diff options
| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m')
| -rw-r--r-- | contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m | 471 |
1 files changed, 471 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m b/contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m new file mode 100644 index 0000000..2b258b1 --- /dev/null +++ b/contrib/SDL-3.2.8/src/video/uikit/SDL_uikitwindow.m | |||
| @@ -0,0 +1,471 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 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 | #ifdef SDL_VIDEO_DRIVER_UIKIT | ||
| 24 | |||
| 25 | #include "../SDL_sysvideo.h" | ||
| 26 | #include "../SDL_pixels_c.h" | ||
| 27 | #include "../../events/SDL_events_c.h" | ||
| 28 | |||
| 29 | #include "SDL_uikitvideo.h" | ||
| 30 | #include "SDL_uikitevents.h" | ||
| 31 | #include "SDL_uikitmodes.h" | ||
| 32 | #include "SDL_uikitwindow.h" | ||
| 33 | #include "SDL_uikitappdelegate.h" | ||
| 34 | #include "SDL_uikitview.h" | ||
| 35 | #include "SDL_uikitopenglview.h" | ||
| 36 | |||
| 37 | #include <Foundation/Foundation.h> | ||
| 38 | |||
| 39 | @implementation SDL_UIKitWindowData | ||
| 40 | |||
| 41 | @synthesize uiwindow; | ||
| 42 | @synthesize viewcontroller; | ||
| 43 | @synthesize views; | ||
| 44 | |||
| 45 | - (instancetype)init | ||
| 46 | { | ||
| 47 | if ((self = [super init])) { | ||
| 48 | views = [NSMutableArray new]; | ||
| 49 | } | ||
| 50 | |||
| 51 | return self; | ||
| 52 | } | ||
| 53 | |||
| 54 | @end | ||
| 55 | |||
| 56 | @interface SDL_uikitwindow : UIWindow | ||
| 57 | |||
| 58 | - (void)layoutSubviews; | ||
| 59 | |||
| 60 | @end | ||
| 61 | |||
| 62 | @implementation SDL_uikitwindow | ||
| 63 | |||
| 64 | - (void)layoutSubviews | ||
| 65 | { | ||
| 66 | #ifndef SDL_PLATFORM_VISIONOS | ||
| 67 | // Workaround to fix window orientation issues in iOS 8. | ||
| 68 | /* As of July 1 2019, I haven't been able to reproduce any orientation | ||
| 69 | * issues with this disabled on iOS 12. The issue this is meant to fix might | ||
| 70 | * only happen on iOS 8, or it might have been fixed another way with other | ||
| 71 | * code... This code prevents split view (iOS 9+) from working on iPads, so | ||
| 72 | * we want to avoid using it if possible. */ | ||
| 73 | if (!UIKit_IsSystemVersionAtLeast(9.0)) { | ||
| 74 | self.frame = self.screen.bounds; | ||
| 75 | } | ||
| 76 | #endif | ||
| 77 | [super layoutSubviews]; | ||
| 78 | } | ||
| 79 | |||
| 80 | @end | ||
| 81 | |||
| 82 | static bool SetupWindowData(SDL_VideoDevice *_this, SDL_Window *window, UIWindow *uiwindow, bool created) | ||
| 83 | { | ||
| 84 | SDL_VideoDisplay *display = SDL_GetVideoDisplayForWindow(window); | ||
| 85 | SDL_UIKitDisplayData *displaydata = (__bridge SDL_UIKitDisplayData *)display->internal; | ||
| 86 | SDL_uikitview *view; | ||
| 87 | |||
| 88 | #ifdef SDL_PLATFORM_VISIONOS | ||
| 89 | CGRect frame = UIKit_ComputeViewFrame(window); | ||
| 90 | #else | ||
| 91 | CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen); | ||
| 92 | #endif | ||
| 93 | |||
| 94 | int width = (int)frame.size.width; | ||
| 95 | int height = (int)frame.size.height; | ||
| 96 | |||
| 97 | SDL_UIKitWindowData *data = [[SDL_UIKitWindowData alloc] init]; | ||
| 98 | if (!data) { | ||
| 99 | return SDL_OutOfMemory(); | ||
| 100 | } | ||
| 101 | |||
| 102 | window->internal = (SDL_WindowData *)CFBridgingRetain(data); | ||
| 103 | |||
| 104 | data.uiwindow = uiwindow; | ||
| 105 | |||
| 106 | #ifndef SDL_PLATFORM_VISIONOS | ||
| 107 | if (displaydata.uiscreen != [UIScreen mainScreen]) { | ||
| 108 | window->flags &= ~SDL_WINDOW_RESIZABLE; // window is NEVER resizable | ||
| 109 | window->flags &= ~SDL_WINDOW_INPUT_FOCUS; // never has input focus | ||
| 110 | window->flags |= SDL_WINDOW_BORDERLESS; // never has a status bar. | ||
| 111 | } | ||
| 112 | #endif | ||
| 113 | |||
| 114 | #if !defined(SDL_PLATFORM_TVOS) && !defined(SDL_PLATFORM_VISIONOS) | ||
| 115 | if (displaydata.uiscreen == [UIScreen mainScreen]) { | ||
| 116 | NSUInteger orients = UIKit_GetSupportedOrientations(window); | ||
| 117 | BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0; | ||
| 118 | BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown)) != 0; | ||
| 119 | |||
| 120 | // Make sure the width/height are oriented correctly | ||
| 121 | if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) { | ||
| 122 | int temp = width; | ||
| 123 | width = height; | ||
| 124 | height = temp; | ||
| 125 | } | ||
| 126 | } | ||
| 127 | #endif // !SDL_PLATFORM_TVOS | ||
| 128 | |||
| 129 | #if 0 // Don't set the x/y position, it's already placed on a display | ||
| 130 | window->x = 0; | ||
| 131 | window->y = 0; | ||
| 132 | #endif | ||
| 133 | window->w = width; | ||
| 134 | window->h = height; | ||
| 135 | |||
| 136 | /* The View Controller will handle rotating the view when the device | ||
| 137 | * orientation changes. This will trigger resize events, if appropriate. */ | ||
| 138 | data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window]; | ||
| 139 | |||
| 140 | /* The window will initially contain a generic view so resizes, touch events, | ||
| 141 | * etc. can be handled without an active OpenGL view/context. */ | ||
| 142 | view = [[SDL_uikitview alloc] initWithFrame:frame]; | ||
| 143 | |||
| 144 | /* Sets this view as the controller's view, and adds the view to the window | ||
| 145 | * hierarchy. */ | ||
| 146 | [view setSDLWindow:window]; | ||
| 147 | |||
| 148 | SDL_PropertiesID props = SDL_GetWindowProperties(window); | ||
| 149 | SDL_SetPointerProperty(props, SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER, (__bridge void *)data.uiwindow); | ||
| 150 | SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER, SDL_METALVIEW_TAG); | ||
| 151 | |||
| 152 | return true; | ||
| 153 | } | ||
| 154 | |||
| 155 | bool UIKit_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID create_props) | ||
| 156 | { | ||
| 157 | @autoreleasepool { | ||
| 158 | SDL_VideoDisplay *display = SDL_GetVideoDisplayForWindow(window); | ||
| 159 | SDL_UIKitDisplayData *data = (__bridge SDL_UIKitDisplayData *)display->internal; | ||
| 160 | SDL_Window *other; | ||
| 161 | |||
| 162 | // We currently only handle a single window per display on iOS | ||
| 163 | for (other = _this->windows; other; other = other->next) { | ||
| 164 | if (other != window && SDL_GetVideoDisplayForWindow(other) == display) { | ||
| 165 | return SDL_SetError("Only one window allowed per display."); | ||
| 166 | } | ||
| 167 | } | ||
| 168 | |||
| 169 | /* If monitor has a resolution of 0x0 (hasn't been explicitly set by the | ||
| 170 | * user, so it's in standby), try to force the display to a resolution | ||
| 171 | * that most closely matches the desired window size. */ | ||
| 172 | #if !defined(SDL_PLATFORM_TVOS) && !defined(SDL_PLATFORM_VISIONOS) | ||
| 173 | const CGSize origsize = data.uiscreen.currentMode.size; | ||
| 174 | if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { | ||
| 175 | SDL_DisplayMode bestmode; | ||
| 176 | bool include_high_density_modes = false; | ||
| 177 | if (window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) { | ||
| 178 | include_high_density_modes = true; | ||
| 179 | } | ||
| 180 | if (SDL_GetClosestFullscreenDisplayMode(display->id, window->w, window->h, 0.0f, include_high_density_modes, &bestmode)) { | ||
| 181 | SDL_UIKitDisplayModeData *modedata = (__bridge SDL_UIKitDisplayModeData *)bestmode.internal; | ||
| 182 | [data.uiscreen setCurrentMode:modedata.uiscreenmode]; | ||
| 183 | |||
| 184 | /* desktop_mode doesn't change here (the higher level will | ||
| 185 | * use it to set all the screens back to their defaults | ||
| 186 | * upon window destruction, SDL_Quit(), etc. */ | ||
| 187 | SDL_SetCurrentDisplayMode(display, &bestmode); | ||
| 188 | } | ||
| 189 | } | ||
| 190 | |||
| 191 | if (data.uiscreen == [UIScreen mainScreen]) { | ||
| 192 | if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) { | ||
| 193 | [UIApplication sharedApplication].statusBarHidden = YES; | ||
| 194 | } else { | ||
| 195 | [UIApplication sharedApplication].statusBarHidden = NO; | ||
| 196 | } | ||
| 197 | } | ||
| 198 | #endif // !SDL_PLATFORM_TVOS | ||
| 199 | |||
| 200 | // ignore the size user requested, and make a fullscreen window | ||
| 201 | // !!! FIXME: can we have a smaller view? | ||
| 202 | #ifdef SDL_PLATFORM_VISIONOS | ||
| 203 | UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:CGRectMake(window->x, window->y, window->w, window->h)]; | ||
| 204 | #else | ||
| 205 | UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds]; | ||
| 206 | #endif | ||
| 207 | |||
| 208 | // put the window on an external display if appropriate. | ||
| 209 | #ifndef SDL_PLATFORM_VISIONOS | ||
| 210 | if (data.uiscreen != [UIScreen mainScreen]) { | ||
| 211 | [uiwindow setScreen:data.uiscreen]; | ||
| 212 | } | ||
| 213 | #endif | ||
| 214 | |||
| 215 | if (!SetupWindowData(_this, window, uiwindow, true)) { | ||
| 216 | return false; | ||
| 217 | } | ||
| 218 | } | ||
| 219 | |||
| 220 | return true; | ||
| 221 | } | ||
| 222 | |||
| 223 | void UIKit_SetWindowTitle(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 224 | { | ||
| 225 | @autoreleasepool { | ||
| 226 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 227 | data.viewcontroller.title = @(window->title); | ||
| 228 | } | ||
| 229 | } | ||
| 230 | |||
| 231 | void UIKit_ShowWindow(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 232 | { | ||
| 233 | @autoreleasepool { | ||
| 234 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 235 | [data.uiwindow makeKeyAndVisible]; | ||
| 236 | |||
| 237 | // Make this window the current mouse focus for touch input | ||
| 238 | SDL_VideoDisplay *display = SDL_GetVideoDisplayForWindow(window); | ||
| 239 | SDL_UIKitDisplayData *displaydata = (__bridge SDL_UIKitDisplayData *)display->internal; | ||
| 240 | #ifndef SDL_PLATFORM_VISIONOS | ||
| 241 | if (displaydata.uiscreen == [UIScreen mainScreen]) | ||
| 242 | #endif | ||
| 243 | { | ||
| 244 | SDL_SetMouseFocus(window); | ||
| 245 | SDL_SetKeyboardFocus(window); | ||
| 246 | } | ||
| 247 | } | ||
| 248 | } | ||
| 249 | |||
| 250 | void UIKit_HideWindow(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 251 | { | ||
| 252 | @autoreleasepool { | ||
| 253 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 254 | data.uiwindow.hidden = YES; | ||
| 255 | } | ||
| 256 | } | ||
| 257 | |||
| 258 | void UIKit_RaiseWindow(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 259 | { | ||
| 260 | #if defined(SDL_VIDEO_OPENGL_ES) || defined(SDL_VIDEO_OPENGL_ES2) | ||
| 261 | /* We don't currently offer a concept of "raising" the SDL window, since | ||
| 262 | * we only allow one per display, in the iOS fashion. | ||
| 263 | * However, we use this entry point to rebind the context to the view | ||
| 264 | * during OnWindowRestored processing. */ | ||
| 265 | _this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx); | ||
| 266 | #endif | ||
| 267 | } | ||
| 268 | |||
| 269 | static void UIKit_UpdateWindowBorder(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 270 | { | ||
| 271 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 272 | SDL_uikitviewcontroller *viewcontroller = data.viewcontroller; | ||
| 273 | |||
| 274 | #if !defined(SDL_PLATFORM_TVOS) && !defined(SDL_PLATFORM_VISIONOS) | ||
| 275 | if (data.uiwindow.screen == [UIScreen mainScreen]) { | ||
| 276 | if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) { | ||
| 277 | [UIApplication sharedApplication].statusBarHidden = YES; | ||
| 278 | } else { | ||
| 279 | [UIApplication sharedApplication].statusBarHidden = NO; | ||
| 280 | } | ||
| 281 | |||
| 282 | [viewcontroller setNeedsStatusBarAppearanceUpdate]; | ||
| 283 | } | ||
| 284 | |||
| 285 | // Update the view's frame to account for the status bar change. | ||
| 286 | viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); | ||
| 287 | #endif // !SDL_PLATFORM_TVOS | ||
| 288 | |||
| 289 | #ifdef SDL_IPHONE_KEYBOARD | ||
| 290 | // Make sure the view is offset correctly when the keyboard is visible. | ||
| 291 | [viewcontroller updateKeyboard]; | ||
| 292 | #endif | ||
| 293 | |||
| 294 | [viewcontroller.view setNeedsLayout]; | ||
| 295 | [viewcontroller.view layoutIfNeeded]; | ||
| 296 | } | ||
| 297 | |||
| 298 | void UIKit_SetWindowBordered(SDL_VideoDevice *_this, SDL_Window *window, bool bordered) | ||
| 299 | { | ||
| 300 | @autoreleasepool { | ||
| 301 | if (bordered) { | ||
| 302 | window->flags &= ~SDL_WINDOW_BORDERLESS; | ||
| 303 | } else { | ||
| 304 | window->flags |= SDL_WINDOW_BORDERLESS; | ||
| 305 | } | ||
| 306 | UIKit_UpdateWindowBorder(_this, window); | ||
| 307 | } | ||
| 308 | } | ||
| 309 | |||
| 310 | SDL_FullscreenResult UIKit_SetWindowFullscreen(SDL_VideoDevice *_this, SDL_Window *window, SDL_VideoDisplay *display, SDL_FullscreenOp fullscreen) | ||
| 311 | { | ||
| 312 | @autoreleasepool { | ||
| 313 | SDL_SendWindowEvent(window, fullscreen ? SDL_EVENT_WINDOW_ENTER_FULLSCREEN : SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, 0, 0); | ||
| 314 | UIKit_UpdateWindowBorder(_this, window); | ||
| 315 | } | ||
| 316 | return SDL_FULLSCREEN_SUCCEEDED; | ||
| 317 | } | ||
| 318 | |||
| 319 | void UIKit_UpdatePointerLock(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 320 | { | ||
| 321 | #ifndef SDL_PLATFORM_TVOS | ||
| 322 | @autoreleasepool { | ||
| 323 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 324 | SDL_uikitviewcontroller *viewcontroller = data.viewcontroller; | ||
| 325 | if (@available(iOS 14.0, *)) { | ||
| 326 | [viewcontroller setNeedsUpdateOfPrefersPointerLocked]; | ||
| 327 | } | ||
| 328 | } | ||
| 329 | #endif // !SDL_PLATFORM_TVOS | ||
| 330 | } | ||
| 331 | |||
| 332 | void UIKit_DestroyWindow(SDL_VideoDevice *_this, SDL_Window *window) | ||
| 333 | { | ||
| 334 | @autoreleasepool { | ||
| 335 | if (window->internal != NULL) { | ||
| 336 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 337 | NSArray *views = nil; | ||
| 338 | |||
| 339 | [data.viewcontroller stopAnimation]; | ||
| 340 | |||
| 341 | /* Detach all views from this window. We use a copy of the array | ||
| 342 | * because setSDLWindow will remove the object from the original | ||
| 343 | * array, which would be undesirable if we were iterating over it. */ | ||
| 344 | views = [data.views copy]; | ||
| 345 | for (SDL_uikitview *view in views) { | ||
| 346 | [view setSDLWindow:NULL]; | ||
| 347 | } | ||
| 348 | |||
| 349 | /* iOS may still hold a reference to the window after we release it. | ||
| 350 | * We want to make sure the SDL view controller isn't accessed in | ||
| 351 | * that case, because it would contain an invalid pointer to the old | ||
| 352 | * SDL window. */ | ||
| 353 | data.uiwindow.rootViewController = nil; | ||
| 354 | data.uiwindow.hidden = YES; | ||
| 355 | |||
| 356 | CFRelease(window->internal); | ||
| 357 | window->internal = NULL; | ||
| 358 | } | ||
| 359 | } | ||
| 360 | } | ||
| 361 | |||
| 362 | void UIKit_GetWindowSizeInPixels(SDL_VideoDevice *_this, SDL_Window *window, int *w, int *h) | ||
| 363 | { | ||
| 364 | @autoreleasepool { | ||
| 365 | SDL_UIKitWindowData *windata = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 366 | UIView *view = windata.viewcontroller.view; | ||
| 367 | CGSize size = view.bounds.size; | ||
| 368 | CGFloat scale = 1.0; | ||
| 369 | |||
| 370 | |||
| 371 | if (window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) { | ||
| 372 | #ifndef SDL_PLATFORM_VISIONOS | ||
| 373 | scale = windata.uiwindow.screen.nativeScale; | ||
| 374 | #else | ||
| 375 | scale = 2.0; | ||
| 376 | #endif | ||
| 377 | } | ||
| 378 | |||
| 379 | |||
| 380 | /* Integer truncation of fractional values matches SDL_uikitmetalview and | ||
| 381 | * SDL_uikitopenglview. */ | ||
| 382 | *w = (int)(size.width * scale); | ||
| 383 | *h = (int)(size.height * scale); | ||
| 384 | } | ||
| 385 | } | ||
| 386 | |||
| 387 | #ifndef SDL_PLATFORM_TVOS | ||
| 388 | NSUInteger | ||
| 389 | UIKit_GetSupportedOrientations(SDL_Window *window) | ||
| 390 | { | ||
| 391 | const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS); | ||
| 392 | NSUInteger validOrientations = UIInterfaceOrientationMaskAll; | ||
| 393 | NSUInteger orientationMask = 0; | ||
| 394 | |||
| 395 | @autoreleasepool { | ||
| 396 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 397 | UIApplication *app = [UIApplication sharedApplication]; | ||
| 398 | |||
| 399 | /* Get all possible valid orientations. If the app delegate doesn't tell | ||
| 400 | * us, we get the orientations from Info.plist via UIApplication. */ | ||
| 401 | if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) { | ||
| 402 | validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow]; | ||
| 403 | } else { | ||
| 404 | validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow]; | ||
| 405 | } | ||
| 406 | |||
| 407 | if (hint != NULL) { | ||
| 408 | NSArray *orientations = [@(hint) componentsSeparatedByString:@" "]; | ||
| 409 | |||
| 410 | if ([orientations containsObject:@"LandscapeLeft"]) { | ||
| 411 | orientationMask |= UIInterfaceOrientationMaskLandscapeLeft; | ||
| 412 | } | ||
| 413 | if ([orientations containsObject:@"LandscapeRight"]) { | ||
| 414 | orientationMask |= UIInterfaceOrientationMaskLandscapeRight; | ||
| 415 | } | ||
| 416 | if ([orientations containsObject:@"Portrait"]) { | ||
| 417 | orientationMask |= UIInterfaceOrientationMaskPortrait; | ||
| 418 | } | ||
| 419 | if ([orientations containsObject:@"PortraitUpsideDown"]) { | ||
| 420 | orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown; | ||
| 421 | } | ||
| 422 | } | ||
| 423 | |||
| 424 | if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) { | ||
| 425 | // any orientation is okay. | ||
| 426 | orientationMask = UIInterfaceOrientationMaskAll; | ||
| 427 | } | ||
| 428 | |||
| 429 | if (orientationMask == 0) { | ||
| 430 | if (window->floating.w >= window->floating.h) { | ||
| 431 | orientationMask |= UIInterfaceOrientationMaskLandscape; | ||
| 432 | } | ||
| 433 | if (window->floating.h >= window->floating.w) { | ||
| 434 | orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown); | ||
| 435 | } | ||
| 436 | } | ||
| 437 | |||
| 438 | // Don't allow upside-down orientation on phones, so answering calls is in the natural orientation | ||
| 439 | if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) { | ||
| 440 | orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown; | ||
| 441 | } | ||
| 442 | |||
| 443 | /* If none of the specified orientations are actually supported by the | ||
| 444 | * app, we'll revert to what the app supports. An exception would be | ||
| 445 | * thrown by the system otherwise. */ | ||
| 446 | if ((validOrientations & orientationMask) == 0) { | ||
| 447 | orientationMask = validOrientations; | ||
| 448 | } | ||
| 449 | } | ||
| 450 | |||
| 451 | return orientationMask; | ||
| 452 | } | ||
| 453 | #endif // !SDL_PLATFORM_TVOS | ||
| 454 | |||
| 455 | bool SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam) | ||
| 456 | { | ||
| 457 | if (!window || !window->internal) { | ||
| 458 | return SDL_SetError("Invalid window"); | ||
| 459 | } | ||
| 460 | |||
| 461 | @autoreleasepool { | ||
| 462 | SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; | ||
| 463 | [data.viewcontroller setAnimationCallback:interval | ||
| 464 | callback:callback | ||
| 465 | callbackParam:callbackParam]; | ||
| 466 | } | ||
| 467 | |||
| 468 | return true; | ||
| 469 | } | ||
| 470 | |||
| 471 | #endif // SDL_VIDEO_DRIVER_UIKIT | ||
