diff options
author | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
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committer | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
commit | 9645be0af1b1d5cb0ad5892d5464e1b23c51b550 (patch) | |
tree | 129c716bed8e93312421c3adb2f8e7c4f811602d /source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m |
Diffstat (limited to 'source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m')
-rw-r--r-- | source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m | 465 |
1 files changed, 465 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m b/source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m new file mode 100644 index 0000000..d01cff3 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/uikit/SDL_uikitwindow.m @@ -0,0 +1,465 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#if SDL_VIDEO_DRIVER_UIKIT + +#include "SDL_syswm.h" +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "SDL_assert.h" +#include "SDL_hints.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_uikitvideo.h" +#include "SDL_uikitevents.h" +#include "SDL_uikitmodes.h" +#include "SDL_uikitwindow.h" +#import "SDL_uikitappdelegate.h" + +#import "SDL_uikitview.h" +#import "SDL_uikitopenglview.h" + +#include <Foundation/Foundation.h> + +@implementation SDL_WindowData + +@synthesize uiwindow; +@synthesize viewcontroller; +@synthesize views; + +- (instancetype)init +{ + if ((self = [super init])) { + views = [NSMutableArray new]; + } + + return self; +} + +@end + +@interface SDL_uikitwindow : UIWindow + +- (void)layoutSubviews; + +@end + +@implementation SDL_uikitwindow + +- (void)layoutSubviews +{ + /* Workaround to fix window orientation issues in iOS 8+. */ + self.frame = self.screen.bounds; + [super layoutSubviews]; +} + +@end + + +static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) +{ + SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); + SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata; + SDL_uikitview *view; + + CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen); + int width = (int) frame.size.width; + int height = (int) frame.size.height; + + SDL_WindowData *data = [[SDL_WindowData alloc] init]; + if (!data) { + return SDL_OutOfMemory(); + } + + window->driverdata = (void *) CFBridgingRetain(data); + + data.uiwindow = uiwindow; + + /* only one window on iOS, always shown */ + window->flags &= ~SDL_WINDOW_HIDDEN; + + if (displaydata.uiscreen != [UIScreen mainScreen]) { + window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */ + window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */ + window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */ + } + +#if !TARGET_OS_TV + if (displaydata.uiscreen == [UIScreen mainScreen]) { + /* SDL_CreateWindow sets the window w&h to the display's bounds if the + * fullscreen flag is set. But the display bounds orientation might not + * match what we want, and GetSupportedOrientations call below uses the + * window w&h. They're overridden below anyway, so we'll just set them + * to the requested size for the purposes of determining orientation. */ + window->w = window->windowed.w; + window->h = window->windowed.h; + + NSUInteger orients = UIKit_GetSupportedOrientations(window); + BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0; + BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0; + + /* Make sure the width/height are oriented correctly */ + if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) { + int temp = width; + width = height; + height = temp; + } + } +#endif /* !TARGET_OS_TV */ + + window->x = 0; + window->y = 0; + window->w = width; + window->h = height; + + /* The View Controller will handle rotating the view when the device + * orientation changes. This will trigger resize events, if appropriate. */ + data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window]; + + /* The window will initially contain a generic view so resizes, touch events, + * etc. can be handled without an active OpenGL view/context. */ + view = [[SDL_uikitview alloc] initWithFrame:frame]; + + /* Sets this view as the controller's view, and adds the view to the window + * heirarchy. */ + [view setSDLWindow:window]; + + /* Make this window the current mouse focus for touch input */ + if (displaydata.uiscreen == [UIScreen mainScreen]) { + SDL_SetMouseFocus(window); + SDL_SetKeyboardFocus(window); + } + + return 0; +} + +int +UIKit_CreateWindow(_THIS, SDL_Window *window) +{ + @autoreleasepool { + SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); + SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata; + + /* SDL currently puts this window at the start of display's linked list. We rely on this. */ + SDL_assert(_this->windows == window); + + /* We currently only handle a single window per display on iOS */ + if (window->next != NULL) { + return SDL_SetError("Only one window allowed per display."); + } + + /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the + * user, so it's in standby), try to force the display to a resolution + * that most closely matches the desired window size. */ +#if !TARGET_OS_TV + const CGSize origsize = data.uiscreen.currentMode.size; + if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { + if (display->num_display_modes == 0) { + _this->GetDisplayModes(_this, display); + } + + int i; + const SDL_DisplayMode *bestmode = NULL; + for (i = display->num_display_modes; i >= 0; i--) { + const SDL_DisplayMode *mode = &display->display_modes[i]; + if ((mode->w >= window->w) && (mode->h >= window->h)) { + bestmode = mode; + } + } + + if (bestmode) { + SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata; + [data.uiscreen setCurrentMode:modedata.uiscreenmode]; + + /* desktop_mode doesn't change here (the higher level will + * use it to set all the screens back to their defaults + * upon window destruction, SDL_Quit(), etc. */ + display->current_mode = *bestmode; + } + } + + if (data.uiscreen == [UIScreen mainScreen]) { + if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) { + [UIApplication sharedApplication].statusBarHidden = YES; + } else { + [UIApplication sharedApplication].statusBarHidden = NO; + } + } +#endif /* !TARGET_OS_TV */ + + /* ignore the size user requested, and make a fullscreen window */ + /* !!! FIXME: can we have a smaller view? */ + UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds]; + + /* put the window on an external display if appropriate. */ + if (data.uiscreen != [UIScreen mainScreen]) { + [uiwindow setScreen:data.uiscreen]; + } + + if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { + return -1; + } + } + + return 1; +} + +void +UIKit_SetWindowTitle(_THIS, SDL_Window * window) +{ + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + data.viewcontroller.title = @(window->title); + } +} + +void +UIKit_ShowWindow(_THIS, SDL_Window * window) +{ + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + [data.uiwindow makeKeyAndVisible]; + } +} + +void +UIKit_HideWindow(_THIS, SDL_Window * window) +{ + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + data.uiwindow.hidden = YES; + } +} + +void +UIKit_RaiseWindow(_THIS, SDL_Window * window) +{ + /* We don't currently offer a concept of "raising" the SDL window, since + * we only allow one per display, in the iOS fashion. + * However, we use this entry point to rebind the context to the view + * during OnWindowRestored processing. */ + _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx); +} + +static void +UIKit_UpdateWindowBorder(_THIS, SDL_Window * window) +{ + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + SDL_uikitviewcontroller *viewcontroller = data.viewcontroller; + +#if !TARGET_OS_TV + if (data.uiwindow.screen == [UIScreen mainScreen]) { + if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) { + [UIApplication sharedApplication].statusBarHidden = YES; + } else { + [UIApplication sharedApplication].statusBarHidden = NO; + } + + /* iOS 7+ won't update the status bar until we tell it to. */ + if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) { + [viewcontroller setNeedsStatusBarAppearanceUpdate]; + } + } + + /* Update the view's frame to account for the status bar change. */ + viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); +#endif /* !TARGET_OS_TV */ + +#ifdef SDL_IPHONE_KEYBOARD + /* Make sure the view is offset correctly when the keyboard is visible. */ + [viewcontroller updateKeyboard]; +#endif + + [viewcontroller.view setNeedsLayout]; + [viewcontroller.view layoutIfNeeded]; +} + +void +UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered) +{ + @autoreleasepool { + UIKit_UpdateWindowBorder(_this, window); + } +} + +void +UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen) +{ + @autoreleasepool { + UIKit_UpdateWindowBorder(_this, window); + } +} + +void +UIKit_DestroyWindow(_THIS, SDL_Window * window) +{ + @autoreleasepool { + if (window->driverdata != NULL) { + SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata); + NSArray *views = nil; + + [data.viewcontroller stopAnimation]; + + /* Detach all views from this window. We use a copy of the array + * because setSDLWindow will remove the object from the original + * array, which would be undesirable if we were iterating over it. */ + views = [data.views copy]; + for (SDL_uikitview *view in views) { + [view setSDLWindow:NULL]; + } + + /* iOS may still hold a reference to the window after we release it. + * We want to make sure the SDL view controller isn't accessed in + * that case, because it would contain an invalid pointer to the old + * SDL window. */ + data.uiwindow.rootViewController = nil; + data.uiwindow.hidden = YES; + } + } + window->driverdata = NULL; +} + +SDL_bool +UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info) +{ + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + + if (info->version.major <= SDL_MAJOR_VERSION) { + int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch); + + info->subsystem = SDL_SYSWM_UIKIT; + info->info.uikit.window = data.uiwindow; + + /* These struct members were added in SDL 2.0.4. */ + if (versionnum >= SDL_VERSIONNUM(2,0,4)) { + if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) { + SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view; + info->info.uikit.framebuffer = glview.drawableFramebuffer; + info->info.uikit.colorbuffer = glview.drawableRenderbuffer; + info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer; + } else { + info->info.uikit.framebuffer = 0; + info->info.uikit.colorbuffer = 0; + info->info.uikit.resolveFramebuffer = 0; + } + } + + return SDL_TRUE; + } else { + SDL_SetError("Application not compiled with SDL %d.%d", + SDL_MAJOR_VERSION, SDL_MINOR_VERSION); + return SDL_FALSE; + } + } +} + +#if !TARGET_OS_TV +NSUInteger +UIKit_GetSupportedOrientations(SDL_Window * window) +{ + const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS); + NSUInteger validOrientations = UIInterfaceOrientationMaskAll; + NSUInteger orientationMask = 0; + + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; + UIApplication *app = [UIApplication sharedApplication]; + + /* Get all possible valid orientations. If the app delegate doesn't tell + * us, we get the orientations from Info.plist via UIApplication. */ + if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) { + validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow]; + } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) { + validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow]; + } + + if (hint != NULL) { + NSArray *orientations = [@(hint) componentsSeparatedByString:@" "]; + + if ([orientations containsObject:@"LandscapeLeft"]) { + orientationMask |= UIInterfaceOrientationMaskLandscapeLeft; + } + if ([orientations containsObject:@"LandscapeRight"]) { + orientationMask |= UIInterfaceOrientationMaskLandscapeRight; + } + if ([orientations containsObject:@"Portrait"]) { + orientationMask |= UIInterfaceOrientationMaskPortrait; + } + if ([orientations containsObject:@"PortraitUpsideDown"]) { + orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown; + } + } + + if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) { + /* any orientation is okay. */ + orientationMask = UIInterfaceOrientationMaskAll; + } + + if (orientationMask == 0) { + if (window->w >= window->h) { + orientationMask |= UIInterfaceOrientationMaskLandscape; + } + if (window->h >= window->w) { + orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); + } + } + + /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */ + if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) { + orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown; + } + + /* If none of the specified orientations are actually supported by the + * app, we'll revert to what the app supports. An exception would be + * thrown by the system otherwise. */ + if ((validOrientations & orientationMask) == 0) { + orientationMask = validOrientations; + } + } + + return orientationMask; +} +#endif /* !TARGET_OS_TV */ + +int +SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam) +{ + if (!window || !window->driverdata) { + return SDL_SetError("Invalid window"); + } + + @autoreleasepool { + SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata; + [data.viewcontroller setAnimationCallback:interval + callback:callback + callbackParam:callbackParam]; + } + + return 0; +} + +#endif /* SDL_VIDEO_DRIVER_UIKIT */ + +/* vi: set ts=4 sw=4 expandtab: */ |