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- #pragma once
- #include "UnityAppController.h"
- #include <AvailabilityMacros.h>
- @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 or return from cache correct view controller for requested orientation
- - (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 or return from cache 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
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