virtualx-engine/platform/iphone/app_delegate.mm

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/*************************************************************************/
/* app_delegate.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "app_delegate.h"
#include "core/project_settings.h"
#include "drivers/coreaudio/audio_driver_coreaudio.h"
#import "gl_view.h"
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#include "main/main.h"
#include "os_iphone.h"
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#import "GameController/GameController.h"
#define kFilteringFactor 0.1
#define kRenderingFrequency 60
#define kAccelerometerFrequency 100.0 // Hz
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Error _shell_open(String);
void _set_keep_screen_on(bool p_enabled);
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Error _shell_open(String p_uri) {
NSString *url = [[NSString alloc] initWithUTF8String:p_uri.utf8().get_data()];
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if (![[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:url]])
return ERR_CANT_OPEN;
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printf("opening url %ls\n", p_uri.c_str());
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[[UIApplication sharedApplication] openURL:[NSURL URLWithString:url]];
[url release];
return OK;
};
void _set_keep_screen_on(bool p_enabled) {
[[UIApplication sharedApplication] setIdleTimerDisabled:(BOOL)p_enabled];
};
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@implementation AppDelegate
@synthesize window;
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extern int gargc;
extern char **gargv;
extern int iphone_main(int, int, int, char **, String);
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extern void iphone_finish();
CMMotionManager *motionManager;
bool motionInitialised;
static ViewController *mainViewController = nil;
+ (ViewController *)getViewController {
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return mainViewController;
}
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NSMutableDictionary *ios_joysticks = nil;
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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NSMutableArray *pending_ios_joysticks = nil;
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- (GCControllerPlayerIndex)getFreePlayerIndex {
bool have_player_1 = false;
bool have_player_2 = false;
bool have_player_3 = false;
bool have_player_4 = false;
if (ios_joysticks == nil) {
NSArray *keys = [ios_joysticks allKeys];
for (NSNumber *key in keys) {
GCController *controller = [ios_joysticks objectForKey:key];
if (controller.playerIndex == GCControllerPlayerIndex1) {
have_player_1 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex2) {
have_player_2 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex3) {
have_player_3 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex4) {
have_player_4 = true;
};
};
};
if (!have_player_1) {
return GCControllerPlayerIndex1;
} else if (!have_player_2) {
return GCControllerPlayerIndex2;
} else if (!have_player_3) {
return GCControllerPlayerIndex3;
} else if (!have_player_4) {
return GCControllerPlayerIndex4;
} else {
return GCControllerPlayerIndexUnset;
};
};
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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void _ios_add_joystick(GCController *controller, AppDelegate *delegate) {
// get a new id for our controller
int joy_id = OSIPhone::get_singleton()->get_unused_joy_id();
if (joy_id != -1) {
// assign our player index
if (controller.playerIndex == GCControllerPlayerIndexUnset) {
controller.playerIndex = [delegate getFreePlayerIndex];
};
// tell Godot about our new controller
OSIPhone::get_singleton()->joy_connection_changed(
joy_id, true, [controller.vendorName UTF8String]);
// add it to our dictionary, this will retain our controllers
[ios_joysticks setObject:controller
forKey:[NSNumber numberWithInt:joy_id]];
// set our input handler
[delegate setControllerInputHandler:controller];
} else {
printf("Couldn't retrieve new joy id\n");
};
}
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- (void)controllerWasConnected:(NSNotification *)notification {
// create our dictionary if we don't have one yet
if (ios_joysticks == nil) {
ios_joysticks = [[NSMutableDictionary alloc] init];
};
// get our controller
GCController *controller = (GCController *)notification.object;
if (controller == nil) {
printf("Couldn't retrieve new controller\n");
} else if ([[ios_joysticks allKeysForObject:controller] count] != 0) {
printf("Controller is already registered\n");
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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} else if (frame_count > 1) {
_ios_add_joystick(controller, self);
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} else {
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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if (pending_ios_joysticks == nil)
pending_ios_joysticks = [[NSMutableArray alloc] init];
[pending_ios_joysticks addObject:controller];
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};
};
- (void)controllerWasDisconnected:(NSNotification *)notification {
if (ios_joysticks != nil) {
// find our joystick, there should be only one in our dictionary
GCController *controller = (GCController *)notification.object;
NSArray *keys = [ios_joysticks allKeysForObject:controller];
for (NSNumber *key in keys) {
// tell Godot this joystick is no longer there
int joy_id = [key intValue];
OSIPhone::get_singleton()->joy_connection_changed(joy_id, false, "");
// and remove it from our dictionary
[ios_joysticks removeObjectForKey:key];
};
};
};
- (int)getJoyIdForController:(GCController *)controller {
if (ios_joysticks != nil) {
// find our joystick, there should be only one in our dictionary
NSArray *keys = [ios_joysticks allKeysForObject:controller];
for (NSNumber *key in keys) {
int joy_id = [key intValue];
return joy_id;
};
};
return -1;
};
- (void)setControllerInputHandler:(GCController *)controller {
// Hook in the callback handler for the correct gamepad profile.
// This is a bit of a weird design choice on Apples part.
// You need to select the most capable gamepad profile for the
// gamepad attached.
if (controller.extendedGamepad != nil) {
// The extended gamepad profile has all the input you could possibly find on
// a gamepad but will only be active if your gamepad actually has all of
// these...
controller.extendedGamepad.valueChangedHandler = ^(
GCExtendedGamepad *gamepad, GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonB) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
gamepad.buttonB.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.buttonY) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
gamepad.buttonY.isPressed);
} else if (element == gamepad.leftShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
gamepad.leftShoulder.isPressed);
} else if (element == gamepad.rightShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
gamepad.rightShoulder.isPressed);
} else if (element == gamepad.leftTrigger) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L2,
gamepad.leftTrigger.isPressed);
} else if (element == gamepad.rightTrigger) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R2,
gamepad.rightTrigger.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
InputDefault::JoyAxis jx;
jx.min = -1;
if (element == gamepad.leftThumbstick) {
jx.value = gamepad.leftThumbstick.xAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LX, jx);
jx.value = -gamepad.leftThumbstick.yAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LY, jx);
} else if (element == gamepad.rightThumbstick) {
jx.value = gamepad.rightThumbstick.xAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RX, jx);
jx.value = -gamepad.rightThumbstick.yAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RY, jx);
} else if (element == gamepad.leftTrigger) {
jx.value = gamepad.leftTrigger.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_L2, jx);
} else if (element == gamepad.rightTrigger) {
jx.value = gamepad.rightTrigger.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_R2, jx);
};
};
} else if (controller.gamepad != nil) {
// gamepad is the standard profile with 4 buttons, shoulder buttons and a
// D-pad
controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad,
GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonB) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
gamepad.buttonB.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.buttonY) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
gamepad.buttonY.isPressed);
} else if (element == gamepad.leftShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
gamepad.leftShoulder.isPressed);
} else if (element == gamepad.rightShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
gamepad.rightShoulder.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
};
#ifdef ADD_MICRO_GAMEPAD // disabling this for now, only available on iOS 9+,
// while we are setting that as the minimum, seems our
// build environment doesn't like it
} else if (controller.microGamepad != nil) {
// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
controller.microGamepad.valueChangedHandler =
^(GCMicroGamepad *gamepad, GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
};
#endif
};
///@TODO need to add support for controller.motion which gives us access to
/// the orientation of the device (if supported)
///@TODO need to add support for controllerPausedHandler which should be a
/// toggle
};
- (void)initGameControllers {
// get told when controllers connect, this will be called right away for
// already connected controllers
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasConnected:)
name:GCControllerDidConnectNotification
object:nil];
// get told when controllers disconnect
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasDisconnected:)
name:GCControllerDidDisconnectNotification
object:nil];
};
- (void)deinitGameControllers {
[[NSNotificationCenter defaultCenter]
removeObserver:self
name:GCControllerDidConnectNotification
object:nil];
[[NSNotificationCenter defaultCenter]
removeObserver:self
name:GCControllerDidDisconnectNotification
object:nil];
if (ios_joysticks != nil) {
[ios_joysticks dealloc];
ios_joysticks = nil;
};
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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if (pending_ios_joysticks != nil) {
[pending_ios_joysticks dealloc];
pending_ios_joysticks = nil;
};
};
OS::VideoMode _get_video_mode() {
int backingWidth;
int backingHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
OS::VideoMode vm;
vm.fullscreen = true;
vm.width = backingWidth;
vm.height = backingHeight;
vm.resizable = false;
return vm;
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};
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static int frame_count = 0;
- (void)drawView:(GLView *)view;
{
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switch (frame_count) {
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case 0: {
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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OS::get_singleton()->set_video_mode(_get_video_mode());
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if (!OS::get_singleton()) {
exit(0);
};
++frame_count;
NSString *locale_code = [[NSLocale currentLocale] localeIdentifier];
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OSIPhone::get_singleton()->set_locale(
String::utf8([locale_code UTF8String]));
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NSString *uuid;
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if ([[UIDevice currentDevice]
respondsToSelector:@selector(identifierForVendor)]) {
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uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
} else {
// before iOS 6, so just generate an identifier and store it
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uuid = [[NSUserDefaults standardUserDefaults]
objectForKey:@"identiferForVendor"];
if (!uuid) {
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CFUUIDRef cfuuid = CFUUIDCreate(NULL);
uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
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CFRelease(cfuuid);
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[[NSUserDefaults standardUserDefaults]
setObject:uuid
forKey:@"identifierForVendor"];
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}
}
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OSIPhone::get_singleton()->set_unique_id(String::utf8([uuid UTF8String]));
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}; break;
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case 1: {
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Main::setup2();
++frame_count;
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iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
2018-04-10 12:35:30 +02:00
if (pending_ios_joysticks != nil) {
for (GCController *controller in pending_ios_joysticks) {
_ios_add_joystick(controller, self);
}
[pending_ios_joysticks dealloc];
pending_ios_joysticks = nil;
}
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// this might be necessary before here
NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
for (NSString *key in dict) {
NSObject *value = [dict objectForKey:key];
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String ukey = String::utf8([key UTF8String]);
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// we need a NSObject to Variant conversor
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if ([value isKindOfClass:[NSString class]]) {
NSString *str = (NSString *)value;
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String uval = String::utf8([str UTF8String]);
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, uval);
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} else if ([value isKindOfClass:[NSNumber class]]) {
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NSNumber *n = (NSNumber *)value;
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double dval = [n doubleValue];
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, dval);
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};
// do stuff
}
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}; break;
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case 2: {
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Main::start();
++frame_count;
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}; break; // no fallthrough
2014-02-10 02:10:30 +01:00
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default: {
if (OSIPhone::get_singleton()) {
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// OSIPhone::get_singleton()->update_accelerometer(accel[0], accel[1],
// accel[2]);
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if (motionInitialised) {
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// Just using polling approach for now, we can set this up so it sends
// data to us in intervals, might be better. See Apple reference pages
// for more details:
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// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
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// Apple splits our accelerometer date into a gravity and user movement
// component. We add them back together
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CMAcceleration gravity = motionManager.deviceMotion.gravity;
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CMAcceleration acceleration =
motionManager.deviceMotion.userAcceleration;
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///@TODO We don't seem to be getting data here, is my device broken or
/// is this code incorrect?
CMMagneticField magnetic =
motionManager.deviceMotion.magneticField.field;
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///@TODO we can access rotationRate as a CMRotationRate variable
///(processed date) or CMGyroData (raw data), have to see what works
/// best
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CMRotationRate rotation = motionManager.deviceMotion.rotationRate;
// Adjust for screen orientation.
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// [[UIDevice currentDevice] orientation] changes even if we've fixed
// our orientation which is not a good thing when you're trying to get
// your user to move the screen in all directions and want consistent
// output
///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
/// is a bit of a hack. Godot obviously knows the orientation so maybe
/// we
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// can use that instead? (note that left and right seem swapped)
switch ([[UIApplication sharedApplication] statusBarOrientation]) {
case UIDeviceOrientationLandscapeLeft: {
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OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x,
gravity.z);
OSIPhone::get_singleton()->update_accelerometer(
-(acceleration.y + gravity.y), (acceleration.x + gravity.x),
acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(
-magnetic.y, magnetic.x, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x,
rotation.z);
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}; break;
case UIDeviceOrientationLandscapeRight: {
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OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x,
gravity.z);
OSIPhone::get_singleton()->update_accelerometer(
(acceleration.y + gravity.y), -(acceleration.x + gravity.x),
acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(
magnetic.y, -magnetic.x, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x,
rotation.z);
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}; break;
case UIDeviceOrientationPortraitUpsideDown: {
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OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y,
gravity.z);
OSIPhone::get_singleton()->update_accelerometer(
-(acceleration.x + gravity.x), (acceleration.y + gravity.y),
acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(
-magnetic.x, magnetic.y, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y,
rotation.z);
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}; break;
default: { // assume portrait
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OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y,
gravity.z);
OSIPhone::get_singleton()->update_accelerometer(
acceleration.x + gravity.x, acceleration.y + gravity.y,
acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y,
magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y,
rotation.z);
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}; break;
};
}
bool quit_request = OSIPhone::get_singleton()->iterate();
};
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}; break;
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};
};
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
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OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
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};
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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CGRect rect = [[UIScreen mainScreen] bounds];
[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
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// disable idle timer
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// application.idleTimerDisabled = YES;
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// Create a full-screen window
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window = [[UIWindow alloc] initWithFrame:rect];
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// window.autoresizesSubviews = YES;
//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
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// Create the OpenGL ES view and add it to the window
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GLView *glView = [[GLView alloc] initWithFrame:rect];
printf("glview is %p\n", glView);
//[window addSubview:glView];
glView.delegate = self;
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// glView.autoresizesSubviews = YES;
//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
2014-02-10 02:10:30 +01:00
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
2018-04-10 12:35:30 +02:00
OS::VideoMode vm = _get_video_mode();
2016-04-02 20:26:12 +02:00
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
2018-04-10 12:35:30 +02:00
int err = iphone_main(vm.width, vm.height, gargc, gargv, String::utf8([documentsDirectory UTF8String]));
if (err != 0) {
// bail, things did not go very well for us, should probably output a message on screen with our error code...
exit(0);
return FALSE;
};
2016-04-02 20:26:12 +02:00
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view_controller = [[ViewController alloc] init];
view_controller.view = glView;
window.rootViewController = view_controller;
_set_keep_screen_on(bool(GLOBAL_DEF("display/window/keep_screen_on", true)) ? YES : NO);
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glView.useCADisplayLink =
bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
printf("cadisaplylink: %d", glView.useCADisplayLink);
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glView.animationInterval = 1.0 / kRenderingFrequency;
[glView startAnimation];
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// Show the window
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[window makeKeyAndVisible];
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// Configure and start accelerometer
if (!motionInitialised) {
motionManager = [[CMMotionManager alloc] init];
if (motionManager.deviceMotionAvailable) {
motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
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[motionManager startDeviceMotionUpdatesUsingReferenceFrame:
CMAttitudeReferenceFrameXMagneticNorthZVertical];
motionInitialised = YES;
};
};
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[self initGameControllers];
// OSIPhone::screen_width = rect.size.width - rect.origin.x;
// OSIPhone::screen_height = rect.size.height - rect.origin.y;
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mainViewController = view_controller;
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// prevent to stop music in another background app
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
return TRUE;
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};
- (void)applicationWillTerminate:(UIApplication *)application {
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[self deinitGameControllers];
if (motionInitialised) {
///@TODO is this the right place to clean this up?
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[motionManager stopDeviceMotionUpdates];
[motionManager release];
motionManager = nil;
motionInitialised = NO;
};
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iphone_finish();
};
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- (void)applicationDidEnterBackground:(UIApplication *)application {
///@TODO maybe add pause motionManager? and where would we unpause it?
if (OS::get_singleton()->get_main_loop())
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OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_OUT);
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[view_controller.view stopAnimation];
if (OS::get_singleton()->native_video_is_playing()) {
OSIPhone::get_singleton()->native_video_focus_out();
};
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application {
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// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
2014-02-10 02:10:30 +01:00
[view_controller.view startAnimation];
}
- (void)applicationWillResignActive:(UIApplication *)application {
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// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
[view_controller.view
stopAnimation]; // FIXME: pause seems to be recommended elsewhere
2014-02-10 02:10:30 +01:00
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
if (OS::get_singleton()->get_main_loop())
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OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_IN);
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[view_controller.view
startAnimation]; // FIXME: resume seems to be recommended elsewhere
if (OSIPhone::get_singleton()->native_video_is_playing()) {
OSIPhone::get_singleton()->native_video_unpause();
};
// Fixed audio can not resume if it is interrupted cause by an incoming phone call
if (AudioDriverCoreAudio::get_singleton() != NULL)
AudioDriverCoreAudio::get_singleton()->start();
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}
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- (void)dealloc {
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[window release];
[super dealloc];
}
@end