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