330 lines
12 KiB
Plaintext
330 lines
12 KiB
Plaintext
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#include "UnityView.h"
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#include "UnityAppController.h"
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#include "UnityAppController+Rendering.h"
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#include "OrientationSupport.h"
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#include "Unity/DisplayManager.h"
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#include "Unity/UnityMetalSupport.h"
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#include "Unity/ObjCRuntime.h"
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extern bool _renderingInited;
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extern bool _unityAppReady;
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extern bool _skipPresent;
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@implementation UnityView
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{
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CGSize _surfaceSize;
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}
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@synthesize contentOrientation = _curOrientation;
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- (void)onUpdateSurfaceSize:(CGSize)size
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{
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_surfaceSize = size;
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CGSize systemRenderSize = CGSizeMake(size.width * self.contentScaleFactor, size.height * self.contentScaleFactor);
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_curOrientation = (ScreenOrientation)UnityReportResizeView((unsigned)systemRenderSize.width, (unsigned)systemRenderSize.height, _curOrientation);
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ReportSafeAreaChangeForView(self);
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}
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- (void)boundsUpdated
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{
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[self onUpdateSurfaceSize: self.bounds.size];
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}
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- (void)initImpl:(CGRect)frame scaleFactor:(CGFloat)scale
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{
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#if !PLATFORM_TVOS
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self.multipleTouchEnabled = YES;
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self.exclusiveTouch = YES;
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#endif
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self.contentScaleFactor = scale;
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self.isAccessibilityElement = TRUE;
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self.accessibilityTraits = UIAccessibilityTraitAllowsDirectInteraction;
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#if UNITY_TVOS
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_curOrientation = UNITY_TVOS_ORIENTATION;
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#endif
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[self onUpdateSurfaceSize: frame.size];
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}
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- (id)initWithFrame:(CGRect)frame scaleFactor:(CGFloat)scale;
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{
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: scale];
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return self;
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}
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- (id)initWithFrame:(CGRect)frame
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{
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: 1.0f];
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return self;
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}
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- (id)initFromMainScreen
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{
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CGRect frame = [UIScreen mainScreen].bounds;
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CGFloat scale = UnityScreenScaleFactor([UIScreen mainScreen]);
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if ((self = [super initWithFrame: frame]))
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[self initImpl: frame scaleFactor: scale];
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return self;
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}
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- (void)layoutSubviews
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{
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if (_surfaceSize.width != self.bounds.size.width || _surfaceSize.height != self.bounds.size.height)
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_shouldRecreateView = YES;
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[self onUpdateSurfaceSize: self.bounds.size];
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for (UIView* subView in self.subviews)
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{
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if ([subView respondsToSelector: @selector(onUnityUpdateViewLayout)])
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[subView performSelector: @selector(onUnityUpdateViewLayout)];
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}
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[super layoutSubviews];
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}
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- (void)safeAreaInsetsDidChange
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{
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ReportSafeAreaChangeForView(self);
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}
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- (void)recreateRenderingSurfaceIfNeeded
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{
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float requestedContentScaleFactor = UnityScreenScaleFactor([UIScreen mainScreen]);
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if (abs(requestedContentScaleFactor - self.contentScaleFactor) > FLT_EPSILON)
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{
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self.contentScaleFactor = requestedContentScaleFactor;
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[self onUpdateSurfaceSize: self.bounds.size];
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}
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unsigned requestedW, requestedH; UnityGetRenderingResolution(&requestedW, &requestedH);
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int requestedMSAA = UnityGetDesiredMSAASampleCount(1);
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int requestedSRGB = UnityGetSRGBRequested();
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int requestedWideColor = UnityGetWideColorRequested();
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int requestedHDR = UnityGetHDRModeRequested();
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int requestedMemorylessDepth = UnityMetalMemorylessDepth();
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UnityDisplaySurfaceBase* surf = GetMainDisplaySurface();
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if (_shouldRecreateView == YES
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|| surf->targetW != requestedW || surf->targetH != requestedH
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|| surf->disableDepthAndStencil != UnityDisableDepthAndStencilBuffers()
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|| surf->msaaSamples != requestedMSAA
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|| surf->srgb != requestedSRGB
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|| surf->wideColor != requestedWideColor
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|| surf->hdr != requestedHDR
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|| surf->memorylessDepth != requestedMemorylessDepth
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)
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{
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[self recreateRenderingSurface];
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}
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}
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- (void)recreateRenderingSurface
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{
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if (_renderingInited)
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{
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unsigned requestedW, requestedH;
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UnityGetRenderingResolution(&requestedW, &requestedH);
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RenderingSurfaceParams params =
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{
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.msaaSampleCount = UnityGetDesiredMSAASampleCount(1),
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.renderW = (int)requestedW,
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.renderH = (int)requestedH,
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.srgb = UnityGetSRGBRequested(),
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.wideColor = UnityGetWideColorRequested(),
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.hdr = UnityGetHDRModeRequested(),
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.metalFramebufferOnly = UnityMetalFramebufferOnly(),
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.metalMemorylessDepth = UnityMetalMemorylessDepth(),
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.disableDepthAndStencil = UnityDisableDepthAndStencilBuffers(),
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.useCVTextureCache = 0,
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};
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APP_CONTROLLER_RENDER_PLUGIN_METHOD_ARG(onBeforeMainDisplaySurfaceRecreate, ¶ms);
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[GetMainDisplay() recreateSurface: params];
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// actually poke unity about updated back buffer and notify that extents were changed
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UnityReportBackbufferChange(GetMainDisplaySurface()->unityColorBuffer, GetMainDisplaySurface()->unityDepthBuffer);
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APP_CONTROLLER_RENDER_PLUGIN_METHOD(onAfterMainDisplaySurfaceRecreate);
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if (_unityAppReady)
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{
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// seems like ios sometimes got confused about abrupt swap chain destroy
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// draw 2 times to fill "both" buffers (we assume double buffering)
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// present only once to make sure correct image goes to CA
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// if we are calling this from inside repaint, second draw and present will be done automatically
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// please note that we still need to pretend we did come from displaylink to make sure vsync magic works
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// NOTE: unity does handle "draw frame with exact same timestamp" just fine
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_skipPresent = true;
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if (!UnityIsPaused())
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{
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UnityDisplayLinkCallback(GetAppController().unityDisplayLink.timestamp);
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UnityRepaint();
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// we are not inside repaint so we need to draw second time ourselves
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if (_viewIsRotating)
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{
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UnityDisplayLinkCallback(GetAppController().unityDisplayLink.timestamp);
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UnityRepaint();
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}
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}
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_skipPresent = false;
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}
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}
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_shouldRecreateView = NO;
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}
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@end
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@implementation UnityView (Deprecated)
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- (void)recreateGLESSurfaceIfNeeded { [self recreateRenderingSurfaceIfNeeded]; }
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- (void)recreateGLESSurface { [self recreateRenderingSurface]; }
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@end
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static Class UnityRenderingView_LayerClassMTL(id self_, SEL _cmd)
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{
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return NSClassFromString(@"CAMetalLayer");
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}
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static Class UnityRenderingView_LayerClassNULL(id self_, SEL _cmd)
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{
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return NSClassFromString(@"CALayer");
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}
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@implementation UnityRenderingView
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+ (Class)layerClass
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{
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return nil;
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}
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+ (void)InitializeForAPI:(UnityRenderingAPI)api
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{
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IMP layerClassImpl = api == apiMetal ? (IMP)UnityRenderingView_LayerClassMTL : (IMP)UnityRenderingView_LayerClassNULL;
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class_replaceMethod(object_getClass([UnityRenderingView class]), @selector(layerClass), layerClassImpl, UIView_LayerClass_Enc);
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}
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@end
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void ReportSafeAreaChangeForView(UIView* view)
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{
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CGRect safeArea = ComputeSafeArea(view);
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UnityReportSafeAreaChange(safeArea.origin.x, safeArea.origin.y,
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safeArea.size.width, safeArea.size.height);
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if (UnityDeviceHasCutout())
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{
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CGSize cutoutSizeRatio = GetCutoutToScreenRatio();
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if (!CGSizeEqualToSize(CGSizeZero, cutoutSizeRatio))
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{
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const float w = ([UIScreen mainScreen].nativeBounds.size.width * cutoutSizeRatio.width);
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const float h = ([UIScreen mainScreen].nativeBounds.size.height * cutoutSizeRatio.height);
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// Apple's cutouts are currently centred on the horizontal, and stuck to the top of the vertical, hence this positioning.
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const float x = (([UIScreen mainScreen].nativeBounds.size.width - w) / 2);
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const float y = ([UIScreen mainScreen].nativeBounds.size.height - h);
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UnityReportDisplayCutouts(&x, &y, &w, &h, 1);
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return;
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}
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}
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UnityReportDisplayCutouts(nullptr, nullptr, nullptr, nullptr, 0);
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}
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CGRect ComputeSafeArea(UIView* view)
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{
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CGSize screenSize = view.bounds.size;
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CGRect screenRect = CGRectMake(0, 0, screenSize.width, screenSize.height);
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UIEdgeInsets insets = [view safeAreaInsets];
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float insetLeft = insets.left, insetBottom = insets.bottom;
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float insetWidth = insetLeft + insets.right, insetHeight = insetBottom + insets.top;
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#if PLATFORM_IOS
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// pre-iOS 15 there is a bug with safeAreaInsets when coupled with the way unity handles forced orientation
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// when we create/show new ViewController with fixed orientation, safeAreaInsets include status bar always
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// alas, we did not find a good way to work around that (this can be seen even in View Debugging: Safe Area would have status bar accounted for)
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// we know for sure that status bar height is 20 (at least on ios16 or older), so we can check if the safe area
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// includes inset of this size while status bar should be hidden, resetting vertical insets in this case
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if (@available(iOS 15, *))
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{
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// everything works as expected
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}
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else
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{
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bool isStatusBarHidden = false;
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#if UNITY_HAS_IOSSDK_13_0
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if (@available(iOS 13, *))
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{
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isStatusBarHidden = view.window.windowScene.statusBarManager.statusBarHidden;
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}
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else
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#endif
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{
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isStatusBarHidden = [UIApplication sharedApplication].statusBarHidden;
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}
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if (isStatusBarHidden && fabsf(insetHeight - 20) < 1e-6f)
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insetHeight = insetBottom = 0.0f;
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}
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#endif
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// Unity uses bottom left as the origin
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screenRect = CGRectOffset(screenRect, insetLeft, insetBottom);
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screenRect.size.width -= insetWidth;
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screenRect.size.height -= insetHeight;
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const float scale = view.contentScaleFactor;
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// Truncate safe area size because in some cases (for example when Display zoom is turned on)
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// it might become larger than Screen.width/height which are returned as ints.
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screenRect.origin.x = (unsigned)(screenRect.origin.x * scale);
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screenRect.origin.y = (unsigned)(screenRect.origin.y * scale);
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screenRect.size.width = (unsigned)(screenRect.size.width * scale);
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screenRect.size.height = (unsigned)(screenRect.size.height * scale);
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return screenRect;
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}
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// Apple does not provide the cutout width and height in points/pixels. They *do* however list the
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// size of the cutout and screen in mm for accessory makers. We can use this information to calculate the percentage of the screen is cutout.
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// This information can be found here - https://developer.apple.com/accessories/Accessory-Design-Guidelines.pdf
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CGSize GetCutoutToScreenRatio()
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{
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switch (UnityDeviceGeneration())
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{
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case deviceiPhone13ProMax:
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return CGSizeMake(0.373, 0.036);
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case deviceiPhone13Pro:
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case deviceiPhone13:
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return CGSizeMake(0.4148, 0.0399);
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case deviceiPhone13Mini:
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return CGSizeMake(0.4644, 0.0462);
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case deviceiPhone12ProMax:
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return CGSizeMake(0.4897, 0.0346);
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case deviceiPhone12Pro:
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case deviceiPhone12:
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return CGSizeMake(0.5393, 0.0379);
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case deviceiPhone12Mini:
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return CGSizeMake(0.604, 0.0424);
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case deviceiPhone11ProMax:
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return CGSizeMake(0.5057, 0.0335);
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case deviceiPhone11Pro:
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return CGSizeMake(0.5583, 0.037);
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case deviceiPhone11:
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case deviceiPhoneXR:
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return CGSizeMake(0.5568, 0.0398);
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case deviceiPhoneXSMax:
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return CGSizeMake(0.4884, 0.0333);
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case deviceiPhoneX:
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case deviceiPhoneXS:
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return CGSizeMake(0.5391, 0.0368);
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default:
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NSCAssert(!UnityDeviceHasCutout(), @"Device has a cutout, but no ratio has been added for it.");
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return CGSizeZero;
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}
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}
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