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SDL_uikitwindow.m

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_uikitopenglview.h"
#include <Foundation/Foundation.h>
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@implementation SDL_uikitwindow
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- (void)layoutSubviews
{
[super layoutSubviews];
/* This seems to be needed on iOS 8, otherwise the window's frame is put in
* an unexpected position when the screen or device is rotated.
* FIXME: is there a better solution to that problem than this ugly hack?
*/
self.frame = self.screen.bounds;
}
@end
static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow, SDL_bool created)
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{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *displaydata = (SDL_DisplayData *) display->driverdata;
SDL_WindowData *data;
/* Allocate the window data */
data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
data->uiwindow = uiwindow;
data->viewcontroller = nil;
data->view = nil;
/* Fill in the SDL window with the window data */
{
window->x = 0;
window->y = 0;
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CGRect frame = UIKit_ComputeViewFrame(window, displaydata->uiscreen);
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/* Get frame dimensions */
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int width = (int) frame.size.width;
int height = (int) frame.size.height;
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/* Make sure the width/height are oriented correctly */
if (UIKit_IsDisplayLandscape(displaydata->uiscreen) != (width > height)) {
int temp = width;
width = height;
height = temp;
}
window->w = width;
window->h = height;
}
window->driverdata = data;
/* only one window on iOS, always shown */
window->flags &= ~SDL_WINDOW_HIDDEN;
/* SDL_WINDOW_BORDERLESS controls whether status bar is hidden.
* This is only set if the window is on the main screen. Other screens
* just force the window to have the borderless flag.
*/
if (displaydata->uiscreen == [UIScreen mainScreen]) {
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* This was setup earlier for our window, and in iOS 7 is controlled by the view, not the application
if ([UIApplication sharedApplication].statusBarHidden) {
window->flags |= SDL_WINDOW_BORDERLESS;
} else {
window->flags &= ~SDL_WINDOW_BORDERLESS;
}
*/
} else {
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */
window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */
window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */
}
/* The View Controller will handle rotating the view when the
* device orientation changes. This will trigger resize events, if
* appropriate.
*/
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data->viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
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[data->viewcontroller setTitle:@"SDL App"]; /* !!! FIXME: hook up SDL_SetWindowTitle() */
return 0;
}
int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
const BOOL external = ([UIScreen mainScreen] != data->uiscreen);
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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. */
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.
*/
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if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
if (display->num_display_modes == 0) {
_this->GetDisplayModes(_this, display);
}
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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;
}
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if (bestmode) {
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)bestmode->driverdata;
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
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/* 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;
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}
}
if (data->uiscreen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
}
if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
if (window->w > window->h) {
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
}
} else if (window->w < window->h) {
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
}
}
}
/* ignore the size user requested, and make a fullscreen window */
/* !!! FIXME: can we have a smaller view? */
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SDL_uikitwindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data->uiscreen.bounds];
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/* put the window on an external display if appropriate. This implicitly
* does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
* main display, where we land by default, as that would eat the
* status bar real estate.
*/
if (external) {
[uiwindow setScreen:data->uiscreen];
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
[uiwindow release];
return -1;
}
return 1;
}
void
UIKit_ShowWindow(_THIS, SDL_Window * window)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
[uiwindow makeKeyAndVisible];
}
void
UIKit_HideWindow(_THIS, SDL_Window * window)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
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);
}
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static void
UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
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SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
SDL_uikitviewcontroller *viewcontroller = windowdata->viewcontroller;
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CGRect frame;
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if (windowdata->uiwindow.screen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
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/* iOS 7+ won't update the status bar until we tell it to. */
if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
[viewcontroller setNeedsStatusBarAppearanceUpdate];
}
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}
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/* Update the view's frame to account for the status bar change. */
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frame = UIKit_ComputeViewFrame(window, windowdata->uiwindow.screen);
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windowdata->view.frame = frame;
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[windowdata->view setNeedsLayout];
[windowdata->view layoutIfNeeded];
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/* Get frame dimensions */
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int width = (int) frame.size.width;
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int height = (int) frame.size.height;
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/* We can pick either width or height here and we'll rotate the
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screen to match, so we pick the closest to what we wanted.
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*/
if (window->w >= window->h) {
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_max(width, height), SDL_min(width, height));
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} else {
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_min(width, height), SDL_max(width, height));
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}
}
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void
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{
UIKit_UpdateWindowBorder(_this, window);
}
void
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
UIKit_UpdateWindowBorder(_this, window);
}
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void
UIKit_DestroyWindow(_THIS, SDL_Window * window)
{
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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if (data) {
[data->viewcontroller release];
[data->uiwindow release];
SDL_free(data);
}
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window->driverdata = NULL;
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}
SDL_bool
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
if (info->version.major <= SDL_MAJOR_VERSION) {
info->subsystem = SDL_SYSWM_UIKIT;
info->info.uikit.window = uiwindow;
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
}
int
SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
{
SDL_WindowData *data = window ? (SDL_WindowData *)window->driverdata : NULL;
if (!data || !data->view) {
return SDL_SetError("Invalid window or view not set");
}
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
return 0;
}
#endif /* SDL_VIDEO_DRIVER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */