#pragma once #include "UnityAppController.h" #include @interface UnityAppController (ViewHandling) // tweaking view hierarchy and handling of orientation // there are 3 main uses cases regarding UI handling: // // 1. normal game case: you shouldnt care about all this at all // // 2. you need some not-so-trivial overlayed views and/or minor UI tweaking // most likely all you need is to subscribe to "orientation changed" notification // or in case you have per-orientation UI logic override willTransitionToViewController // // 3. you create UI-rich app where unity view is just one of many // in that case you might want to create your own controllers and implement transitions on top // also instead of orientUnity: (and Screen.orientation in script) you should use orientInterface // override this if you need customized unityview (subclassing) // if you simply want different root view, tweak view hierarchy in createAutorotatingUnityViewController - (UnityView*)createUnityView; // for view controllers we discern between platforms that do support orientation (e.g. iOS) and the ones that dont (e.g. tvOS) // both have concept of "default" view controller: for iOS it will be auto-rotating one (with possible constraints) and "simple" controller otherwise // in case of supporting orientation we will discern case of fixed-orientation view controller (that seems to be the only way to handle it robustly) // _unityView will be inited at the point of calling any of "create view controller" methods // please note that these are actual "create" methods: there is no need to tweak hierarchy right away - (UIViewController*)createUnityViewControllerDefault; #if UNITY_SUPPORT_ROTATION - (UIViewController*)createUnityViewControllerForOrientation:(UIInterfaceOrientation)orient; #endif #if UNITY_SUPPORT_ROTATION // if you override these you need to call super // if your root controller is not subclassed from UnityViewControllerBase, call these when rotation is happening - (void)interfaceWillChangeOrientationTo:(UIInterfaceOrientation)toInterfaceOrientation; - (void)interfaceDidChangeOrientationFrom:(UIInterfaceOrientation)fromInterfaceOrientation; #endif // handling of changing ViewControllers: // willStartWithViewController: will be called on startup, when creating view hierarchy // willTransitionToViewController:fromViewController: didTransitionToViewController:fromViewController: // are called before/after we are doing some magic to switch to new root controller due to forced orientation change // by default: // willStartWithViewController: will make _unityView as root view // willTransitionToViewController:fromViewController: will do nothing // didTransitionToViewController:fromViewController: will send orientation events to unity view // you can use them to tweak view hierarchy if needed - (void)willStartWithViewController:(UIViewController*)controller; - (void)willTransitionToViewController:(UIViewController*)toController fromViewController:(UIViewController*)fromController; - (void)didTransitionToViewController:(UIViewController*)toController fromViewController:(UIViewController*)fromController; // override this if you want to have custom snapshot view. // by default it will capture the frame drawn inside applicationWillResignActive specifically to let app respond to OnApplicationPause // will be called on every applicationWillResignActive; returned view will be released in applicationDidBecomeActive // NB: case of returning nil will be handled gracefully - (UIView*)createSnapshotView; // you should not override these methods // creates initial UI hierarchy (e.g. splash screen) and calls willStartWithViewController - (void)createUI; // shows game itself (hides splash, and bring _rootView to front) - (void)showGameUI; // returns the topmost presentedViewController if there is one, or just rootViewController - (UIViewController*)topMostController; // will create the correct view controller for requested orientation/autorotation - (UIViewController*)createRootViewController; // old deprecated methods: no longer used // the caveat is: there are some issues in clang related to method deprecation // which results in warnings not being generated for overriding deprecated methods (in some circumstances). // so instead of deprecating these methods we just remove them and will check at runtime if user have them and whine about it //- (UnityView*)createUnityViewImpl DEPRECATED_MSG_ATTRIBUTE("Will not be called. Override createUnityView"); //- (void)createViewHierarchyImpl DEPRECATED_MSG_ATTRIBUTE("Will not be called. Override willStartWithViewController"); //- (void)createViewHierarchy DEPRECATED_MSG_ATTRIBUTE("Is not implemented. Use createUI"); @end #if UNITY_SUPPORT_ROTATION @interface UnityAppController (OrientationSupport) // will create the correct view controller for given orientation - (UIViewController*)createRootViewControllerForOrientation:(UIInterfaceOrientation)orientation; // forcibly orient interface - (void)orientInterface:(UIInterfaceOrientation)orient; // check unity requested orientation and applies it - (void)checkOrientationRequest; - (void)orientUnity:(UIInterfaceOrientation)orient __deprecated_msg("use orientInterface instead."); @end #endif