LearnWithTouch/App/LearnWithTouch_ios/Classes/UI/UnityView.mm

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#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, &params);
[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;
}