49 lines
1.4 KiB
C
49 lines
1.4 KiB
C
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#pragma once
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@interface UnityRenderingView : UIView
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{
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}
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+ (void)InitializeForAPI:(UnityRenderingAPI)api;
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@end
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@interface UnityView : UnityRenderingView
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{
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@private ScreenOrientation _curOrientation;
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@private BOOL _shouldRecreateView;
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@private BOOL _viewIsRotating;
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}
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// we take scale factor into account because gl backbuffer size depends on it
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- (id)initWithFrame:(CGRect)frame scaleFactor:(CGFloat)scale;
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- (id)initWithFrame:(CGRect)frame;
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- (id)initFromMainScreen;
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// in here we will go through subviews and call onUnityUpdateViewLayout selector (if present)
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// that allows to handle simple overlay child view layout without doing view controller magic
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- (void)layoutSubviews;
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- (void)recreateRenderingSurfaceIfNeeded;
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- (void)recreateRenderingSurface;
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// will match script-side Screen.orientation
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@property (nonatomic, readonly) ScreenOrientation contentOrientation;
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@end
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@interface UnityView (Deprecated)
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- (void)recreateGLESSurfaceIfNeeded __deprecated_msg("use recreateRenderingSurfaceIfNeeded instead.");
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- (void)recreateGLESSurface __deprecated_msg("use recreateRenderingSurface instead.");
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@end
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#if PLATFORM_IOS
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#include "UnityView+iOS.h"
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#elif PLATFORM_TVOS
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#include "UnityView+tvOS.h"
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#endif
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void ReportSafeAreaChangeForView(UIView* view);
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// Computes safe area for a view in Unity coordinate system (origin of the view
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// is bottom-left, as compared to standard top-left)
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CGRect ComputeSafeArea(UIView* view);
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