Some more iOS orientation rotation fixes.
- Always use a UIViewController, even if window is not resizable. - Let non-resizable windows still flip over, so user can hold device with the correct orientation, but upside down, if that's more comfortable. - Don't set the UIScreen unless we're forced to, as it resets some state. - Minor correction with conventions for -[self init] tapdance. --HG-- extra : rebase_source : d1b861f1174282eccb34f5efd183b03f6efcc2fa
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1 changed files with 50 additions and 25 deletions
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@ -41,13 +41,35 @@
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@implementation SDL_uikitviewcontroller
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- (id)initWithSDLWindow:(SDL_Window *)_window {
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[self init];
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if ((self = [self init]) == nil) {
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return nil;
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}
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self->window = _window;
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return self;
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}
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient {
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return YES;
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if (self->window->flags & SDL_WINDOW_RESIZABLE) {
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return YES; // any orientation is okay.
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}
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// If not resizable, allow device to orient to other matching sizes
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// (that is, let the user turn the device upside down...same screen
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// dimensions, but it lets the user place the device where it's most
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// comfortable in relation to its physical buttons, headphone jack, etc).
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switch (orient) {
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case UIInterfaceOrientationLandscapeLeft:
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case UIInterfaceOrientationLandscapeRight:
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return (self->window->w >= self->window->h);
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case UIInterfaceOrientationPortrait:
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case UIInterfaceOrientationPortraitUpsideDown:
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return (self->window->h >= self->window->w);
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default: break;
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}
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return NO; // Nothing else is acceptable.
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}
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- (void)loadView {
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@ -56,10 +78,16 @@
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// Send a resized event when the orientation changes.
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- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
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if ((self->window->flags & SDL_WINDOW_RESIZABLE) == 0) {
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return; // don't care, we're just flipping over in this case.
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}
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const UIInterfaceOrientation toInterfaceOrientation = [self interfaceOrientation];
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SDL_WindowData *data = self->window->driverdata;
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UIWindow *uiwindow = data->uiwindow;
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CGRect frame = [uiwindow frame];
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UIScreen *uiscreen = [uiwindow screen];
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const int noborder = self->window->flags & SDL_WINDOW_BORDERLESS;
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CGRect frame = noborder ? [uiscreen bounds] : [uiscreen applicationFrame];
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const CGSize size = frame.size;
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int w, h;
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@ -83,6 +111,9 @@
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frame.size.width = w;
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frame.size.height = h;
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frame.origin.x = 0;
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frame.origin.y = 0;
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[uiwindow setFrame:frame];
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[data->view updateFrame];
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SDL_SendWindowEvent(self->window, SDL_WINDOWEVENT_RESIZED, w, h);
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@ -139,31 +170,20 @@ static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bo
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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const CGSize uisize = [[uiscreen currentMode] size];
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const UIDeviceOrientation o = [[UIDevice currentDevice] orientation];
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const BOOL landscape = (o == UIDeviceOrientationLandscapeLeft) ||
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(o == UIDeviceOrientationLandscapeRight);
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const BOOL rotate = ( ((window->w > window->h) && (!landscape)) ||
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((window->w < window->h) && (landscape)) );
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if (window->flags & SDL_WINDOW_RESIZABLE) {
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// The View Controller will handle rotating the view when the
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// device orientation changes. We expose these as resize events.
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SDL_uikitviewcontroller *controller;
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controller = [SDL_uikitviewcontroller alloc];
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data->viewcontroller = [controller initWithSDLWindow:window];
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[data->viewcontroller setTitle:@"SDL App"]; // !!! FIXME: hook up SDL_SetWindowTitle()
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// !!! FIXME: if (rotate), force a "resize" right at the start
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} else {
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// Rotate the view if we have to, but only on the main screen
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// (presumably, an external display doesn't report orientation).
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if (rotate) {
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#define D2R(x) (M_PI * (x) / 180.0) // degrees to radians.
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[uiwindow setTransform:CGAffineTransformIdentity];
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[uiwindow setTransform:CGAffineTransformMakeRotation(D2R(90))];
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#undef D2R
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}
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}
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// The View Controller will handle rotating the view when the
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// device orientation changes. This will trigger resize events, if
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// appropriate.
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SDL_uikitviewcontroller *controller;
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controller = [SDL_uikitviewcontroller alloc];
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data->viewcontroller = [controller initWithSDLWindow:window];
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[data->viewcontroller setTitle:@"SDL App"]; // !!! FIXME: hook up SDL_SetWindowTitle()
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// !!! FIXME: if (rotate), force a "resize" right at the start
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}
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return 0;
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@ -174,6 +194,7 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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const BOOL external = ([UIScreen mainScreen] != uiscreen);
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// SDL currently puts this window at the start of display's linked list. We rely on this.
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SDL_assert(_this->windows == window);
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@ -187,7 +208,7 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
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// Non-mainscreen windows must be force to borderless, as there's no
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// status bar there, and we want to get the right dimensions later in
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// this function.
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if ([UIScreen mainScreen] != uiscreen) {
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if (external) {
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window->flags |= SDL_WINDOW_BORDERLESS;
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}
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@ -225,8 +246,12 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
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uiwindow = [uiwindow initWithFrame:[uiscreen bounds]];
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else
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uiwindow = [uiwindow initWithFrame:[uiscreen applicationFrame]];
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if (SDL_UIKit_supports_multiple_displays) {
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// put the window on an external display if appropriate. This implicitly
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// does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
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// main display, where we land by default, as that would eat the
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// status bar real estate.
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if (external) {
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[uiwindow setScreen:uiscreen];
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}
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