Fix view frame in portrait when starting iOS app in landscape (#1703)

Co-authored-by: Francesca Lovebloom <francesca@brainiumstudios.com>
This commit is contained in:
Michael Hills 2020-09-23 04:21:07 +10:00 committed by GitHub
parent 71e3d25422
commit c9558c5f0e
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 15 additions and 5 deletions

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@ -32,6 +32,7 @@
- On macOS, updated core-* dependencies and cocoa. - On macOS, updated core-* dependencies and cocoa.
- Bump `parking_lot` to 0.11 - Bump `parking_lot` to 0.11
- On Android, bump `ndk`, `ndk-sys` and `ndk-glue` to 0.2. Checkout the new ndk-glue main proc attribute. - On Android, bump `ndk`, `ndk-sys` and `ndk-glue` to 0.2. Checkout the new ndk-glue main proc attribute.
- On iOS, fixed starting the app in landscape where the view still had portrait dimensions.
- Deprecate the stdweb backend, to be removed in a future release - Deprecate the stdweb backend, to be removed in a future release
- **Breaking:** Prefixed virtual key codes `Add`, `Multiply`, `Divide`, `Decimal`, and `Subtract` with `Numpad`. - **Breaking:** Prefixed virtual key codes `Add`, `Multiply`, `Divide`, `Decimal`, and `Subtract` with `Numpad`.
- Added `Asterisk` and `Plus` virtual key codes. - Added `Asterisk` and `Plus` virtual key codes.

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@ -29,14 +29,14 @@ pub struct NSOperatingSystemVersion {
} }
#[repr(C)] #[repr(C)]
#[derive(Debug, Clone)] #[derive(Debug, Clone, Copy, PartialEq)]
pub struct CGPoint { pub struct CGPoint {
pub x: CGFloat, pub x: CGFloat,
pub y: CGFloat, pub y: CGFloat,
} }
#[repr(C)] #[repr(C)]
#[derive(Debug, Clone)] #[derive(Debug, Clone, Copy, PartialEq)]
pub struct CGSize { pub struct CGSize {
pub width: CGFloat, pub width: CGFloat,
pub height: CGFloat, pub height: CGFloat,
@ -52,7 +52,7 @@ impl CGSize {
} }
#[repr(C)] #[repr(C)]
#[derive(Debug, Clone)] #[derive(Debug, Clone, Copy, PartialEq)]
pub struct CGRect { pub struct CGRect {
pub origin: CGPoint, pub origin: CGPoint,
pub size: CGSize, pub size: CGSize,

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@ -123,17 +123,26 @@ unsafe fn get_view_class(root_view_class: &'static Class) -> &'static Class {
let window: id = msg_send![object, window]; let window: id = msg_send![object, window];
assert!(!window.is_null()); assert!(!window.is_null());
let bounds: CGRect = msg_send![window, bounds]; let window_bounds: CGRect = msg_send![window, bounds];
let screen: id = msg_send![window, screen]; let screen: id = msg_send![window, screen];
let screen_space: id = msg_send![screen, coordinateSpace]; let screen_space: id = msg_send![screen, coordinateSpace];
let screen_frame: CGRect = let screen_frame: CGRect =
msg_send![object, convertRect:bounds toCoordinateSpace:screen_space]; msg_send![object, convertRect:window_bounds toCoordinateSpace:screen_space];
let scale_factor: CGFloat = msg_send![screen, scale]; let scale_factor: CGFloat = msg_send![screen, scale];
let size = crate::dpi::LogicalSize { let size = crate::dpi::LogicalSize {
width: screen_frame.size.width as f64, width: screen_frame.size.width as f64,
height: screen_frame.size.height as f64, height: screen_frame.size.height as f64,
} }
.to_physical(scale_factor.into()); .to_physical(scale_factor.into());
// If the app is started in landscape, the view frame and window bounds can be mismatched.
// The view frame will be in portrait and the window bounds in landscape. So apply the
// window bounds to the view frame to make it consistent.
let view_frame: CGRect = msg_send![object, frame];
if view_frame != window_bounds {
let () = msg_send![object, setFrame: window_bounds];
}
app_state::handle_nonuser_event(EventWrapper::StaticEvent(Event::WindowEvent { app_state::handle_nonuser_event(EventWrapper::StaticEvent(Event::WindowEvent {
window_id: RootWindowId(window.into()), window_id: RootWindowId(window.into()),
event: WindowEvent::Resized(size), event: WindowEvent::Resized(size),