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