1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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 /* As of July 1 2019, I haven't been able to reproduce any orientation 74 * issues with this disabled on iOS 12. The issue this is meant to fix might 75 * only happen on iOS 8, or it might have been fixed another way with other 76 * code... This code prevents split view (iOS 9+) from working on iPads, so 77 * we want to avoid using it if possible. */ 78 if (!UIKit_IsSystemVersionAtLeast(9.0)) { 79 self.frame = self.screen.bounds; 80 } 81 [super layoutSubviews]; 82} 83 84@end 85 86 87static int 88SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) 89{ 90 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 91 SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata; 92 SDL_uikitview *view; 93 94 CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen); 95 int width = (int) frame.size.width; 96 int height = (int) frame.size.height; 97 98 SDL_WindowData *data = [[SDL_WindowData alloc] init]; 99 if (!data) { 100 return SDL_OutOfMemory(); 101 } 102 103 window->driverdata = (void *) CFBridgingRetain(data); 104 105 data.uiwindow = uiwindow; 106 107 /* only one window on iOS, always shown */ 108 window->flags &= ~SDL_WINDOW_HIDDEN; 109 110 if (displaydata.uiscreen != [UIScreen mainScreen]) { 111 window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */ 112 window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */ 113 window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */ 114 } 115 116#if !TARGET_OS_TV 117 if (displaydata.uiscreen == [UIScreen mainScreen]) { 118 /* SDL_CreateWindow sets the window w&h to the display's bounds if the 119 * fullscreen flag is set. But the display bounds orientation might not 120 * match what we want, and GetSupportedOrientations call below uses the 121 * window w&h. They're overridden below anyway, so we'll just set them 122 * to the requested size for the purposes of determining orientation. */ 123 window->w = window->windowed.w; 124 window->h = window->windowed.h; 125 126 NSUInteger orients = UIKit_GetSupportedOrientations(window); 127 BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0; 128 BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0; 129 130 /* Make sure the width/height are oriented correctly */ 131 if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) { 132 int temp = width; 133 width = height; 134 height = temp; 135 } 136 } 137#endif /* !TARGET_OS_TV */ 138 139 window->x = 0; 140 window->y = 0; 141 window->w = width; 142 window->h = height; 143 144 /* The View Controller will handle rotating the view when the device 145 * orientation changes. This will trigger resize events, if appropriate. */ 146 data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window]; 147 148 /* The window will initially contain a generic view so resizes, touch events, 149 * etc. can be handled without an active OpenGL view/context. */ 150 view = [[SDL_uikitview alloc] initWithFrame:frame]; 151 152 /* Sets this view as the controller's view, and adds the view to the window 153 * heirarchy. */ 154 [view setSDLWindow:window]; 155 156 return 0; 157} 158 159int 160UIKit_CreateWindow(_THIS, SDL_Window *window) 161{ 162 @autoreleasepool { 163 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 164 SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata; 165 166 /* SDL currently puts this window at the start of display's linked list. We rely on this. */ 167 SDL_assert(_this->windows == window); 168 169 /* We currently only handle a single window per display on iOS */ 170 if (window->next != NULL) { 171 return SDL_SetError("Only one window allowed per display."); 172 } 173 174 /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the 175 * user, so it's in standby), try to force the display to a resolution 176 * that most closely matches the desired window size. */ 177#if !TARGET_OS_TV 178 const CGSize origsize = data.uiscreen.currentMode.size; 179 if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { 180 if (display->num_display_modes == 0) { 181 _this->GetDisplayModes(_this, display); 182 } 183 184 int i; 185 const SDL_DisplayMode *bestmode = NULL; 186 for (i = display->num_display_modes; i >= 0; i--) { 187 const SDL_DisplayMode *mode = &display->display_modes[i]; 188 if ((mode->w >= window->w) && (mode->h >= window->h)) { 189 bestmode = mode; 190 } 191 } 192 193 if (bestmode) { 194 SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata; 195 [data.uiscreen setCurrentMode:modedata.uiscreenmode]; 196 197 /* desktop_mode doesn't change here (the higher level will 198 * use it to set all the screens back to their defaults 199 * upon window destruction, SDL_Quit(), etc. */ 200 display->current_mode = *bestmode; 201 } 202 } 203 204 if (data.uiscreen == [UIScreen mainScreen]) { 205 if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) { 206 [UIApplication sharedApplication].statusBarHidden = YES; 207 } else { 208 [UIApplication sharedApplication].statusBarHidden = NO; 209 } 210 } 211#endif /* !TARGET_OS_TV */ 212 213 /* ignore the size user requested, and make a fullscreen window */ 214 /* !!! FIXME: can we have a smaller view? */ 215 UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds]; 216 217 /* put the window on an external display if appropriate. */ 218 if (data.uiscreen != [UIScreen mainScreen]) { 219 [uiwindow setScreen:data.uiscreen]; 220 } 221 222 if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { 223 return -1; 224 } 225 } 226 227 return 1; 228} 229 230void 231UIKit_SetWindowTitle(_THIS, SDL_Window * window) 232{ 233 @autoreleasepool { 234 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 235 data.viewcontroller.title = @(window->title); 236 } 237} 238 239void 240UIKit_ShowWindow(_THIS, SDL_Window * window) 241{ 242 @autoreleasepool { 243 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 244 [data.uiwindow makeKeyAndVisible]; 245 246 /* Make this window the current mouse focus for touch input */ 247 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); 248 SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata; 249 if (displaydata.uiscreen == [UIScreen mainScreen]) { 250 SDL_SetMouseFocus(window); 251 SDL_SetKeyboardFocus(window); 252 } 253 } 254} 255 256void 257UIKit_HideWindow(_THIS, SDL_Window * window) 258{ 259 @autoreleasepool { 260 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 261 data.uiwindow.hidden = YES; 262 } 263} 264 265void 266UIKit_RaiseWindow(_THIS, SDL_Window * window) 267{ 268 /* We don't currently offer a concept of "raising" the SDL window, since 269 * we only allow one per display, in the iOS fashion. 270 * However, we use this entry point to rebind the context to the view 271 * during OnWindowRestored processing. */ 272 _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx); 273} 274 275static void 276UIKit_UpdateWindowBorder(_THIS, SDL_Window * window) 277{ 278 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 279 SDL_uikitviewcontroller *viewcontroller = data.viewcontroller; 280 281#if !TARGET_OS_TV 282 if (data.uiwindow.screen == [UIScreen mainScreen]) { 283 if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) { 284 [UIApplication sharedApplication].statusBarHidden = YES; 285 } else { 286 [UIApplication sharedApplication].statusBarHidden = NO; 287 } 288 289 /* iOS 7+ won't update the status bar until we tell it to. */ 290 if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) { 291 [viewcontroller setNeedsStatusBarAppearanceUpdate]; 292 } 293 } 294 295 /* Update the view's frame to account for the status bar change. */ 296 viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); 297#endif /* !TARGET_OS_TV */ 298 299#ifdef SDL_IPHONE_KEYBOARD 300 /* Make sure the view is offset correctly when the keyboard is visible. */ 301 [viewcontroller updateKeyboard]; 302#endif 303 304 [viewcontroller.view setNeedsLayout]; 305 [viewcontroller.view layoutIfNeeded]; 306} 307 308void 309UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered) 310{ 311 @autoreleasepool { 312 UIKit_UpdateWindowBorder(_this, window); 313 } 314} 315 316void 317UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen) 318{ 319 @autoreleasepool { 320 UIKit_UpdateWindowBorder(_this, window); 321 } 322} 323 324void 325UIKit_DestroyWindow(_THIS, SDL_Window * window) 326{ 327 @autoreleasepool { 328 if (window->driverdata != NULL) { 329 SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata); 330 NSArray *views = nil; 331 332 [data.viewcontroller stopAnimation]; 333 334 /* Detach all views from this window. We use a copy of the array 335 * because setSDLWindow will remove the object from the original 336 * array, which would be undesirable if we were iterating over it. */ 337 views = [data.views copy]; 338 for (SDL_uikitview *view in views) { 339 [view setSDLWindow:NULL]; 340 } 341 342 /* iOS may still hold a reference to the window after we release it. 343 * We want to make sure the SDL view controller isn't accessed in 344 * that case, because it would contain an invalid pointer to the old 345 * SDL window. */ 346 data.uiwindow.rootViewController = nil; 347 data.uiwindow.hidden = YES; 348 } 349 } 350 window->driverdata = NULL; 351} 352 353SDL_bool 354UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info) 355{ 356 @autoreleasepool { 357 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 358 359 if (info->version.major <= SDL_MAJOR_VERSION) { 360 int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch); 361 362 info->subsystem = SDL_SYSWM_UIKIT; 363 info->info.uikit.window = data.uiwindow; 364 365 /* These struct members were added in SDL 2.0.4. */ 366 if (versionnum >= SDL_VERSIONNUM(2,0,4)) { 367#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2 368 if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) { 369 SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view; 370 info->info.uikit.framebuffer = glview.drawableFramebuffer; 371 info->info.uikit.colorbuffer = glview.drawableRenderbuffer; 372 info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer; 373 } else { 374#else 375 { 376#endif 377 info->info.uikit.framebuffer = 0; 378 info->info.uikit.colorbuffer = 0; 379 info->info.uikit.resolveFramebuffer = 0; 380 } 381 } 382 383 return SDL_TRUE; 384 } else { 385 SDL_SetError("Application not compiled with SDL %d.%d", 386 SDL_MAJOR_VERSION, SDL_MINOR_VERSION); 387 return SDL_FALSE; 388 } 389 } 390} 391 392#if !TARGET_OS_TV 393NSUInteger 394UIKit_GetSupportedOrientations(SDL_Window * window) 395{ 396 const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS); 397 NSUInteger validOrientations = UIInterfaceOrientationMaskAll; 398 NSUInteger orientationMask = 0; 399 400 @autoreleasepool { 401 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 402 UIApplication *app = [UIApplication sharedApplication]; 403 404 /* Get all possible valid orientations. If the app delegate doesn't tell 405 * us, we get the orientations from Info.plist via UIApplication. */ 406 if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) { 407 validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow]; 408 } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) { 409 validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow]; 410 } 411 412 if (hint != NULL) { 413 NSArray *orientations = [@(hint) componentsSeparatedByString:@" "]; 414 415 if ([orientations containsObject:@"LandscapeLeft"]) { 416 orientationMask |= UIInterfaceOrientationMaskLandscapeLeft; 417 } 418 if ([orientations containsObject:@"LandscapeRight"]) { 419 orientationMask |= UIInterfaceOrientationMaskLandscapeRight; 420 } 421 if ([orientations containsObject:@"Portrait"]) { 422 orientationMask |= UIInterfaceOrientationMaskPortrait; 423 } 424 if ([orientations containsObject:@"PortraitUpsideDown"]) { 425 orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown; 426 } 427 } 428 429 if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) { 430 /* any orientation is okay. */ 431 orientationMask = UIInterfaceOrientationMaskAll; 432 } 433 434 if (orientationMask == 0) { 435 if (window->w >= window->h) { 436 orientationMask |= UIInterfaceOrientationMaskLandscape; 437 } 438 if (window->h >= window->w) { 439 orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); 440 } 441 } 442 443 /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */ 444 if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) { 445 orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown; 446 } 447 448 /* If none of the specified orientations are actually supported by the 449 * app, we'll revert to what the app supports. An exception would be 450 * thrown by the system otherwise. */ 451 if ((validOrientations & orientationMask) == 0) { 452 orientationMask = validOrientations; 453 } 454 } 455 456 return orientationMask; 457} 458#endif /* !TARGET_OS_TV */ 459 460int 461SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam) 462{ 463 if (!window || !window->driverdata) { 464 return SDL_SetError("Invalid window"); 465 } 466 467 @autoreleasepool { 468 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata; 469 [data.viewcontroller setAnimationCallback:interval 470 callback:callback 471 callbackParam:callbackParam]; 472 } 473 474 return 0; 475} 476 477#endif /* SDL_VIDEO_DRIVER_UIKIT */ 478 479/* vi: set ts=4 sw=4 expandtab: */ 480