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CLK/OSBindings/Mac/Clock Signal/Documents/MachineDocument.swift
2020-03-23 00:10:56 -04:00

785 lines
26 KiB
Swift

//
// MachineDocument.swift
// Clock Signal
//
// Created by Thomas Harte on 04/01/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
import AudioToolbox
import Cocoa
import QuartzCore
class MachineDocument:
NSDocument,
NSWindowDelegate,
CSMachineDelegate,
CSOpenGLViewDelegate,
CSOpenGLViewResponderDelegate,
CSAudioQueueDelegate,
CSROMReciverViewDelegate
{
// MARK: - Mutual Exclusion.
/// Ensures exclusive access between calls to self.machine.run and close().
private let actionLock = NSLock()
/// Ensures exclusive access between calls to machine.updateView and machine.drawView, and close().
private let drawLock = NSLock()
// MARK: - Machine details.
/// A description of the machine this document should represent once fully set up.
private var machineDescription: CSStaticAnalyser?
/// The active machine, following its successful creation.
private var machine: CSMachine!
/// @returns the appropriate window content aspect ratio for this @c self.machine.
private func aspectRatio() -> NSSize {
return NSSize(width: 4.0, height: 3.0)
}
/// The output audio queue, if any.
private var audioQueue: CSAudioQueue!
// MARK: - Main NIB connections.
/// The OpenGL view to receive this machine's display.
@IBOutlet weak var openGLView: CSOpenGLView!
/// The options panel, if any.
@IBOutlet var optionsPanel: MachinePanel!
/// An action to display the options panel, if there is one.
@IBAction func showOptions(_ sender: AnyObject!) {
optionsPanel?.setIsVisible(true)
}
/// The activity panel, if one is deemed appropriate.
@IBOutlet var activityPanel: NSPanel!
/// An action to display the activity panel, if there is one.
@IBAction func showActivity(_ sender: AnyObject!) {
activityPanel.setIsVisible(true)
}
/// The volume view.
@IBOutlet var volumeView: NSBox!
@IBOutlet var volumeSlider: NSSlider!
// MARK: - NSDocument Overrides and NSWindowDelegate methods.
/// Links this class to the MachineDocument NIB.
override var windowNibName: NSNib.Name? {
return "MachineDocument"
}
convenience init(type typeName: String) throws {
self.init()
self.fileType = typeName
}
override func read(from url: URL, ofType typeName: String) throws {
if let analyser = CSStaticAnalyser(fileAt: url) {
self.displayName = analyser.displayName
self.configureAs(analyser)
} else {
throw NSError(domain: "MachineDocument", code: -1, userInfo: nil)
}
}
override func close() {
machine?.stop()
activityPanel?.setIsVisible(false)
activityPanel = nil
optionsPanel?.setIsVisible(false)
optionsPanel = nil
actionLock.lock()
drawLock.lock()
machine = nil
openGLView.delegate = nil
openGLView.invalidate()
actionLock.unlock()
drawLock.unlock()
super.close()
}
override func data(ofType typeName: String) throws -> Data {
throw NSError(domain: NSOSStatusErrorDomain, code: unimpErr, userInfo: nil)
}
override func windowControllerDidLoadNib(_ aController: NSWindowController) {
super.windowControllerDidLoadNib(aController)
aController.window?.contentAspectRatio = self.aspectRatio()
volumeSlider.floatValue = userDefaultsVolume()
}
private var missingROMs: [CSMissingROM] = []
func configureAs(_ analysis: CSStaticAnalyser) {
self.machineDescription = analysis
let missingROMs = NSMutableArray()
if let machine = CSMachine(analyser: analysis, missingROMs: missingROMs) {
self.machine = machine
setupMachineOutput()
setupActivityDisplay()
machine.setVolume(userDefaultsVolume())
} else {
// Store the selected machine and list of missing ROMs, and
// show the missing ROMs dialogue.
self.missingROMs = []
for untypedMissingROM in missingROMs {
self.missingROMs.append(untypedMissingROM as! CSMissingROM)
}
requestRoms()
}
}
enum InteractionMode {
case notStarted, showingMachinePicker, showingROMRequester, showingMachine
}
private var interactionMode: InteractionMode = .notStarted
// Attempting to show a sheet before the window is visible (such as when the NIB is loaded) results in
// a sheet mysteriously floating on its own. For now, use windowDidUpdate as a proxy to know that the window
// is visible, though it's a little premature.
func windowDidUpdate(_ notification: Notification) {
// Grab the regular window title, if it's not already stored.
if self.unadornedWindowTitle.count == 0 {
self.unadornedWindowTitle = self.windowControllers[0].window!.title
}
// If an interaction mode is not yet in effect, pick the proper one and display the relevant thing.
if self.interactionMode == .notStarted {
// If a full machine exists, just continue showing it.
if self.machine != nil {
self.interactionMode = .showingMachine
setupMachineOutput()
return
}
// If a machine has been picked but is not showing, there must be ROMs missing.
if self.machineDescription != nil {
self.interactionMode = .showingROMRequester
requestRoms()
return
}
// If a machine hasn't even been picked yet, show the machine picker.
self.interactionMode = .showingMachinePicker
Bundle.main.loadNibNamed("MachinePicker", owner: self, topLevelObjects: nil)
self.machinePicker?.establishStoredOptions()
self.windowControllers[0].window?.beginSheet(self.machinePickerPanel!, completionHandler: nil)
}
}
// MARK: - Connections Between Machine and the Outside World
private func setupMachineOutput() {
if let machine = self.machine, let openGLView = self.openGLView, machine.view != openGLView {
// Establish the output aspect ratio and audio.
let aspectRatio = self.aspectRatio()
machine.setView(openGLView, aspectRatio: Float(aspectRatio.width / aspectRatio.height))
// Attach an options panel if one is available.
if let optionsPanelNibName = self.machineDescription?.optionsPanelNibName {
Bundle.main.loadNibNamed(optionsPanelNibName, owner: self, topLevelObjects: nil)
self.optionsPanel.machine = machine
self.optionsPanel?.establishStoredOptions()
showOptions(self)
}
machine.delegate = self
// Callbacks from the OpenGL may come on a different thread, immediately following the .delegate set;
// hence the full setup of the best-effort updater prior to setting self as a delegate.
openGLView.delegate = self
openGLView.responderDelegate = self
// If this machine has a mouse, enable mouse capture; also indicate whether usurption
// of the command key is desired.
openGLView.shouldCaptureMouse = machine.hasMouse
openGLView.shouldUsurpCommand = machine.shouldUsurpCommand
setupAudioQueueClockRate()
// Bring OpenGL view-holding window on top of the options panel and show the content.
openGLView.isHidden = false
openGLView.window!.makeKeyAndOrderFront(self)
openGLView.window!.makeFirstResponder(openGLView)
// Start forwarding best-effort updates.
machine.start()
}
}
func machineSpeakerDidChangeInputClock(_ machine: CSMachine) {
// setupAudioQueueClockRate not only needs blocking access to the machine,
// but may be triggered on an arbitrary thread by a running machine, and that
// running machine may not be able to stop running until it has been called
// (e.g. if it is currently trying to run_until an audio event). Break the
// deadlock with an async dispatch.
DispatchQueue.main.async {
self.setupAudioQueueClockRate()
}
}
private func setupAudioQueueClockRate() {
// Establish and provide the audio queue, taking advice as to an appropriate sampling rate.
//
// TODO: this needs to be threadsafe. FIX!
let maximumSamplingRate = CSAudioQueue.preferredSamplingRate()
let selectedSamplingRate = Float64(self.machine.idealSamplingRate(from: NSRange(location: 0, length: NSInteger(maximumSamplingRate))))
let isStereo = self.machine.isStereo()
if selectedSamplingRate > 0 {
// [Re]create the audio queue only if necessary.
if self.audioQueue == nil || self.audioQueue.samplingRate != selectedSamplingRate {
self.machine.audioQueue = nil
self.audioQueue = CSAudioQueue(samplingRate: Float64(selectedSamplingRate), isStereo:isStereo)
self.audioQueue.delegate = self
self.machine.audioQueue = self.audioQueue
self.machine.setAudioSamplingRate(Float(selectedSamplingRate), bufferSize:audioQueue.preferredBufferSize, stereo:isStereo)
}
}
}
/// Responds to the CSAudioQueueDelegate dry-queue warning message by requesting a machine update.
final func audioQueueIsRunningDry(_ audioQueue: CSAudioQueue) {
}
/// Responds to the CSOpenGLViewDelegate redraw message by requesting a machine update if this is a timed
/// request, and ordering a redraw regardless of the motivation.
final func openGLViewRedraw(_ view: CSOpenGLView, event redrawEvent: CSOpenGLViewRedrawEvent) {
if drawLock.try() {
if redrawEvent == .timer {
machine.updateView(forPixelSize: view.backingSize)
}
machine.drawView(forPixelSize: view.backingSize)
drawLock.unlock()
}
}
// MARK: - Pasteboard Forwarding.
/// Forwards any text currently on the pasteboard into the active machine.
func paste(_ sender: Any) {
let pasteboard = NSPasteboard.general
if let string = pasteboard.string(forType: .string), let machine = self.machine {
machine.paste(string)
}
}
// MARK: - Runtime Media Insertion.
/// Delegate message to receive drag and drop files.
final func openGLView(_ view: CSOpenGLView, didReceiveFileAt URL: URL) {
let mediaSet = CSMediaSet(fileAt: URL)
if let mediaSet = mediaSet {
mediaSet.apply(to: self.machine)
}
}
/// Action for the insert menu command; displays an NSOpenPanel and then segues into the same process
/// as if a file had been received via drag and drop.
@IBAction final func insertMedia(_ sender: AnyObject!) {
let openPanel = NSOpenPanel()
openPanel.message = "Hint: you can also insert media by dragging and dropping it onto the machine's window."
openPanel.beginSheetModal(for: self.windowControllers[0].window!) { (response) in
if response == .OK {
for url in openPanel.urls {
let mediaSet = CSMediaSet(fileAt: url)
if let mediaSet = mediaSet {
mediaSet.apply(to: self.machine)
}
}
}
}
}
// MARK: - Input Management.
/// Upon a resign key, immediately releases all ongoing input mechanisms any currently pressed keys,
/// and joystick and mouse inputs.
func windowDidResignKey(_ notification: Notification) {
if let machine = self.machine {
machine.clearAllKeys()
machine.joystickManager = nil
}
self.openGLView.releaseMouse()
}
/// Upon becoming key, attaches joystick input to the machine.
func windowDidBecomeKey(_ notification: Notification) {
if let machine = self.machine {
machine.joystickManager = (DocumentController.shared as! DocumentController).joystickManager
}
}
/// Forwards key down events directly to the machine.
func keyDown(_ event: NSEvent) {
if let machine = self.machine {
machine.setKey(event.keyCode, characters: event.characters, isPressed: true)
}
}
/// Forwards key up events directly to the machine.
func keyUp(_ event: NSEvent) {
if let machine = self.machine {
machine.setKey(event.keyCode, characters: event.characters, isPressed: false)
}
}
/// Synthesies appropriate key up and key down events upon any change in modifiers.
func flagsChanged(_ newModifiers: NSEvent) {
if let machine = self.machine {
machine.setKey(VK_Shift, characters: nil, isPressed: newModifiers.modifierFlags.contains(.shift))
machine.setKey(VK_Control, characters: nil, isPressed: newModifiers.modifierFlags.contains(.control))
machine.setKey(VK_Command, characters: nil, isPressed: newModifiers.modifierFlags.contains(.command))
machine.setKey(VK_Option, characters: nil, isPressed: newModifiers.modifierFlags.contains(.option))
}
}
/// Forwards mouse movement events to the mouse.
func mouseMoved(_ event: NSEvent) {
if let machine = self.machine {
machine.addMouseMotionX(event.deltaX, y: event.deltaY)
}
}
/// Forwards mouse button down events to the mouse.
func mouseUp(_ event: NSEvent) {
if let machine = self.machine {
machine.setMouseButton(Int32(event.buttonNumber), isPressed: false)
}
}
/// Forwards mouse button up events to the mouse.
func mouseDown(_ event: NSEvent) {
if let machine = self.machine {
machine.setMouseButton(Int32(event.buttonNumber), isPressed: true)
}
}
// MARK: - MachinePicker Outlets and Actions
@IBOutlet var machinePicker: MachinePicker?
@IBOutlet var machinePickerPanel: NSWindow?
@IBAction func createMachine(_ sender: NSButton?) {
let selectedMachine = machinePicker!.selectedMachine()
self.windowControllers[0].window?.endSheet(self.machinePickerPanel!)
self.machinePicker = nil
self.configureAs(selectedMachine)
}
@IBAction func cancelCreateMachine(_ sender: NSButton?) {
close()
}
// MARK: - ROMRequester Outlets and Actions
@IBOutlet var romRequesterPanel: NSWindow?
@IBOutlet var romRequesterText: NSTextField?
@IBOutlet var romReceiverErrorField: NSTextField?
@IBOutlet var romReceiverView: CSROMReceiverView?
private var romRequestBaseText = ""
func requestRoms() {
// Don't act yet if there's no window controller yet.
if self.windowControllers.count == 0 {
return
}
// Load the ROM requester dialogue.
Bundle.main.loadNibNamed("ROMRequester", owner: self, topLevelObjects: nil)
self.romReceiverView!.delegate = self
self.romRequestBaseText = romRequesterText!.stringValue
romReceiverErrorField?.alphaValue = 0.0
// Populate the current absentee list.
populateMissingRomList()
// Show the thing.
self.windowControllers[0].window?.beginSheet(self.romRequesterPanel!, completionHandler: nil)
}
@IBAction func cancelRequestROMs(_ sender: NSButton?) {
close()
}
func populateMissingRomList() {
// Fill in the missing details; first build a list of all the individual
// line items.
var requestLines: [String] = []
for missingROM in self.missingROMs {
if let descriptiveName = missingROM.descriptiveName {
requestLines.append("" + descriptiveName)
} else {
requestLines.append("" + missingROM.fileName)
}
}
// Suffix everything up to the penultimate line with a semicolon;
// the penultimate line with a semicolon and a conjunctive; the final
// line with a full stop.
for x in 0 ..< requestLines.count {
if x < requestLines.count - 2 {
requestLines[x].append(";")
} else if x < requestLines.count - 1 {
requestLines[x].append("; and")
} else {
requestLines[x].append(".")
}
}
romRequesterText!.stringValue = self.romRequestBaseText + requestLines.joined(separator: "\n")
}
func romReceiverView(_ view: CSROMReceiverView, didReceiveFileAt URL: URL) {
// Test whether the file identified matches any of the currently missing ROMs.
// If so then remove that ROM from the missing list and update the request screen.
// If no ROMs are still missing, start the machine.
do {
let fileData = try Data(contentsOf: URL)
var didInstallRom = false
// Try to match by size first, CRC second. Accept that some ROMs may have
// some additional appended data. Arbitrarily allow them to be up to 10kb
// too large.
var index = 0
for missingROM in self.missingROMs {
if fileData.count >= missingROM.size && fileData.count < missingROM.size + 10*1024 {
// Trim to size.
let trimmedData = fileData[0 ..< missingROM.size]
// Get CRC.
if missingROM.crc32s.contains( (trimmedData as NSData).crc32 ) {
// This ROM matches; copy it into the application library,
// strike it from the missing ROM list and decide how to
// proceed.
let fileManager = FileManager.default
let targetPath = fileManager.urls(for: .applicationSupportDirectory, in: .userDomainMask)[0]
.appendingPathComponent("ROMImages")
.appendingPathComponent(missingROM.machineName)
let targetFile = targetPath
.appendingPathComponent(missingROM.fileName)
do {
try fileManager.createDirectory(atPath: targetPath.path, withIntermediateDirectories: true, attributes: nil)
try trimmedData.write(to: targetFile)
} catch let error {
showRomReceiverError(error: "Couldn't write to application support directory: \(error)")
}
self.missingROMs.remove(at: index)
didInstallRom = true
break
}
}
index = index + 1
}
if didInstallRom {
if self.missingROMs.count == 0 {
self.windowControllers[0].window?.endSheet(self.romRequesterPanel!)
configureAs(self.machineDescription!)
} else {
populateMissingRomList()
}
} else {
showRomReceiverError(error: "Didn't recognise contents of \(URL.lastPathComponent)")
}
} catch let error {
showRomReceiverError(error: "Couldn't read file at \(URL.absoluteString): \(error)")
}
}
// Yucky ugliness follows; my experience as an iOS developer intersects poorly with
// NSAnimationContext hence the various stateful diplications below. isShowingError
// should be essentially a duplicate of the current alphaValue, and animationCount
// is to resolve my inability to figure out how to cancel scheduled animations.
private var errorText = ""
private var isShowingError = false
private var animationCount = 0
private func showRomReceiverError(error: String) {
// Set or append the new error.
if self.errorText.count > 0 {
self.errorText = self.errorText + "\n" + error
} else {
self.errorText = error
}
// Apply the new complete text.
romReceiverErrorField!.stringValue = self.errorText
if !isShowingError {
// Schedule the box's appearance.
NSAnimationContext.beginGrouping()
NSAnimationContext.current.duration = 0.1
romReceiverErrorField?.animator().alphaValue = 1.0
NSAnimationContext.endGrouping()
isShowingError = true
}
// Schedule the box to disappear.
self.animationCount = self.animationCount + 1
let capturedAnimationCount = animationCount
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + .seconds(2)) {
if self.animationCount == capturedAnimationCount {
NSAnimationContext.beginGrouping()
NSAnimationContext.current.duration = 1.0
self.romReceiverErrorField?.animator().alphaValue = 0.0
NSAnimationContext.endGrouping()
self.isShowingError = false
self.errorText = ""
}
}
}
// MARK: Joystick-via-the-keyboard selection
@IBAction func useKeyboardAsPhysicalKeyboard(_ sender: NSMenuItem?) {
machine.inputMode = .keyboardPhysical
}
@IBAction func useKeyboardAsLogicalKeyboard(_ sender: NSMenuItem?) {
machine.inputMode = .keyboardLogical
}
@IBAction func useKeyboardAsJoystick(_ sender: NSMenuItem?) {
machine.inputMode = .joystick
}
/// Determines which of the menu items to enable and disable based on the ability of the
/// current machine to handle keyboard and joystick input, accept new media and whether
/// it has an associted activity window.
override func validateUserInterfaceItem(_ item: NSValidatedUserInterfaceItem) -> Bool {
if let menuItem = item as? NSMenuItem {
switch item.action {
case #selector(self.useKeyboardAsPhysicalKeyboard):
if machine == nil || !machine.hasExclusiveKeyboard {
menuItem.state = .off
return false
}
menuItem.state = machine.inputMode == .keyboardPhysical ? .on : .off
return true
case #selector(self.useKeyboardAsLogicalKeyboard):
if machine == nil || !machine.hasExclusiveKeyboard {
menuItem.state = .off
return false
}
menuItem.state = machine.inputMode == .keyboardLogical ? .on : .off
return true
case #selector(self.useKeyboardAsJoystick):
if machine == nil || !machine.hasJoystick {
menuItem.state = .off
return false
}
menuItem.state = machine.inputMode == .joystick ? .on : .off
return true
case #selector(self.showActivity(_:)):
return self.activityPanel != nil
case #selector(self.insertMedia(_:)):
return self.machine != nil && self.machine.canInsertMedia
default: break
}
}
return super.validateUserInterfaceItem(item)
}
/// Saves a screenshot of the
@IBAction func saveScreenshot(_ sender: AnyObject!) {
// Grab a date formatter and form a file name.
let dateFormatter = DateFormatter()
dateFormatter.dateStyle = .short
dateFormatter.timeStyle = .long
let filename = ("Clock Signal Screen Shot " + dateFormatter.string(from: Date()) + ".png").replacingOccurrences(of: "/", with: "-")
.replacingOccurrences(of: ":", with: ".")
let pictursURL = FileManager.default.urls(for: .picturesDirectory, in: .userDomainMask)[0]
let url = pictursURL.appendingPathComponent(filename)
// Obtain the machine's current display.
var imageRepresentation: NSBitmapImageRep? = nil
self.openGLView.perform {
imageRepresentation = self.machine.imageRepresentation
}
// Encode as a PNG and save.
let pngData = imageRepresentation!.representation(using: .png, properties: [:])
try! pngData?.write(to: url)
}
// MARK: - Window Title Updates.
private var unadornedWindowTitle = ""
func openGLViewDidCaptureMouse(_ view: CSOpenGLView) {
self.windowControllers[0].window?.title = self.unadornedWindowTitle + " (press ⌘+control to release mouse)"
}
func openGLViewDidReleaseMouse(_ view: CSOpenGLView) {
self.windowControllers[0].window?.title = self.unadornedWindowTitle
}
// MARK: - Activity Display.
private class LED {
let levelIndicator: NSLevelIndicator
init(levelIndicator: NSLevelIndicator) {
self.levelIndicator = levelIndicator
}
var isLit = false
var isBlinking = false
}
private var leds: [String: LED] = [:]
func setupActivityDisplay() {
var leds = machine.leds
if leds.count > 0 {
Bundle.main.loadNibNamed("Activity", owner: self, topLevelObjects: nil)
showActivity(nil)
// Inspect the activity panel for indicators.
var activityIndicators: [NSLevelIndicator] = []
var textFields: [NSTextField] = []
if let contentView = self.activityPanel.contentView {
for view in contentView.subviews {
if let levelIndicator = view as? NSLevelIndicator {
activityIndicators.append(levelIndicator)
}
if let textField = view as? NSTextField {
textFields.append(textField)
}
}
}
// If there are fewer level indicators than LEDs, trim that list.
if activityIndicators.count < leds.count {
leds.removeSubrange(activityIndicators.count ..< leds.count)
}
// Remove unused views.
for c in leds.count ..< activityIndicators.count {
textFields[c].removeFromSuperview()
activityIndicators[c].removeFromSuperview()
}
// Apply labels and create leds entries.
for c in 0 ..< leds.count {
textFields[c].stringValue = leds[c]
self.leds[leds[c]] = LED(levelIndicator: activityIndicators[c])
}
// Add a constraints to minimise window height.
let heightConstraint = NSLayoutConstraint(
item: self.activityPanel.contentView!,
attribute: .bottom,
relatedBy: .equal,
toItem: activityIndicators[leds.count-1],
attribute: .bottom,
multiplier: 1.0,
constant: 20.0)
self.activityPanel.contentView?.addConstraint(heightConstraint)
}
}
func machine(_ machine: CSMachine, ledShouldBlink ledName: String) {
// If there is such an LED, switch it off for 0.03 of a second; if it's meant
// to be off at the end of that, leave it off. Don't allow the blinks to
// pile up allow there to be only one in flight at a time.
if let led = leds[ledName] {
DispatchQueue.main.async {
if !led.isBlinking {
led.levelIndicator.floatValue = 0.0
led.isBlinking = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.03) {
led.levelIndicator.floatValue = led.isLit ? 1.0 : 0.0
led.isBlinking = false
}
}
}
}
}
func machine(_ machine: CSMachine, led ledName: String, didChangeToLit isLit: Bool) {
// If there is such an LED, switch it appropriately.
if let led = leds[ledName] {
DispatchQueue.main.async {
led.levelIndicator.floatValue = isLit ? 1.0 : 0.0
led.isLit = isLit
}
}
}
// MARK: - Volume Control.
@IBAction func setVolume(_ sender: NSSlider!) {
if let machine = self.machine {
machine.setVolume(sender.floatValue)
setUserDefaultsVolume(sender.floatValue)
}
}
// This class is pure nonsense to work around Xcode's opaque behaviour.
// If I make the main class a sub of CAAnimationDelegate then the compiler
// generates a bridging header that doesn't include QuartzCore and therefore
// can't find a declaration of the CAAnimationDelegate protocol. Doesn't
// seem to matter what I add explicitly to the link stage, which version of
// macOS I set as the target, etc.
//
// So, the workaround: make my CAAnimationDelegate something that doesn't
// appear in the bridging header.
fileprivate class ViewFader: NSObject, CAAnimationDelegate {
var volumeView: NSView
init(view: NSView) {
volumeView = view
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
volumeView.isHidden = true
}
}
fileprivate var animationFader: ViewFader? = nil
func openGLViewDidShowOSMouseCursor(_ view: CSOpenGLView) {
// The OS mouse cursor became visible, so show the volume controls.
animationFader = nil
volumeView.layer?.removeAllAnimations()
volumeView.isHidden = false
volumeView.layer?.opacity = 1.0
}
func openGLViewWillHideOSMouseCursor(_ view: CSOpenGLView) {
// The OS mouse cursor will be hidden, so hide the volume controls.
if !volumeView.isHidden && volumeView.layer?.animation(forKey: "opacity") == nil {
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.fromValue = 1.0
fadeAnimation.toValue = 0.0
fadeAnimation.duration = 0.2
animationFader = ViewFader(view: volumeView)
fadeAnimation.delegate = animationFader
volumeView.layer?.add(fadeAnimation, forKey: "opacity")
volumeView.layer?.opacity = 0.0
}
}
// The user's selected volume is stored as 1 - volume in the user defaults in order
// to take advantage of the default value being 0.
private func userDefaultsVolume() -> Float {
return 1.0 - UserDefaults.standard.float(forKey: "defaultVolume")
}
private func setUserDefaultsVolume(_ volume: Float) {
UserDefaults.standard.set(1.0 - volume, forKey: "defaultVolume")
}
}