SDL  2.0
SDL_uikitwindow.m
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 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 
80 static 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  /* SDL_CreateWindow sets the window w&h to the display's bounds if the
111  * fullscreen flag is set. But the display bounds orientation might not
112  * match what we want, and GetSupportedOrientations call below uses the
113  * window w&h. They're overridden below anyway, so we'll just set them
114  * to the requested size for the purposes of determining orientation. */
115  window->w = window->windowed.w;
116  window->h = window->windowed.h;
117 
118  NSUInteger orients = UIKit_GetSupportedOrientations(window);
119  BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
120  BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
121 
122  /* Make sure the width/height are oriented correctly */
123  if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
124  int temp = width;
125  width = height;
126  height = temp;
127  }
128  }
129 #endif /* !TARGET_OS_TV */
130 
131  window->x = 0;
132  window->y = 0;
133  window->w = width;
134  window->h = height;
135 
136  /* The View Controller will handle rotating the view when the device
137  * orientation changes. This will trigger resize events, if appropriate. */
138  data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
139 
140  /* The window will initially contain a generic view so resizes, touch events,
141  * etc. can be handled without an active OpenGL view/context. */
142  view = [[SDL_uikitview alloc] initWithFrame:frame];
143 
144  /* Sets this view as the controller's view, and adds the view to the window
145  * heirarchy. */
146  [view setSDLWindow:window];
147 
148  /* Make this window the current mouse focus for touch input */
149  if (displaydata.uiscreen == [UIScreen mainScreen]) {
150  SDL_SetMouseFocus(window);
151  SDL_SetKeyboardFocus(window);
152  }
153 
154  return 0;
155 }
156 
157 int
159 {
160  @autoreleasepool {
161  SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
162  SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
163 
164  /* SDL currently puts this window at the start of display's linked list. We rely on this. */
165  SDL_assert(_this->windows == window);
166 
167  /* We currently only handle a single window per display on iOS */
168  if (window->next != NULL) {
169  return SDL_SetError("Only one window allowed per display.");
170  }
171 
172  /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
173  * user, so it's in standby), try to force the display to a resolution
174  * that most closely matches the desired window size. */
175 #if !TARGET_OS_TV
176  const CGSize origsize = data.uiscreen.currentMode.size;
177  if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
178  if (display->num_display_modes == 0) {
179  _this->GetDisplayModes(_this, display);
180  }
181 
182  int i;
183  const SDL_DisplayMode *bestmode = NULL;
184  for (i = display->num_display_modes; i >= 0; i--) {
185  const SDL_DisplayMode *mode = &display->display_modes[i];
186  if ((mode->w >= window->w) && (mode->h >= window->h)) {
187  bestmode = mode;
188  }
189  }
190 
191  if (bestmode) {
192  SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
193  [data.uiscreen setCurrentMode:modedata.uiscreenmode];
194 
195  /* desktop_mode doesn't change here (the higher level will
196  * use it to set all the screens back to their defaults
197  * upon window destruction, SDL_Quit(), etc. */
198  display->current_mode = *bestmode;
199  }
200  }
201 
202  if (data.uiscreen == [UIScreen mainScreen]) {
204  [UIApplication sharedApplication].statusBarHidden = YES;
205  } else {
206  [UIApplication sharedApplication].statusBarHidden = NO;
207  }
208  }
209 #endif /* !TARGET_OS_TV */
210 
211  /* ignore the size user requested, and make a fullscreen window */
212  /* !!! FIXME: can we have a smaller view? */
213  UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
214 
215  /* put the window on an external display if appropriate. */
216  if (data.uiscreen != [UIScreen mainScreen]) {
217  [uiwindow setScreen:data.uiscreen];
218  }
219 
220  if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
221  return -1;
222  }
223  }
224 
225  return 1;
226 }
227 
228 void
230 {
231  @autoreleasepool {
232  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
233  data.viewcontroller.title = @(window->title);
234  }
235 }
236 
237 void
239 {
240  @autoreleasepool {
241  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
242  [data.uiwindow makeKeyAndVisible];
243  }
244 }
245 
246 void
248 {
249  @autoreleasepool {
250  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
251  data.uiwindow.hidden = YES;
252  }
253 }
254 
255 void
257 {
258  /* We don't currently offer a concept of "raising" the SDL window, since
259  * we only allow one per display, in the iOS fashion.
260  * However, we use this entry point to rebind the context to the view
261  * during OnWindowRestored processing. */
263 }
264 
265 static void
266 UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
267 {
268  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
270 
271 #if !TARGET_OS_TV
272  if (data.uiwindow.screen == [UIScreen mainScreen]) {
274  [UIApplication sharedApplication].statusBarHidden = YES;
275  } else {
276  [UIApplication sharedApplication].statusBarHidden = NO;
277  }
278 
279  /* iOS 7+ won't update the status bar until we tell it to. */
280  if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
281  [viewcontroller setNeedsStatusBarAppearanceUpdate];
282  }
283  }
284 
285  /* Update the view's frame to account for the status bar change. */
286  viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
287 #endif /* !TARGET_OS_TV */
288 
289 #ifdef SDL_IPHONE_KEYBOARD
290  /* Make sure the view is offset correctly when the keyboard is visible. */
291  [viewcontroller updateKeyboard];
292 #endif
293 
294  [viewcontroller.view setNeedsLayout];
295  [viewcontroller.view layoutIfNeeded];
296 }
297 
298 void
300 {
301  @autoreleasepool {
302  UIKit_UpdateWindowBorder(_this, window);
303  }
304 }
305 
306 void
307 UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
308 {
309  @autoreleasepool {
310  UIKit_UpdateWindowBorder(_this, window);
311  }
312 }
313 
314 void
316 {
317  @autoreleasepool {
318  if (window->driverdata != NULL) {
319  SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
320  NSArray *views = nil;
321 
322  [data.viewcontroller stopAnimation];
323 
324  /* Detach all views from this window. We use a copy of the array
325  * because setSDLWindow will remove the object from the original
326  * array, which would be undesirable if we were iterating over it. */
327  views = [data.views copy];
328  for (SDL_uikitview *view in views) {
329  [view setSDLWindow:NULL];
330  }
331 
332  /* iOS may still hold a reference to the window after we release it.
333  * We want to make sure the SDL view controller isn't accessed in
334  * that case, because it would contain an invalid pointer to the old
335  * SDL window. */
336  data.uiwindow.rootViewController = nil;
337  data.uiwindow.hidden = YES;
338  }
339  }
340  window->driverdata = NULL;
341 }
342 
343 SDL_bool
345 {
346  @autoreleasepool {
347  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
348 
349  if (info->version.major <= SDL_MAJOR_VERSION) {
350  int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
351 
352  info->subsystem = SDL_SYSWM_UIKIT;
353  info->info.uikit.window = data.uiwindow;
354 
355  /* These struct members were added in SDL 2.0.4. */
356  if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
357  if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
358  SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
359  info->info.uikit.framebuffer = glview.drawableFramebuffer;
360  info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
361  info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
362  } else {
363  info->info.uikit.framebuffer = 0;
364  info->info.uikit.colorbuffer = 0;
365  info->info.uikit.resolveFramebuffer = 0;
366  }
367  }
368 
369  return SDL_TRUE;
370  } else {
371  SDL_SetError("Application not compiled with SDL %d.%d",
373  return SDL_FALSE;
374  }
375  }
376 }
377 
378 #if !TARGET_OS_TV
379 NSUInteger
381 {
382  const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
383  NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
384  NSUInteger orientationMask = 0;
385 
386  @autoreleasepool {
387  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
388  UIApplication *app = [UIApplication sharedApplication];
389 
390  /* Get all possible valid orientations. If the app delegate doesn't tell
391  * us, we get the orientations from Info.plist via UIApplication. */
392  if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
393  validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
394  } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
395  validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
396  }
397 
398  if (hint != NULL) {
399  NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
400 
401  if ([orientations containsObject:@"LandscapeLeft"]) {
402  orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
403  }
404  if ([orientations containsObject:@"LandscapeRight"]) {
405  orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
406  }
407  if ([orientations containsObject:@"Portrait"]) {
408  orientationMask |= UIInterfaceOrientationMaskPortrait;
409  }
410  if ([orientations containsObject:@"PortraitUpsideDown"]) {
411  orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
412  }
413  }
414 
415  if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
416  /* any orientation is okay. */
417  orientationMask = UIInterfaceOrientationMaskAll;
418  }
419 
420  if (orientationMask == 0) {
421  if (window->w >= window->h) {
422  orientationMask |= UIInterfaceOrientationMaskLandscape;
423  }
424  if (window->h >= window->w) {
425  orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
426  }
427  }
428 
429  /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
430  if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
431  orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
432  }
433 
434  /* If none of the specified orientations are actually supported by the
435  * app, we'll revert to what the app supports. An exception would be
436  * thrown by the system otherwise. */
437  if ((validOrientations & orientationMask) == 0) {
438  orientationMask = validOrientations;
439  }
440  }
441 
442  return orientationMask;
443 }
444 #endif /* !TARGET_OS_TV */
445 
446 int
447 SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
448 {
449  if (!window || !window->driverdata) {
450  return SDL_SetError("Invalid window");
451  }
452 
453  @autoreleasepool {
454  SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
455  [data.viewcontroller setAnimationCallback:interval
457  callbackParam:callbackParam];
458  }
459 
460  return 0;
461 }
462 
463 #endif /* SDL_VIDEO_DRIVER_UIKIT */
464 
465 /* vi: set ts=4 sw=4 expandtab: */
SDL_Window * next
Definition: SDL_sysvideo.h:114
#define SDL_MINOR_VERSION
Definition: SDL_version.h:61
SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window *window, struct SDL_SysWMinfo *info)
void SDL_SetKeyboardFocus(SDL_Window *window)
Definition: SDL_keyboard.c:630
int UIKit_CreateWindow(_THIS, SDL_Window *window)
void UIKit_DestroyWindow(_THIS, SDL_Window *window)
#define SDL_MAJOR_VERSION
Definition: SDL_version.h:60
SDL_uikitviewcontroller * viewcontroller
The structure that defines a display mode.
Definition: SDL_video.h:53
#define SDL_GetHint
SDL_version version
Definition: SDL_syswm.h:196
Uint8 major
Definition: SDL_version.h:53
void UIKit_SetWindowTitle(_THIS, SDL_Window *window)
void UIKit_RaiseWindow(_THIS, SDL_Window *window)
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
SDL_SYSWM_TYPE subsystem
Definition: SDL_syswm.h:197
void UIKit_HideWindow(_THIS, SDL_Window *window)
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:151
void UIKit_SetWindowBordered(_THIS, SDL_Window *window, SDL_bool bordered)
NSUInteger UIKit_GetSupportedOrientations(SDL_Window *window)
SDL_Rect windowed
Definition: SDL_sysvideo.h:87
GLint GLint GLsizei width
Definition: SDL_opengl.h:1572
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
UIScreen * uiscreen
NSMutableArray * views
SDL_GLContext current_glctx
Definition: SDL_sysvideo.h:360
void UIKit_SetWindowFullscreen(_THIS, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen)
#define _THIS
int(* GL_MakeCurrent)(_THIS, SDL_Window *window, SDL_GLContext context)
Definition: SDL_sysvideo.h:258
#define SDL_VERSIONNUM(X, Y, Z)
Definition: SDL_version.h:94
int frame
Definition: teststreaming.c:60
void * driverdata
Definition: SDL_video.h:59
SDL_DisplayMode * display_modes
Definition: SDL_sysvideo.h:130
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:132
GLenum mode
Uint8 minor
Definition: SDL_version.h:54
static Uint32 callback(Uint32 interval, void *param)
Definition: testtimer.c:34
char * title
Definition: SDL_sysvideo.h:77
SDL_Window * windows
Definition: SDL_sysvideo.h:313
UIWindow * uiwindow
int w
Definition: SDL_rect.h:67
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define SDL_assert(condition)
Definition: SDL_assert.h:169
void(* GetDisplayModes)(_THIS, SDL_VideoDisplay *display)
Definition: SDL_sysvideo.h:196
Window window
Definition: SDL_syswm.h:218
#define SDL_HINT_ORIENTATIONS
A variable controlling which orientations are allowed on iOS.
Definition: SDL_hints.h:340
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_SetError
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1572
UIScreenMode * uiscreenmode
SDL_VideoDisplay * SDL_GetDisplayForWindow(SDL_Window *window)
Definition: SDL_video.c:1073
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
int h
Definition: SDL_rect.h:67
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
The type used to identify a window.
Definition: SDL_sysvideo.h:73
union SDL_SysWMinfo::@18 info
void * driverdata
Definition: SDL_sysvideo.h:111
void UIKit_ShowWindow(_THIS, SDL_Window *window)
Uint32 flags
Definition: SDL_sysvideo.h:83
GLuint in
SDL_Window * current_glwin
Definition: SDL_sysvideo.h:359
#define SDL_iPhoneSetAnimationCallback
Uint8 patch
Definition: SDL_version.h:55