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SDL_uikitwindow.m
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SDL_uikitwindow.m
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#include "SDL_syswm.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "SDL_assert.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>
@implementation SDL_uikitviewcontroller
- (id)initWithSDLWindow:(SDL_Window *)_window {
[self init];
self->window = _window;
return self;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient {
return YES;
}
- (void)loadView {
// do nothing.
}
// Send a resized event when the orientation changes.
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
SDL_WindowData *data = self->window->driverdata;
UIWindow *uiwindow = data->uiwindow;
CGRect frame = [uiwindow frame];
const CGSize size = frame.size;
int w, h;
switch (toInterfaceOrientation) {
case UIInterfaceOrientationPortrait:
case UIInterfaceOrientationPortraitUpsideDown:
w = (size.width < size.height) ? size.width : size.height;
h = (size.width > size.height) ? size.width : size.height;
break;
case UIInterfaceOrientationLandscapeLeft:
case UIInterfaceOrientationLandscapeRight:
w = (size.width > size.height) ? size.width : size.height;
h = (size.width < size.height) ? size.width : size.height;
break;
default:
SDL_assert(0 && "Unexpected interface orientation!");
return;
}
self->window->w = w;
self->window->h = h;
frame.size.width = w;
frame.size.height = h;
SDL_SendWindowEvent(self->window, SDL_WINDOWEVENT_RESIZED, w, h);
}
@end
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 CGSize uisize = [[uiscreen currentMode] size];
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)) );
if (window->flags & SDL_WINDOW_RESIZABLE) {
// The View Controller will handle rotating the view when the
// device orientation changes. We expose these as resize events.
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
} else {
// Rotate the view if we have to, but only on the main screen
// (presumably, an external display doesn't report orientation).
if (rotate) {
#define D2R(x) (M_PI * (x) / 180.0) // degrees to radians.
[uiwindow setTransform:CGAffineTransformIdentity];
[uiwindow setTransform:CGAffineTransformMakeRotation(D2R(90))];
#undef D2R
}
}
}
return 0;
}
int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
UIScreen *uiscreen = (UIScreen *) display->driverdata;
// 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 ([UIScreen mainScreen] != uiscreen) {
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];
display->desktop_mode = *bestmode;
display->current_mode = *bestmode;
}
}
}
/* 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]];
if (SDL_UIKit_supports_multiple_displays) {
[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: */