src/video/uikit/SDL_uikitwindow.m
author Alex Szpakowski <slime73@gmail.com>
Mon, 01 Jul 2019 14:52:56 -0300
changeset 12919 d3a97780aa05
parent 12852 afe3c46cc37e
permissions -rw-r--r--
iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2019 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_assert.h"
    29 #include "SDL_hints.h"
    30 #include "../SDL_sysvideo.h"
    31 #include "../SDL_pixels_c.h"
    32 #include "../../events/SDL_events_c.h"
    33 
    34 #include "SDL_uikitvideo.h"
    35 #include "SDL_uikitevents.h"
    36 #include "SDL_uikitmodes.h"
    37 #include "SDL_uikitwindow.h"
    38 #import "SDL_uikitappdelegate.h"
    39 
    40 #import "SDL_uikitview.h"
    41 #import "SDL_uikitopenglview.h"
    42 
    43 #include <Foundation/Foundation.h>
    44 
    45 @implementation SDL_WindowData
    46 
    47 @synthesize uiwindow;
    48 @synthesize viewcontroller;
    49 @synthesize views;
    50 
    51 - (instancetype)init
    52 {
    53     if ((self = [super init])) {
    54         views = [NSMutableArray new];
    55     }
    56 
    57     return self;
    58 }
    59 
    60 @end
    61 
    62 @interface SDL_uikitwindow : UIWindow
    63 
    64 - (void)layoutSubviews;
    65 
    66 @end
    67 
    68 @implementation SDL_uikitwindow
    69 
    70 - (void)layoutSubviews
    71 {
    72     /* Workaround to fix window orientation issues in iOS 8. */
    73     /* As of July 1 2019, I haven't been able to reproduce any orientation
    74      * issues with this disabled on iOS 12. The issue this is meant to fix might
    75      * only happen on iOS 8, or it might have been fixed another way with other
    76      * code... This code prevents split view (iOS 9+) from working on iPads, so
    77      * we want to avoid using it if possible. */
    78     if (!UIKit_IsSystemVersionAtLeast(9.0)) {
    79         self.frame = self.screen.bounds;
    80     }
    81     [super layoutSubviews];
    82 }
    83 
    84 @end
    85 
    86 
    87 static int
    88 SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
    89 {
    90     SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
    91     SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
    92     SDL_uikitview *view;
    93 
    94     CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
    95     int width  = (int) frame.size.width;
    96     int height = (int) frame.size.height;
    97 
    98     SDL_WindowData *data = [[SDL_WindowData alloc] init];
    99     if (!data) {
   100         return SDL_OutOfMemory();
   101     }
   102 
   103     window->driverdata = (void *) CFBridgingRetain(data);
   104 
   105     data.uiwindow = uiwindow;
   106 
   107     /* only one window on iOS, always shown */
   108     window->flags &= ~SDL_WINDOW_HIDDEN;
   109 
   110     if (displaydata.uiscreen != [UIScreen mainScreen]) {
   111         window->flags &= ~SDL_WINDOW_RESIZABLE;  /* window is NEVER resizable */
   112         window->flags &= ~SDL_WINDOW_INPUT_FOCUS;  /* never has input focus */
   113         window->flags |= SDL_WINDOW_BORDERLESS;  /* never has a status bar. */
   114     }
   115 
   116 #if !TARGET_OS_TV
   117     if (displaydata.uiscreen == [UIScreen mainScreen]) {
   118         /* SDL_CreateWindow sets the window w&h to the display's bounds if the
   119          * fullscreen flag is set. But the display bounds orientation might not
   120          * match what we want, and GetSupportedOrientations call below uses the
   121          * window w&h. They're overridden below anyway, so we'll just set them
   122          * to the requested size for the purposes of determining orientation. */
   123         window->w = window->windowed.w;
   124         window->h = window->windowed.h;
   125 
   126         NSUInteger orients = UIKit_GetSupportedOrientations(window);
   127         BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
   128         BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
   129 
   130         /* Make sure the width/height are oriented correctly */
   131         if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
   132             int temp = width;
   133             width = height;
   134             height = temp;
   135         }
   136     }
   137 #endif /* !TARGET_OS_TV */
   138 
   139     window->x = 0;
   140     window->y = 0;
   141     window->w = width;
   142     window->h = height;
   143 
   144     /* The View Controller will handle rotating the view when the device
   145      * orientation changes. This will trigger resize events, if appropriate. */
   146     data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
   147 
   148     /* The window will initially contain a generic view so resizes, touch events,
   149      * etc. can be handled without an active OpenGL view/context. */
   150     view = [[SDL_uikitview alloc] initWithFrame:frame];
   151 
   152     /* Sets this view as the controller's view, and adds the view to the window
   153      * heirarchy. */
   154     [view setSDLWindow:window];
   155 
   156     return 0;
   157 }
   158 
   159 int
   160 UIKit_CreateWindow(_THIS, SDL_Window *window)
   161 {
   162     @autoreleasepool {
   163         SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
   164         SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
   165 
   166         /* SDL currently puts this window at the start of display's linked list. We rely on this. */
   167         SDL_assert(_this->windows == window);
   168 
   169         /* We currently only handle a single window per display on iOS */
   170         if (window->next != NULL) {
   171             return SDL_SetError("Only one window allowed per display.");
   172         }
   173 
   174         /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
   175          * user, so it's in standby), try to force the display to a resolution
   176          * that most closely matches the desired window size. */
   177 #if !TARGET_OS_TV
   178         const CGSize origsize = data.uiscreen.currentMode.size;
   179         if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
   180             if (display->num_display_modes == 0) {
   181                 _this->GetDisplayModes(_this, display);
   182             }
   183 
   184             int i;
   185             const SDL_DisplayMode *bestmode = NULL;
   186             for (i = display->num_display_modes; i >= 0; i--) {
   187                 const SDL_DisplayMode *mode = &display->display_modes[i];
   188                 if ((mode->w >= window->w) && (mode->h >= window->h)) {
   189                     bestmode = mode;
   190                 }
   191             }
   192 
   193             if (bestmode) {
   194                 SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
   195                 [data.uiscreen setCurrentMode:modedata.uiscreenmode];
   196 
   197                 /* desktop_mode doesn't change here (the higher level will
   198                  * use it to set all the screens back to their defaults
   199                  * upon window destruction, SDL_Quit(), etc. */
   200                 display->current_mode = *bestmode;
   201             }
   202         }
   203 
   204         if (data.uiscreen == [UIScreen mainScreen]) {
   205             if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
   206                 [UIApplication sharedApplication].statusBarHidden = YES;
   207             } else {
   208                 [UIApplication sharedApplication].statusBarHidden = NO;
   209             }
   210         }
   211 #endif /* !TARGET_OS_TV */
   212 
   213         /* ignore the size user requested, and make a fullscreen window */
   214         /* !!! FIXME: can we have a smaller view? */
   215         UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
   216 
   217         /* put the window on an external display if appropriate. */
   218         if (data.uiscreen != [UIScreen mainScreen]) {
   219             [uiwindow setScreen:data.uiscreen];
   220         }
   221 
   222         if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
   223             return -1;
   224         }
   225     }
   226 
   227     return 1;
   228 }
   229 
   230 void
   231 UIKit_SetWindowTitle(_THIS, SDL_Window * window)
   232 {
   233     @autoreleasepool {
   234         SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   235         data.viewcontroller.title = @(window->title);
   236     }
   237 }
   238 
   239 void
   240 UIKit_ShowWindow(_THIS, SDL_Window * window)
   241 {
   242     @autoreleasepool {
   243         SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   244         [data.uiwindow makeKeyAndVisible];
   245 
   246         /* Make this window the current mouse focus for touch input */
   247         SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
   248         SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
   249         if (displaydata.uiscreen == [UIScreen mainScreen]) {
   250             SDL_SetMouseFocus(window);
   251             SDL_SetKeyboardFocus(window);
   252         }
   253     }
   254 }
   255 
   256 void
   257 UIKit_HideWindow(_THIS, SDL_Window * window)
   258 {
   259     @autoreleasepool {
   260         SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   261         data.uiwindow.hidden = YES;
   262     }
   263 }
   264 
   265 void
   266 UIKit_RaiseWindow(_THIS, SDL_Window * window)
   267 {
   268     /* We don't currently offer a concept of "raising" the SDL window, since
   269      * we only allow one per display, in the iOS fashion.
   270      * However, we use this entry point to rebind the context to the view
   271      * during OnWindowRestored processing. */
   272     _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
   273 }
   274 
   275 static void
   276 UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
   277 {
   278     SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   279     SDL_uikitviewcontroller *viewcontroller = data.viewcontroller;
   280 
   281 #if !TARGET_OS_TV
   282     if (data.uiwindow.screen == [UIScreen mainScreen]) {
   283         if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
   284             [UIApplication sharedApplication].statusBarHidden = YES;
   285         } else {
   286             [UIApplication sharedApplication].statusBarHidden = NO;
   287         }
   288 
   289         /* iOS 7+ won't update the status bar until we tell it to. */
   290         if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
   291             [viewcontroller setNeedsStatusBarAppearanceUpdate];
   292         }
   293     }
   294 
   295     /* Update the view's frame to account for the status bar change. */
   296     viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
   297 #endif /* !TARGET_OS_TV */
   298 
   299 #ifdef SDL_IPHONE_KEYBOARD
   300     /* Make sure the view is offset correctly when the keyboard is visible. */
   301     [viewcontroller updateKeyboard];
   302 #endif
   303 
   304     [viewcontroller.view setNeedsLayout];
   305     [viewcontroller.view layoutIfNeeded];
   306 }
   307 
   308 void
   309 UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
   310 {
   311     @autoreleasepool {
   312         UIKit_UpdateWindowBorder(_this, window);
   313     }
   314 }
   315 
   316 void
   317 UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
   318 {
   319     @autoreleasepool {
   320         UIKit_UpdateWindowBorder(_this, window);
   321     }
   322 }
   323 
   324 void
   325 UIKit_DestroyWindow(_THIS, SDL_Window * window)
   326 {
   327     @autoreleasepool {
   328         if (window->driverdata != NULL) {
   329             SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
   330             NSArray *views = nil;
   331 
   332             [data.viewcontroller stopAnimation];
   333 
   334             /* Detach all views from this window. We use a copy of the array
   335              * because setSDLWindow will remove the object from the original
   336              * array, which would be undesirable if we were iterating over it. */
   337             views = [data.views copy];
   338             for (SDL_uikitview *view in views) {
   339                 [view setSDLWindow:NULL];
   340             }
   341 
   342             /* iOS may still hold a reference to the window after we release it.
   343              * We want to make sure the SDL view controller isn't accessed in
   344              * that case, because it would contain an invalid pointer to the old
   345              * SDL window. */
   346             data.uiwindow.rootViewController = nil;
   347             data.uiwindow.hidden = YES;
   348         }
   349     }
   350     window->driverdata = NULL;
   351 }
   352 
   353 SDL_bool
   354 UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
   355 {
   356     @autoreleasepool {
   357         SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   358 
   359         if (info->version.major <= SDL_MAJOR_VERSION) {
   360             int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
   361 
   362             info->subsystem = SDL_SYSWM_UIKIT;
   363             info->info.uikit.window = data.uiwindow;
   364 
   365             /* These struct members were added in SDL 2.0.4. */
   366             if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
   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                     info->info.uikit.framebuffer = 0;
   374                     info->info.uikit.colorbuffer = 0;
   375                     info->info.uikit.resolveFramebuffer = 0;
   376                 }
   377             }
   378 
   379             return SDL_TRUE;
   380         } else {
   381             SDL_SetError("Application not compiled with SDL %d.%d",
   382                          SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
   383             return SDL_FALSE;
   384         }
   385     }
   386 }
   387 
   388 #if !TARGET_OS_TV
   389 NSUInteger
   390 UIKit_GetSupportedOrientations(SDL_Window * window)
   391 {
   392     const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
   393     NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
   394     NSUInteger orientationMask = 0;
   395 
   396     @autoreleasepool {
   397         SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
   398         UIApplication *app = [UIApplication sharedApplication];
   399 
   400         /* Get all possible valid orientations. If the app delegate doesn't tell
   401          * us, we get the orientations from Info.plist via UIApplication. */
   402         if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
   403             validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
   404         } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
   405             validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
   406         }
   407 
   408         if (hint != NULL) {
   409             NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
   410 
   411             if ([orientations containsObject:@"LandscapeLeft"]) {
   412                 orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
   413             }
   414             if ([orientations containsObject:@"LandscapeRight"]) {
   415                 orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
   416             }
   417             if ([orientations containsObject:@"Portrait"]) {
   418                 orientationMask |= UIInterfaceOrientationMaskPortrait;
   419             }
   420             if ([orientations containsObject:@"PortraitUpsideDown"]) {
   421                 orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
   422             }
   423         }
   424 
   425         if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
   426             /* any orientation is okay. */
   427             orientationMask = UIInterfaceOrientationMaskAll;
   428         }
   429 
   430         if (orientationMask == 0) {
   431             if (window->w >= window->h) {
   432                 orientationMask |= UIInterfaceOrientationMaskLandscape;
   433             }
   434             if (window->h >= window->w) {
   435                 orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
   436             }
   437         }
   438 
   439         /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
   440         if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
   441             orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
   442         }
   443 
   444         /* If none of the specified orientations are actually supported by the
   445          * app, we'll revert to what the app supports. An exception would be
   446          * thrown by the system otherwise. */
   447         if ((validOrientations & orientationMask) == 0) {
   448             orientationMask = validOrientations;
   449         }
   450     }
   451 
   452     return orientationMask;
   453 }
   454 #endif /* !TARGET_OS_TV */
   455 
   456 int
   457 SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
   458 {
   459     if (!window || !window->driverdata) {
   460         return SDL_SetError("Invalid window");
   461     }
   462 
   463     @autoreleasepool {
   464         SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
   465         [data.viewcontroller setAnimationCallback:interval
   466                                          callback:callback
   467                                     callbackParam:callbackParam];
   468     }
   469 
   470     return 0;
   471 }
   472 
   473 #endif /* SDL_VIDEO_DRIVER_UIKIT */
   474 
   475 /* vi: set ts=4 sw=4 expandtab: */