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