160 lines
5.9 KiB
Plaintext
160 lines
5.9 KiB
Plaintext
#include "OrientationSupport.h"
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#include <math.h>
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CGAffineTransform TransformForOrientation(ScreenOrientation orient)
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{
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switch (orient)
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{
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case portrait: return CGAffineTransformIdentity;
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case portraitUpsideDown: return CGAffineTransformMakeRotation(M_PI);
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case landscapeLeft: return CGAffineTransformMakeRotation(M_PI_2);
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case landscapeRight: return CGAffineTransformMakeRotation(-M_PI_2);
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default: return CGAffineTransformIdentity;
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}
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return CGAffineTransformIdentity;
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}
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CGAffineTransform TransformBetweenOrientations(ScreenOrientation fromOrient, ScreenOrientation toOrient)
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{
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CGAffineTransform fromTransform = TransformForOrientation(fromOrient);
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CGAffineTransform toTransform = TransformForOrientation(toOrient);
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return CGAffineTransformConcat(CGAffineTransformInvert(fromTransform), toTransform);
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}
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#if !PLATFORM_TVOS
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UIInterfaceOrientation ConvertToIosScreenOrientation(ScreenOrientation orient)
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{
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switch (orient)
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{
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case portrait: return UIInterfaceOrientationPortrait;
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case portraitUpsideDown: return UIInterfaceOrientationPortraitUpsideDown;
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// landscape left/right have switched values in device/screen orientation
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// though unity docs are adjusted with device orientation values, so swap here
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case landscapeLeft: return UIInterfaceOrientationLandscapeRight;
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case landscapeRight: return UIInterfaceOrientationLandscapeLeft;
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case orientationUnknown: return (UIInterfaceOrientation)UIInterfaceOrientationUnknown;
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default: return UIInterfaceOrientationPortrait;
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}
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return UIInterfaceOrientationPortrait;
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}
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ScreenOrientation ConvertToUnityScreenOrientation(UIInterfaceOrientation orient)
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{
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switch (orient)
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{
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case UIInterfaceOrientationPortrait: return portrait;
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case UIInterfaceOrientationPortraitUpsideDown: return portraitUpsideDown;
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// landscape left/right have switched values in device/screen orientation
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// though unity docs are adjusted with device orientation values, so swap here
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case UIInterfaceOrientationLandscapeLeft: return landscapeRight;
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case UIInterfaceOrientationLandscapeRight: return landscapeLeft;
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wswitch"
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case UIInterfaceOrientationUnknown: return orientationUnknown;
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#pragma clang diagnostic pop
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default: return portrait;
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}
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}
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// Replacement for UIViewController.interfaceOrientation which is obsolete since iOS 8.0
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UIInterfaceOrientation UIViewControllerInterfaceOrientation(UIViewController* c)
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{
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CGPoint fixedPoint = [c.view.window.screen.coordinateSpace convertPoint: CGPointMake(0.0, 0.0) toCoordinateSpace: c.view.window.screen.fixedCoordinateSpace];
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if (fabs(fixedPoint.x) < FLT_EPSILON)
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{
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if (fabs(fixedPoint.y) < FLT_EPSILON)
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return UIInterfaceOrientationPortrait;
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else
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return UIInterfaceOrientationLandscapeLeft;
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}
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else
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{
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if (fabs(fixedPoint.y) < FLT_EPSILON)
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return UIInterfaceOrientationLandscapeRight;
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else
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return UIInterfaceOrientationPortraitUpsideDown;
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}
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}
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#endif
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ScreenOrientation UIViewControllerOrientation(UIViewController* controller)
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{
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#if PLATFORM_TVOS
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return UNITY_TVOS_ORIENTATION;
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#else
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return ConvertToUnityScreenOrientation(UIViewControllerInterfaceOrientation(controller));
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#endif
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}
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ScreenOrientation OrientationAfterTransform(ScreenOrientation curOrient, CGAffineTransform transform)
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{
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int rotDeg = (int)::roundf(::atan2f(transform.b, transform.a) * (180 / M_PI));
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assert(rotDeg == 0 || rotDeg == 90 || rotDeg == -90 || rotDeg == 180 || rotDeg == -180);
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if (rotDeg == 0)
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{
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return curOrient;
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}
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else if ((rotDeg == 180) || (rotDeg == -180))
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{
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if (curOrient == portrait)
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return portraitUpsideDown;
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else if (curOrient == portraitUpsideDown)
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return portrait;
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else if (curOrient == landscapeRight)
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return landscapeLeft;
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else if (curOrient == landscapeLeft)
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return landscapeRight;
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}
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else if (rotDeg == 90)
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{
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if (curOrient == portrait)
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return landscapeLeft;
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else if (curOrient == portraitUpsideDown)
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return landscapeRight;
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else if (curOrient == landscapeRight)
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return portrait;
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else if (curOrient == landscapeLeft)
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return portraitUpsideDown;
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}
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else if (rotDeg == -90)
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{
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if (curOrient == portrait)
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return landscapeRight;
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else if (curOrient == portraitUpsideDown)
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return landscapeLeft;
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else if (curOrient == landscapeRight)
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return portraitUpsideDown;
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else if (curOrient == landscapeLeft)
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return portrait;
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}
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::printf("rotation unhandled: %d\n", rotDeg);
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return curOrient;
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}
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void OrientView(UIViewController* host, UIView* view, ScreenOrientation to)
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{
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ScreenOrientation fromController = UIViewControllerOrientation(host);
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CGAffineTransform transform = TransformBetweenOrientations(fromController, to);
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// this is for unity-inited orientation. In that case we need to manually adjust bounds if changing portrait/landscape
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// the easiest way would be to manually rotate current bounds (to acknowledge the fact that we do NOT rotate controller itself)
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// NB: as we use current view bounds we need to use view transform to properly adjust them
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CGRect rect = view.bounds;
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CGSize ext = CGSizeApplyAffineTransform(rect.size, CGAffineTransformConcat(CGAffineTransformInvert(view.transform), transform));
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view.transform = transform;
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view.bounds = CGRectMake(0, 0, ::fabs(ext.width), ::fabs(ext.height));
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}
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