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+/*
+ 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: */