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- #pragma once
- @interface UnityRenderingView : UIView {}
- + (void)InitializeForAPI:(UnityRenderingAPI)api;
- @end
- @interface UnityView : UnityRenderingView
- {
- @private ScreenOrientation _curOrientation;
- @private BOOL _shouldRecreateView;
- }
- // we take scale factor into account because gl backbuffer size depends on it
- - (id)initWithFrame:(CGRect)frame scaleFactor:(CGFloat)scale;
- - (id)initWithFrame:(CGRect)frame;
- - (id)initFromMainScreen;
- // in here we will go through subviews and call onUnityUpdateViewLayout selector (if present)
- // that allows to handle simple overlay child view layout without doing view controller magic
- - (void)layoutSubviews;
- - (void)recreateRenderingSurfaceIfNeeded;
- - (void)recreateRenderingSurface;
- // will match script-side Screen.orientation
- @property (nonatomic, readonly) ScreenOrientation contentOrientation;
- @end
- @interface UnityView (Deprecated)
- - (void)recreateGLESSurfaceIfNeeded __deprecated_msg("use recreateRenderingSurfaceIfNeeded instead.");
- - (void)recreateGLESSurface __deprecated_msg("use recreateRenderingSurface instead.");
- @end
- #if PLATFORM_IOS
- #include "UnityView+iOS.h"
- #elif PLATFORM_TVOS
- #include "UnityView+tvOS.h"
- #endif
- void ReportSafeAreaChangeForView(UIView* view);
- // Computes safe area for a view in Unity coordinate system (origin of the view
- // is bottom-left, as compared to standard top-left)
- CGRect ComputeSafeArea(UIView* view);
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