mirror of https://github.com/encounter/SDL.git
Fixed mismatching orientations for the window width and height on iOS when the window is created or the app is brought to the foreground, when SDL_HINT_ORIENTATIONS or SDL_WINDOW_FULLSCREEN is used.
This commit is contained in:
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0b02de757d
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650ace88ca
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@ -62,44 +62,7 @@
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- (NSUInteger)supportedInterfaceOrientations
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- (NSUInteger)supportedInterfaceOrientations
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{
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{
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NSUInteger orientationMask = 0;
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return UIKit_GetSupportedOrientations(window);
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const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
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if (hint != NULL) {
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NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
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if ([orientations containsObject:@"LandscapeLeft"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
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}
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if ([orientations containsObject:@"LandscapeRight"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
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}
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if ([orientations containsObject:@"Portrait"]) {
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orientationMask |= UIInterfaceOrientationMaskPortrait;
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}
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if ([orientations containsObject:@"PortraitUpsideDown"]) {
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orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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}
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if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
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orientationMask = UIInterfaceOrientationMaskAll; /* any orientation is okay. */
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}
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if (orientationMask == 0) {
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if (window->w >= window->h) {
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orientationMask |= UIInterfaceOrientationMaskLandscape;
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}
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if (window->h >= window->w) {
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orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
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}
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}
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/* Don't allow upside-down orientation on the phone, so answering calls is in the natural orientation */
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if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
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orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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return orientationMask;
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}
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}
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient
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@ -119,7 +82,7 @@
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- (UIStatusBarStyle)preferredStatusBarStyle
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- (UIStatusBarStyle)preferredStatusBarStyle
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{
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{
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/* We assume most games don't have a bright white background. */
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/* We assume most SDL apps don't have a bright white background. */
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return UIStatusBarStyleLightContent;
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return UIStatusBarStyleLightContent;
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}
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}
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@ -36,6 +36,8 @@ extern void UIKit_DestroyWindow(_THIS, SDL_Window * window);
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extern SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window * window,
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extern SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window * window,
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struct SDL_SysWMinfo * info);
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struct SDL_SysWMinfo * info);
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extern NSUInteger UIKit_GetSupportedOrientations(SDL_Window * window);
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@class UIWindow;
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@class UIWindow;
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@interface SDL_uikitwindow : UIWindow
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@interface SDL_uikitwindow : UIWindow
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@ -80,9 +80,6 @@ static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow,
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/* Fill in the SDL window with the window data */
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/* Fill in the SDL window with the window data */
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{
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{
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window->x = 0;
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window->y = 0;
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CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
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CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
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/* Get frame dimensions */
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/* Get frame dimensions */
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@ -96,6 +93,8 @@ static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow,
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height = temp;
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height = temp;
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}
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}
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window->x = 0;
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window->y = 0;
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window->w = width;
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window->w = width;
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window->h = height;
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window->h = height;
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}
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}
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@ -182,21 +181,32 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
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}
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}
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if (data.uiscreen == [UIScreen mainScreen]) {
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if (data.uiscreen == [UIScreen mainScreen]) {
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NSUInteger orientations = UIKit_GetSupportedOrientations(window);
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UIApplication *app = [UIApplication sharedApplication];
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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app.statusBarHidden = YES;
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} else {
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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app.statusBarHidden = NO;
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}
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}
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}
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if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
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/* Make sure the screen is using a supported orientation. We do it
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if (window->w > window->h) {
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* now so that SetupWindowData assigns the properly oriented width
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if (!UIKit_IsDisplayLandscape(data.uiscreen)) {
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* and height to the window's w and h variables.
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
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*/
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}
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} else if (window->w < window->h) {
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if (UIKit_IsDisplayLandscape(data.uiscreen)) {
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if (UIKit_IsDisplayLandscape(data.uiscreen)) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
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if (!(orientations & UIInterfaceOrientationMaskLandscape)) {
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[app setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
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}
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} else {
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if (!(orientations & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown))) {
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UIInterfaceOrientation orient = UIInterfaceOrientationLandscapeLeft;
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if (orientations & UIInterfaceOrientationMaskLandscapeRight) {
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orient = UIInterfaceOrientationLandscapeRight;
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}
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[app setStatusBarOrientation:orient animated:NO];
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}
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}
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}
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}
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}
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}
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@ -228,7 +238,6 @@ UIKit_ShowWindow(_THIS, SDL_Window * window)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
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UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
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[uiwindow makeKeyAndVisible];
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[uiwindow makeKeyAndVisible];
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}
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}
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}
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}
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@ -238,7 +247,6 @@ UIKit_HideWindow(_THIS, SDL_Window * window)
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{
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{
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@autoreleasepool {
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@autoreleasepool {
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UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
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UIWindow *uiwindow = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
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uiwindow.hidden = YES;
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uiwindow.hidden = YES;
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}
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}
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}
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}
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@ -341,6 +349,53 @@ UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
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}
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}
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}
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}
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NSUInteger
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UIKit_GetSupportedOrientations(SDL_Window * window)
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{
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const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
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NSUInteger orientationMask = 0;
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@autoreleasepool {
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if (hint != NULL) {
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NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
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if ([orientations containsObject:@"LandscapeLeft"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
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}
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if ([orientations containsObject:@"LandscapeRight"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
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}
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if ([orientations containsObject:@"Portrait"]) {
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orientationMask |= UIInterfaceOrientationMaskPortrait;
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}
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if ([orientations containsObject:@"PortraitUpsideDown"]) {
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orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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}
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if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
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/* any orientation is okay. */
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orientationMask = UIInterfaceOrientationMaskAll;
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}
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if (orientationMask == 0) {
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if (window->w >= window->h) {
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orientationMask |= UIInterfaceOrientationMaskLandscape;
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}
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if (window->h >= window->w) {
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orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
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}
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}
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/* Don't allow upside-down orientation on the phone, so answering calls is in the natural orientation */
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if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
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orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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}
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return orientationMask;
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}
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int
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int
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SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
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SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
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{
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{
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