234 lines
7.6 KiB
Plaintext
234 lines
7.6 KiB
Plaintext
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#include "UnityView.h"
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#include "UnityAppController.h"
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#include "UnityAppController+Rendering.h"
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#include "OrientationSupport.h"
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#include "Unity/DisplayManager.h"
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#include "Unity/UnityMetalSupport.h"
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#include "Unity/ObjCRuntime.h"
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extern bool _renderingInited;
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extern bool _unityAppReady;
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extern bool _skipPresent;
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extern bool _supportsMSAA;
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@implementation UnityView
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{
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CGSize _surfaceSize;
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}
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@synthesize contentOrientation = _curOrientation;
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- (void)onUpdateSurfaceSize:(CGSize)size
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{
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_surfaceSize = size;
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CGSize systemRenderSize = CGSizeMake(size.width * self.contentScaleFactor, size.height * self.contentScaleFactor);
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_curOrientation = (ScreenOrientation)UnityReportResizeView(systemRenderSize.width, systemRenderSize.height, _curOrientation);
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ReportSafeAreaChangeForView(self);
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#if UNITY_CAN_USE_METAL
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if (UnitySelectedRenderingAPI() == apiMetal)
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((CAMetalLayer*)self.layer).drawableSize = systemRenderSize;
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#endif
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}
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- (void)initImpl:(CGRect)frame scaleFactor:(CGFloat)scale
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{
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#if !PLATFORM_TVOS
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self.multipleTouchEnabled = YES;
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self.exclusiveTouch = YES;
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#endif
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self.contentScaleFactor = scale;
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self.isAccessibilityElement = TRUE;
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self.accessibilityTraits = UIAccessibilityTraitAllowsDirectInteraction;
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#if UNITY_TVOS
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_curOrientation = UNITY_TVOS_ORIENTATION;
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#endif
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[self onUpdateSurfaceSize: frame.size];
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}
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- (id)initWithFrame:(CGRect)frame scaleFactor:(CGFloat)scale;
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{
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: scale];
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return self;
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}
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- (id)initWithFrame:(CGRect)frame
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{
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: 1.0f];
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return self;
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}
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- (id)initFromMainScreen
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{
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CGRect frame = [UIScreen mainScreen].bounds;
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CGFloat scale = UnityScreenScaleFactor([UIScreen mainScreen]);
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: scale];
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return self;
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}
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- (void)layoutSubviews
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{
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if (_surfaceSize.width != self.bounds.size.width || _surfaceSize.height != self.bounds.size.height)
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_shouldRecreateView = YES;
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[self onUpdateSurfaceSize: self.bounds.size];
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for (UIView* subView in self.subviews)
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{
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if ([subView respondsToSelector: @selector(onUnityUpdateViewLayout)])
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[subView performSelector: @selector(onUnityUpdateViewLayout)];
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}
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[super layoutSubviews];
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}
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- (void)safeAreaInsetsDidChange
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{
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ReportSafeAreaChangeForView(self);
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}
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- (void)recreateRenderingSurfaceIfNeeded
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{
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unsigned requestedW, requestedH; UnityGetRenderingResolution(&requestedW, &requestedH);
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int requestedMSAA = UnityGetDesiredMSAASampleCount(MSAA_DEFAULT_SAMPLE_COUNT);
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int requestedSRGB = UnityGetSRGBRequested();
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int requestedWideColor = UnityGetWideColorRequested();
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int requestedMemorylessDepth = UnityMetalMemorylessDepth();
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UnityDisplaySurfaceBase* surf = GetMainDisplaySurface();
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if (_shouldRecreateView == YES
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|| surf->targetW != requestedW || surf->targetH != requestedH
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|| surf->disableDepthAndStencil != UnityDisableDepthAndStencilBuffers()
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|| (_supportsMSAA && surf->msaaSamples != requestedMSAA)
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|| surf->srgb != requestedSRGB
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|| surf->wideColor != requestedWideColor
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|| surf->memorylessDepth != requestedMemorylessDepth
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)
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{
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[self recreateRenderingSurface];
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}
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}
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- (void)recreateRenderingSurface
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{
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if (_renderingInited)
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{
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unsigned requestedW, requestedH;
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UnityGetRenderingResolution(&requestedW, &requestedH);
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RenderingSurfaceParams params =
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{
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.msaaSampleCount = UnityGetDesiredMSAASampleCount(MSAA_DEFAULT_SAMPLE_COUNT),
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.renderW = (int)requestedW,
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.renderH = (int)requestedH,
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.srgb = UnityGetSRGBRequested(),
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.wideColor = UnityGetWideColorRequested(),
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.metalFramebufferOnly = UnityMetalFramebufferOnly(),
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.metalMemorylessDepth = UnityMetalMemorylessDepth(),
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.disableDepthAndStencil = UnityDisableDepthAndStencilBuffers(),
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.useCVTextureCache = 0,
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};
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APP_CONTROLLER_RENDER_PLUGIN_METHOD_ARG(onBeforeMainDisplaySurfaceRecreate, ¶ms);
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[GetMainDisplay() recreateSurface: params];
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// actually poke unity about updated back buffer and notify that extents were changed
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UnityReportBackbufferChange(GetMainDisplaySurface()->unityColorBuffer, GetMainDisplaySurface()->unityDepthBuffer);
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APP_CONTROLLER_RENDER_PLUGIN_METHOD(onAfterMainDisplaySurfaceRecreate);
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if (_unityAppReady)
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{
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// seems like ios sometimes got confused about abrupt swap chain destroy
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// draw 2 times to fill both buffers
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// present only once to make sure correct image goes to CA
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// if we are calling this from inside repaint, second draw and present will be done automatically
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_skipPresent = true;
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if (!UnityIsPaused())
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{
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UnityRepaint();
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// we are not inside repaint so we need to draw second time ourselves
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if (_viewIsRotating)
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UnityRepaint();
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}
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_skipPresent = false;
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}
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}
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_shouldRecreateView = NO;
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}
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@end
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@implementation UnityView (Deprecated)
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- (void)recreateGLESSurfaceIfNeeded { [self recreateRenderingSurfaceIfNeeded]; }
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- (void)recreateGLESSurface { [self recreateRenderingSurface]; }
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@end
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static Class UnityRenderingView_LayerClassGLES(id self_, SEL _cmd)
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{
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return [CAEAGLLayer class];
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}
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static Class UnityRenderingView_LayerClassMTL(id self_, SEL _cmd)
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{
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return [[NSBundle bundleWithPath: @"/System/Library/Frameworks/QuartzCore.framework"] classNamed: @"CAMetalLayer"];
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}
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@implementation UnityRenderingView
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+ (Class)layerClass
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{
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return nil;
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}
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+ (void)InitializeForAPI:(UnityRenderingAPI)api
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{
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IMP layerClassImpl = 0;
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if (api == apiOpenGLES2 || api == apiOpenGLES3)
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layerClassImpl = (IMP)UnityRenderingView_LayerClassGLES;
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else if (api == apiMetal)
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layerClassImpl = (IMP)UnityRenderingView_LayerClassMTL;
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class_replaceMethod(object_getClass([UnityRenderingView class]), @selector(layerClass), layerClassImpl, UIView_LayerClass_Enc);
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}
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@end
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void ReportSafeAreaChangeForView(UIView* view)
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{
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CGRect safeArea = ComputeSafeArea(view);
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UnityReportSafeAreaChange(safeArea.origin.x, safeArea.origin.y,
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safeArea.size.width, safeArea.size.height);
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}
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CGRect ComputeSafeArea(UIView* view)
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{
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CGSize screenSize = view.bounds.size;
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CGRect screenRect = CGRectMake(0, 0, screenSize.width, screenSize.height);
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UIEdgeInsets insets = UIEdgeInsetsMake(0, 0, 0, 0);
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#if UNITY_HAS_IOSSDK_11_0 || UNITY_HAS_TVOSSDK_11_0
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if (@available(iOS 11.0, tvOS 11.0, *))
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insets = [view safeAreaInsets];
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#endif
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screenRect.origin.x += insets.left;
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screenRect.origin.y += insets.bottom; // Unity uses bottom left as the origin
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screenRect.size.width -= insets.left + insets.right;
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screenRect.size.height -= insets.top + insets.bottom;
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float scale = view.contentScaleFactor;
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// Truncate safe area size because in some cases (for example when Display zoom is turned on)
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// it might become larger than Screen.width/height which are returned as ints.
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screenRect.origin.x = (unsigned)(screenRect.origin.x * scale);
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screenRect.origin.y = (unsigned)(screenRect.origin.y * scale);
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screenRect.size.width = (unsigned)(screenRect.size.width * scale);
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screenRect.size.height = (unsigned)(screenRect.size.height * scale);
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return screenRect;
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}
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