LearnWithTouch/App/LearnWithTouch_ios/Classes/UI/UnityAppController+ViewHandling.mm

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2019-07-01 14:33:21 +02:00
#include "UnityAppController+ViewHandling.h"
#include "UnityAppController+Rendering.h"
#include "UI/OrientationSupport.h"
#include "UI/UnityView.h"
#include "UI/UnityViewControllerBase.h"
#include "Unity/DisplayManager.h"
// TEMP: ?
#include "UI/ActivityIndicator.h"
#include "UI/SplashScreen.h"
#include "UI/Keyboard.h"
#include <utility>
extern bool _skipPresent;
extern bool _unityAppReady;
@implementation UnityAppController (ViewHandling)
#if UNITY_SUPPORT_ROTATION
// special case for when we DO know the app orientation, but dont get it through normal mechanism (UIViewController orientation handling)
// how can this happen:
// 1. On startup: ios is not sending "change orientation" notifications on startup (but rather we "start" in correct one already)
// 2. When using presentation controller it can override orientation constraints, so on dismissing we need to tweak app orientation;
// pretty much like startup situation UIViewController would have correct orientation, and app will be out-of-sync
- (void)updateAppOrientation:(UIInterfaceOrientation)orientation
{
_curOrientation = orientation;
[_unityView willRotateToOrientation: orientation fromOrientation: (UIInterfaceOrientation)UIInterfaceOrientationUnknown];
[_unityView didRotate];
}
#endif
- (UnityView*)createUnityView
{
return [[UnityView alloc] initFromMainScreen];
}
- (UIViewController*)createUnityViewControllerDefault
{
UnityDefaultViewController* ret = [[UnityDefaultViewController alloc] init];
#if PLATFORM_TVOS
// This enables game controller use in on-screen keyboard
ret.controllerUserInteractionEnabled = YES;
#endif
return ret;
}
#if UNITY_SUPPORT_ROTATION
- (UIViewController*)createUnityViewControllerForOrientation:(UIInterfaceOrientation)orient
{
switch (orient)
{
case UIInterfaceOrientationPortrait: return [[UnityPortraitOnlyViewController alloc] init];
case UIInterfaceOrientationPortraitUpsideDown: return [[UnityPortraitUpsideDownOnlyViewController alloc] init];
case UIInterfaceOrientationLandscapeLeft: return [[UnityLandscapeLeftOnlyViewController alloc] init];
case UIInterfaceOrientationLandscapeRight: return [[UnityLandscapeRightOnlyViewController alloc] init];
default: NSAssert(false, @"bad UIInterfaceOrientation provided");
}
return nil;
}
#endif
- (UIViewController*)createRootViewController
{
UIViewController* ret = nil;
if (!UNITY_SUPPORT_ROTATION || UnityShouldAutorotate())
{
if (_viewControllerForOrientation[0] == nil)
_viewControllerForOrientation[0] = [self createUnityViewControllerDefault];
ret = _viewControllerForOrientation[0];
}
#if UNITY_SUPPORT_ROTATION
if (ret == nil)
{
UIInterfaceOrientation orientation = ConvertToIosScreenOrientation((ScreenOrientation)UnityRequestedScreenOrientation());
ret = [self createRootViewControllerForOrientation: orientation];
}
#endif
return ret;
}
- (UIViewController*)topMostController
{
UIViewController *topController = self.window.rootViewController;
while (topController.presentedViewController)
topController = topController.presentedViewController;
return topController;
}
- (void)willStartWithViewController:(UIViewController*)controller
{
_unityView.contentScaleFactor = UnityScreenScaleFactor([UIScreen mainScreen]);
_unityView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
_rootController.view = _rootView = _unityView;
}
- (void)willTransitionToViewController:(UIViewController*)toController fromViewController:(UIViewController*)fromController
{
}
- (void)didTransitionToViewController:(UIViewController*)toController fromViewController:(UIViewController*)fromController
{
#if UNITY_SUPPORT_ROTATION
// when transitioning between view controllers ios will not send reorient events (because they are bound to controllers, not view)
// so we imitate them here so unity view can update its size/orientation
[_unityView willRotateToOrientation: UIViewControllerInterfaceOrientation(toController) fromOrientation: ConvertToIosScreenOrientation(_unityView.contentOrientation)];
[_unityView didRotate];
// NB: this is both important and insane at the same time (that we have several places to keep current orentation and we need to sync them)
_curOrientation = UIViewControllerInterfaceOrientation(toController);
#endif
}
- (UIView*)createSnapshotView
{
// Snapshot API appeared on iOS 7, however before iOS 8 tweaking hierarchy like that on going to
// background results in all kind of weird things when going back to foreground so we do snapshotting
// only on iOS 8 and newer.
// Note that on iPads with iOS 9 or later (up to iOS 10.2 at least) there's a bug in the iOS
// compositor: any use of -[UIView snapshotViewAfterScreenUpdates] causes black screen being shown
// temporarily when 4 finger gesture to swipe to another app in the task switcher is being performed slowly
#if UNITY_SNAPSHOT_VIEW_ON_APPLICATION_PAUSE
return [_rootView snapshotViewAfterScreenUpdates: YES];
#else
return nil;
#endif
}
- (void)createUI
{
NSAssert(_unityView != nil, @"_unityView should be inited at this point");
NSAssert(_window != nil, @"_window should be inited at this point");
_rootController = [self createRootViewController];
[self willStartWithViewController: _rootController];
NSAssert(_rootView != nil, @"_rootView should be inited at this point");
NSAssert(_rootController != nil, @"_rootController should be inited at this point");
[_window makeKeyAndVisible];
[UIView setAnimationsEnabled: NO];
// TODO: extract it?
ShowSplashScreen(_window);
#if UNITY_SUPPORT_ROTATION
// to be able to query orientation from view controller we should actually show it.
// at this point we can only show splash screen, so update app orientation after we started showing it
// NB: _window.rootViewController = splash view controller (not _rootController)
[self updateAppOrientation: ConvertToIosScreenOrientation(UIViewControllerOrientation(_window.rootViewController))];
#endif
NSNumber* style = [[[NSBundle mainBundle] infoDictionary] objectForKey: @"Unity_LoadingActivityIndicatorStyle"];
ShowActivityIndicator([SplashScreen Instance], style ? [style intValue] : -1);
NSNumber* vcControlled = [[[NSBundle mainBundle] infoDictionary] objectForKey: @"UIViewControllerBasedStatusBarAppearance"];
if (vcControlled && ![vcControlled boolValue])
printf_console("\nSetting UIViewControllerBasedStatusBarAppearance to NO is no longer supported.\n"
"Apple actively discourages that, and all application-wide methods of changing status bar appearance are deprecated\n\n"
);
}
- (void)showGameUI
{
HideActivityIndicator();
HideSplashScreen();
// make sure that we start up with correctly created/inited rendering surface
// NB: recreateRenderingSurface won't go into rendering because _unityAppReady is false
#if UNITY_SUPPORT_ROTATION
[self checkOrientationRequest];
#endif
[_unityView recreateRenderingSurface];
// UI hierarchy
[_window addSubview: _rootView];
_window.rootViewController = _rootController;
[_window bringSubviewToFront: _rootView];
#if UNITY_SUPPORT_ROTATION
// to be able to query orientation from view controller we should actually show it.
// at this point we finally started to show game view controller. Just in case update orientation again
[self updateAppOrientation: ConvertToIosScreenOrientation(UIViewControllerOrientation(_rootController))];
#endif
// why we set level ready only now:
// surface recreate will try to repaint if this var is set (poking unity to do it)
// but this frame now is actually the first one we want to process/draw
// so all the recreateSurface before now (triggered by reorientation) should simply change extents
_unityAppReady = true;
// why we skip present:
// this will be the first frame to draw, so Start methods will be called
// and we want to properly handle resolution request in Start (which might trigger surface recreate)
// NB: we want to draw right after showing window, to avoid black frame creeping in
_skipPresent = true;
if (!UnityIsPaused())
UnityRepaint();
_skipPresent = false;
[self repaint];
[UIView setAnimationsEnabled: YES];
}
- (void)transitionToViewController:(UIViewController*)vc
{
[self willTransitionToViewController: vc fromViewController: _rootController];
// first: remove from view hierarchy.
// if we simply hide the window before assigning the new view controller, it will cause black frame flickering
// on the other hand, hiding the window is important by itself to better signal the intent to iOS
// e.g. unless we hide the window view, safeArea might stop working (due to bug in iOS if we're to speculate)
// due to that we do this hide/unhide sequence: we want to to make it hidden, but still unhide it before changing window view controller.
_window.hidden = YES;
_window.hidden = NO;
_rootController.view = nil;
_window.rootViewController = nil;
// second: assign new root controller (and view hierarchy with that), restore bounds
_rootController = _window.rootViewController = vc;
_rootController.view = _rootView;
_window.bounds = [UIScreen mainScreen].bounds;
// required for iOS 8, otherwise view bounds will be incorrect
_rootView.bounds = _window.bounds;
_rootView.center = _window.center;
// third: restore window as key and layout subviews to finalize size changes
[_window makeKeyAndVisible];
[_window layoutSubviews];
[self didTransitionToViewController: vc fromViewController: _rootController];
}
#if UNITY_SUPPORT_ROTATION
- (void)interfaceWillChangeOrientationTo:(UIInterfaceOrientation)toInterfaceOrientation
{
UIInterfaceOrientation fromInterfaceOrientation = _curOrientation;
_curOrientation = toInterfaceOrientation;
[_unityView willRotateToOrientation: toInterfaceOrientation fromOrientation: fromInterfaceOrientation];
}
- (void)interfaceDidChangeOrientationFrom:(UIInterfaceOrientation)fromInterfaceOrientation
{
[_unityView didRotate];
}
#endif
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0]))
- (void)executeForEveryViewController:(void(^)(UIViewController*))callback
{
for (unsigned i = 0; i < ARRAY_SIZE(_viewControllerForOrientation); ++i)
{
UIViewController* vc = _viewControllerForOrientation[i];
if (vc)
callback(vc);
}
}
- (void)notifyHideHomeButtonChange
{
// Note that we need to update all view controllers because UIKit won't necessarily
// update the properties of view controllers when orientation is changed.
#if PLATFORM_IOS && UNITY_HAS_IOSSDK_11_0
if (@available(iOS 11.0, *))
{
[self executeForEveryViewController: ^(UIViewController* vc)
{
// setNeedsUpdateOfHomeIndicatorAutoHidden is not implemented on iOS 11.0.
// The bug has been fixed in iOS 11.0.1. See http://www.openradar.me/35127134
if ([vc respondsToSelector: @selector(setNeedsUpdateOfHomeIndicatorAutoHidden)])
[vc setNeedsUpdateOfHomeIndicatorAutoHidden];
}];
}
#endif
}
- (void)notifyDeferSystemGesturesChange
{
#if PLATFORM_IOS && UNITY_HAS_IOSSDK_11_0
if (@available(iOS 11.0, *))
{
[self executeForEveryViewController: ^(UIViewController* vc)
{
[vc setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
}];
}
#endif
}
@end
#if UNITY_SUPPORT_ROTATION
@implementation UnityAppController (OrientationSupport)
- (UIViewController*)createRootViewControllerForOrientation:(UIInterfaceOrientation)orientation
{
NSAssert(orientation != 0, @"Bad UIInterfaceOrientation provided");
if (_viewControllerForOrientation[orientation] == nil)
_viewControllerForOrientation[orientation] = [self createUnityViewControllerForOrientation: orientation];
return _viewControllerForOrientation[orientation];
}
- (void)checkOrientationRequest
{
if (!UnityHasOrientationRequest() && !UnityShouldChangeAllowedOrientations())
return;
// normally we want to call attemptRotationToDeviceOrientation to tell iOS that we changed orientation constraints
// but if the current orientation is disabled we need special processing, as iOS will simply ignore us
// the only good/robust way is to simply recreate "autorotating" view controller and transition to it if needed
// please note that we want to trigger "orientation request" code path if we recreate autorotating view controller
bool changeOrient = UnityHasOrientationRequest();
if (UnityShouldChangeAllowedOrientations())
{
// so we can say that the only corner case is when we are autorotating and will autorotate
// AND changed allowed orientations while keeping current allowed
// in that case we simply trigger attemptRotationToDeviceOrientation and we are done
// please note that it this can happen when current *device* orientation is disabled (and we want to enable it)
NSUInteger rootOrient = 1 << UIViewControllerInterfaceOrientation(self.rootViewController);
if (UnityShouldAutorotate() && _rootController == _viewControllerForOrientation[0] && (rootOrient & EnabledAutorotationInterfaceOrientations()))
{
[UIViewController attemptRotationToDeviceOrientation];
return;
}
// otherwise we recreate default autorotating view controller
// please note that below we will check if root controller still equals _viewControllerForOrientation[0]
// in that case (we update _viewControllerForOrientation[0]) the check will fail and trigger transition (as expected)
// you may look at this check as "are we autorotating with same constraints"
_viewControllerForOrientation[0] = [self createUnityViewControllerDefault];
changeOrient = true;
}
if (changeOrient)
{
if (UnityShouldAutorotate())
{
if (_viewControllerForOrientation[0] == nil)
_viewControllerForOrientation[0] = [self createUnityViewControllerDefault];
if (_rootController != _viewControllerForOrientation[0])
[self transitionToViewController: _viewControllerForOrientation[0]];
[UIViewController attemptRotationToDeviceOrientation];
}
else
{
ScreenOrientation requestedOrient = (ScreenOrientation)UnityRequestedScreenOrientation();
[self orientInterface: ConvertToIosScreenOrientation(requestedOrient)];
}
}
UnityOrientationRequestWasCommitted();
}
- (void)orientInterface:(UIInterfaceOrientation)orient
{
if (_unityAppReady)
UnityFinishRendering();
[KeyboardDelegate StartReorientation];
[CATransaction begin];
{
UIInterfaceOrientation oldOrient = _curOrientation;
UIInterfaceOrientation newOrient = orient;
[self interfaceWillChangeOrientationTo: newOrient];
[self transitionToViewController: [self createRootViewControllerForOrientation: newOrient]];
[self interfaceDidChangeOrientationFrom: oldOrient];
[UIApplication sharedApplication].statusBarOrientation = orient;
}
[CATransaction commit];
[KeyboardDelegate FinishReorientation];
}
- (void)orientUnity:(UIInterfaceOrientation)orient
{
[self orientInterface: orient];
}
@end
#endif
extern "C" void UnityNotifyHideHomeButtonChange()
{
[GetAppController() notifyHideHomeButtonChange];
}
extern "C" void UnityNotifyDeferSystemGesturesChange()
{
[GetAppController() notifyDeferSystemGesturesChange];
}