SDL_uikitwindow.m (17080B)
1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 */ 21 #include "../../SDL_internal.h" 22 23 #if SDL_VIDEO_DRIVER_UIKIT 24 25 #include "SDL_syswm.h" 26 #include "SDL_video.h" 27 #include "SDL_mouse.h" 28 #include "SDL_hints.h" 29 #include "../SDL_sysvideo.h" 30 #include "../SDL_pixels_c.h" 31 #include "../../events/SDL_events_c.h" 32 33 #include "SDL_uikitvideo.h" 34 #include "SDL_uikitevents.h" 35 #include "SDL_uikitmodes.h" 36 #include "SDL_uikitwindow.h" 37 #import "SDL_uikitappdelegate.h" 38 39 #import "SDL_uikitview.h" 40 #import "SDL_uikitopenglview.h" 41 42 #include <Foundation/Foundation.h> 43 44 @implementation SDL_WindowData 45 46 @synthesize uiwindow; 47 @synthesize viewcontroller; 48 @synthesize views; 49 50 - (instancetype)init 51 { 52 if ((self = [super init])) { 53 views = [NSMutableArray new]; 54 } 55 56 return self; 57 } 58 59 @end 60 61 @interface SDL_uikitwindow : UIWindow 62 63 - (void)layoutSubviews; 64 65 @end 66 67 @implementation SDL_uikitwindow 68 69 - (void)layoutSubviews 70 { 71 /* Workaround to fix window orientation issues in iOS 8. */ 72 /* As of July 1 2019, I haven't been able to reproduce any orientation 73 * issues with this disabled on iOS 12. The issue this is meant to fix might 74 * only happen on iOS 8, or it might have been fixed another way with other 75 * code... This code prevents split view (iOS 9+) from working on iPads, so 76 * we want to avoid using it if possible. */ 77 if (!UIKit_IsSystemVersionAtLeast(9.0)) { 78 self.frame = self.screen.bounds; 79 } 80 [super layoutSubviews]; 81 } 82 83 @end 84 85 86 static int 87 SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) 88 { 89 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 90 SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata; 91 SDL_uikitview *view; 92 93 CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen); 94 int width = (int) frame.size.width; 95 int height = (int) frame.size.height; 96 97 SDL_WindowData *data = [[SDL_WindowData alloc] init]; 98 if (!data) { 99 return SDL_OutOfMemory(); 100 } 101 102 window->driverdata = (void *) CFBridgingRetain(data); 103 104 data.uiwindow = uiwindow; 105 106 /* only one window on iOS, always shown */ 107 window->flags &= ~SDL_WINDOW_HIDDEN; 108 109 if (displaydata.uiscreen != [UIScreen mainScreen]) { 110 window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */ 111 window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */ 112 window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */ 113 } 114 115 #if !TARGET_OS_TV 116 if (displaydata.uiscreen == [UIScreen mainScreen]) { 117 /* SDL_CreateWindow sets the window w&h to the display's bounds if the 118 * fullscreen flag is set. But the display bounds orientation might not 119 * match what we want, and GetSupportedOrientations call below uses the 120 * window w&h. They're overridden below anyway, so we'll just set them 121 * to the requested size for the purposes of determining orientation. */ 122 window->w = window->windowed.w; 123 window->h = window->windowed.h; 124 125 NSUInteger orients = UIKit_GetSupportedOrientations(window); 126 BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0; 127 BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0; 128 129 /* Make sure the width/height are oriented correctly */ 130 if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) { 131 int temp = width; 132 width = height; 133 height = temp; 134 } 135 } 136 #endif /* !TARGET_OS_TV */ 137 138 window->x = 0; 139 window->y = 0; 140 window->w = width; 141 window->h = height; 142 143 /* The View Controller will handle rotating the view when the device 144 * orientation changes. This will trigger resize events, if appropriate. */ 145 data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window]; 146 147 /* The window will initially contain a generic view so resizes, touch events, 148 * etc. can be handled without an active OpenGL view/context. */ 149 view = [[SDL_uikitview alloc] initWithFrame:frame]; 150 151 /* Sets this view as the controller's view, and adds the view to the window 152 * heirarchy. */ 153 [view setSDLWindow:window]; 154 155 return 0; 156 } 157 158 int 159 UIKit_CreateWindow(_THIS, SDL_Window *window) 160 { 161 @autoreleasepool { 162 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 163 SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata; 164 SDL_Window *other; 165 166 /* We currently only handle a single window per display on iOS */ 167 for (other = _this->windows; other; other = other->next) { 168 if (other != window && SDL_GetDisplayForWindow(other) == display) { 169 return SDL_SetError("Only one window allowed per display."); 170 } 171 } 172 173 /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the 174 * user, so it's in standby), try to force the display to a resolution 175 * that most closely matches the desired window size. */ 176 #if !TARGET_OS_TV 177 const CGSize origsize = data.uiscreen.currentMode.size; 178 if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { 179 if (display->num_display_modes == 0) { 180 _this->GetDisplayModes(_this, display); 181 } 182 183 int i; 184 const SDL_DisplayMode *bestmode = NULL; 185 for (i = display->num_display_modes; i >= 0; i--) { 186 const SDL_DisplayMode *mode = &display->display_modes[i]; 187 if ((mode->w >= window->w) && (mode->h >= window->h)) { 188 bestmode = mode; 189 } 190 } 191 192 if (bestmode) { 193 SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata; 194 [data.uiscreen setCurrentMode:modedata.uiscreenmode]; 195 196 /* desktop_mode doesn't change here (the higher level will 197 * use it to set all the screens back to their defaults 198 * upon window destruction, SDL_Quit(), etc. */ 199 display->current_mode = *bestmode; 200 } 201 } 202 203 if (data.uiscreen == [UIScreen mainScreen]) { 204 if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) { 205 [UIApplication sharedApplication].statusBarHidden = YES; 206 } else { 207 [UIApplication sharedApplication].statusBarHidden = NO; 208 } 209 } 210 #endif /* !TARGET_OS_TV */ 211 212 /* ignore the size user requested, and make a fullscreen window */ 213 /* !!! FIXME: can we have a smaller view? */ 214 UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds]; 215 216 /* put the window on an external display if appropriate. */ 217 if (data.uiscreen != [UIScreen mainScreen]) { 218 [uiwindow setScreen:data.uiscreen]; 219 } 220 221 if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { 222 return -1; 223 } 224 } 225 226 return 1; 227 } 228 229 void 230 UIKit_SetWindowTitle(_THIS, SDL_Window * window) 231 { 232 @autoreleasepool { 233 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 234 data.viewcontroller.title = @(window->title); 235 } 236 } 237 238 void 239 UIKit_ShowWindow(_THIS, SDL_Window * window) 240 { 241 @autoreleasepool { 242 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 243 [data.uiwindow makeKeyAndVisible]; 244 245 /* Make this window the current mouse focus for touch input */ 246 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 247 SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata; 248 if (displaydata.uiscreen == [UIScreen mainScreen]) { 249 SDL_SetMouseFocus(window); 250 SDL_SetKeyboardFocus(window); 251 } 252 } 253 } 254 255 void 256 UIKit_HideWindow(_THIS, SDL_Window * window) 257 { 258 @autoreleasepool { 259 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 260 data.uiwindow.hidden = YES; 261 } 262 } 263 264 void 265 UIKit_RaiseWindow(_THIS, SDL_Window * window) 266 { 267 /* We don't currently offer a concept of "raising" the SDL window, since 268 * we only allow one per display, in the iOS fashion. 269 * However, we use this entry point to rebind the context to the view 270 * during OnWindowRestored processing. */ 271 _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx); 272 } 273 274 static void 275 UIKit_UpdateWindowBorder(_THIS, SDL_Window * window) 276 { 277 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 278 SDL_uikitviewcontroller *viewcontroller = data.viewcontroller; 279 280 #if !TARGET_OS_TV 281 if (data.uiwindow.screen == [UIScreen mainScreen]) { 282 if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) { 283 [UIApplication sharedApplication].statusBarHidden = YES; 284 } else { 285 [UIApplication sharedApplication].statusBarHidden = NO; 286 } 287 288 /* iOS 7+ won't update the status bar until we tell it to. */ 289 if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) { 290 [viewcontroller setNeedsStatusBarAppearanceUpdate]; 291 } 292 } 293 294 /* Update the view's frame to account for the status bar change. */ 295 viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); 296 #endif /* !TARGET_OS_TV */ 297 298 #ifdef SDL_IPHONE_KEYBOARD 299 /* Make sure the view is offset correctly when the keyboard is visible. */ 300 [viewcontroller updateKeyboard]; 301 #endif 302 303 [viewcontroller.view setNeedsLayout]; 304 [viewcontroller.view layoutIfNeeded]; 305 } 306 307 void 308 UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered) 309 { 310 @autoreleasepool { 311 UIKit_UpdateWindowBorder(_this, window); 312 } 313 } 314 315 void 316 UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen) 317 { 318 @autoreleasepool { 319 UIKit_UpdateWindowBorder(_this, window); 320 } 321 } 322 323 void 324 UIKit_DestroyWindow(_THIS, SDL_Window * window) 325 { 326 @autoreleasepool { 327 if (window->driverdata != NULL) { 328 SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata); 329 NSArray *views = nil; 330 331 [data.viewcontroller stopAnimation]; 332 333 /* Detach all views from this window. We use a copy of the array 334 * because setSDLWindow will remove the object from the original 335 * array, which would be undesirable if we were iterating over it. */ 336 views = [data.views copy]; 337 for (SDL_uikitview *view in views) { 338 [view setSDLWindow:NULL]; 339 } 340 341 /* iOS may still hold a reference to the window after we release it. 342 * We want to make sure the SDL view controller isn't accessed in 343 * that case, because it would contain an invalid pointer to the old 344 * SDL window. */ 345 data.uiwindow.rootViewController = nil; 346 data.uiwindow.hidden = YES; 347 } 348 } 349 window->driverdata = NULL; 350 } 351 352 SDL_bool 353 UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info) 354 { 355 @autoreleasepool { 356 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 357 358 if (info->version.major <= SDL_MAJOR_VERSION) { 359 int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch); 360 361 info->subsystem = SDL_SYSWM_UIKIT; 362 info->info.uikit.window = data.uiwindow; 363 364 /* These struct members were added in SDL 2.0.4. */ 365 if (versionnum >= SDL_VERSIONNUM(2,0,4)) { 366 #if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2 367 if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) { 368 SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view; 369 info->info.uikit.framebuffer = glview.drawableFramebuffer; 370 info->info.uikit.colorbuffer = glview.drawableRenderbuffer; 371 info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer; 372 } else { 373 #else 374 { 375 #endif 376 info->info.uikit.framebuffer = 0; 377 info->info.uikit.colorbuffer = 0; 378 info->info.uikit.resolveFramebuffer = 0; 379 } 380 } 381 382 return SDL_TRUE; 383 } else { 384 SDL_SetError("Application not compiled with SDL %d.%d", 385 SDL_MAJOR_VERSION, SDL_MINOR_VERSION); 386 return SDL_FALSE; 387 } 388 } 389 } 390 391 #if !TARGET_OS_TV 392 NSUInteger 393 UIKit_GetSupportedOrientations(SDL_Window * window) 394 { 395 const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS); 396 NSUInteger validOrientations = UIInterfaceOrientationMaskAll; 397 NSUInteger orientationMask = 0; 398 399 @autoreleasepool { 400 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 401 UIApplication *app = [UIApplication sharedApplication]; 402 403 /* Get all possible valid orientations. If the app delegate doesn't tell 404 * us, we get the orientations from Info.plist via UIApplication. */ 405 if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) { 406 validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow]; 407 } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) { 408 validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow]; 409 } 410 411 if (hint != NULL) { 412 NSArray *orientations = [@(hint) componentsSeparatedByString:@" "]; 413 414 if ([orientations containsObject:@"LandscapeLeft"]) { 415 orientationMask |= UIInterfaceOrientationMaskLandscapeLeft; 416 } 417 if ([orientations containsObject:@"LandscapeRight"]) { 418 orientationMask |= UIInterfaceOrientationMaskLandscapeRight; 419 } 420 if ([orientations containsObject:@"Portrait"]) { 421 orientationMask |= UIInterfaceOrientationMaskPortrait; 422 } 423 if ([orientations containsObject:@"PortraitUpsideDown"]) { 424 orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown; 425 } 426 } 427 428 if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) { 429 /* any orientation is okay. */ 430 orientationMask = UIInterfaceOrientationMaskAll; 431 } 432 433 if (orientationMask == 0) { 434 if (window->w >= window->h) { 435 orientationMask |= UIInterfaceOrientationMaskLandscape; 436 } 437 if (window->h >= window->w) { 438 orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); 439 } 440 } 441 442 /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */ 443 if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) { 444 orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown; 445 } 446 447 /* If none of the specified orientations are actually supported by the 448 * app, we'll revert to what the app supports. An exception would be 449 * thrown by the system otherwise. */ 450 if ((validOrientations & orientationMask) == 0) { 451 orientationMask = validOrientations; 452 } 453 } 454 455 return orientationMask; 456 } 457 #endif /* !TARGET_OS_TV */ 458 459 int 460 SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam) 461 { 462 if (!window || !window->driverdata) { 463 return SDL_SetError("Invalid window"); 464 } 465 466 @autoreleasepool { 467 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata; 468 [data.viewcontroller setAnimationCallback:interval 469 callback:callback 470 callbackParam:callbackParam]; 471 } 472 473 return 0; 474 } 475 476 #endif /* SDL_VIDEO_DRIVER_UIKIT */ 477 478 /* vi: set ts=4 sw=4 expandtab: */