2015-06-21 17:33:46 +02:00
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#include "SDL_syswm.h"
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#include "SDL_uikitmodes.h"
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#include "SDL_uikitwindow.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitview.h"
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#import "SDL_uikitopenglview.h"
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#include <Foundation/Foundation.h>
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@implementation SDL_WindowData
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@synthesize uiwindow;
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@synthesize viewcontroller;
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@synthesize views;
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- (instancetype)init
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{
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if ((self = [super init])) {
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views = [NSMutableArray new];
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}
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return self;
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}
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@end
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@interface SDL_uikitwindow : UIWindow
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- (void)layoutSubviews;
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@end
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@implementation SDL_uikitwindow
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- (void)layoutSubviews
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{
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/* Workaround to fix window orientation issues in iOS 8+. */
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self.frame = self.screen.bounds;
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[super layoutSubviews];
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}
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@end
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static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
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SDL_uikitview *view;
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CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
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int width = (int) frame.size.width;
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int height = (int) frame.size.height;
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SDL_WindowData *data = [[SDL_WindowData alloc] init];
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if (!data) {
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return SDL_OutOfMemory();
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}
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window->driverdata = (void *) CFBridgingRetain(data);
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data.uiwindow = uiwindow;
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/* only one window on iOS, always shown */
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window->flags &= ~SDL_WINDOW_HIDDEN;
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
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} else {
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window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */
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window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */
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window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */
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}
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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NSUInteger orients = UIKit_GetSupportedOrientations(window);
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BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
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BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
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/* Make sure the width/height are oriented correctly */
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if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
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int temp = width;
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width = height;
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height = temp;
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}
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}
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window->x = 0;
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window->y = 0;
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window->w = width;
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window->h = height;
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/* The View Controller will handle rotating the view when the device
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* orientation changes. This will trigger resize events, if appropriate. */
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data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
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/* The window will initially contain a generic view so resizes, touch events,
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* etc. can be handled without an active OpenGL view/context. */
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view = [[SDL_uikitview alloc] initWithFrame:frame];
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/* Sets this view as the controller's view, and adds the view to the window
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* heirarchy. */
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[view setSDLWindow:window];
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/* Make this window the current mouse focus for touch input */
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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SDL_SetMouseFocus(window);
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SDL_SetKeyboardFocus(window);
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}
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return 0;
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}
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int
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UIKit_CreateWindow(_THIS, SDL_Window *window)
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{
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@autoreleasepool {
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
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const CGSize origsize = data.uiscreen.currentMode.size;
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/* SDL currently puts this window at the start of display's linked list. We rely on this. */
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SDL_assert(_this->windows == window);
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/* We currently only handle a single window per display on iOS */
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if (window->next != NULL) {
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return SDL_SetError("Only one window allowed per display.");
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}
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/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
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* user, so it's in standby), try to force the display to a resolution
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* that most closely matches the desired window size. */
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if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
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if (display->num_display_modes == 0) {
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_this->GetDisplayModes(_this, display);
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}
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int i;
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const SDL_DisplayMode *bestmode = NULL;
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for (i = display->num_display_modes; i >= 0; i--) {
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const SDL_DisplayMode *mode = &display->display_modes[i];
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if ((mode->w >= window->w) && (mode->h >= window->h)) {
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bestmode = mode;
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}
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}
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if (bestmode) {
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SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
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[data.uiscreen setCurrentMode:modedata.uiscreenmode];
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/* desktop_mode doesn't change here (the higher level will
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* use it to set all the screens back to their defaults
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* upon window destruction, SDL_Quit(), etc. */
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display->current_mode = *bestmode;
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}
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}
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if (data.uiscreen == [UIScreen mainScreen]) {
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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}
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/* ignore the size user requested, and make a fullscreen window */
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/* !!! FIXME: can we have a smaller view? */
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UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
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/* put the window on an external display if appropriate. */
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if (data.uiscreen != [UIScreen mainScreen]) {
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[uiwindow setScreen:data.uiscreen];
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}
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if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
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return -1;
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}
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}
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return 1;
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}
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void
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UIKit_SetWindowTitle(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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data.viewcontroller.title = @(window->title);
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}
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}
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void
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UIKit_ShowWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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[data.uiwindow makeKeyAndVisible];
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}
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}
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void
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UIKit_HideWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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data.uiwindow.hidden = YES;
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}
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}
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void
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UIKit_RaiseWindow(_THIS, SDL_Window * window)
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{
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/* We don't currently offer a concept of "raising" the SDL window, since
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* we only allow one per display, in the iOS fashion.
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* However, we use this entry point to rebind the context to the view
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* during OnWindowRestored processing. */
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_this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
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}
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static void
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UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
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{
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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SDL_uikitviewcontroller *viewcontroller = data.viewcontroller;
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if (data.uiwindow.screen == [UIScreen mainScreen]) {
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if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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/* iOS 7+ won't update the status bar until we tell it to. */
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if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
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[viewcontroller setNeedsStatusBarAppearanceUpdate];
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}
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}
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/* Update the view's frame to account for the status bar change. */
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viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
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#ifdef SDL_IPHONE_KEYBOARD
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/* Make sure the view is offset correctly when the keyboard is visible. */
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[viewcontroller updateKeyboard];
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#endif
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[viewcontroller.view setNeedsLayout];
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[viewcontroller.view layoutIfNeeded];
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}
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void
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UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
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{
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@autoreleasepool {
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UIKit_UpdateWindowBorder(_this, window);
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}
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}
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void
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UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
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{
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@autoreleasepool {
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UIKit_UpdateWindowBorder(_this, window);
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}
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}
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void
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UIKit_DestroyWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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if (window->driverdata != NULL) {
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SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
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NSArray *views = nil;
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[data.viewcontroller stopAnimation];
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/* Detach all views from this window. We use a copy of the array
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* because setSDLWindow will remove the object from the original
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* array, which would be undesirable if we were iterating over it. */
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views = [data.views copy];
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for (SDL_uikitview *view in views) {
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[view setSDLWindow:NULL];
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}
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2015-11-13 01:58:11 +01:00
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data.uiwindow.rootViewController = nil;
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data.uiwindow.hidden = YES;
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2015-06-21 17:33:46 +02:00
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}
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}
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window->driverdata = NULL;
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}
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SDL_bool
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UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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if (info->version.major <= SDL_MAJOR_VERSION) {
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int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
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info->subsystem = SDL_SYSWM_UIKIT;
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info->info.uikit.window = data.uiwindow;
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/* These struct members were added in SDL 2.0.4. */
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if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
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if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
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SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
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info->info.uikit.framebuffer = glview.drawableFramebuffer;
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info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
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info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
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2015-06-21 17:33:46 +02:00
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} else {
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info->info.uikit.framebuffer = 0;
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info->info.uikit.colorbuffer = 0;
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2015-07-20 00:44:40 +02:00
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info->info.uikit.resolveFramebuffer = 0;
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2015-06-21 17:33:46 +02:00
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}
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}
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return SDL_TRUE;
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} else {
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SDL_SetError("Application not compiled with SDL %d.%d\n",
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SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
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return SDL_FALSE;
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}
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}
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}
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NSUInteger
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UIKit_GetSupportedOrientations(SDL_Window * window)
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{
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const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
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NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
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NSUInteger orientationMask = 0;
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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UIApplication *app = [UIApplication sharedApplication];
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|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
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: */
|