Mercurial > minori
view dep/animia/src/win/quartz.cc @ 191:0fc126d52de4
animia: multiple stylistic choices
win.class_name is now used to store bundle IDs on OS X,
add some little explanations here and there for dumb stuff
author | Paper <mrpapersonic@gmail.com> |
---|---|
date | Thu, 07 Dec 2023 01:48:04 -0500 |
parents | 2d5823df870f |
children | 50108040d792 |
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/* * win/quartz.cc: support for macOS (the Quartz Compositor) * * This file does not require an Objective-C++ compiler, * but it *does* require an Objective-C runtime and linking * with AppKit in order to receive proper window titles. */ #include "animia/win/quartz.h" #include "animia/util/osx.h" #include "animia.h" #include <objc/runtime.h> #include <objc/message.h> #include <CoreFoundation/CoreFoundation.h> #include <CoreGraphics/CoreGraphics.h> namespace animia::internal::quartz { typedef id (*object_message_send)(id, SEL, ...); typedef id (*class_message_send)(Class, SEL, ...); static const object_message_send obj_send = reinterpret_cast<object_message_send>(objc_msgSend); static const class_message_send cls_send = reinterpret_cast<class_message_send>(objc_msgSend); static bool GetWindowTitle(unsigned int wid, std::string& result) { // NSApplication* app = [NSApplication sharedApplication]; const id app = cls_send(objc_getClass("NSApplication"), sel_getUid("sharedApplication")); // NSWindow* window = [app windowWithWindowNumber: wid]; const id window = obj_send(app, sel_getUid("windowWithWindowNumber:"), wid); if (!window) return false; // NSString* title = [window title]; const CFStringRef title = reinterpret_cast<CFStringRef>(obj_send(window, sel_getUid("title"))); if (!title) return false; // return [title UTF8String]; return osx::util::StringFromCFString(title, result); } static bool GetWindowBundleIdentifier(pid_t pid, std::string& result) { /* The Bundle ID is essentially OS X's solution to Windows' * "class name"; theoretically, it should be different for * each program, although it requires an app bundle. */ // NSRunningApplication* app = [NSRunningApplication runningApplicationWithProcessIdentifier: pid]; const id app = cls_send(objc_getClass("NSRunningApplication"), sel_getUid("runningApplicationWithProcessIdentifier:"), pid); if (!app) return false; // NSString* bundle_id = [app bundleIdentifier]; const CFStringRef bundle_id = reinterpret_cast<CFStringRef>(obj_send(app, sel_getUid("bundleIdentifier"))); if (!bundle_id) return false; // return [bundle_id UTF8String]; return osx::util::StringFromCFString(bundle_id, result); } bool QuartzWinTools::EnumerateWindows(window_proc_t window_proc) { if (!window_proc) return false; const CFArrayRef windows = CGWindowListCopyWindowInfo(kCGWindowListOptionAll, kCGNullWindowID); if (!windows) return false; const CFIndex count = CFArrayGetCount(windows); for (CFIndex i = 0; i < count; i++) { CFDictionaryRef window = reinterpret_cast<CFDictionaryRef>(CFArrayGetValueAtIndex(windows, i)); if (!window) continue; Process proc; { { CFNumberRef num = nullptr; if (CFDictionaryGetValueIfPresent(window, CFSTR("kCGWindowOwnerPID"), reinterpret_cast<const void**>(&num)) && num) osx::util::GetCFNumber(num, proc.pid); } { CFStringRef str = nullptr; if (CFDictionaryGetValueIfPresent(window, CFSTR("kCGWindowOwnerName"), reinterpret_cast<const void**>(&str)) && str) osx::util::StringFromCFString(str, proc.name); } if (proc.name.empty()) osx::util::GetProcessName(proc.pid, proc.name); } Window win; { { CFNumberRef num = nullptr; if (CFDictionaryGetValueIfPresent(window, CFSTR("kCGWindowNumber"), reinterpret_cast<const void**>(&num)) && num) osx::util::GetCFNumber(num, win.id); } if (!GetWindowBundleIdentifier(proc.pid, win.class_name)) { // Fallback to the Quartz window name, which is unlikely to be filled, but it // *could* be. CFStringRef str = nullptr; if (CFDictionaryGetValueIfPresent(window, CFSTR("kCGWindowName"), reinterpret_cast<const void**>(&str)) && str) osx::util::StringFromCFString(str, win.class_name); } GetWindowTitle(win.id, win.text); } if (!window_proc(proc, win)) { CFRelease(windows); return false; } } CFRelease(windows); return true; } } // namespace animia::win::detail