winit/src/platform/ios.rs
Kirill Chibisov cf5e422dc8 winit-core: drop broken docs
Generally, winit-core doesn't know about underlying platforms, though,
some general information which will true for any implementation was
left in place.
2025-05-14 21:18:44 +09:00

447 lines
20 KiB
Rust

//! # iOS / UIKit
//!
//! Winit has [the same iOS version requirements as `rustc`][rustc-ios-version], although it's
//! frequently only tested on newer iOS versions.
//!
//! [rustc-ios-version]: https://doc.rust-lang.org/rustc/platform-support/apple-ios.html#os-version
//!
//! ## Running on Mac Catalyst
//!
//! Mac Catalyst allows running applications using UIKit on macOS, which can be very useful for
//! testing. See [`rustc`'s documentation on Mac Catalyst][rustc-mac-catalyst] for details on how to
//! use these targets. To use these with Winit, you'll need to bundle your application before
//! running it, otherwise UIKit will exit with an error.
//!
//! To run e.g. the `window` example in the Winit repository, you can use [`cargo-bundle`] as
//! follows:
//!
//! ```console
//! $ cargo +nightly bundle --format=ios --target=aarch64-apple-ios-macabi --example=window
//! $ ./target/aarch64-apple-ios-macabi/debug/examples/bundle/ios/winit.app/window
//! ```
//!
//! [rustc-mac-catalyst]: https://doc.rust-lang.org/rustc/platform-support/apple-ios-macabi.html
//! [`cargo-bundle`]: https://github.com/burtonageo/cargo-bundle
//!
//! ## Introduction to building an app
//!
//! Building and running your application in the iOS simulator, or on a real device, is a bit more
//! complicated than Mac Catalyst - fundamentally, you must use Xcode, since the binary needs to be
//! bundled, signed, notarized and uploaded to the device (there is [an open source work-in-progress
//! on re-implementing parts of this][apple-platform-rs], but the user-story around it is not yet
//! clear).
//!
//! This means that you're left with effectively two options: Use a tool that manages the Xcode
//! configuration for you, or use Xcode directly. [`cargo-dinghy`] and [`cargo-mobile2`] are notable
//! projects in the ecosystem that attempt the former, and [`cargo-xcode`] is an excellent project
//! that attempts the latter. We will also attempt to describe here how you would go about using
//! Xcode directly:
//!
//! First off, you'll need the correct Rust targets, see [`rustc`'s documentation on iOS][rustc-ios]
//! for details. Nowadays, the correct targets are usually `aarch64-apple-ios-sim` for the
//! simulator, and `aarch64-apple-ios` for the actual device.
//!
//! Next, create a new Xcode project using the "App" template. The exact configuration does not
//! really matter, as we're going to delete most of it, since it's tailored for Objective-C and/or
//! Swift, and Rust/Winit is neither. Specifically, we need to delete:
//! - Everything relating to storyboards (unless you want to use e.g. a launch screen). This
//! includes the relevant keys in `Info.plist`.
//! - All the generated C header, Objective-C and/or Swift files.
//!
//! Now that we have a fairly clean slate that we can build upon, you can add a "run script" build
//! phase to your Xcode target, which will get invoked instead of the "compile sources" and "link
//! binary" steps. The basic script should look something like:
//!
//! ```sh
//! # Build desired targets based on `ARCHS` environment variable
//! cargo build --target=aarch64-apple-ios --target=armv7s-apple-ios
//! # Merge these with `lipo`, and place the result in "$TARGET_BUILD_DIR/$EXECUTABLE_PATH", which
//! # is understood by Xcode
//! lipo "$TARGET_BUILD_DIR/$EXECUTABLE_PATH" target/aarch64-apple-ios/debug/my_app target/armv7s-apple-ios/debug/my_app
//! ```
//!
//! Note that this is very much the overall idea; the script needs to be much more involved to
//! properly deal with different target architectures, invoking `lipo` when needed, incremental
//! rebuild change detection, and so on. `cargo-xcode` has a script [here][cargo-xcode-script] that
//! handles most of this complexity, you might be able to build upon that.
//!
//! Apologies that we're not able to provide you with more than this; work is in-progress on
//! improving the situation, but it's slow-going.
//!
//! [apple-platform-rs]: https://github.com/indygreg/apple-platform-rs
//! [`cargo-dinghy`]: https://github.com/sonos/dinghy
//! [`cargo-mobile2`]: https://github.com/tauri-apps/cargo-mobile2
//! [`cargo-xcode`]: https://crates.io/crates/cargo-xcode
//! [rustc-ios]: https://doc.rust-lang.org/rustc/platform-support/apple-ios.html
//! [cargo-xcode-script]: https://gitlab.com/kornelski/cargo-xcode/-/blob/main/src/xcodebuild.sh
//!
//! ## App lifecycle and events
//!
//! iOS environment is very different from other platforms and you must be very
//! careful with it's events. Familiarize yourself with
//! [app lifecycle](https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIApplicationDelegate_Protocol/).
//!
//! This is how those event are represented in winit:
//!
//! - applicationDidBecomeActive is Resumed
//! - applicationWillResignActive is Suspended
//! - applicationWillTerminate corresponds to `Drop`ping the application handler.
//!
//! Note that an app may not receive the `Drop` event if suspended; it might be SIGKILL'ed.
//!
//! ## Custom `UIApplicationDelegate`
//!
//! Winit usually handles everything related to the lifecycle events of the application. Sometimes,
//! though, you might want to access some of the more niche stuff that [the application
//! delegate][app-delegate] provides. This functionality is not exposed directly in Winit, since it
//! would increase the API surface by quite a lot. Instead, Winit guarantees that it will not
//! register an application delegate, so you can set up a custom one in a nib file instead.
//!
//! [app-delegate]: https://developer.apple.com/documentation/uikit/uiapplicationdelegate?language=objc
use std::os::raw::c_void;
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
use winit_core::window::PlatformWindowAttributes;
use crate::monitor::{MonitorHandle, VideoMode};
use crate::platform_impl::MonitorHandle as IosMonitorHandle;
use crate::window::Window;
/// Additional methods on [`Window`] that are specific to iOS.
pub trait WindowExtIOS {
/// Sets the [`contentScaleFactor`] of the underlying [`UIWindow`] to `scale_factor`.
///
/// The default value is device dependent, and it's recommended GLES or Metal applications set
/// this to [`MonitorHandleProvider::scale_factor()`].
///
/// [`UIWindow`]: https://developer.apple.com/documentation/uikit/uiwindow?language=objc
/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
/// [`MonitorHandleProvider::scale_factor()`]: crate::monitor::MonitorHandleProvider::scale_factor()
fn set_scale_factor(&self, scale_factor: f64);
/// Sets the valid orientations for the [`Window`].
///
/// The default value is [`ValidOrientations::LandscapeAndPortrait`].
///
/// This changes the value returned by
/// [`-[UIViewController supportedInterfaceOrientations]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621435-supportedinterfaceorientations?language=objc),
/// and then calls
/// [`-[UIViewController attemptRotationToDeviceOrientation]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621400-attemptrotationtodeviceorientati?language=objc).
fn set_valid_orientations(&self, valid_orientations: ValidOrientations);
/// Sets whether the [`Window`] prefers the home indicator hidden.
///
/// The default is to prefer showing the home indicator.
///
/// This changes the value returned by
/// [`-[UIViewController prefersHomeIndicatorAutoHidden]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887510-prefershomeindicatorautohidden?language=objc),
/// and then calls
/// [`-[UIViewController setNeedsUpdateOfHomeIndicatorAutoHidden]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887509-setneedsupdateofhomeindicatoraut?language=objc).
///
/// This only has an effect on iOS 11.0+.
fn set_prefers_home_indicator_hidden(&self, hidden: bool);
/// Sets the screen edges for which the system gestures will take a lower priority than the
/// application's touch handling.
///
/// This changes the value returned by
/// [`-[UIViewController preferredScreenEdgesDeferringSystemGestures]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887512-preferredscreenedgesdeferringsys?language=objc),
/// and then calls
/// [`-[UIViewController setNeedsUpdateOfScreenEdgesDeferringSystemGestures]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887507-setneedsupdateofscreenedgesdefer?language=objc).
///
/// This only has an effect on iOS 11.0+.
fn set_preferred_screen_edges_deferring_system_gestures(&self, edges: ScreenEdge);
/// Sets whether the [`Window`] prefers the status bar hidden.
///
/// The default is to prefer showing the status bar.
///
/// This sets the value of the
/// [`prefersStatusBarHidden`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621440-prefersstatusbarhidden?language=objc)
/// property.
///
/// [`setNeedsStatusBarAppearanceUpdate()`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621354-setneedsstatusbarappearanceupdat?language=objc)
/// is also called for you.
fn set_prefers_status_bar_hidden(&self, hidden: bool);
/// Sets the preferred status bar style for the [`Window`].
///
/// The default is system-defined.
///
/// This sets the value of the
/// [`preferredStatusBarStyle`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621416-preferredstatusbarstyle?language=objc)
/// property.
///
/// [`setNeedsStatusBarAppearanceUpdate()`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621354-setneedsstatusbarappearanceupdat?language=objc)
/// is also called for you.
fn set_preferred_status_bar_style(&self, status_bar_style: StatusBarStyle);
/// Sets whether the [`Window`] should recognize pinch gestures.
///
/// The default is to not recognize gestures.
fn recognize_pinch_gesture(&self, should_recognize: bool);
/// Sets whether the [`Window`] should recognize pan gestures.
///
/// The default is to not recognize gestures.
/// Installs [`UIPanGestureRecognizer`](https://developer.apple.com/documentation/uikit/uipangesturerecognizer) onto view
///
/// Set the minimum number of touches required: [`minimumNumberOfTouches`](https://developer.apple.com/documentation/uikit/uipangesturerecognizer/1621208-minimumnumberoftouches)
///
/// Set the maximum number of touches recognized: [`maximumNumberOfTouches`](https://developer.apple.com/documentation/uikit/uipangesturerecognizer/1621208-maximumnumberoftouches)
fn recognize_pan_gesture(
&self,
should_recognize: bool,
minimum_number_of_touches: u8,
maximum_number_of_touches: u8,
);
/// Sets whether the [`Window`] should recognize double tap gestures.
///
/// The default is to not recognize gestures.
fn recognize_doubletap_gesture(&self, should_recognize: bool);
/// Sets whether the [`Window`] should recognize rotation gestures.
///
/// The default is to not recognize gestures.
fn recognize_rotation_gesture(&self, should_recognize: bool);
}
impl WindowExtIOS for dyn Window + '_ {
#[inline]
fn set_scale_factor(&self, scale_factor: f64) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.set_scale_factor(scale_factor));
}
#[inline]
fn set_valid_orientations(&self, valid_orientations: ValidOrientations) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.set_valid_orientations(valid_orientations));
}
#[inline]
fn set_prefers_home_indicator_hidden(&self, hidden: bool) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.set_prefers_home_indicator_hidden(hidden));
}
#[inline]
fn set_preferred_screen_edges_deferring_system_gestures(&self, edges: ScreenEdge) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| {
w.set_preferred_screen_edges_deferring_system_gestures(edges)
});
}
#[inline]
fn set_prefers_status_bar_hidden(&self, hidden: bool) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.set_prefers_status_bar_hidden(hidden));
}
#[inline]
fn set_preferred_status_bar_style(&self, status_bar_style: StatusBarStyle) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.set_preferred_status_bar_style(status_bar_style))
}
#[inline]
fn recognize_pinch_gesture(&self, should_recognize: bool) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.recognize_pinch_gesture(should_recognize));
}
#[inline]
fn recognize_pan_gesture(
&self,
should_recognize: bool,
minimum_number_of_touches: u8,
maximum_number_of_touches: u8,
) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| {
w.recognize_pan_gesture(
should_recognize,
minimum_number_of_touches,
maximum_number_of_touches,
)
});
}
#[inline]
fn recognize_doubletap_gesture(&self, should_recognize: bool) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.recognize_doubletap_gesture(should_recognize));
}
#[inline]
fn recognize_rotation_gesture(&self, should_recognize: bool) {
let window = self.cast_ref::<crate::platform_impl::Window>().unwrap();
window.maybe_wait_on_main(move |w| w.recognize_rotation_gesture(should_recognize));
}
}
/// Ios specific window attributes.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct WindowAttributesIos {
pub(crate) scale_factor: Option<f64>,
pub(crate) valid_orientations: ValidOrientations,
pub(crate) prefers_home_indicator_hidden: bool,
pub(crate) prefers_status_bar_hidden: bool,
pub(crate) preferred_status_bar_style: StatusBarStyle,
pub(crate) preferred_screen_edges_deferring_system_gestures: ScreenEdge,
}
impl WindowAttributesIos {
/// Sets the [`contentScaleFactor`] of the underlying [`UIWindow`] to `scale_factor`.
///
/// The default value is device dependent, and it's recommended GLES or Metal applications set
/// this to [`MonitorHandleProvider::scale_factor()`].
///
/// [`UIWindow`]: https://developer.apple.com/documentation/uikit/uiwindow?language=objc
/// [`contentScaleFactor`]: https://developer.apple.com/documentation/uikit/uiview/1622657-contentscalefactor?language=objc
/// [`MonitorHandleProvider::scale_factor()`]: crate::monitor::MonitorHandleProvider::scale_factor()
pub fn with_scale_factor(mut self, scale_factor: f64) -> Self {
self.scale_factor = Some(scale_factor);
self
}
/// Sets the valid orientations for the [`Window`].
///
/// The default value is [`ValidOrientations::LandscapeAndPortrait`].
///
/// This sets the initial value returned by
/// [`-[UIViewController supportedInterfaceOrientations]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621435-supportedinterfaceorientations?language=objc).
pub fn with_valid_orientations(mut self, valid_orientations: ValidOrientations) -> Self {
self.valid_orientations = valid_orientations;
self
}
/// Sets whether the [`Window`] prefers the home indicator hidden.
///
/// The default is to prefer showing the home indicator.
///
/// This sets the initial value returned by
/// [`-[UIViewController prefersHomeIndicatorAutoHidden]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887510-prefershomeindicatorautohidden?language=objc).
///
/// This only has an effect on iOS 11.0+.
pub fn with_prefers_home_indicator_hidden(mut self, hidden: bool) -> Self {
self.prefers_home_indicator_hidden = hidden;
self
}
/// Sets the screen edges for which the system gestures will take a lower priority than the
/// application's touch handling.
///
/// This sets the initial value returned by
/// [`-[UIViewController preferredScreenEdgesDeferringSystemGestures]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/2887512-preferredscreenedgesdeferringsys?language=objc).
///
/// This only has an effect on iOS 11.0+.
pub fn with_preferred_screen_edges_deferring_system_gestures(
mut self,
edges: ScreenEdge,
) -> Self {
self.preferred_screen_edges_deferring_system_gestures = edges;
self
}
/// Sets whether the [`Window`] prefers the status bar hidden.
///
/// The default is to prefer showing the status bar.
///
/// This sets the initial value returned by
/// [`-[UIViewController prefersStatusBarHidden]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621440-prefersstatusbarhidden?language=objc).
pub fn with_prefers_status_bar_hidden(mut self, hidden: bool) -> Self {
self.prefers_status_bar_hidden = hidden;
self
}
/// Sets the style of the [`Window`]'s status bar.
///
/// The default is system-defined.
///
/// This sets the initial value returned by
/// [`-[UIViewController preferredStatusBarStyle]`](https://developer.apple.com/documentation/uikit/uiviewcontroller/1621416-preferredstatusbarstyle?language=objc),
pub fn with_preferred_status_bar_style(mut self, status_bar_style: StatusBarStyle) -> Self {
self.preferred_status_bar_style = status_bar_style;
self
}
}
impl PlatformWindowAttributes for WindowAttributesIos {
fn box_clone(&self) -> Box<dyn PlatformWindowAttributes> {
Box::from(self.clone())
}
}
/// Additional methods on [`MonitorHandle`] that are specific to iOS.
pub trait MonitorHandleExtIOS {
/// Returns a pointer to the [`UIScreen`] that is used by this monitor.
///
/// [`UIScreen`]: https://developer.apple.com/documentation/uikit/uiscreen?language=objc
fn ui_screen(&self) -> *mut c_void;
/// Returns the preferred [`VideoMode`] for this monitor.
///
/// This translates to a call to [`-[UIScreen preferredMode]`](https://developer.apple.com/documentation/uikit/uiscreen/1617823-preferredmode?language=objc).
fn preferred_video_mode(&self) -> VideoMode;
}
impl MonitorHandleExtIOS for MonitorHandle {
#[inline]
fn ui_screen(&self) -> *mut c_void {
// SAFETY: The marker is only used to get the pointer of the screen
let mtm = unsafe { objc2::MainThreadMarker::new_unchecked() };
let monitor = self.cast_ref::<IosMonitorHandle>().unwrap();
objc2::rc::Retained::as_ptr(monitor.ui_screen(mtm)) as *mut c_void
}
#[inline]
fn preferred_video_mode(&self) -> VideoMode {
let monitor = self.cast_ref::<IosMonitorHandle>().unwrap();
monitor.preferred_video_mode()
}
}
/// Valid orientations for a particular [`Window`].
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum ValidOrientations {
/// Excludes `PortraitUpsideDown` on iphone
#[default]
LandscapeAndPortrait,
Landscape,
/// Excludes `PortraitUpsideDown` on iphone
Portrait,
}
bitflags::bitflags! {
/// The [edges] of a screen.
///
/// [edges]: https://developer.apple.com/documentation/uikit/uirectedge?language=objc
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub struct ScreenEdge: u8 {
const NONE = 0;
const TOP = 1 << 0;
const LEFT = 1 << 1;
const BOTTOM = 1 << 2;
const RIGHT = 1 << 3;
const ALL = ScreenEdge::TOP.bits() | ScreenEdge::LEFT.bits()
| ScreenEdge::BOTTOM.bits() | ScreenEdge::RIGHT.bits();
}
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum StatusBarStyle {
#[default]
Default,
LightContent,
DarkContent,
}