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