Files
moonlight-ios/Limelight/UIAppView.m
2019-08-29 20:34:51 -07:00

195 lines
6.3 KiB
Objective-C

//
// UIAppView.m
// Moonlight
//
// Created by Diego Waxemberg on 10/22/14.
// Copyright (c) 2014 Moonlight Stream. All rights reserved.
//
#import "UIAppView.h"
#import "AppAssetManager.h"
static const float REFRESH_CYCLE = 2.0f;
@implementation UIAppView {
TemporaryApp* _app;
UIButton* _appButton;
UILabel* _appLabel;
UIImageView* _appOverlay;
NSCache* _artCache;
id<AppCallback> _callback;
}
static UIImage* noImage;
- (id) initWithApp:(TemporaryApp*)app cache:(NSCache*)cache andCallback:(id<AppCallback>)callback {
self = [super init];
_app = app;
_callback = callback;
_artCache = cache;
// Cache the NoAppImage ourselves to avoid
// having to load it each time
if (noImage == nil) {
noImage = [UIImage imageNamed:@"NoAppImage"];
}
#if TARGET_OS_TV
_appButton = [UIButton buttonWithType:UIButtonTypeSystem];
#else
_appButton = [UIButton buttonWithType:UIButtonTypeCustom];
#endif
[_appButton setBackgroundImage:noImage forState:UIControlStateNormal];
[_appButton setContentEdgeInsets:UIEdgeInsetsMake(0, 4, 0, 4)];
[_appButton sizeToFit];
if (@available(iOS 9.0, tvOS 9.0, *)) {
[_appButton addTarget:self action:@selector(appClicked) forControlEvents:UIControlEventPrimaryActionTriggered];
}
else {
[_appButton addTarget:self action:@selector(appClicked) forControlEvents:UIControlEventTouchUpInside];
}
[self addSubview:_appButton];
[self sizeToFit];
// Rasterizing the cell layer increases rendering performance by quite a bit
self.layer.shouldRasterize = YES;
self.layer.rasterizationScale = [UIScreen mainScreen].scale;
[self updateAppImage];
[self startUpdateLoop];
return self;
}
- (void) appClicked {
[_callback appClicked:_app];
}
#if TARGET_OS_TV
- (UIImageView*) renderToImageView:(UIImage*)appImage {
//custom image to do TvOS hover popup effect
UIImageView *imageView = [[UIImageView alloc] initWithImage:appImage];
imageView.userInteractionEnabled = YES;
imageView.adjustsImageWhenAncestorFocused = YES;
imageView.frame = self.frame;
UIGraphicsBeginImageContextWithOptions(self.frame.size, false, 0);
[imageView.layer renderInContext:(UIGraphicsGetCurrentContext())];
[_appLabel.layer renderInContext:(UIGraphicsGetCurrentContext())];
[_appOverlay.layer renderInContext:(UIGraphicsGetCurrentContext())];
UIImage *imageWithText = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[imageView setImage:imageWithText];
[_appButton addSubview:imageView];
return imageView;
}
#endif
- (void) updateAppImage {
if (_appOverlay != nil) {
[_appOverlay removeFromSuperview];
_appOverlay = nil;
}
#if TARGET_OS_TV
_appButton.frame = CGRectMake(0, 0, 200, 265);
#else
_appButton.frame = CGRectMake(0, 0, 150, 200);
#endif
self.frame = _appButton.frame;
if ([_app.id isEqualToString:_app.host.currentGame]) {
// Only create the app overlay if needed
_appOverlay = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"Play"]];
_appOverlay.layer.shadowColor = [UIColor blackColor].CGColor;
_appOverlay.layer.shadowOffset = CGSizeMake(0, 0);
_appOverlay.layer.shadowOpacity = 1;
_appOverlay.layer.shadowRadius = 4.0;
#if TARGET_OS_TV
_appOverlay.contentMode = UIViewContentModeScaleAspectFit;
_appOverlay.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height / 3.f);
#else
_appOverlay.frame = CGRectMake(self.frame.size.width / 4, 10, self.frame.size.width / 2, self.frame.size.height / 4.f);
#endif
}
BOOL noAppImage = false;
// First check the memory cache
UIImage* appImage = [_artCache objectForKey:_app];
if (appImage == nil) {
// Next try to load from the on disk cache
appImage = [UIImage imageWithContentsOfFile:[AppAssetManager boxArtPathForApp:_app]];
if (appImage != nil) {
[_artCache setObject:appImage forKey:_app];
}
}
if (appImage != nil) {
// This size of image might be blank image received from GameStream.
// TODO: Improve no-app image detection
if (!(appImage.size.width == 130.f && appImage.size.height == 180.f) && // GFE 2.0
!(appImage.size.width == 628.f && appImage.size.height == 888.f)) { // GFE 3.0
#if TARGET_OS_TV
[_appButton addSubview:[self renderToImageView:appImage]];
#else
[self addSubview:_appOverlay];
#endif
[_appButton setBackgroundImage:appImage forState:UIControlStateNormal];
[self setNeedsDisplay];
} else {
noAppImage = true;
}
} else {
noAppImage = true;
}
if (noAppImage) {
_appLabel = [[UILabel alloc] init];
[_appLabel setTextColor:[UIColor whiteColor]];
[_appLabel setBaselineAdjustment:UIBaselineAdjustmentAlignCenters];
[_appLabel setTextAlignment:NSTextAlignmentCenter];
[_appLabel setLineBreakMode:NSLineBreakByWordWrapping];
[_appLabel setNumberOfLines:0];
[_appLabel setText:_app.name];
#if TARGET_OS_TV
[_appLabel setFont:[UIFont systemFontOfSize:24]];
[_appLabel setFrame: self.frame];
[_appButton addSubview:[self renderToImageView:noImage]];
#else
// This padding doesn't work on Apple TV due to how we render into an ImageView
CGFloat padding = 4.f;
[_appLabel setFrame: CGRectMake(padding, padding, _appButton.frame.size.width - 2 * padding, _appButton.frame.size.height - 2 * padding)];
[_appButton addSubview:_appLabel];
[self addSubview:_appOverlay];
#endif
}
}
- (void) startUpdateLoop {
[self performSelector:@selector(updateLoop) withObject:self afterDelay:REFRESH_CYCLE];
}
- (void) updateLoop {
// Update the app image if neccessary
if ((_appOverlay != nil && ![_app.id isEqualToString:_app.host.currentGame]) ||
(_appOverlay == nil && [_app.id isEqualToString:_app.host.currentGame])) {
#if !TARGET_OS_TV
[self updateAppImage];
#endif
}
// Stop updating when we detach from our parent view
if (self.superview != nil) {
[self performSelector:@selector(updateLoop) withObject:self afterDelay:REFRESH_CYCLE];
}
}
@end