments[0].storeAction = .store
+ uniq_renderPassDescriptor.colorAttachments[0].loadAction = .load
+ }
+
+
+/// winEvent calls
+ public func getWinEFrame() -> NSRect { return winE.frame }
+ public func getScreenFrame() -> NSRect { return winE.screen!.frame }
+ public func getMouseLoc() -> NSPoint { return winE.mouseLocationOutsideOfEventStream }
+ public func addHook(index idx:Int, fct fptr:UnsafeMutableRawPointer, param pptr:UnsafeMutableRawPointer)
+ { winE.addHook(index: idx, fct: fptr, param: pptr) }
+ public func setKeyRepeat(_ mode:Int) { winE.setKeyRepeat(mode) }
+ public func destroyWinE() { winE.close() }
+ public func setNotifs() { winE.setNotifs() }
+ public func delNotifs() { winE.delNotifs() }
+
+
+ public func initMetal()
+ {
+ commandQueue = device.makeCommandQueue()!
+
+ /// vertex buffer & shaders stay the always the same.
+ let lib = try! device.makeLibrary(source: shaders, options: nil)
+ let vertexFunction = lib.makeFunction(name: "basic_vertex_function")
+ let fragmentFunction = lib.makeFunction(name: "basic_fragment_function")
+ let pipelineDesc = MTLRenderPipelineDescriptor()
+ pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm
+ pipelineDesc.colorAttachments[0].isBlendingEnabled = true
+ pipelineDesc.colorAttachments[0].rgbBlendOperation = .add
+ pipelineDesc.colorAttachments[0].alphaBlendOperation = .add
+ pipelineDesc.colorAttachments[0].sourceRGBBlendFactor = .oneMinusSourceAlpha
+ pipelineDesc.colorAttachments[0].sourceAlphaBlendFactor = .oneMinusSourceAlpha
+ pipelineDesc.colorAttachments[0].destinationRGBBlendFactor = .sourceAlpha
+ pipelineDesc.colorAttachments[0].destinationAlphaBlendFactor = .sourceAlpha
+ pipelineDesc.vertexFunction = vertexFunction
+ pipelineDesc.fragmentFunction = fragmentFunction
+ pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineDesc)
+
+ let vertexData: [Float] = [
+ -1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
+ -1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,
+ 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
+ 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
+ -1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,
+ 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0 ]
+ var dataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0])
+ vertexBuffer = device.makeBuffer(bytes: vertexData, length: dataSize, options: [])
+
+ let uniformData: [Float] = [ 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Float(vrect.size.width), Float(vrect.size.height), 0.0, 0.0, 0.0, 0.0,
+ 1.0, 1.0, 1.0, 1.0 ]
+ dataSize = uniformData.count * MemoryLayout.size(ofValue: uniformData[0])
+ for _ in 0...255
+ {
+ let uniformBuffer = device.makeBuffer(bytes: uniformData, length: dataSize, options: [])!
+ let uniform_data = (uniformBuffer.contents()).assumingMemoryBound(to:Float.self)
+ texture_list.append(textureList(uniformBuffer:uniformBuffer, uniform_data:uniform_data, image:pixel_image))
+ }
+
+ self.clearWin();
+ }
+
+
+ public func clearWin()
+ {
+ /// discard previous put_images, doClear become first operation in next render pass.
+ var i = 0
+ while i < texture_list_count
+ {
+ texture_list[i].image.onGPU -= 1
+ i += 1
+ }
+ texture_list_count = 0
+ doClear = true
+ /// next flush images should call draw(), even if there is no image to put
+ }
+
+ func flushPixels()
+ {
+ if (pixel_count > 0)
+ {
+ pixel_count = 0
+ self.putImage(image:pixel_image, x:0, y:0)
+ }
+ }
+
+ public func flushImages()
+ {
+ flushPixels()
+ if (texture_list_count > 0 || doClear)
+ {
+ self.draw()
+ }
+ }
+
+ public func waitForGPU()
+ {
+ while (GPUbatch > 0) { }
+ }
+
+
+ public func pixelPut(_ x:Int32, _ y:Int32, _ color:UInt32)
+ {
+ if (pixel_count == 0)
+ {
+ while (pixel_image.onGPU > 0)
+ {
+ if (GPUbatch > 0) { waitForGPU() }
+ else { flushImages() }
+ }
+ for i in 0...pixel_image.texture_height*pixel_image.texture_sizeline/4-1
+ { pixel_image.texture_data[i] = UInt32(0xFF000000) }
+ }
+ let t = (x&(Int32(vrect.size.width-1)-x))&(y&(Int32(vrect.size.height-1)-y))
+ if t >= 0
+ {
+ pixel_image.texture_data[Int(y)*pixel_image.texture_sizeline/4+Int(x)] = color
+ pixel_count += 1
+ }
+ }
+
+ public func putImage(image img:MlxImg, x posx:Int32, y posy:Int32)
+ {
+ flushPixels()
+ putImageScale(image:img, sx:0, sy:0, sw:Int32(img.texture_width), sh:Int32(img.texture_height),
+ dx:posx, dy:posy, dw:Int32(img.texture_width), dh:Int32(img.texture_height),
+ c:UInt32(0xFFFFFFFF))
+ }
+
+ public func putImageScale(image img:MlxImg, sx src_x:Int32, sy src_y:Int32, sw src_w:Int32, sh src_h:Int32, dx dest_x:Int32, dy dest_y:Int32, dw dest_w:Int32, dh dest_h:Int32, c color:UInt32)
+ {
+ flushPixels()
+ if (texture_list_count == 0) /// means I just draw
+ {
+ waitForGPU() /// to be able to write again in uniforms
+ }
+ texture_list[texture_list_count].uniform_data[0] = Float(img.texture_width)
+ texture_list[texture_list_count].uniform_data[1] = Float(img.texture_height)
+ texture_list[texture_list_count].uniform_data[2] = Float(src_x)
+ texture_list[texture_list_count].uniform_data[3] = Float(src_y)
+ texture_list[texture_list_count].uniform_data[4] = Float(src_w)
+ texture_list[texture_list_count].uniform_data[5] = Float(src_h)
+
+ texture_list[texture_list_count].uniform_data[8] = Float(dest_x)
+ texture_list[texture_list_count].uniform_data[9] = Float(dest_y)
+ texture_list[texture_list_count].uniform_data[10] = Float(dest_w)
+ texture_list[texture_list_count].uniform_data[11] = Float(dest_h)
+
+ texture_list[texture_list_count].uniform_data[12] = Float((color>>16)&0xFF)/255.0;
+ texture_list[texture_list_count].uniform_data[13] = Float((color>>8)&0xFF)/255.0;
+ texture_list[texture_list_count].uniform_data[14] = Float((color>>0)&0xFF)/255.0;
+ texture_list[texture_list_count].uniform_data[15] = Float((color>>24)&0xFF)/255.0;
+
+ texture_list[texture_list_count].image = img
+ img.onGPU += 1
+
+ texture_list_count += 1
+ if (texture_list_count == 255) /// keep 1 slot for put_pixels image
+ {
+ flushImages()
+ }
+ }
+
+
+ func draw()
+ {
+ var commandBuffer = commandQueue.makeCommandBuffer()!
+
+/// clear if asked
+ if (doClear)
+ {
+ uniq_renderPassDescriptor.colorAttachments[0].loadAction = .clear
+ let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: uniq_renderPassDescriptor)!
+ commandEncoder.endEncoding()
+ uniq_renderPassDescriptor.colorAttachments[0].loadAction = .load
+ doClear = false
+ }
+
+/// then draw the images if any.
+ var i = 0
+ while i < texture_list_count
+ {
+ let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: uniq_renderPassDescriptor)!
+ commandEncoder.setRenderPipelineState(pipelineState)
+ commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
+ commandEncoder.setVertexBuffer(texture_list[i].uniformBuffer, offset: 0, index: 1)
+ commandEncoder.setFragmentTexture(texture_list[i].image.texture, index: 0)
+ commandEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 6, instanceCount:2)
+ commandEncoder.endEncoding()
+ ({ j in
+ commandBuffer.addCompletedHandler { cb in self.texture_list[j].image.onGPU -= 1 }
+ })(i)
+ i += 1
+ }
+ texture_list_count = 0
+ commandBuffer.addCompletedHandler { cb in self.GPUbatch -= 1 }
+ commandBuffer.commit()
+ GPUbatch += 1
+
+/// finally copy to MTLdrawable to present, using a new commandqueue
+ commandBuffer = commandQueue.makeCommandBuffer()!
+ let curdraw = mlayer.nextDrawable()!
+
+ let commandBEncoder = commandBuffer.makeBlitCommandEncoder()!
+ commandBEncoder.copy(from:drawable_image.texture, sourceSlice:0, sourceLevel:0, sourceOrigin: mtl_origin_null, sourceSize: mtl_size_all, to:curdraw.texture, destinationSlice:0, destinationLevel:0, destinationOrigin: mtl_origin_null)
+ commandBEncoder.endEncoding()
+
+ commandBuffer.addCompletedHandler { cb in self.GPUbatch -= 1 }
+ commandBuffer.present(curdraw)
+ commandBuffer.commit()
+ GPUbatch += 1
+ }
+
+
+}
+
+
+
+
+let shaders = """
+#include <metal_stdlib>
+using namespace metal;
+
+struct VertexIn {
+ float4 position;
+ float4 UV;
+};
+struct VertexOut {
+ float4 position [[ position ]];
+ float4 color;
+ float2 UV;
+};
+struct uniforms {
+ packed_float2 origin_size;
+ packed_float2 origin_pos;
+ packed_float2 origin_sub;
+ packed_float2 dest_size;
+ packed_float2 dest_pos;
+ packed_float2 dest_sub;
+ packed_float4 color;
+};
+vertex VertexOut basic_vertex_function(const device VertexIn *vertices [[ buffer(0) ]], constant uniforms& uni [[ buffer(1) ]],
+uint vertexID [[ vertex_id ]])
+{
+ VertexOut vOut;
+ float4 start = float4((2.0*uni.dest_pos.x)/(uni.dest_size.x-1.0) - 1.0, 1.0 - (2.0*uni.dest_pos.y)/(uni.dest_size.y-1.0) - (uni.dest_sub.y*2.0)/uni.dest_size.y, 0.0, 0.0);
+ /* vOut.position = (start + (vertices[vertexID].position + 1.0) * float4(uni.dest_sub, 0.0, 0.0))/float4(uni.dest_size, 1.0, 1.0); */
+
+ vOut.position = float4(start.x+((vertices[vertexID].position.x + 1.0)*uni.dest_sub.x)/(uni.dest_size.x),
+ start.y+((vertices[vertexID].position.y + 1.0)*uni.dest_sub.y)/(uni.dest_size.y), 0.0, 1.0);
+
+ vOut.UV = (uni.origin_pos + float2(vertices[vertexID].UV.x, vertices[vertexID].UV.y)*(uni.origin_sub-1.0))/(uni.origin_size-1.0);
+ vOut.color = uni.color;
+ return vOut;
+}
+fragment float4 basic_fragment_function(VertexOut vIn [[ stage_in ]], texture2d<float> texture [[ texture(0) ]])
+{
+ constexpr sampler textureSampler(address::clamp_to_edge);
+ return vIn.color*texture.sample(textureSampler, vIn.UV);
+}
+"""
+