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/*************************************************************************/
/* view_controller.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#import "view_controller.h"
#include "os_iphone.h"
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#include "core/project_settings.h"
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extern "C" {
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int add_path(int, char **);
int add_cmdline(int, char **);
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int add_path(int p_argc, char **p_args) {
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NSString *str = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"godot_path"];
if (!str)
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return p_argc;
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p_args[p_argc++] = "--path";
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[str retain]; // memory leak lol (maybe make it static here and delete it in ViewController destructor? @todo
p_args[p_argc++] = (char *)[str cString];
p_args[p_argc] = NULL;
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return p_argc;
};
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int add_cmdline(int p_argc, char **p_args) {
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NSArray *arr = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"godot_cmdline"];
if (!arr)
return p_argc;
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for (int i = 0; i < [arr count]; i++) {
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NSString *str = [arr objectAtIndex:i];
if (!str)
continue;
[str retain]; // @todo delete these at some point
p_args[p_argc++] = (char *)[str cString];
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};
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p_args[p_argc] = NULL;
return p_argc;
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};
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}; // extern "C"
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@interface ViewController ()
@end
@implementation ViewController
- (void)didReceiveMemoryWarning {
printf("*********** did receive memory warning!\n");
};
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- (void)viewDidLoad {
[super viewDidLoad];
if (@available(iOS 11.0, *)) {
[self setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
}
}
- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures {
return UIRectEdgeAll;
}
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- (BOOL)shouldAutorotate {
switch (OS::get_singleton()->get_screen_orientation()) {
case OS::SCREEN_SENSOR:
case OS::SCREEN_SENSOR_LANDSCAPE:
case OS::SCREEN_SENSOR_PORTRAIT:
return YES;
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default:
return NO;
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}
};
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- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
switch (OS::get_singleton()->get_screen_orientation()) {
case OS::SCREEN_PORTRAIT:
return UIInterfaceOrientationMaskPortrait;
case OS::SCREEN_REVERSE_LANDSCAPE:
return UIInterfaceOrientationMaskLandscapeRight;
case OS::SCREEN_REVERSE_PORTRAIT:
return UIInterfaceOrientationMaskPortraitUpsideDown;
case OS::SCREEN_SENSOR_LANDSCAPE:
return UIInterfaceOrientationMaskLandscape;
case OS::SCREEN_SENSOR_PORTRAIT:
return UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown;
case OS::SCREEN_SENSOR:
return UIInterfaceOrientationMaskAll;
case OS::SCREEN_LANDSCAPE:
return UIInterfaceOrientationMaskLandscapeLeft;
}
};
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- (BOOL)prefersStatusBarHidden {
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return YES;
}
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- (BOOL)prefersHomeIndicatorAutoHidden {
if (GLOBAL_GET("display/window/ios/hide_home_indicator")) {
return YES;
} else {
return NO;
}
}
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#ifdef GAME_CENTER_ENABLED
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- (void)gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController {
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//[gameCenterViewController dismissViewControllerAnimated:YES completion:^{GameCenter::get_singleton()->game_center_closed();}];//version for signaling when overlay is completely gone
GameCenter::get_singleton()->game_center_closed();
[gameCenterViewController dismissViewControllerAnimated:YES completion:nil];
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}
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#endif
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@end