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_INPUT_FOCUS; /* always has input focus */
104  } else {
105  window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */
106  window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */
107  window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */
108  }
109 
110  if (displaydata.uiscreen == [UIScreen mainScreen]) {
111  NSUInteger orients = UIKit_GetSupportedOrientations(window);
112  BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
113  BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
114 
115  /* Make sure the width/height are oriented correctly */
116  if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
117  int temp = width;
118  width = height;
119  height = temp;
120  }
121  }
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  const CGSize origsize = data.uiscreen.currentMode.size;
156 
157  /* SDL currently puts this window at the start of display's linked list. We rely on this. */
158  SDL_assert(_this->windows == window);
159 
160  /* We currently only handle a single window per display on iOS */
161  if (window->next != NULL) {
162  return SDL_SetError("Only one window allowed per display.");
163  }
164 
165  /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
166  * user, so it's in standby), try to force the display to a resolution
167  * that most closely matches the desired window size. */
168  if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
169  if (display->num_display_modes == 0) {
170  _this->GetDisplayModes(_this, display);
171  }
172 
173  int i;
174  const SDL_DisplayMode *bestmode = NULL;
175  for (i = display->num_display_modes; i >= 0; i--) {
176  const SDL_DisplayMode *mode = &display->display_modes[i];
177  if ((mode->w >= window->w) && (mode->h >= window->h)) {
178  bestmode = mode;
179  }
180  }
181 
182  if (bestmode) {
183  SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
184  [data.uiscreen setCurrentMode:modedata.uiscreenmode];
185 
186  /* desktop_mode doesn't change here (the higher level will
187  * use it to set all the screens back to their defaults
188  * upon window destruction, SDL_Quit(), etc. */
189  display->current_mode = *bestmode;
190  }
191  }
192 
193  if (data.uiscreen == [UIScreen mainScreen]) {
195  [UIApplication sharedApplication].statusBarHidden = YES;
196  } else {
197  [UIApplication sharedApplication].statusBarHidden = NO;
198  }
199  }
200 
201  /* ignore the size user requested, and make a fullscreen window */
202  /* !!! FIXME: can we have a smaller view? */
203  UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
204 
205  /* put the window on an external display if appropriate. */
206  if (data.uiscreen != [UIScreen mainScreen]) {
207  [uiwindow setScreen:data.uiscreen];
208  }
209 
210  if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
211  return -1;
212  }
213  }
214 
215  return 1;
216 }
217 
218 void
220 {
221  @autoreleasepool {
222  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
223  data.viewcontroller.title = @(window->title);
224  }
225 }
226 
227 void
229 {
230  @autoreleasepool {
231  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
232  [data.uiwindow makeKeyAndVisible];
233  }
234 }
235 
236 void
238 {
239  @autoreleasepool {
240  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
241  data.uiwindow.hidden = YES;
242  }
243 }
244 
245 void
247 {
248  /* We don't currently offer a concept of "raising" the SDL window, since
249  * we only allow one per display, in the iOS fashion.
250  * However, we use this entry point to rebind the context to the view
251  * during OnWindowRestored processing. */
253 }
254 
255 static void
256 UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
257 {
258  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
260 
261  if (data.uiwindow.screen == [UIScreen mainScreen]) {
263  [UIApplication sharedApplication].statusBarHidden = YES;
264  } else {
265  [UIApplication sharedApplication].statusBarHidden = NO;
266  }
267 
268  /* iOS 7+ won't update the status bar until we tell it to. */
269  if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
270  [viewcontroller setNeedsStatusBarAppearanceUpdate];
271  }
272  }
273 
274  /* Update the view's frame to account for the status bar change. */
275  viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
276 
277 #ifdef SDL_IPHONE_KEYBOARD
278  /* Make sure the view is offset correctly when the keyboard is visible. */
279  [viewcontroller updateKeyboard];
280 #endif
281 
282  [viewcontroller.view setNeedsLayout];
283  [viewcontroller.view layoutIfNeeded];
284 }
285 
286 void
288 {
289  @autoreleasepool {
290  UIKit_UpdateWindowBorder(_this, window);
291  }
292 }
293 
294 void
295 UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
296 {
297  @autoreleasepool {
298  UIKit_UpdateWindowBorder(_this, window);
299  }
300 }
301 
302 void
304 {
305  @autoreleasepool {
306  if (window->driverdata != NULL) {
307  SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
308  NSArray *views = nil;
309 
310  [data.viewcontroller stopAnimation];
311 
312  /* Detach all views from this window. We use a copy of the array
313  * because setSDLWindow will remove the object from the original
314  * array, which would be undesirable if we were iterating over it. */
315  views = [data.views copy];
316  for (SDL_uikitview *view in views) {
317  [view setSDLWindow:NULL];
318  }
319 
320  /* iOS may still hold a reference to the window after we release it.
321  * We want to make sure the SDL view controller isn't accessed in
322  * that case, because it would contain an invalid pointer to the old
323  * SDL window. */
324  data.uiwindow.rootViewController = nil;
325  data.uiwindow.hidden = YES;
326  }
327  }
328  window->driverdata = NULL;
329 }
330 
331 SDL_bool
333 {
334  @autoreleasepool {
335  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
336 
337  if (info->version.major <= SDL_MAJOR_VERSION) {
338  int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
339 
340  info->subsystem = SDL_SYSWM_UIKIT;
341  info->info.uikit.window = data.uiwindow;
342 
343  /* These struct members were added in SDL 2.0.4. */
344  if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
345  if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
346  SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
347  info->info.uikit.framebuffer = glview.drawableFramebuffer;
348  info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
349  info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
350  } else {
351  info->info.uikit.framebuffer = 0;
352  info->info.uikit.colorbuffer = 0;
353  info->info.uikit.resolveFramebuffer = 0;
354  }
355  }
356 
357  return SDL_TRUE;
358  } else {
359  SDL_SetError("Application not compiled with SDL %d.%d\n",
361  return SDL_FALSE;
362  }
363  }
364 }
365 
366 NSUInteger
368 {
369  const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
370  NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
371  NSUInteger orientationMask = 0;
372 
373  @autoreleasepool {
374  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
375  UIApplication *app = [UIApplication sharedApplication];
376 
377  /* Get all possible valid orientations. If the app delegate doesn't tell
378  * us, we get the orientations from Info.plist via UIApplication. */
379  if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
380  validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
381  } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
382  validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
383  }
384 
385  if (hint != NULL) {
386  NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
387 
388  if ([orientations containsObject:@"LandscapeLeft"]) {
389  orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
390  }
391  if ([orientations containsObject:@"LandscapeRight"]) {
392  orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
393  }
394  if ([orientations containsObject:@"Portrait"]) {
395  orientationMask |= UIInterfaceOrientationMaskPortrait;
396  }
397  if ([orientations containsObject:@"PortraitUpsideDown"]) {
398  orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
399  }
400  }
401 
402  if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
403  /* any orientation is okay. */
404  orientationMask = UIInterfaceOrientationMaskAll;
405  }
406 
407  if (orientationMask == 0) {
408  if (window->w >= window->h) {
409  orientationMask |= UIInterfaceOrientationMaskLandscape;
410  }
411  if (window->h >= window->w) {
412  orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
413  }
414  }
415 
416  /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
417  if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
418  orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
419  }
420 
421  /* If none of the specified orientations are actually supported by the
422  * app, we'll revert to what the app supports. An exception would be
423  * thrown by the system otherwise. */
424  if ((validOrientations & orientationMask) == 0) {
425  orientationMask = validOrientations;
426  }
427  }
428 
429  return orientationMask;
430 }
431 
432 int
433 SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
434 {
435  if (!window || !window->driverdata) {
436  return SDL_SetError("Invalid window");
437  }
438 
439  @autoreleasepool {
440  SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
441  [data.viewcontroller setAnimationCallback:interval
443  callbackParam:callbackParam];
444  }
445 
446  return 0;
447 }
448 
449 #endif /* SDL_VIDEO_DRIVER_UIKIT */
450 
451 /* vi: set ts=4 sw=4 expandtab: */
SDL_Window * next
Definition: SDL_sysvideo.h:109
#define SDL_MINOR_VERSION
Definition: SDL_version.h:61
CGRect UIKit_ComputeViewFrame(SDL_Window *window, UIScreen *screen)
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:183
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:184
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:114
SDL_bool
Definition: SDL_stdinc.h:126
UIScreen * uiscreen
NSMutableArray * views
SDL_GLContext current_glctx
Definition: SDL_sysvideo.h:326
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:238
#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:125
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:127
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:281
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:42
#define SDL_assert(condition)
Definition: SDL_assert.h:167
void(* GetDisplayModes)(_THIS, SDL_VideoDisplay *display)
Definition: SDL_sysvideo.h:181
Window window
Definition: SDL_syswm.h:204
#define SDL_HINT_ORIENTATIONS
A variable controlling which orientations are allowed on iOS.
Definition: SDL_hints.h:278
#define NULL
Definition: begin_code.h:143
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#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:1039
The type used to identify a window.
Definition: SDL_sysvideo.h:71
union SDL_SysWMinfo::@18 info
void * driverdata
Definition: SDL_sysvideo.h:106
void UIKit_ShowWindow(_THIS, SDL_Window *window)
Uint32 flags
Definition: SDL_sysvideo.h:81
GLuint in
SDL_Window * current_glwin
Definition: SDL_sysvideo.h:325
#define SDL_iPhoneSetAnimationCallback
Uint8 patch
Definition: SDL_version.h:55