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+/****************************************************************************
+**
+** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the plugins of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qiosglobal.h"
+#include "qiosapplicationdelegate.h"
+#include "qiosviewcontroller.h"
+#include "qiosscreen.h"
+
+QT_BEGIN_NAMESPACE
+
+bool isQtApplication()
+{
+ // Returns true if the plugin is in full control of the whole application. This means
+ // that we control the application delegate and the top view controller, and can take
+ // actions that impacts all parts of the application. The opposite means that we are
+ // embedded inside a native iOS application, and should be more focused on playing along
+ // with native UIControls, and less inclined to change structures that lies outside the
+ // scope of our QWindows/UIViews.
+ static bool isQt = ([[UIApplication sharedApplication].delegate isKindOfClass:[QIOSApplicationDelegate class]]);
+ return isQt;
+}
+
+QIOSViewController *rootViewController()
+{
+ static QIOSViewController *c = isQtApplication() ?
+ static_cast<QIOSViewController *>([UIApplication sharedApplication].delegate.window.rootViewController) : nil;
+ return c;
+}
+
+CGRect toCGRect(const QRect &rect)
+{
+ return CGRectMake(rect.x(), rect.y(), rect.width(), rect.height());
+}
+
+QRect fromCGRect(const CGRect &rect)
+{
+ return QRect(rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);
+}
+
+CGPoint toCGPoint(const QPoint &point)
+{
+ return CGPointMake(point.x(), point.y());
+}
+
+QPoint fromCGPoint(const CGPoint &point)
+{
+ return QPoint(point.x, point.y);
+}
+
+Qt::ScreenOrientation toQtScreenOrientation(UIDeviceOrientation uiDeviceOrientation)
+{
+ Qt::ScreenOrientation qtOrientation;
+ switch (uiDeviceOrientation) {
+ case UIDeviceOrientationPortraitUpsideDown:
+ qtOrientation = Qt::InvertedPortraitOrientation;
+ break;
+ case UIDeviceOrientationLandscapeLeft:
+ qtOrientation = Qt::InvertedLandscapeOrientation;
+ break;
+ case UIDeviceOrientationLandscapeRight:
+ qtOrientation = Qt::LandscapeOrientation;
+ break;
+ case UIDeviceOrientationFaceUp:
+ case UIDeviceOrientationFaceDown:
+ qtOrientation = static_cast<Qt::ScreenOrientation>(-1); // not supported ATM.
+ break;
+ default:
+ qtOrientation = Qt::PortraitOrientation;
+ break;
+ }
+ return qtOrientation;
+}
+
+UIDeviceOrientation fromQtScreenOrientation(Qt::ScreenOrientation qtOrientation)
+{
+ UIDeviceOrientation uiOrientation;
+ switch (qtOrientation) {
+ case Qt::LandscapeOrientation:
+ uiOrientation = UIDeviceOrientationLandscapeRight;
+ break;
+ case Qt::InvertedLandscapeOrientation:
+ uiOrientation = UIDeviceOrientationLandscapeLeft;
+ break;
+ case Qt::InvertedPortraitOrientation:
+ uiOrientation = UIDeviceOrientationPortraitUpsideDown;
+ break;
+ case Qt::PrimaryOrientation:
+ case Qt::PortraitOrientation:
+ default:
+ uiOrientation = UIDeviceOrientationPortrait;
+ break;
+ }
+ return uiOrientation;
+}
+
+QRect fromPortraitToPrimary(const QRect &rect, QPlatformScreen *screen)
+{
+ // UIScreen is always in portrait. Use this function to convert CGRects
+ // aligned with UIScreen into whatever is the current orientation of QScreen.
+ QRect geometry = screen->geometry();
+ return geometry.width() < geometry.height() ? rect
+ : QRect(rect.y(), geometry.width() - rect.width() - rect.x(), rect.height(), rect.width());
+}
+
+QT_END_NAMESPACE
+