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