mirror of https://github.com/encounter/SDL.git
iOS: Added support for iOS 8 LaunchScreen NIBs.
iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images. This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus". So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, this patch will use the NIB as the launch screen. Otherwise, the code falls back to the legacy code path. Note: Upon audit of the legacy path, it appears that it does not properly handle the UILaunchImages Info.plist convention. I've added comments inline to the code about this. However, in about a year from now, nobody is going to care about this path since everybody should be using LaunchScreen NIBs.
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@ -75,6 +75,62 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
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[UIApplication sharedApplication].idleTimerDisabled = disable;
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[UIApplication sharedApplication].idleTimerDisabled = disable;
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}
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}
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@interface SDL_launchscreenviewcontroller : UIViewController {
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}
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@end
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@implementation SDL_launchscreenviewcontroller
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- (id)init
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{
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self = [super init];
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if (self == nil) {
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return nil;
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}
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NSString* launch_screen_name = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"UILaunchStoryboardName"];
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if(launch_screen_name) {
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// TODO: If the NIB is not in the bundle, this will throw an exception. We might consider a pre-emptive check, but returning a useless viewcontroller isn't helpful and the check should be outside.
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UIView* launch_screen = [[[NSBundle mainBundle] loadNibNamed:launch_screen_name owner:self options:nil] objectAtIndex:0];
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CGSize size = [UIScreen mainScreen].bounds.size;
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CGRect bounds = CGRectMake(0, 0, size.width, size.height);
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[launch_screen setFrame:bounds];
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[self setView:launch_screen];
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[launch_screen release];
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}
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return self;
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}
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- (NSUInteger)supportedInterfaceOrientations
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{
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NSUInteger orientationMask = UIInterfaceOrientationMaskAll;
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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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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient
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{
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NSUInteger orientationMask = [self supportedInterfaceOrientations];
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return (orientationMask & (1 << orient));
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}
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@end
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@interface SDL_splashviewcontroller : UIViewController {
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@interface SDL_splashviewcontroller : UIViewController {
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UIImageView *splash;
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UIImageView *splash;
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UIImage *splashPortrait;
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UIImage *splashPortrait;
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@ -98,6 +154,13 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
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CGSize size = [UIScreen mainScreen].bounds.size;
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CGSize size = [UIScreen mainScreen].bounds.size;
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float height = SDL_max(size.width, size.height);
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float height = SDL_max(size.width, size.height);
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/* FIXME: Some where around iOS 7, UILaunchImages in the Info.plist was introduced which explicitly maps image names to devices and orientations.
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This gets rid of the hardcoded magic file names and allows more control for OS version, orientation, retina, and device.
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But this existing code needs to be modified to look in the Info.plist for each key and act appropriately for the correct iOS version.
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But iOS 8 superscedes this process and introduces the LaunchScreen NIB which uses autolayout to handle all orientations and devices.
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Since we now have a LaunchScreen solution, this may never get fixed,
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but this note is here for anybody trying to debug their program on iOS 7 and doesn't understand why their Info.plist isn't working.
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*/
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self->splashPortrait = [UIImage imageNamed:[NSString stringWithFormat:@"Default-%dh.png", (int)height]];
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self->splashPortrait = [UIImage imageNamed:[NSString stringWithFormat:@"Default-%dh.png", (int)height]];
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if (!self->splashPortrait) {
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if (!self->splashPortrait) {
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self->splashPortrait = [UIImage imageNamed:@"Default.png"];
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self->splashPortrait = [UIImage imageNamed:@"Default.png"];
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@ -207,10 +270,26 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
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/* Keep the launch image up until we set a video mode */
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/* Keep the launch image up until we set a video mode */
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launch_window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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launch_window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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/* iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images.
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This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus".
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So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, we should use the LaunchScreen NIB.
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Otherwise, we should fallback to the legacy behavior of launch screen images.
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*/
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NSString* launch_screen_name = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"UILaunchStoryboardName"];
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if( ([[UIDevice currentDevice].systemVersion intValue] >= 8) && (nil != launch_screen_name) ) {
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// iOS 8.0 and above uses LaunchScreen.xib
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SDL_launchscreenviewcontroller* launch_screen_view_controller = [[SDL_launchscreenviewcontroller alloc] init];
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launch_window.rootViewController = launch_screen_view_controller;
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[launch_window addSubview:launch_screen_view_controller.view];
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[launch_window makeKeyAndVisible];
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} else {
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// Anything less than iOS 8.0
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UIViewController *splashViewController = [[SDL_splashviewcontroller alloc] init];
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UIViewController *splashViewController = [[SDL_splashviewcontroller alloc] init];
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launch_window.rootViewController = splashViewController;
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launch_window.rootViewController = splashViewController;
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[launch_window addSubview:splashViewController.view];
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[launch_window addSubview:splashViewController.view];
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[launch_window makeKeyAndVisible];
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[launch_window makeKeyAndVisible];
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}
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/* Set working directory to resource path */
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/* Set working directory to resource path */
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[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
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[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
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