the actual character that made mpv crash is IDEOGRAPHIC COMMA
(U+3001, UTF-8: E3 80 81, 、) and that only in some specific
circumstances that could be reliably reproduced on my end.
using an NSString instead of the Swift String actually fixes that issues
even though they should technically do the exact same thing. i tested
all the other String initialisers, but they all had had the same issue.
this is kinda only a workaround till i can find a different way of
handling it.
for reasons unknown to me the NSCursor (un)hide functions can be
completely unreliable and the cursor can have an unknown state. this
only happens on some system and wasn't able to reproduce this. it's
probably some dumb race condition that might be possible to work around,
though because of the lack of reproducibility on my end it's hard to
test.
i decided to rework the cursor hiding code yet again and make it a lot
less greedy. the cursor will now always unhide when moved and there
will never be a situation again the cursor can't be unhidden again.
on the other hand there might be edge cases now where the cursor won't
hide immediately and you have to move it slightly to make it disappear
again. this should be an acceptable tradeoff.
Fixes#6886
it was possible for mouse events to be triggered when the core was
already being shut down. to prevent this properly close and remove the
window and additional remove the reference to MPVHelper object.
due to the bundle config the icon is set automatically via the bundle
system mechanisms. this also makes it possible to set the icon to a
custom one with the standard macOS copy paste method via the file info
dialogue.
Fixes#6874
at the time of the initial dpi query the window is not instantiated yet.
we use a proper fallback in that case, eg the target configured screen
or the main screen if none is set.
also change some weird oversight and a small optimisation.
this removes the direct access of the mp_vo_opts stuct via the vo struct
and replaces it with the m_config_cache usage. this updates the
fullscreen and window-minimized property via m_config_cache_write_opt
instead of the old mechanism via VOCTRL and event flagging. also use the
new VOCTRL_VO_OPTS_CHANGED event for fullscreen and border changes.
all the get_property_* usages were removed because in some circumstances
they can lead to deadlocks. they were replaced by accessing the vo and
mp_vo_opts structs directly, like on other vos.
additionally the mpv helper was split into a mpv and libmpv helper, to
differentiate between private and public APIs and for future changes
like a macOS vulkan context for vo=gpu.
this migrates our current swift code to version 5 and 4. building is
support from 10.12.6 and xcode 9.1 onwards.
dynamic linking is the new default, since Apple removed static libs
from their new toolchains and it's the recommended way.
additionally the found macOS SDK version is printed since it's an
important information for finding possible errors now.
Fixes#6470
since the none native fs is a special legacy case it needs a special
quit routine. it indefinitely waited for an exit fs screen event to
shutdown properly, though that event only fires for the native fs.
now we check if we really are using a native fullscreen and if not
shutdown immediately.
Fixes#6704
the force unwrapping of optionals caused many unpredictable segfaults
instead of gracefully exiting or falling back. besides that, it is bad
practice and the code is a lot more stable now.
half of the materials we used were deprecated with macOS 10.14, broken
and not supported by run time changes of the macOS theme. furthermore
our styling names were completely inconsistent with the actually look
since macOS 10.14, eg ultradark got a lot brighter and couldn't be
considered ultradark anymore.
i decided to drop the old option --macos-title-bar-style and rework
the whole mechanism to allow more freedom. now materials and appearance
can be set separately. even if apple changes the look or semantics in
the future the new options can be easily adapted.
quite a lot of the title bar functionality and logic was within our
window. since we recently added a custom title bar class to our window
i decided to move all that functionality into that class and in its
own file.
this is also a preparation for the next commits.
when quitting mpv in fullscreen the System always switchs to Space 1
regardless of which Space mpv was on previous to switching to fs. to fix
this we close the window before quitting fs. that way the System
switches back the the Space mpv was previous on before fs.
new events were added but not fetched by the vo, because we didn't
signal the vo that new events were available.
actually wakeup the vo when new events are available.
this adds support for GPU rendered screenshots, DR (theoretically) and
possible other advanced functions in the future that need to be executed
from the rendering thread.
additionally frames that would be off screen or not be displayed when on
screen are being dropped now.
moved the retrieval of the macOS specific options from the backend
initialisation to the initialisation of the CocoaCB class, the earliest
point possible. this way macOS specific options can be used for the
opengl context creation for example.
init is a reserved keyword and Swift 4.2 got a bit stricter about using
it. this could be fixed by adding apostrophes around init but makes the
code uglier. hence i just renamed init to initialized and for
consistency uninit to uninitialized.
Fixes#5899
the pre-allocation was needed because the layer allocated a opengl
context async itself and we couldn't influence that. so we had to start
the core after the context was actually allocated. furthermore a window,
view and layer hierarchy had to be created so the layer would create
a context.
now, instead of relying on the layer to create a context we do this
manually and re-use that context later when the layer wants to create
one async itself.
we rendered on the displaylink thread which wasn't the best idea. if
rendering took too long or was blocking it also blocked the displaylink
callback. when that happened new vsyncs were reported delayed or not at
all. consequently the mpv_render_context_report_swap function wasn't
called consistently and that could cause bad video playback. so the
rendering is moved to a dedicated dispatch queue. furthermore the update
callback starts a layer update directly instead of the displaylink
callback, making the rendering a bit more consistent.
commit 2edf00f changed the MPV_EVENT_SHUTDOWN behaviour slightly, such
that it will only be sent once. cocoa-cb relied on it being sent
continuously till all mpv_handles are destroyed. now it manually shuts
down and destroys the mpv_handle after the animation instead of relying
on this removed behaviour.
we activated the rendering loop a bit too early and it was possible that
the first draw function was called before it was actually ready. this
was a remnant from the old init routine and should have been changed.
start the queue on reconfigure instead of preinit.
i tried being smart and handle aspect ratio differences manually via
atomic drawing and resizing to aspect fitted frames. there were a few
issues with that. like unexpected visibility of certain System GUI
elements on entering fullscreen or visually dropped frames due to the
atomic drawing. now we rely on system mechanics to keep the proper
aspect ratio of our layer, the recommended way. as a side effect it also
fixes a segfault.
Fixes#5581
the title bar is now within the window bounds instead of outside. same
as QuickTime Player. it supports several standard styles, two dark and
two light ones. additionally we have properly rounded corners now and
the borderless window also has the proper window shadow.
Also make the earliest supported macOS version 10.10.
Fixes#4789, #3944
even though the fullscreen animation has a shorter duration than the
system wide animation (space sliding effect) there are still cases where
it takes longer, eg performance issues (especially on init). furthermore
the final size of the animation is usually different than the actual
fullscreen size because of spect ratio differences. the actual resize to
fullscreen is done automatically by cocoa itself when the actual
transition to fullscreen happens (system event). so it could happen that
the last animation resize happened after the actual resize to fullscreen
leading to a wrongly sized frame after entering fullscreen. to prevent
this we cancel the animation when entering fullscreen, we always set the
proper frame size when in fullscreen and discard any other frame sizes,
and to prevent some performance problems on init we push entering
fullscreen to the end of the main queue to execute it when most of the
init routines are done.
Fixes#5525
the CVDisplayLinkSetOutputHandler function introduced with 10.11 is
broken on the very same version of the OS, which caused our render loop
never to start. fallback to the old display link callback on 10.11.
for reference the radar http://www.openradar.me/26640780Fixes#5527
this is meant to replace the old and not properly working vo_gpu/opengl
cocoa backend in the future. the problems are various shortcomings of
Apple's opengl implementation and buggy behaviour in certain
circumstances that couldn't be properly worked around. there are also
certain regressions on newer macOS versions from 10.11 onwards.
- awful opengl performance with a none layer backed context
- huge amount of dropped frames with an early context flush
- flickering of system elements like the dock or volume indicator
- double buffering not properly working with a none layer backed context
- bad performance in fullscreen because of system optimisations
all the problems were caused by using a normal opengl context, that
seems somewhat abandoned by apple, and are fixed by using a layer backed
opengl context instead. problems that couldn't be fixed could be
properly worked around.
this has all features our old backend has sans the wid embedding,
the possibility to disable the automatic GPU switching and taking
screenshots of the window content. the first was deemed unnecessary by
me for now, since i just use the libmpv API that others can use anyway.
second is technically not possible atm because we have to pre-allocate
our opengl context at a time the config isn't read yet, so we can't get
the needed property. third one is a bit tricky because of deadlocking
and it needed to be in sync, hopefully i can work around that in the
future.
this also has at least one additional feature or eye-candy. a properly
working fullscreen animation with the native fs. also since this is a
direct port of the old backend of the parts that could be used, though
with adaptions and improvements, this looks a lot cleaner and easier to
understand.
some credit goes to @pigoz for the initial swift build support which
i could improve upon.
Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739,
#2392, #2217