SDL 2.0
SDL_uikitwindow.m
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2019 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"
39
40#import "SDL_uikitview.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. */
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{
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
161{
162 @autoreleasepool {
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. */
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]) {
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
232{
233 @autoreleasepool {
234 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
235 data.viewcontroller.title = @(window->title);
236 }
237}
238
239void
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 */
248 SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
249 if (displaydata.uiscreen == [UIScreen mainScreen]) {
252 }
253 }
254}
255
256void
258{
259 @autoreleasepool {
260 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
261 data.uiwindow.hidden = YES;
262 }
263}
264
265void
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. */
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]) {
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
310{
311 @autoreleasepool {
312 UIKit_UpdateWindowBorder(_this, window);
313 }
314}
315
316void
318{
319 @autoreleasepool {
320 UIKit_UpdateWindowBorder(_this, window);
321 }
322}
323
324void
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
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
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 ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
368 SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
369 info->info.uikit.framebuffer = glview.drawableFramebuffer;
370 info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
371 info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
372 } else {
373 info->info.uikit.framebuffer = 0;
374 info->info.uikit.colorbuffer = 0;
375 info->info.uikit.resolveFramebuffer = 0;
376 }
377 }
378
379 return SDL_TRUE;
380 } else {
381 SDL_SetError("Application not compiled with SDL %d.%d",
383 return SDL_FALSE;
384 }
385 }
386}
387
388#if !TARGET_OS_TV
389NSUInteger
391{
392 const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
393 NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
394 NSUInteger orientationMask = 0;
395
396 @autoreleasepool {
397 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
398 UIApplication *app = [UIApplication sharedApplication];
399
400 /* Get all possible valid orientations. If the app delegate doesn't tell
401 * us, we get the orientations from Info.plist via UIApplication. */
402 if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
403 validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
404 } else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
405 validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
406 }
407
408 if (hint != NULL) {
409 NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
410
411 if ([orientations containsObject:@"LandscapeLeft"]) {
412 orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
413 }
414 if ([orientations containsObject:@"LandscapeRight"]) {
415 orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
416 }
417 if ([orientations containsObject:@"Portrait"]) {
418 orientationMask |= UIInterfaceOrientationMaskPortrait;
419 }
420 if ([orientations containsObject:@"PortraitUpsideDown"]) {
421 orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
422 }
423 }
424
425 if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
426 /* any orientation is okay. */
427 orientationMask = UIInterfaceOrientationMaskAll;
428 }
429
430 if (orientationMask == 0) {
431 if (window->w >= window->h) {
432 orientationMask |= UIInterfaceOrientationMaskLandscape;
433 }
434 if (window->h >= window->w) {
435 orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
436 }
437 }
438
439 /* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
440 if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
441 orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
442 }
443
444 /* If none of the specified orientations are actually supported by the
445 * app, we'll revert to what the app supports. An exception would be
446 * thrown by the system otherwise. */
447 if ((validOrientations & orientationMask) == 0) {
448 orientationMask = validOrientations;
449 }
450 }
451
452 return orientationMask;
453}
454#endif /* !TARGET_OS_TV */
455
456int
457SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
458{
459 if (!window || !window->driverdata) {
460 return SDL_SetError("Invalid window");
461 }
462
463 @autoreleasepool {
464 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
465 [data.viewcontroller setAnimationCallback:interval
467 callbackParam:callbackParam];
468 }
469
470 return 0;
471}
472
473#endif /* SDL_VIDEO_DRIVER_UIKIT */
474
475/* vi: set ts=4 sw=4 expandtab: */
#define _THIS
#define SDL_assert(condition)
Definition: SDL_assert.h:169
#define SDL_SetError
#define SDL_GetHint
#define SDL_iPhoneSetAnimationCallback
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
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_HINT_ORIENTATIONS
A variable controlling which orientations are allowed on iOS/Android.
Definition: SDL_hints.h:360
void SDL_SetKeyboardFocus(SDL_Window *window)
Definition: SDL_keyboard.c:630
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:211
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
GLint GLint GLsizei width
Definition: SDL_opengl.h:1572
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1572
GLenum mode
GLuint in
SDL_bool
Definition: SDL_stdinc.h:162
@ SDL_TRUE
Definition: SDL_stdinc.h:164
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_VideoDisplay * SDL_GetDisplayForWindow(SDL_Window *window)
Definition: SDL_video.c:1089
@ SDL_SYSWM_UIKIT
Definition: SDL_syswm.h:126
SDL_bool UIKit_IsSystemVersionAtLeast(double version)
void UIKit_ShowWindow(_THIS, SDL_Window *window)
void UIKit_RaiseWindow(_THIS, SDL_Window *window)
SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window *window, struct SDL_SysWMinfo *info)
void UIKit_SetWindowBordered(_THIS, SDL_Window *window, SDL_bool bordered)
void UIKit_SetWindowTitle(_THIS, SDL_Window *window)
void UIKit_DestroyWindow(_THIS, SDL_Window *window)
void UIKit_SetWindowFullscreen(_THIS, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen)
NSUInteger UIKit_GetSupportedOrientations(SDL_Window *window)
int UIKit_CreateWindow(_THIS, SDL_Window *window)
void UIKit_HideWindow(_THIS, SDL_Window *window)
#define SDL_MINOR_VERSION
Definition: SDL_version.h:61
#define SDL_MAJOR_VERSION
Definition: SDL_version.h:60
#define SDL_VERSIONNUM(X, Y, Z)
Definition: SDL_version.h:94
static SDL_VideoDevice * _this
Definition: SDL_video.c:118
@ SDL_WINDOW_RESIZABLE
Definition: SDL_video.h:105
@ SDL_WINDOW_FULLSCREEN
Definition: SDL_video.h:100
@ SDL_WINDOW_BORDERLESS
Definition: SDL_video.h:104
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 NULL
Definition: begin_code.h:167
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
UIScreen * uiscreen
UIScreenMode * uiscreenmode
The structure that defines a display mode.
Definition: SDL_video.h:54
void * driverdata
Definition: SDL_video.h:59
union SDL_SysWMinfo::@17 info
SDL_SYSWM_TYPE subsystem
Definition: SDL_syswm.h:200
Window window
Definition: SDL_syswm.h:221
SDL_version version
Definition: SDL_syswm.h:199
int(* GL_MakeCurrent)(_THIS, SDL_Window *window, SDL_GLContext context)
Definition: SDL_sysvideo.h:259
SDL_GLContext current_glctx
Definition: SDL_sysvideo.h:364
void(* GetDisplayModes)(_THIS, SDL_VideoDisplay *display)
Definition: SDL_sysvideo.h:197
SDL_Window * windows
Definition: SDL_sysvideo.h:317
SDL_Window * current_glwin
Definition: SDL_sysvideo.h:363
SDL_DisplayMode * display_modes
Definition: SDL_sysvideo.h:130
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:132
UIWindow * uiwindow
SDL_uikitviewcontroller * viewcontroller
NSMutableArray * views
The type used to identify a window.
Definition: SDL_sysvideo.h:74
Uint8 minor
Definition: SDL_version.h:54
Uint8 patch
Definition: SDL_version.h:55
Uint8 major
Definition: SDL_version.h:53
int frame
Definition: teststreaming.c:60
static Uint32 callback(Uint32 interval, void *param)
Definition: testtimer.c:34