Cocoa does this automatically for non-owned windows and informs the back end
via a different mechanism (WINDOW_BROUGHT_FORWARD). However, for owned windows
(child windows in Cocoa parlance), Cocoa does not change their z-order relative
to the owner (parent) or sibling owned windows when clicked. So, we have to
move the window in user32's z-order so that it gets moved appropriately on
screen in response.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
If another app grabbed the clipboard, that most likely happened while it was
active and the Wine process was inactive. Our process being made active again
is a good opportunity to check for that.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Callers can use macdrv_set_view_superview() to do that separately.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Remove the no-longer-used functionality of potentially moving the view from one
window to another. That has been taken over by macdrv_set_view_superview().
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This allows for nesting views in a hierarchy rather than only ever adding them
as direct subviews of the window content view. This functionality will be used
in subsequent commits.
This takes over some of the functionality of macdrv_set_view_window_and_frame(),
which will be removed in a subsequent commit.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When this Retina mode is enabled and the primary display is in the user's
default configuration, Wine gets told that screen and window sizes and mouse
coordinates are twice what Cocoa reports them as in its virtual coordinate
system ("points"). The Windows apps then renders at that high resolution and
the Mac driver blits it to screen. If the screen is actually a Retina display
in a high-DPI mode, then this extra detail will be preserved. Otherwise, the
rendering will be downsampled and blurry.
This is intended to be combined with increasing the Windows DPI, as via winecfg.
If that is doubled to 192, then, in theory, graphical elements will remain the
same visual size on screen but be rendered with finer detail. Unfortunately,
many Windows programs don't correctly handle non-standard DPI so the results
are not always perfect.
The registry setting to enable Retina mode is:
[HKEY_CURRENT_USER\Software\Wine\Mac Driver]
"RetinaMode"="y"
Note that this setting is not looked for in the AppDefaults\<exe name> key
because it doesn't make sense for only some processes in a Wine session to see
the high-resolution sizes and coordinates.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Most queries are handled even by threads which are otherwise blocked in
OnMainThread(). There's a problem with QUERY_IME_CHAR_RECT, though, in that it
can be handled before a previously-queued IM_SET_TEXT event, in which case its
character range may be out of bounds. Some apps (e.g. Excel 2007) hang due to
the bad range.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
It had been using the synchronous OnMainThread() to submit its work to the
Cocoa thread, but only queries are processed while OnMainThread() waits for the
work to complete. This led to QUERY_IME_CHAR_RECT queries being processed out
of order relative to IM_SET_TEXT events, making the character range out of
bounds with respect to the composition string.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When the display mode changes such that the screen height changes, we'd like
our windows to keep their position relative to the top-left of the primary
screen. That's how WinAPI's coordinate system works and we want the WinAPI
position of the window to not change just because the display mode changed.
Unfortunately that's not achievable in Cocoa. Cocoa keeps the window
stationary relative to the screen it's on, not necessarily the primary screen,
and it's sometimes relative to the bottom-left and sometimes the top-left of
that screen.
So, what we do instead is queue an event to get the back end to reassert the
WinAPI position of the window. This is queued before Cocoa can adjust the
Cocoa position of the window which would queue a WINDOW_FRAME_CHANGED to the
back end and mess up the WinAPI position. The back end's reassertion of the
WinAPI position won't be processed by the Cocoa thread until after Cocoa has
adjusted the position and will thus override it. It will also discard any
wrong WINDOW_FRAME_CHANGED that may have been queued.
Signed-off-by: Ken Thomases <ken@codeweavers.com>
The default behavior is that GL surfaces are on top of all non-GL content in
the window. This maximizes the performance for the common case of games, but
clipping by parents, siblings, and child windows isn't respected.
Setting OpenGLSurfaceMode to "behind" pushes the GL surface to be behind the
Mac window. The window has transparent holes punched through it so that the GL
surface shows through. USER32 and the wineserver take care of making sure the
holes are only where the GL windows would be unclipped and unoccluded. Because
the OS X window server has to composite the GL surface with the window, this
limits the framerate.
Since the Mac driver has no server-side rendering path, GDI rendering to a
window which has a GL surface doesn't work. As a partial workaround, mostly
for cases where a GL surface is created but never used, setting
OpenGLSurfaceMode to "transparent" allows the GDI rendering to show through the
transparent parts of the GL surface. The GDI rendering is drawn to the
top-level window's surface as normal. (The behavior of user32 to exclude the
portion covered by a GL window from GDI rendering is disabled.) The GL surface
is in front of the window but potentially wholly or partially transparent. It
is composited with the window behind it.
The GL surface is initially cleared to be completely transparent. So, if
no GL rendering is done, the window will appear as though the GL surface didn't
exist.
OS X doesn't have the same concept of maximized windows as Windows does.
There's no mode that prevents a normally-resizable window from being resized.
If a window is "zoomed", it mostly fills the screen but the user can still
move or resize it, at which point it ceases to be in the zoomed state. So,
users are confused and frustrated when they can't resize a window that's
maximized.
To get similar behavior while still respecting Win32 semantics, we now let the
user try to resize maximized windows. (The resize cursors are shown at the
edges of the window frame.) When they start, a request is submitted to the app
to restore the window. Unless and until the window is restored, we don't
actually allow the window to change its size.
The user expects to resize the window from its current (maximized) position.
It should not jump to its normal position upon being restored. So, we set the
window's normal position to its current position before restoring it.
The Mac driver can generate scroll wheel events with values which are not integral
multiples of WHEEL_DELTA. Apps should handle that by scrolling a corresponding
non-integral multiple of what they'd do for a WHEEL_DELTA-valued scroll or, if
they can't, then at least accumulate scroll distance until its magnitude exceeds
WHEEL_DELTA and do a "chunky" scroll. However, many apps don't do that properly.
They may scroll way too far/fast or even in the opposite direction.
If the registry setting UsePreciseScrolling is set to "n", the Mac driver will do
that accumulation and chunking itself to work around such broken app behavior.
Many games clip the cursor to the client area of the window. However, on OS X,
the resizing controls extend into that client area. So, it's possible that
while playing, the user might unintentionally click in the resizing area and
drag, resizing the window.
The user is prevented from moving or resizing a maximized window. The zoom
button is still present and enabled for a maximized window but requests that
it be restored rather than simply resizing it, which is what it does for
normal windows.
If a window is not resizable (lacks WS_THICKFRAME) but has a maximize box
(WS_MAXIMIZEBOX), then the zoom button requests that it be maximized rather
than resizing it.
This simulates some of what would happen if user32 were managing the drag. The
click in the caption would cause WM_SYSCOMMAND/SC_MOVE. The processing of that
message is synchronous and doesn't return until the move is complete.
Some games require that "blocking" in the internal event loop to prevent them
from misbehaving during the drag.
Some programs minimize windows which are outside of the desktop. The Mac
driver had been leaving such windows ordered out, which prevented them from
minimizing and appearing on the Dock. That, in turn, made it difficult for
the user to restore them.
Queries can be run out of order because the main thread is waiting on the
response. The main thread didn't really need a response from QUERY_RESIZE_END.
It was only a query for symmetry with QUERY_RESIZE_START.
The Mac driver was already sending these events when the user resizes the
window by dragging its corner/edges, but there are other occasions when the
window frame changes. For example, when the user zooms the window.
This fixes a problem where windows could spontaneously re-minimize after
being unminimized. Cocoa would see the window unminimize. It would queue
a WINDOW_DID_UNMINIMIZE event. While that event was pending, Wine might do
something which caused set_cocoa_window_properties() to be called and tell
Cocoa to conform itself to the current Win32 state. The current Win32 state
still had the window minimized, so Cocoa would re-minimize the window. It
would even discard the WINDOW_DID_UNMINIMIZE event.
Added a registry setting to control the behavior: WindowsFloatWhenInactive
with possible values "none", "all, and "nonfullscreen" which is the default.