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1/*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 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    self.frame = self.screen.bounds;
74    [super layoutSubviews];
75}
76
77@end
78
79
80static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
81{
82    SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
83    SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
84    SDL_uikitview *view;
85
86    CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
87    int width  = (int) frame.size.width;
88    int height = (int) frame.size.height;
89
90    SDL_WindowData *data = [[SDL_WindowData alloc] init];
91    if (!data) {
92        return SDL_OutOfMemory();
93    }
94
95    window->driverdata = (void *) CFBridgingRetain(data);
96
97    data.uiwindow = uiwindow;
98
99    /* only one window on iOS, always shown */
100    window->flags &= ~SDL_WINDOW_HIDDEN;
101
102    if (displaydata.uiscreen != [UIScreen mainScreen]) {
103        window->flags &= ~SDL_WINDOW_RESIZABLE;  /* window is NEVER resizable */
104        window->flags &= ~SDL_WINDOW_INPUT_FOCUS;  /* never has input focus */
105        window->flags |= SDL_WINDOW_BORDERLESS;  /* never has a status bar. */
106    }
107
108#if !TARGET_OS_TV
109    if (displaydata.uiscreen == [UIScreen mainScreen]) {
110        NSUInteger orients = UIKit_GetSupportedOrientations(window);
111        BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
112        BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
113
114        /* Make sure the width/height are oriented correctly */
115        if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
116            int temp = width;
117            width = height;
118            height = temp;
119        }
120    }
121#endif /* !TARGET_OS_TV */
122
123    window->x = 0;
124    window->y = 0;
125    window->w = width;
126    window->h = height;
127
128    /* The View Controller will handle rotating the view when the device
129     * orientation changes. This will trigger resize events, if appropriate. */
130    data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
131
132    /* The window will initially contain a generic view so resizes, touch events,
133     * etc. can be handled without an active OpenGL view/context. */
134    view = [[SDL_uikitview alloc] initWithFrame:frame];
135
136    /* Sets this view as the controller's view, and adds the view to the window
137     * heirarchy. */
138    [view setSDLWindow:window];
139
140    /* Make this window the current mouse focus for touch input */
141    if (displaydata.uiscreen == [UIScreen mainScreen]) {
142        SDL_SetMouseFocus(window);
143        SDL_SetKeyboardFocus(window);
144    }
145
146    return 0;
147}
148
149int
150UIKit_CreateWindow(_THIS, SDL_Window *window)
151{
152    @autoreleasepool {
153        SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
154        SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
155
156        /* SDL currently puts this window at the start of display's linked list. We rely on this. */
157        SDL_assert(_this->windows == window);
158
159        /* We currently only handle a single window per display on iOS */
160        if (window->next != NULL) {
161            return SDL_SetError("Only one window allowed per display.");
162        }
163
164        /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
165         * user, so it's in standby), try to force the display to a resolution
166         * that most closely matches the desired window size. */
167#if !TARGET_OS_TV
168        const CGSize origsize = data.uiscreen.currentMode.size;
169        if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
170            if (display->num_display_modes == 0) {
171                _this->GetDisplayModes(_this, display);
172            }
173
174            int i;
175            const SDL_DisplayMode *bestmode = NULL;
176            for (i = display->num_display_modes; i >= 0; i--) {
177                const SDL_DisplayMode *mode = &display->display_modes[i];
178                if ((mode->w >= window->w) && (mode->h >= window->h)) {
179                    bestmode = mode;
180                }
181            }
182
183            if (bestmode) {
184                SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
185                [data.uiscreen setCurrentMode:modedata.uiscreenmode];
186
187                /* desktop_mode doesn't change here (the higher level will
188                 * use it to set all the screens back to their defaults
189                 * upon window destruction, SDL_Quit(), etc. */
190                display->current_mode = *bestmode;
191            }
192        }
193
194        if (data.uiscreen == [UIScreen mainScreen]) {
195            if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
196                [UIApplication sharedApplication].statusBarHidden = YES;
197            } else {
198                [UIApplication sharedApplication].statusBarHidden = NO;
199            }
200        }
201#endif /* !TARGET_OS_TV */
202
203        /* ignore the size user requested, and make a fullscreen window */
204        /* !!! FIXME: can we have a smaller view? */
205        UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
206
207        /* put the window on an external display if appropriate. */
208        if (data.uiscreen != [UIScreen mainScreen]) {
209            [uiwindow setScreen:data.uiscreen];
210        }
211
212        if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
213            return -1;
214        }
215    }
216
217    return 1;
218}
219
220void
221UIKit_SetWindowTitle(_THIS, SDL_Window * window)
222{
223    @autoreleasepool {
224        SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
225        data.viewcontroller.title = @(window->title);
226    }
227}
228
229void
230UIKit_ShowWindow(_THIS, SDL_Window * window)
231{
232    @autoreleasepool {
233        SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
234        [data.uiwindow makeKeyAndVisible];
235    }
236}
237
238void
239UIKit_HideWindow(_THIS, SDL_Window * window)
240{
241    @autoreleasepool {
242        SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
243        data.uiwindow.hidden = YES;
244    }
245}
246
247void
248UIKit_RaiseWindow(_THIS, SDL_Window * window)
249{
250    /* We don't currently offer a concept of "raising" the SDL window, since
251     * we only allow one per display, in the iOS fashion.
252     * However, we use this entry point to rebind the context to the view
253     * during OnWindowRestored processing. */
254    _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
255}
256
257static void
258UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
259{
260    SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
261    SDL_uikitviewcontroller *viewcontroller = data.viewcontroller;
262
263#if !TARGET_OS_TV
264    if (data.uiwindow.screen == [UIScreen mainScreen]) {
265        if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
266            [UIApplication sharedApplication].statusBarHidden = YES;
267        } else {
268            [UIApplication sharedApplication].statusBarHidden = NO;
269        }
270
271        /* iOS 7+ won't update the status bar until we tell it to. */
272        if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
273            [viewcontroller setNeedsStatusBarAppearanceUpdate];
274        }
275    }
276
277    /* Update the view's frame to account for the status bar change. */
278    viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
279#endif /* !TARGET_OS_TV */
280
281#ifdef SDL_IPHONE_KEYBOARD
282    /* Make sure the view is offset correctly when the keyboard is visible. */
283    [viewcontroller updateKeyboard];
284#endif
285
286    [viewcontroller.view setNeedsLayout];
287    [viewcontroller.view layoutIfNeeded];
288}
289
290void
291UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
292{
293    @autoreleasepool {
294        UIKit_UpdateWindowBorder(_this, window);
295    }
296}
297
298void
299UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
300{
301    @autoreleasepool {
302        UIKit_UpdateWindowBorder(_this, window);
303    }
304}
305
306void
307UIKit_DestroyWindow(_THIS, SDL_Window * window)
308{
309    @autoreleasepool {
310        if (window->driverdata != NULL) {
311            SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
312            NSArray *views = nil;
313
314            [data.viewcontroller stopAnimation];
315
316            /* Detach all views from this window. We use a copy of the array
317             * because setSDLWindow will remove the object from the original
318             * array, which would be undesirable if we were iterating over it. */
319            views = [data.views copy];
320            for (SDL_uikitview *view in views) {
321                [view setSDLWindow:NULL];
322            }
323
324            /* iOS may still hold a reference to the window after we release it.
325             * We want to make sure the SDL view controller isn't accessed in
326             * that case, because it would contain an invalid pointer to the old
327             * SDL window. */
328            data.uiwindow.rootViewController = nil;
329            data.uiwindow.hidden = YES;
330        }
331    }
332    window->driverdata = NULL;
333}
334
335SDL_bool
336UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
337{
338    @autoreleasepool {
339        SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
340
341        if (info->version.major <= SDL_MAJOR_VERSION) {
342            int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
343
344            info->subsystem = SDL_SYSWM_UIKIT;
345            info->info.uikit.window = data.uiwindow;
346
347            /* These struct members were added in SDL 2.0.4. */
348            if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
349                if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
350                    SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
351                    info->info.uikit.framebuffer = glview.drawableFramebuffer;
352                    info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
353                    info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
354                } else {
355                    info->info.uikit.framebuffer = 0;
356                    info->info.uikit.colorbuffer = 0;
357                    info->info.uikit.resolveFramebuffer = 0;
358                }
359            }
360
361            return SDL_TRUE;
362        } else {
363            SDL_SetError("Application not compiled with SDL %d.%d\n",
364                         SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
365            return SDL_FALSE;
366        }
367    }
368}
369
370#if !TARGET_OS_TV
371NSUInteger
372UIKit_GetSupportedOrientations(SDL_Window * window)
373{
374    const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
375    NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
376    NSUInteger orientationMask = 0;
377
378    @autoreleasepool {
379        SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
380        UIApplication *app = [UIApplication sharedApplication];
381
382        /* Get all possible valid orientations. If the app delegate doesn't tell
383         * us, we get the orientations from Info.plist via UIApplication. */
384        if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
385            validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
386        } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
387            validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
388        }
389
390        if (hint != NULL) {
391            NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
392
393            if ([orientations containsObject:@"LandscapeLeft"]) {
394                orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
395            }
396            if ([orientations containsObject:@"LandscapeRight"]) {
397                orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
398            }
399            if ([orientations containsObject:@"Portrait"]) {
400                orientationMask |= UIInterfaceOrientationMaskPortrait;
401            }
402            if ([orientations containsObject:@"PortraitUpsideDown"]) {
403                orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
404            }
405        }
406
407        if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
408            /* any orientation is okay. */
409            orientationMask = UIInterfaceOrientationMaskAll;
410        }
411
412        if (orientationMask == 0) {
413            if (window->w >= window->h) {
414                orientationMask |= UIInterfaceOrientationMaskLandscape;
415            }
416            if (window->h >= window->w) {
417                orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
418            }
419        }
420
421        /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
422        if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
423            orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
424        }
425
426        /* If none of the specified orientations are actually supported by the
427         * app, we'll revert to what the app supports. An exception would be
428         * thrown by the system otherwise. */
429        if ((validOrientations & orientationMask) == 0) {
430            orientationMask = validOrientations;
431        }
432    }
433
434    return orientationMask;
435}
436#endif /* !TARGET_OS_TV */
437
438int
439SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
440{
441    if (!window || !window->driverdata) {
442        return SDL_SetError("Invalid window");
443    }
444
445    @autoreleasepool {
446        SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
447        [data.viewcontroller setAnimationCallback:interval
448                                         callback:callback
449                                    callbackParam:callbackParam];
450    }
451
452    return 0;
453}
454
455#endif /* SDL_VIDEO_DRIVER_UIKIT */
456
457/* vi: set ts=4 sw=4 expandtab: */
458