Skip to content
This repository has been archived by the owner on Feb 11, 2021. It is now read-only.

Latest commit

 

History

History
217 lines (180 loc) · 7.82 KB

SDL_uikitwindow.m

File metadata and controls

217 lines (180 loc) · 7.82 KB
 
Oct 12, 2011
Oct 12, 2011
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 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_config.h"
#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_uikitwindow.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#include <Foundation/Foundation.h>
static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
UIScreen *uiscreen = (UIScreen *) display->driverdata;
SDL_WindowData *data;
/* Allocate the window data */
data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
data->uiwindow = uiwindow;
data->viewcontroller = nil;
data->view = nil;
/* Fill in the SDL window with the window data */
{
window->x = 0;
window->y = 0;
window->w = (int)uiwindow.frame.size.width;
window->h = (int)uiwindow.frame.size.height;
}
window->driverdata = data;
// !!! FIXME: should we force this? Shouldn't specifying FULLSCREEN
// !!! FIXME: imply BORDERLESS?
window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */
window->flags |= SDL_WINDOW_SHOWN; /* only one window on iOS, always shown */
// 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 ([UIScreen mainScreen] != uiscreen) {
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.
} else {
window->flags |= SDL_WINDOW_INPUT_FOCUS; // always has input focus
if (window->flags & SDL_WINDOW_BORDERLESS) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
const UIDeviceOrientation o = [[UIDevice currentDevice] orientation];
const BOOL landscape = (o == UIDeviceOrientationLandscapeLeft) ||
(o == UIDeviceOrientationLandscapeRight);
const BOOL rotate = ( ((window->w > window->h) && (!landscape)) ||
((window->w < window->h) && (landscape)) );
// The View Controller will handle rotating the view when the
// device orientation changes. This will trigger resize events, if
// appropriate.
SDL_uikitviewcontroller *controller;
controller = [SDL_uikitviewcontroller alloc];
data->viewcontroller = [controller initWithSDLWindow:window];
[data->viewcontroller setTitle:@"SDL App"]; // !!! FIXME: hook up SDL_SetWindowTitle()
// !!! FIXME: if (rotate), force a "resize" right at the start
}
return 0;
}
int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
UIScreen *uiscreen = (UIScreen *) display->driverdata;
const BOOL external = ([UIScreen mainScreen] != uiscreen);
// 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) {
SDL_SetError("Only one window allowed per display.");
return -1;
}
// Non-mainscreen windows must be force to borderless, as there's no
// status bar there, and we want to get the right dimensions later in
// this function.
if (external) {
window->flags |= SDL_WINDOW_BORDERLESS;
}
// 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 (SDL_UIKit_supports_multiple_displays) {
const CGSize origsize = [[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) {
UIScreenMode *uimode = (UIScreenMode *) bestmode->driverdata;
[uiscreen setCurrentMode:uimode];
Oct 15, 2011
Oct 15, 2011
154
155
156
157
158
// 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.
[((UIScreenMode *) display->current_mode.driverdata) release];
Oct 12, 2011
Oct 12, 2011
159
display->current_mode = *bestmode;
Oct 15, 2011
Oct 15, 2011
160
[((UIScreenMode *) display->current_mode.driverdata) retain];
Oct 12, 2011
Oct 12, 2011
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
}
}
}
/* ignore the size user requested, and make a fullscreen window */
// !!! FIXME: can we have a smaller view?
UIWindow *uiwindow = [UIWindow alloc];
if (window->flags & SDL_WINDOW_BORDERLESS)
uiwindow = [uiwindow initWithFrame:[uiscreen bounds]];
else
uiwindow = [uiwindow initWithFrame:[uiscreen applicationFrame]];
// 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:uiscreen];
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
[uiwindow release];
return -1;
}
return 1;
}
void
UIKit_DestroyWindow(_THIS, SDL_Window * window) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (data) {
[data->viewcontroller release];
[data->uiwindow release];
SDL_free(data);
window->driverdata = NULL;
}
}
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;
}
}
/* vi: set ts=4 sw=4 expandtab: */