2025-07-03 12:59:14 +04:00

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#if PLATFORM_IOS
#import "UnityViewControllerBase.h"
#import "UnityAppController.h"
#include "OrientationSupport.h"
#include "Keyboard.h"
#include "UnityView.h"
#include "PluginBase/UnityViewControllerListener.h"
#include "UnityAppController.h"
#include "UnityAppController+ViewHandling.h"
#include "Unity/ObjCRuntime.h"
// when orientation changes with animation, pause rendering for this long so resolution change happens during animation with less visual distortion
const NSTimeInterval REORIENTATION_RENDERING_PAUSE = 0.15;
// when returning from presenting UIViewController we might need to update app orientation to "correct" one, as we wont get rotation notification
@interface UnityAppController ()
- (void)updateAppOrientation:(UIInterfaceOrientation)orientation;
@end
#ifndef __IPHONE_16_0
@interface UIViewController ()
- (void)setNeedsUpdateOfSupportedInterfaceOrientations;
@end
#endif
@implementation UnityViewControllerBase (iOS)
- (BOOL)shouldAutorotate
{
return YES;
}
- (BOOL)prefersStatusBarHidden
{
static bool _PrefersStatusBarHidden = true;
static bool _PrefersStatusBarHiddenInited = false;
if (!_PrefersStatusBarHiddenInited)
{
NSNumber* hidden = [[[NSBundle mainBundle] infoDictionary] objectForKey: @"UIStatusBarHidden"];
_PrefersStatusBarHidden = hidden ? [hidden boolValue] : YES;
_PrefersStatusBarHiddenInited = true;
}
return _PrefersStatusBarHidden;
}
- (UIStatusBarStyle)preferredStatusBarStyle
{
static UIStatusBarStyle _PreferredStatusBarStyle = UIStatusBarStyleDefault;
static bool _PreferredStatusBarStyleInited = false;
if (!_PreferredStatusBarStyleInited)
{
NSString* style = [[[NSBundle mainBundle] infoDictionary] objectForKey: @"UIStatusBarStyle"];
if (style && [style isEqualToString: @"UIStatusBarStyleLightContent"])
_PreferredStatusBarStyle = UIStatusBarStyleLightContent;
if (style && [style isEqualToString: @"UIStatusBarStyleDarkContent"])
_PreferredStatusBarStyle = UIStatusBarStyleDarkContent;
_PreferredStatusBarStyleInited = true;
}
return _PreferredStatusBarStyle;
}
- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures
{
UIRectEdge res = UIRectEdgeNone;
if (UnityGetDeferSystemGesturesTopEdge())
res |= UIRectEdgeTop;
if (UnityGetDeferSystemGesturesBottomEdge())
res |= UIRectEdgeBottom;
if (UnityGetDeferSystemGesturesLeftEdge())
res |= UIRectEdgeLeft;
if (UnityGetDeferSystemGesturesRightEdge())
res |= UIRectEdgeRight;
return res;
}
- (BOOL)prefersHomeIndicatorAutoHidden
{
return UnityGetHideHomeButton();
}
@end
@implementation UnityDefaultViewController
{
// these will be updated in one place where we "sync" UI side orientation handling to unity side
NSUInteger _supportedOrientations;
// this will be updated in one place where we "sync" UI side orientation handling to unity side
UIInterfaceOrientation _fixedOrientation;
// this indicates if we are asked to handle fixed orientation too - app should decide
BOOL _willHandleFixedOrientation;
}
- (BOOL)willHandleFixedOrientation
{
return _willHandleFixedOrientation;
}
- (void)readOrientationFromUnity
{
if(UnityShouldAutorotate())
{
_fixedOrientation = UIInterfaceOrientationUnknown;
_supportedOrientations = EnabledAutorotationInterfaceOrientations();
}
else
{
_fixedOrientation = ConvertToIosScreenOrientation((ScreenOrientation)UnityRequestedScreenOrientation());
_supportedOrientations = (1 << _fixedOrientation);
}
}
- (instancetype)initShouldHandleFixedOrientation:(BOOL)shouldHandleFixedOrientation
{
if ((self = [super init]))
{
_willHandleFixedOrientation = shouldHandleFixedOrientation;
NSAssert(UnityShouldAutorotate() || _willHandleFixedOrientation,
@"UnityDefaultViewController should be used either if unity is set to autorotate, or if asked explicitly to handle fixed orientation");
[self readOrientationFromUnity];
}
return self;
}
- (void)updateSupportedOrientations
{
[self readOrientationFromUnity];
if (@available(iOS 16.0, *))
[self setNeedsUpdateOfSupportedInterfaceOrientations];
}
- (NSUInteger)supportedInterfaceOrientations
{
return _supportedOrientations;
}
- (void)viewWillAppear:(BOOL)animated
{
ScreenOrientation currentOrientation = UIViewControllerOrientation(self);
[GetAppController() updateAppOrientation: ConvertToIosScreenOrientation(currentOrientation)];
[super viewWillAppear: animated];
}
- (void)viewDidAppear:(BOOL)animated
{
ScreenOrientation currentOrientation = UIViewControllerOrientation(self);
[GetAppController() updateAppOrientation: ConvertToIosScreenOrientation(currentOrientation)];
[super viewDidAppear: animated];
}
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
// CODE ARCHEOLOGY: we were using UIViewControllerOrientation, but on showing view with "Requires full screen"
// CODE ARCHEOLOGY: we will get the size/orientation *already* set, and the rotation logic would break
const ScreenOrientation curOrient = GetAppController().unityView.contentOrientation;
const ScreenOrientation newOrient = OrientationAfterTransform(curOrient, [coordinator targetTransform]);
// delay resolution change, ideally we want it to happen in the middle of rotation animation
// we force rendering back upon completion, just in case transition happens sooner
GetAppController().unityView.skipRendering = YES;
[GetAppController().unityView performSelector: @selector(resumeRendering) withObject: nil afterDelay: REORIENTATION_RENDERING_PAUSE];
// in case of presentation controller it will take control over orientations
// so to avoid crazy corner cases, make default view controller to ignore "wrong" orientations
// as they will come only in case of presentation view controller and will be reverted anyway
// NB: we still want to pass message to super, we just want to skip unity-specific magic
NSUInteger targetMask = 1 << ConvertToIosScreenOrientation(newOrient);
if (([self supportedInterfaceOrientations] & targetMask) != 0)
{
[UIView setAnimationsEnabled: UnityUseAnimatedAutorotation() ? YES : NO];
[KeyboardDelegate StartReorientation];
[GetAppController() interfaceWillChangeOrientationTo: ConvertToIosScreenOrientation(newOrient)];
[coordinator animateAlongsideTransition: nil completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
[self.view setNeedsLayout];
[GetAppController() interfaceDidChangeOrientationFrom: ConvertToIosScreenOrientation(curOrient)];
[KeyboardDelegate FinishReorientation];
[UIView setAnimationsEnabled: YES];
GetAppController().unityView.skipRendering = NO;
}];
}
[super viewWillTransitionToSize: size withTransitionCoordinator: coordinator];
}
@end
@interface UnityFixedOrientationViewController()
{
UIInterfaceOrientation _fixedOrientation;
}
@end
@implementation UnityFixedOrientationViewController
- (instancetype)initWithOrientation:(UIInterfaceOrientation)interfaceOrientation
{
self = [super init];
if (self)
{
_fixedOrientation = interfaceOrientation;
}
return self;
}
- (NSUInteger)supportedInterfaceOrientations
{
return 1 << _fixedOrientation;
}
- (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation
{
return _fixedOrientation;
}
- (void)viewWillAppear:(BOOL)animated
{
[GetAppController() updateAppOrientation: _fixedOrientation];
[super viewWillAppear: animated];
}
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
// Adding a call to notify about changed orientation. In iOS16 there was a runtime change where view controller
// is not fully set up as soon as we make the view controller change in AppController at -transitionToViewController:.
// And instead iOS calls this method, in other cases this method is not called. So we want to call
// didTransitionToViewController here as this is the place where we get updated orientation.
//
// NB: Look for additional explanation at UnityAppController+ViewHandling.mm method -transitionToViewController: before
// call to same method.
[GetAppController() didTransitionToViewController: self fromViewController: self];
[super viewWillTransitionToSize: size withTransitionCoordinator: coordinator];
}
@end
@implementation UnityPortraitOnlyViewController
- (instancetype)init
{
self = [super initWithOrientation: UIInterfaceOrientationPortrait];
return self;
}
@end
@implementation UnityPortraitUpsideDownOnlyViewController
- (instancetype)init
{
self = [super initWithOrientation: UIInterfaceOrientationPortraitUpsideDown];
return self;
}
@end
@implementation UnityLandscapeLeftOnlyViewController
- (instancetype)init
{
self = [super initWithOrientation: UIInterfaceOrientationLandscapeLeft];
return self;
}
@end
@implementation UnityLandscapeRightOnlyViewController
- (instancetype)init
{
self = [super initWithOrientation: UIInterfaceOrientationLandscapeRight];
return self;
}
@end
NSUInteger EnabledAutorotationInterfaceOrientations()
{
NSUInteger ret = 0;
if (UnityIsOrientationEnabled(portrait))
ret |= (1 << UIInterfaceOrientationPortrait);
if (UnityDeviceSupportsUpsideDown() && UnityIsOrientationEnabled(portraitUpsideDown))
ret |= (1 << UIInterfaceOrientationPortraitUpsideDown);
if (UnityIsOrientationEnabled(landscapeLeft))
ret |= (1 << UIInterfaceOrientationLandscapeRight);
if (UnityIsOrientationEnabled(landscapeRight))
ret |= (1 << UIInterfaceOrientationLandscapeLeft);
// Handling unexpected case where autorotation is on and all the orientations are off by defaulting to current orientation.
// Previously we returned 0 and iOS were handling it by keeping orientation as is. From iOS16 behaviour changed and the bug was raised.
// Either way iOS requires us to provide non 0 value to supportedInterfaceOrientations.
if (ret == 0)
{
NSLog(@"[Error] All orientations are off for autorotation. Preventing crash by using current orientation.");
ret = (1 << [GetAppController() interfaceOrientation]);
}
return ret;
}
#endif // PLATFORM_IOS