fixes for ios window size including device-orientation-changes and retina support
This commit is contained in:
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2cab5789af
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@ -58,8 +58,6 @@
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
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#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define GLEXT_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#define GLEXT_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES
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#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
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#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
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#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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@ -100,11 +100,34 @@
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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- (void)notifyCharacter:(sf::Uint32)character;
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- (void)notifyCharacter:(sf::Uint32)character;
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////////////////////////////////////////////////////////////
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/// \brief Tells if the dimensions of the current window must be flipped when switching to a given orientation
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///
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/// \param orientation the device has changed to
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///
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////////////////////////////////////////////////////////////
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- (bool)needsToFlipFrameForOrientation:(UIDeviceOrientation)orientation;
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////////////////////////////////////////////////////////////
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/// \brief Tells if app and view support a requested device orientation or not
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///
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/// \param orientation the device has changed to
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///
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////////////////////////////////////////////////////////////
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- (bool)supportsOrientation:(UIDeviceOrientation)orientation;
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////////////////////////////////////////////////////////////
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/// \brief Initializes the factor which is required to convert from points to pixels and back
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///
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////////////////////////////////////////////////////////////
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- (void)initBackingScale;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Member data
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// Member data
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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@property (nonatomic) sf::priv::WindowImplUIKit* sfWindow; ///< Main window of the application
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@property (nonatomic) sf::priv::WindowImplUIKit* sfWindow; ///< Main window of the application
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@property (readonly, nonatomic) CMMotionManager* motionManager; ///< Instance of the motion manager
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@property (readonly, nonatomic) CMMotionManager* motionManager; ///< Instance of the motion manager
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@property (nonatomic) CGFloat backingScaleFactor;
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@end
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@end
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@ -50,17 +50,18 @@ namespace
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@implementation SFAppDelegate
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@implementation SFAppDelegate
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@synthesize sfWindow;
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@synthesize sfWindow;
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@synthesize backingScaleFactor;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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+(SFAppDelegate*)getInstance
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+ (SFAppDelegate*)getInstance
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{
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{
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return delegateInstance;
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return delegateInstance;
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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-(void)runUserMain
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- (void)runUserMain
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{
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{
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// Arguments intentionally dropped, see comments in main in sfml-main
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// Arguments intentionally dropped, see comments in main in sfml-main
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sfmlMain(0, NULL);
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sfmlMain(0, NULL);
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@ -73,6 +74,8 @@ namespace
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// Save the delegate instance
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// Save the delegate instance
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delegateInstance = self;
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delegateInstance = self;
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[self initBackingScale];
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// Instantiate the motion manager
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// Instantiate the motion manager
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self.motionManager = [[CMMotionManager alloc] init];
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self.motionManager = [[CMMotionManager alloc] init];
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@ -90,6 +93,14 @@ namespace
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return true;
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return true;
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}
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}
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- (void)initBackingScale
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{
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id data = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"NSHighResolutionCapable"];
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if(data && [data boolValue])
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backingScaleFactor = [[UIScreen mainScreen] scale];
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else
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backingScaleFactor = 1;
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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- (void)applicationWillResignActive:(UIApplication *)application
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- (void)applicationWillResignActive:(UIApplication *)application
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@ -151,6 +162,38 @@ namespace
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}
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}
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}
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}
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- (bool)supportsOrientation:(UIDeviceOrientation)orientation
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{
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if (!self.sfWindow)
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return false;
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UIViewController* rootViewController = [((__bridge UIWindow*)(self.sfWindow->getSystemHandle())) rootViewController];
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if (!rootViewController || ![rootViewController shouldAutorotate])
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return false;
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NSArray *supportedOrientations = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"UISupportedInterfaceOrientations"];
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if (!supportedOrientations)
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return false;
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int appFlags = 0;
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if ([supportedOrientations containsObject:@"UIInterfaceOrientationPortrait"])
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appFlags += UIInterfaceOrientationMaskPortrait;
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if ([supportedOrientations containsObject:@"UIInterfaceOrientationPortraitUpsideDown"])
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appFlags += UIInterfaceOrientationMaskPortraitUpsideDown;
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if ([supportedOrientations containsObject:@"UIInterfaceOrientationLandscapeLeft"])
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appFlags += UIInterfaceOrientationMaskLandscapeLeft;
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if ([supportedOrientations containsObject:@"UIInterfaceOrientationLandscapeRight"])
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appFlags += UIInterfaceOrientationMaskLandscapeRight;
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return (1 << orientation) & [rootViewController supportedInterfaceOrientations] & appFlags;
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}
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- (bool)needsToFlipFrameForOrientation:(UIDeviceOrientation)orientation
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{
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sf::Vector2u size = self.sfWindow->getSize();
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return ((!UIDeviceOrientationIsLandscape(orientation) && size.x > size.y)
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|| (UIDeviceOrientationIsLandscape(orientation) && size.y > size.x));
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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- (void)deviceOrientationDidChange:(NSNotification *)notification
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- (void)deviceOrientationDidChange:(NSNotification *)notification
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@ -159,23 +202,20 @@ namespace
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{
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{
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// Get the new orientation
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// Get the new orientation
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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// Filter interesting orientations
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// Filter interesting orientations
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if ((orientation == UIDeviceOrientationLandscapeLeft) ||
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if (UIDeviceOrientationIsValidInterfaceOrientation(orientation))
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(orientation == UIDeviceOrientationLandscapeRight) ||
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(orientation == UIDeviceOrientationPortrait) ||
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(orientation == UIDeviceOrientationPortraitUpsideDown))
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{
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{
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// Get the new size
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// Get the new size
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sf::Vector2u size = self.sfWindow->getSize();
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sf::Vector2u size = self.sfWindow->getSize();
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if (UIDeviceOrientationIsLandscape(orientation))
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// Check if the app can switch to this orientation and if so if the window's size must be adjusted
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if ([self supportsOrientation:orientation] && [self needsToFlipFrameForOrientation:orientation])
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std::swap(size.x, size.y);
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std::swap(size.x, size.y);
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// Send a Resized event to the current window
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// Send a Resized event to the current window
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sf::Event event;
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sf::Event event;
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event.type = sf::Event::Resized;
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event.type = sf::Event::Resized;
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event.size.width = size.x;
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event.size.width = size.x * backingScaleFactor;
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event.size.height = size.y;
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event.size.height = size.y * backingScaleFactor;
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sfWindow->forwardEvent(event);
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sfWindow->forwardEvent(event);
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}
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}
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}
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}
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@ -213,8 +253,8 @@ namespace
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sf::Event event;
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sf::Event event;
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event.type = sf::Event::TouchBegan;
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event.type = sf::Event::TouchBegan;
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event.touch.finger = index;
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event.touch.finger = index;
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event.touch.x = position.x;
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event.touch.x = position.x * backingScaleFactor;
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event.touch.y = position.y;
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event.touch.y = position.y * backingScaleFactor;
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sfWindow->forwardEvent(event);
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sfWindow->forwardEvent(event);
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}
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}
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}
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}
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@ -234,8 +274,8 @@ namespace
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sf::Event event;
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sf::Event event;
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event.type = sf::Event::TouchMoved;
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event.type = sf::Event::TouchMoved;
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event.touch.finger = index;
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event.touch.finger = index;
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event.touch.x = position.x;
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event.touch.x = position.x * backingScaleFactor;
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event.touch.y = position.y;
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event.touch.y = position.y * backingScaleFactor;
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sfWindow->forwardEvent(event);
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sfWindow->forwardEvent(event);
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}
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}
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}
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}
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@ -254,8 +294,8 @@ namespace
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sf::Event event;
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sf::Event event;
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event.type = sf::Event::TouchEnded;
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event.type = sf::Event::TouchEnded;
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event.touch.finger = index;
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event.touch.finger = index;
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event.touch.x = position.x;
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event.touch.x = position.x * backingScaleFactor;
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event.touch.y = position.y;
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event.touch.y = position.y * backingScaleFactor;
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sfWindow->forwardEvent(event);
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sfWindow->forwardEvent(event);
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}
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}
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}
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}
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@ -47,7 +47,7 @@
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/// \return Id of the view
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/// \return Id of the view
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///
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///
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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-(id)initWithFrame:(CGRect)frame;
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- (id)initWithFrame:(CGRect)frame andContentScaleFactor:(CGFloat)factor;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Member data
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// Member data
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@ -31,7 +31,6 @@
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#include <QuartzCore/CAEAGLLayer.h>
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#include <QuartzCore/CAEAGLLayer.h>
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#include <cstring>
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#include <cstring>
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@interface SFView()
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@interface SFView()
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@property (nonatomic) NSMutableArray* touches;
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@property (nonatomic) NSMutableArray* touches;
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@ -170,16 +169,18 @@
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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+(Class)layerClass
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+ (Class)layerClass
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{
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{
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return [CAEAGLLayer class];
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return [CAEAGLLayer class];
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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-(id)initWithFrame:(CGRect)frame
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- (id)initWithFrame:(CGRect)frame andContentScaleFactor:(CGFloat)factor
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{
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{
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self = [super initWithFrame:frame];
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self = [super initWithFrame:frame];
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self.contentScaleFactor = factor;
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if (self)
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if (self)
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{
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{
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self.context = NULL;
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self.context = NULL;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
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{
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{
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(void)interfaceOrientation;
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return self.orientationCanChange;
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return self.orientationCanChange;
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}
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}
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// Headers
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// Headers
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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#include <SFML/Window/VideoModeImpl.hpp>
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#include <SFML/Window/VideoModeImpl.hpp>
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#include <SFML/Window/iOS/SFAppDelegate.hpp>
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#include <UIKit/UIKit.h>
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#include <UIKit/UIKit.h>
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namespace sf
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namespace sf
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{
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{
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namespace priv
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namespace priv
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@ -50,7 +50,8 @@ std::vector<VideoMode> VideoModeImpl::getFullscreenModes()
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VideoMode VideoModeImpl::getDesktopMode()
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VideoMode VideoModeImpl::getDesktopMode()
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{
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{
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CGRect bounds = [[UIScreen mainScreen] bounds];
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CGRect bounds = [[UIScreen mainScreen] bounds];
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return VideoMode(bounds.size.width, bounds.size.height);
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float backingScale = [SFAppDelegate getInstance].backingScaleFactor;
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return VideoMode(bounds.size.width * backingScale, bounds.size.height * backingScale);
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}
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}
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} // namespace priv
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} // namespace priv
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SFView* m_view; ///< OpenGL view of the window
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SFView* m_view; ///< OpenGL view of the window
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SFViewController* m_viewController; ///< Controller attached to the view
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SFViewController* m_viewController; ///< Controller attached to the view
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bool m_hasFocus; ///< Current focus state of the window
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bool m_hasFocus; ///< Current focus state of the window
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float m_backingScale; ///< Converts from points to pixels and vice versa
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};
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};
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} // namespace priv
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} // namespace priv
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#include <SFML/System/Err.hpp>
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#include <SFML/System/Err.hpp>
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#include <UIKit/UIKit.h>
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#include <UIKit/UIKit.h>
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namespace sf
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namespace sf
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{
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{
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namespace priv
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namespace priv
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@ -51,6 +50,8 @@ WindowImplUIKit::WindowImplUIKit(VideoMode mode,
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unsigned long style,
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unsigned long style,
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const ContextSettings& /*settings*/)
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const ContextSettings& /*settings*/)
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{
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{
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m_backingScale = [SFAppDelegate getInstance].backingScaleFactor;
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// Apply the fullscreen flag
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// Apply the fullscreen flag
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[UIApplication sharedApplication].statusBarHidden = !(style & Style::Titlebar) || (style & Style::Fullscreen);
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[UIApplication sharedApplication].statusBarHidden = !(style & Style::Titlebar) || (style & Style::Fullscreen);
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// Assign it to the application delegate
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// Assign it to the application delegate
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[SFAppDelegate getInstance].sfWindow = this;
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[SFAppDelegate getInstance].sfWindow = this;
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CGRect viewRect = frame;
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// if UI-orientation doesn't match window-layout, swap the view size and notify the window about it
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// iOS 7 and 8 do different stuff here. In iOS 7 frame.x<frame.y always! In iOS 8 it correctly depends on orientation
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if (NSFoundationVersionNumber <= NSFoundationVersionNumber_iOS_7_1)
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if ((mode.width > mode.height) != (frame.size.width > frame.size.height))
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std::swap(viewRect.size.width, viewRect.size.height);
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// Create the view
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// Create the view
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m_view = [[SFView alloc] initWithFrame:frame];
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m_view = [[SFView alloc] initWithFrame:viewRect andContentScaleFactor:m_backingScale];
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[m_view resignFirstResponder];
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[m_view resignFirstResponder];
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// Create the view controller
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// Create the view controller
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@ -107,7 +115,8 @@ WindowHandle WindowImplUIKit::getSystemHandle() const
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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Vector2i WindowImplUIKit::getPosition() const
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Vector2i WindowImplUIKit::getPosition() const
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{
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{
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return Vector2i(m_window.frame.origin.x, m_window.frame.origin.y);
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CGPoint origin = m_window.frame.origin;
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return Vector2i(origin.x * m_backingScale, origin.y * m_backingScale);
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}
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}
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@ -120,7 +129,12 @@ void WindowImplUIKit::setPosition(const Vector2i& position)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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Vector2u WindowImplUIKit::getSize() const
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Vector2u WindowImplUIKit::getSize() const
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{
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{
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return Vector2u(m_window.frame.size.width, m_window.frame.size.height);
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auto physicalFrame = m_window.frame;
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// iOS 7 and 8 do different stuff here. In iOS 7 frame.x<frame.y always! In iOS 8 it correctly depends on orientation
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if ((NSFoundationVersionNumber <= NSFoundationVersionNumber_iOS_7_1)
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&& UIInterfaceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation]))
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std::swap(physicalFrame.size.width, physicalFrame.size.height);
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return Vector2u(physicalFrame.size.width * m_backingScale, physicalFrame.size.height * m_backingScale);
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}
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}
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@ -129,6 +143,10 @@ void WindowImplUIKit::setSize(const Vector2u& size)
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{
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{
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// @todo ...
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// @todo ...
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// if these sizes are required one day, don't forget to scale them!
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// size.x /= m_backingScale;
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// size.y /= m_backingScale;
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// Set the orientation according to the requested size
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// Set the orientation according to the requested size
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if (size.x > size.y)
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if (size.x > size.y)
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeLeft];
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeLeft];
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