refactor: adopt UIScene lifecycle
feat: add initial support for pip feat: add setting toggle for pip fix: let os handle invokation of pip which is more reliable fix: UIScene compatibility with airplay fix: black screen on external display when on app view and streaming fix: incorrect window size when launched directly on external display fix: wrong resolution shown in settings when in stream session Enable gamemode flag for iOS18+ Explicitly enters pip mode when in background
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@@ -24,7 +24,7 @@ extern int ff_isom_write_av1c(AVIOContext *pb, const uint8_t *buf, int size,
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id<ConnectionCallbacks> _callbacks;
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float _streamAspectRatio;
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AVSampleBufferDisplayLayer* displayLayer;
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AVSampleBufferDisplayLayer* _displayLayer;
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int videoFormat;
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int frameRate;
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@@ -39,10 +39,10 @@ extern int ff_isom_write_av1c(AVIOContext *pb, const uint8_t *buf, int size,
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- (void)reinitializeDisplayLayer
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{
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CALayer *oldLayer = displayLayer;
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CALayer *oldLayer = _displayLayer;
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displayLayer = [[AVSampleBufferDisplayLayer alloc] init];
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displayLayer.backgroundColor = [UIColor blackColor].CGColor;
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_displayLayer = [[AVSampleBufferDisplayLayer alloc] init];
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_displayLayer.backgroundColor = [UIColor blackColor].CGColor;
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// Ensure the AVSampleBufferDisplayLayer is sized to preserve the aspect ratio
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// of the video stream. We used to use AVLayerVideoGravityResizeAspect, but that
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@@ -55,20 +55,20 @@ extern int ff_isom_write_av1c(AVIOContext *pb, const uint8_t *buf, int size,
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} else {
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videoSize = CGSizeMake(_view.bounds.size.width, _view.bounds.size.width / _streamAspectRatio);
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}
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displayLayer.position = CGPointMake(CGRectGetMidX(_view.bounds), CGRectGetMidY(_view.bounds));
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displayLayer.bounds = CGRectMake(0, 0, videoSize.width, videoSize.height);
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displayLayer.videoGravity = AVLayerVideoGravityResize;
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_displayLayer.position = CGPointMake(CGRectGetMidX(_view.bounds), CGRectGetMidY(_view.bounds));
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_displayLayer.bounds = CGRectMake(0, 0, videoSize.width, videoSize.height);
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_displayLayer.videoGravity = AVLayerVideoGravityResize;
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// Hide the layer until we get an IDR frame. This ensures we
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// can see the loading progress label as the stream is starting.
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displayLayer.hidden = YES;
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_displayLayer.hidden = YES;
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if (oldLayer != nil) {
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// Switch out the old display layer with the new one
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[_view.layer replaceSublayer:oldLayer with:displayLayer];
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[_view.layer replaceSublayer:oldLayer with:_displayLayer];
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}
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else {
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[_view.layer addSublayer:displayLayer];
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[_view.layer addSublayer:_displayLayer];
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}
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if (formatDesc != nil) {
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@@ -522,8 +522,8 @@ int DrSubmitDecodeUnit(PDECODE_UNIT decodeUnit);
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}
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// Check for previous decoder errors before doing anything
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if (displayLayer.status == AVQueuedSampleBufferRenderingStatusFailed) {
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Log(LOG_E, @"Display layer rendering failed: %@", displayLayer.error);
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if (_displayLayer.status == AVQueuedSampleBufferRenderingStatusFailed) {
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Log(LOG_E, @"Display layer rendering failed: %@", _displayLayer.error);
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// Recreate the display layer. We are already on the main thread,
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// so this is safe to do right here.
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@@ -601,11 +601,11 @@ int DrSubmitDecodeUnit(PDECODE_UNIT decodeUnit);
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}
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// Enqueue the next frame
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[self->displayLayer enqueueSampleBuffer:sampleBuffer];
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[self->_displayLayer enqueueSampleBuffer:sampleBuffer];
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if (du->frameType == FRAME_TYPE_IDR) {
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// Ensure the layer is visible now
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self->displayLayer.hidden = NO;
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self->_displayLayer.hidden = NO;
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// Tell our parent VC to hide the progress indicator
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[self->_callbacks videoContentShown];
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