/*************************************************************************/ /* godot_menu_delegate.mm */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "godot_menu_delegate.h" #include "display_server_macos.h" #include "godot_menu_item.h" #include "key_mapping_macos.h" @implementation GodotMenuDelegate - (void)doNothing:(id)sender { } - (BOOL)menuHasKeyEquivalent:(NSMenu *)menu forEvent:(NSEvent *)event target:(id *)target action:(SEL *)action { NSString *ev_key = [[event charactersIgnoringModifiers] lowercaseString]; NSUInteger ev_modifiers = [event modifierFlags] & NSDeviceIndependentModifierFlagsMask; for (int i = 0; i < [menu numberOfItems]; i++) { const NSMenuItem *menu_item = [menu itemAtIndex:i]; if ([menu_item isEnabled] && [[menu_item keyEquivalent] compare:ev_key] == NSOrderedSame) { NSUInteger item_modifiers = [menu_item keyEquivalentModifierMask]; if (ev_modifiers == item_modifiers) { GodotMenuItem *value = [menu_item representedObject]; if (value->key_callback != Callable()) { // If custom callback is set, use it. Variant tag = value->meta; Variant *tagp = &tag; Variant ret; Callable::CallError ce; value->key_callback.callp((const Variant **)&tagp, 1, ret, ce); } else { // Otherwise redirect event to the engine. if (DisplayServer::get_singleton()) { DisplayServerMacOS::KeyEvent ke; ke.window_id = DisplayServer::MAIN_WINDOW_ID; ke.macos_state = [event modifierFlags]; ke.pressed = true; ke.echo = [event isARepeat]; ke.keycode = KeyMappingMacOS::remap_key([event keyCode], [event modifierFlags]); ke.physical_keycode = KeyMappingMacOS::translate_key([event keyCode]); ke.raw = false; ke.unicode = 0; reinterpret_cast(DisplayServer::get_singleton())->push_to_key_event_buffer(ke); } } // Suppress default menu action. *target = self; *action = @selector(doNothing:); return YES; } } } return NO; } @end