SDL  2.0
SDL_uikitwindow.m
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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 
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  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 
149 int
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]) {
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 
220 void
222 {
223  @autoreleasepool {
224  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
225  data.viewcontroller.title = @(window->title);
226  }
227 }
228 
229 void
231 {
232  @autoreleasepool {
233  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
234  [data.uiwindow makeKeyAndVisible];
235  }
236 }
237 
238 void
240 {
241  @autoreleasepool {
242  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
243  data.uiwindow.hidden = YES;
244  }
245 }
246 
247 void
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. */
255 }
256 
257 static void
258 UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
259 {
260  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
262 
263 #if !TARGET_OS_TV
264  if (data.uiwindow.screen == [UIScreen mainScreen]) {
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 
290 void
292 {
293  @autoreleasepool {
294  UIKit_UpdateWindowBorder(_this, window);
295  }
296 }
297 
298 void
299 UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
300 {
301  @autoreleasepool {
302  UIKit_UpdateWindowBorder(_this, window);
303  }
304 }
305 
306 void
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 
335 SDL_bool
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",
365  return SDL_FALSE;
366  }
367  }
368 }
369 
370 #if !TARGET_OS_TV
371 NSUInteger
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 
438 int
439 SDL_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
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: */
SDL_Window * next
Definition: SDL_sysvideo.h:112
#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:612
int UIKit_CreateWindow(_THIS, SDL_Window *window)
GLint GLint GLsizei width
Definition: SDL_opengl.h:1565
void UIKit_DestroyWindow(_THIS, SDL_Window *window)
#define SDL_MAJOR_VERSION
Definition: SDL_version.h:60
SDL_uikitviewcontroller * viewcontroller
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1967
The structure that defines a display mode.
Definition: SDL_video.h:53
#define SDL_GetHint
SDL_version version
Definition: SDL_syswm.h:195
Uint8 major
Definition: SDL_version.h:53
void UIKit_SetWindowTitle(_THIS, SDL_Window *window)
void UIKit_RaiseWindow(_THIS, SDL_Window *window)
SDL_SYSWM_TYPE subsystem
Definition: SDL_syswm.h:196
SDL_Window * window
void UIKit_HideWindow(_THIS, SDL_Window *window)
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:103
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1565
void UIKit_SetWindowBordered(_THIS, SDL_Window *window, SDL_bool bordered)
NSUInteger UIKit_GetSupportedOrientations(SDL_Window *window)
static SDL_VideoDevice * _this
Definition: SDL_video.c:118
UIScreen * uiscreen
NSMutableArray * views
SDL_GLContext current_glctx
Definition: SDL_sysvideo.h:339
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:251
#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:128
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:130
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:75
SDL_Window * windows
Definition: SDL_sysvideo.h:294
UIWindow * uiwindow
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:167
void(* GetDisplayModes)(_THIS, SDL_VideoDisplay *display)
Definition: SDL_sysvideo.h:189
Window window
Definition: SDL_syswm.h:216
#define SDL_HINT_ORIENTATIONS
A variable controlling which orientations are allowed on iOS.
Definition: SDL_hints.h:289
#define NULL
Definition: begin_code.h:143
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:130
#define SDL_SetError
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
UIScreenMode * uiscreenmode
SDL_VideoDisplay * SDL_GetDisplayForWindow(SDL_Window *window)
Definition: SDL_video.c:1058
The type used to identify a window.
Definition: SDL_sysvideo.h:71
union SDL_SysWMinfo::@18 info
void * driverdata
Definition: SDL_sysvideo.h:109
void UIKit_ShowWindow(_THIS, SDL_Window *window)
Uint32 flags
Definition: SDL_sysvideo.h:81
GLuint in
SDL_Window * current_glwin
Definition: SDL_sysvideo.h:338
#define SDL_iPhoneSetAnimationCallback
Uint8 patch
Definition: SDL_version.h:55