Created
September 5, 2012 00:50
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NSEvent+MouseClamped
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// | |
// NSEvent+MouseClamped.h | |
// xScope | |
// | |
// Created by Craig Hockenberry on 7/25/12. | |
// Copyright (c) 2012 The Iconfactory. All rights reserved. | |
// | |
#import <Cocoa/Cocoa.h> | |
@interface NSEvent (MouseClamped) | |
+ (NSPoint)clampedMouseLocation; | |
+ (NSPoint)integralMouseLocation; | |
+ (NSPoint)clampedMouseLocationUsingBackingScaleFactor:(CGFloat)backingScaleFactor; | |
@end | |
// | |
// NSEvent+MouseClamped.m | |
// xScope | |
// | |
// Created by Craig Hockenberry on 7/25/12. | |
// Copyright (c) 2012 The Iconfactory. All rights reserved. | |
// | |
#import "NSEvent+MouseClamped.h" | |
@implementation NSEvent (MouseClamped) | |
+ (NSPoint)clampedMouseLocation | |
{ | |
// BUG: http://www.openradar.me/11905408 - nasty hack to make sure mouse location is within screen bounds | |
NSPoint mouseLocation = [self mouseLocation]; | |
// find the screen that contains the mouse location, or the screen that's closest to the location | |
float closestScreenDistance = MAXFLOAT; | |
NSUInteger closestScreenIndex = 0; | |
BOOL screenFound = NO; | |
NSUInteger screenIndex = 0; | |
for (NSScreen *screen in [NSScreen screens]) { | |
NSRect screenFrame = [screen frame]; | |
if (NSPointInRect(mouseLocation, screenFrame)) { | |
screenFound = YES; | |
break; | |
} | |
float xDistance = 0.0; | |
if (mouseLocation.x < NSMinX(screenFrame)) { | |
xDistance = NSMinX(screenFrame) - mouseLocation.x; | |
} | |
else if (mouseLocation.x > NSMaxX(screenFrame)) { | |
xDistance = mouseLocation.x - NSMaxX(screenFrame); | |
} | |
float yDistance = 0.0; | |
if (mouseLocation.y < NSMinY(screenFrame)) { | |
yDistance = NSMinY(screenFrame) - mouseLocation.y; | |
} | |
else if (mouseLocation.y > NSMaxY(screenFrame)) { | |
yDistance = mouseLocation.y - NSMaxY(screenFrame); | |
} | |
float screenDistance = xDistance + yDistance; | |
if (screenDistance < closestScreenDistance) { | |
closestScreenDistance = screenDistance; | |
closestScreenIndex = screenIndex; | |
} | |
screenIndex += 1; | |
} | |
CGFloat backingScaleFactor = 1.0; | |
if (screenFound) { | |
// get the scaling factor from the screen that was found | |
NSScreen *screen = [[NSScreen screens] objectAtIndex:screenIndex]; | |
backingScaleFactor = [screen backingScaleFactor]; | |
} | |
else { | |
// get the scaling factor from the closest screen | |
NSScreen *screen = [[NSScreen screens] objectAtIndex:closestScreenIndex]; | |
backingScaleFactor = [screen backingScaleFactor]; | |
// clamp the mouse location to bounds of that closest screen | |
CGFloat inset = 1.0 / backingScaleFactor; | |
NSRect screenFrame = [screen frame]; | |
if (mouseLocation.x > (NSMaxX(screenFrame) - inset)) { | |
mouseLocation.x = (NSMaxX(screenFrame) - inset); | |
} | |
else if (mouseLocation.x < NSMinX(screenFrame)) { | |
mouseLocation.x = NSMinX(screenFrame); | |
} | |
if (mouseLocation.y > (NSMaxY(screenFrame) - inset)) { | |
mouseLocation.y = (NSMaxY(screenFrame) - inset); | |
} | |
else if (mouseLocation.y < NSMinY(screenFrame)) { | |
mouseLocation.y = NSMinY(screenFrame); | |
} | |
} | |
// make sure the mouse location falls on a pixel boundary (a full screen point on non-Retina, a half-point on Retina) | |
mouseLocation.x = floor(mouseLocation.x * backingScaleFactor) / backingScaleFactor; | |
mouseLocation.y = floor(mouseLocation.y * backingScaleFactor) / backingScaleFactor; | |
return mouseLocation; | |
} | |
+ (NSPoint)integralMouseLocation | |
{ | |
NSPoint mouseLocation = [self clampedMouseLocation]; | |
mouseLocation.x = floor(mouseLocation.x); | |
mouseLocation.y = floor(mouseLocation.y); | |
return mouseLocation; | |
} | |
+ (NSPoint)clampedMouseLocationUsingBackingScaleFactor:(CGFloat)backingScaleFactor | |
{ | |
// the mouse location is clamped to the screen where the mouse is located | |
NSPoint mouseLocation = [self clampedMouseLocation]; | |
// there are cases where you want to clamp the mouse's location to another scale factor (for example, a window that spans multiple screens) | |
mouseLocation.x = floor(mouseLocation.x * backingScaleFactor) / backingScaleFactor; | |
mouseLocation.y = floor(mouseLocation.y * backingScaleFactor) / backingScaleFactor; | |
return mouseLocation; | |
} | |
@end |
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Hey Craig, what would be the usage license for this code please?!