mirror of
https://github.com/Relintai/sdl2_frt.git
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131 lines
3.9 KiB
Objective-C
131 lines
3.9 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 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_video.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 "../../events/SDL_events_c.h"
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#include "SDL_uikitviewcontroller.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitmodes.h"
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#include "SDL_uikitwindow.h"
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@implementation SDL_uikitviewcontroller
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@synthesize window;
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- (id)initWithSDLWindow:(SDL_Window *)_window
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{
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if (self = [super initWithNibName:nil bundle:nil]) {
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self.window = _window;
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}
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return self;
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}
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- (void)loadView
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{
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/* do nothing. */
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}
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- (void)viewDidLayoutSubviews
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{
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const CGSize size = self.view.bounds.size;
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int w = (int) size.width;
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int h = (int) size.height;
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
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}
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- (NSUInteger)supportedInterfaceOrientations
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{
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NSUInteger orientationMask = 0;
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const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
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if (hint != NULL) {
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NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
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if ([orientations containsObject:@"LandscapeLeft"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
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}
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if ([orientations containsObject:@"LandscapeRight"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
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}
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if ([orientations containsObject:@"Portrait"]) {
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orientationMask |= UIInterfaceOrientationMaskPortrait;
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}
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if ([orientations containsObject:@"PortraitUpsideDown"]) {
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orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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}
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if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
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orientationMask = UIInterfaceOrientationMaskAll; /* any orientation is okay. */
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}
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if (orientationMask == 0) {
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if (window->w >= window->h) {
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orientationMask |= UIInterfaceOrientationMaskLandscape;
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}
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if (window->h >= window->w) {
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orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
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}
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}
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/* Don't allow upside-down orientation on the phone, so answering calls is in the natural orientation */
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if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
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orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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return orientationMask;
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}
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient
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{
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NSUInteger orientationMask = [self supportedInterfaceOrientations];
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return (orientationMask & (1 << orient));
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}
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- (BOOL)prefersStatusBarHidden
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{
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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return YES;
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} else {
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return NO;
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}
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}
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- (UIStatusBarStyle)preferredStatusBarStyle
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{
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/* We assume most games don't have a bright white background. */
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return UIStatusBarStyleLightContent;
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}
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@end
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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