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- #if PLATFORM_IOS
- #import "UnityView.h"
- #import "UnityAppController+Rendering.h"
- #include "OrientationSupport.h"
- extern bool _unityAppReady;
- @interface UnityView ()
- @property (nonatomic, readwrite) ScreenOrientation contentOrientation;
- @end
- @implementation UnityView (iOS)
- - (void)willRotateToOrientation:(UIInterfaceOrientation)toOrientation fromOrientation:(UIInterfaceOrientation)fromOrientation;
- {
- // to support the case of interface and unity content orientation being different
- // we will cheat a bit:
- // we will calculate transform between interface orientations and apply it to unity view orientation
- // you can still tweak unity view as you see fit in AppController, but this is what you want in 99% of cases
- ScreenOrientation to = ConvertToUnityScreenOrientation(toOrientation);
- ScreenOrientation from = ConvertToUnityScreenOrientation(fromOrientation);
- if (fromOrientation == UIInterfaceOrientationUnknown)
- _curOrientation = to;
- else
- _curOrientation = OrientationAfterTransform(_curOrientation, TransformBetweenOrientations(from, to));
- }
- - (void)didRotate
- {
- if (_shouldRecreateView)
- {
- // we are not inside repaint so we need to draw second time ourselves
- [self recreateRenderingSurface];
- if (_unityAppReady && !UnityIsPaused())
- UnityRepaint();
- }
- }
- - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event { UnitySendTouchesBegin(touches, event); }
- - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { UnitySendTouchesEnded(touches, event); }
- - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event { UnitySendTouchesCancelled(touches, event); }
- - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { UnitySendTouchesMoved(touches, event); }
- @end
- #endif // PLATFORM_IOS
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