src/video/uikit/SDL_uikitwindow.m
author Alex Szpakowski <slime73@gmail.com>
Sun, 23 Nov 2014 23:29:24 -0400
branchiOS-improvements
changeset 9528 6915f7db6791
parent 9523 9cbd69cac7ed
child 9529 4bf9830d8153
permissions -rw-r--r--
Removed an ugly hack to make windows rotate properly on iOS 8+. Recent commits apparently resolved the issue that made the hack necessary.

/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"

#if SDL_VIDEO_DRIVER_UIKIT

#include "SDL_syswm.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"

#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitmodes.h"
#include "SDL_uikitwindow.h"
#import "SDL_uikitappdelegate.h"

#import "SDL_uikitopenglview.h"

#include <Foundation/Foundation.h>

@implementation SDL_WindowData

@synthesize uiwindow;
@synthesize view;
@synthesize viewcontroller;

@end


static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
{
    SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
    SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;

    /* Allocate the window data */
    SDL_WindowData *data = [[SDL_WindowData alloc] init];
    if (!data) {
        return SDL_OutOfMemory();
    }

    data.uiwindow = uiwindow;

    /* Fill in the SDL window with the window data */
    {
        CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);

        /* Get frame dimensions */
        int width = (int) frame.size.width;
        int height = (int) frame.size.height;

        /* Make sure the width/height are oriented correctly */
        if (UIKit_IsDisplayLandscape(displaydata.uiscreen) != (width > height)) {
            int temp = width;
            width = height;
            height = temp;
        }

        window->x = 0;
        window->y = 0;
        window->w = width;
        window->h = height;
    }

    window->driverdata = (void *) CFBridgingRetain(data);

    /* only one window on iOS, always shown */
    window->flags &= ~SDL_WINDOW_HIDDEN;

    /* SDL_WINDOW_BORDERLESS controls whether status bar is hidden.
     * This is only set if the window is on the main screen. Other screens
     *  just force the window to have the borderless flag.
     */
    if (displaydata.uiscreen == [UIScreen mainScreen]) {
        window->flags |= SDL_WINDOW_INPUT_FOCUS;  /* always has input focus */

        /* This was setup earlier for our window, and in iOS 7 is controlled by the view, not the application
        if ([UIApplication sharedApplication].statusBarHidden) {
            window->flags |= SDL_WINDOW_BORDERLESS;
        } else {
            window->flags &= ~SDL_WINDOW_BORDERLESS;
        }
        */
    } else {
        window->flags &= ~SDL_WINDOW_RESIZABLE;  /* window is NEVER resizeable */
        window->flags &= ~SDL_WINDOW_INPUT_FOCUS;  /* never has input focus */
        window->flags |= SDL_WINDOW_BORDERLESS;  /* never has a status bar. */
    }

    /* The View Controller will handle rotating the view when the
     * device orientation changes. This will trigger resize events, if
     * appropriate.
     */
    data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
    data.viewcontroller.title = @"SDL App";  /* !!! FIXME: hook up SDL_SetWindowTitle() */

    return 0;
}

int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
    @autoreleasepool {
        SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
        SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
        const BOOL external = ([UIScreen mainScreen] != data.uiscreen);
        const CGSize origsize = [[data.uiscreen currentMode] size];

        /* SDL currently puts this window at the start of display's linked list. We rely on this. */
        SDL_assert(_this->windows == window);

        /* We currently only handle a single window per display on iOS */
        if (window->next != NULL) {
            return SDL_SetError("Only one window allowed per display.");
        }

        /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
         * user, so it's in standby), try to force the display to a resolution
         * that most closely matches the desired window size.
         */
        if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
            if (display->num_display_modes == 0) {
                _this->GetDisplayModes(_this, display);
            }

            int i;
            const SDL_DisplayMode *bestmode = NULL;
            for (i = display->num_display_modes; i >= 0; i--) {
                const SDL_DisplayMode *mode = &display->display_modes[i];
                if ((mode->w >= window->w) && (mode->h >= window->h))
                    bestmode = mode;
            }

            if (bestmode) {
                SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
                [data.uiscreen setCurrentMode:modedata.uiscreenmode];

                /* desktop_mode doesn't change here (the higher level will
                 * use it to set all the screens back to their defaults
                 * upon window destruction, SDL_Quit(), etc.
                 */
                display->current_mode = *bestmode;
            }
        }

        if (data.uiscreen == [UIScreen mainScreen]) {
            NSUInteger orientations = UIKit_GetSupportedOrientations(window);
            UIApplication *app = [UIApplication sharedApplication];

            if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
                app.statusBarHidden = YES;
            } else {
                app.statusBarHidden = NO;
            }

            /* Make sure the screen is using a supported orientation. We do it
             * now so that SetupWindowData assigns the properly oriented width
             * and height to the window's w and h variables.
             */
            if (UIKit_IsDisplayLandscape(data.uiscreen)) {
                if (!(orientations & UIInterfaceOrientationMaskLandscape)) {
                    [app setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
                }
            } else {
                if (!(orientations & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown))) {
                    UIInterfaceOrientation orient = UIInterfaceOrientationLandscapeLeft;

                    if (orientations & UIInterfaceOrientationMaskLandscapeRight) {
                        orient = UIInterfaceOrientationLandscapeRight;
                    }

                    [app setStatusBarOrientation:orient animated:NO];
                }
            }
        }

        /* ignore the size user requested, and make a fullscreen window */
        /* !!! FIXME: can we have a smaller view? */
        UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:data.uiscreen.bounds];

        /* put the window on an external display if appropriate. This implicitly
         * does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
         * main display, where we land by default, as that would eat the
         * status bar real estate.
         */
        if (external) {
            [uiwindow setScreen:data.uiscreen];
        }

        if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
            return -1;
        }

    }

    return 1;
}

void
UIKit_ShowWindow(_THIS, SDL_Window * window)
{
    @autoreleasepool {
        UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
        [uiwindow makeKeyAndVisible];
    }
}

void
UIKit_HideWindow(_THIS, SDL_Window * window)
{
    @autoreleasepool {
        UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
        uiwindow.hidden = YES;
    }
}

void
UIKit_RaiseWindow(_THIS, SDL_Window * window)
{
    /* We don't currently offer a concept of "raising" the SDL window, since
     *  we only allow one per display, in the iOS fashion.
     * However, we use this entry point to rebind the context to the view
     *  during OnWindowRestored processing.
     */
    _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
}

static void
UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
{
    SDL_WindowData *windowdata = (__bridge SDL_WindowData *) window->driverdata;
    SDL_uikitviewcontroller *viewcontroller = windowdata.viewcontroller;
    CGRect frame;

    if (windowdata.uiwindow.screen == [UIScreen mainScreen]) {
        if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
            [UIApplication sharedApplication].statusBarHidden = YES;
        } else {
            [UIApplication sharedApplication].statusBarHidden = NO;
        }

        /* iOS 7+ won't update the status bar until we tell it to. */
        if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
            [viewcontroller setNeedsStatusBarAppearanceUpdate];
        }
    }

    /* Update the view's frame to account for the status bar change. */
    frame = UIKit_ComputeViewFrame(window, windowdata.uiwindow.screen);

    windowdata.view.frame = frame;
    [windowdata.view setNeedsLayout];
    [windowdata.view layoutIfNeeded];

    /* Get frame dimensions */
    int width  = (int) frame.size.width;
    int height = (int) frame.size.height;

    /* We can pick either width or height here and we'll rotate the
     screen to match, so we pick the closest to what we wanted.
     */
    if (window->w >= window->h) {
        SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_max(width, height), SDL_min(width, height));
    } else {
        SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_min(width, height), SDL_max(width, height));
    }
}

void
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{
    @autoreleasepool {
        UIKit_UpdateWindowBorder(_this, window);
    }
}

void
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
    @autoreleasepool {
        UIKit_UpdateWindowBorder(_this, window);
    }
}

void
UIKit_DestroyWindow(_THIS, SDL_Window * window)
{
    @autoreleasepool {
        if (window->driverdata != NULL) {
            CFRelease(window->driverdata);
        }
    }

    window->driverdata = NULL;
}

SDL_bool
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
    @autoreleasepool {
        UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;

        if (info->version.major <= SDL_MAJOR_VERSION) {
            info->subsystem = SDL_SYSWM_UIKIT;
            info->info.uikit.window = uiwindow;
            return SDL_TRUE;
        } else {
            SDL_SetError("Application not compiled with SDL %d.%d\n",
                         SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
            return SDL_FALSE;
        }
    }
}

NSUInteger
UIKit_GetSupportedOrientations(SDL_Window * window)
{
    const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
    NSUInteger orientationMask = 0;

    @autoreleasepool {
        if (hint != NULL) {
            NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];

            if ([orientations containsObject:@"LandscapeLeft"]) {
                orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
            }
            if ([orientations containsObject:@"LandscapeRight"]) {
                orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
            }
            if ([orientations containsObject:@"Portrait"]) {
                orientationMask |= UIInterfaceOrientationMaskPortrait;
            }
            if ([orientations containsObject:@"PortraitUpsideDown"]) {
                orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
            }
        }

        if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
            /* any orientation is okay. */
            orientationMask = UIInterfaceOrientationMaskAll;
        }

        if (orientationMask == 0) {
            if (window->w >= window->h) {
                orientationMask |= UIInterfaceOrientationMaskLandscape;
            }
            if (window->h >= window->w) {
                orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
            }
        }

        /* Don't allow upside-down orientation on the phone, so answering calls is in the natural orientation */
        if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
            orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
        }
    }

    return orientationMask;
}

int
SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
{
    @autoreleasepool {
        SDL_WindowData *data = window ? (__bridge SDL_WindowData *)window->driverdata : nil;

        if (!data || !data.view) {
            return SDL_SetError("Invalid window or view not set");
        }

        [data.view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
    }

    return 0;
}

#endif /* SDL_VIDEO_DRIVER_UIKIT */

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