Merge pull request #8756 from BastiaanOlij/mfi_support_3.0

MFI gamepad support for iPhone
This commit is contained in:
Rémi Verschelde 2017-05-18 12:54:43 +02:00 committed by GitHub
commit 683befbf84
3 changed files with 451 additions and 80 deletions

View file

@ -49,6 +49,8 @@
#import <Parse/Parse.h>
#endif
#import "GameController/GameController.h"
#define kFilteringFactor 0.1
#define kRenderingFrequency 60
#define kAccelerometerFrequency 100.0 // Hz
@ -89,6 +91,282 @@ static ViewController *mainViewController = nil;
return mainViewController;
}
NSMutableDictionary *ios_joysticks = nil;
- (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;
};
};
- (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");
} else {
// 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 = [self 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
[self setControllerInputHandler:controller];
} else {
printf("Couldn't retrieve new joy id\n");
};
};
};
- (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;
};
};
static int frame_count = 0;
- (void)drawView:(GLView *)view;
{
@ -97,8 +375,10 @@ static int frame_count = 0;
case 0: {
int backingWidth;
int backingHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &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;
@ -112,25 +392,35 @@ static int frame_count = 0;
};
++frame_count;
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
//NSString *documentsDirectory = [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject];
OSIPhone::get_singleton()->set_data_dir(String::utf8([documentsDirectory UTF8String]));
// NSString *documentsDirectory = [[[NSFileManager defaultManager]
// URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask]
// lastObject];
OSIPhone::get_singleton()->set_data_dir(
String::utf8([documentsDirectory UTF8String]));
NSString *locale_code = [[[NSLocale preferredLanguages] objectAtIndex:0] substringToIndex:2];
OSIPhone::get_singleton()->set_locale(String::utf8([locale_code UTF8String]));
NSString *locale_code =
[[[NSLocale preferredLanguages] objectAtIndex:0] substringToIndex:2];
OSIPhone::get_singleton()->set_locale(
String::utf8([locale_code UTF8String]));
NSString *uuid;
if ([[UIDevice currentDevice] respondsToSelector:@selector(identifierForVendor)]) {
if ([[UIDevice currentDevice]
respondsToSelector:@selector(identifierForVendor)]) {
uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
} else {
// before iOS 6, so just generate an identifier and store it
uuid = [[NSUserDefaults standardUserDefaults] objectForKey:@"identiferForVendor"];
uuid = [[NSUserDefaults standardUserDefaults]
objectForKey:@"identiferForVendor"];
if (!uuid) {
CFUUIDRef cfuuid = CFUUIDCreate(NULL);
uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
CFRelease(cfuuid);
[[NSUserDefaults standardUserDefaults] setObject:uuid forKey:@"identifierForVendor"];
[[NSUserDefaults standardUserDefaults]
setObject:uuid
forKey:@"identifierForVendor"];
}
}
@ -138,9 +428,9 @@ static int frame_count = 0;
}; break;
/*
case 1: {
++frame_count;
}; break;
case 1: {
++frame_count;
}; break;
*/
case 1: {
@ -173,9 +463,9 @@ static int frame_count = 0;
}; break;
/*
case 3: {
++frame_count;
}; break;
case 3: {
++frame_count;
}; break;
*/
case 2: {
@ -186,53 +476,85 @@ static int frame_count = 0;
default: {
if (OSIPhone::get_singleton()) {
//OSIPhone::get_singleton()->update_accelerometer(accel[0], accel[1], accel[2]);
// OSIPhone::get_singleton()->update_accelerometer(accel[0], accel[1],
// accel[2]);
if (motionInitialised) {
// 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:
// 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:
// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
// Apple splits our accelerometer date into a gravity and user movement component. We add them back together
// Apple splits our accelerometer date into a gravity and user movement
// component. We add them back together
CMAcceleration gravity = motionManager.deviceMotion.gravity;
CMAcceleration acceleration = motionManager.deviceMotion.userAcceleration;
CMAcceleration acceleration =
motionManager.deviceMotion.userAcceleration;
///@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;
///@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;
///@TODO we can access rotationRate as a CMRotationRate variable (processed date) or CMGyroData (raw data), have to see what works best
///@TODO we can access rotationRate as a CMRotationRate variable
///(processed date) or CMGyroData (raw data), have to see what works
/// best
CMRotationRate rotation = motionManager.deviceMotion.rotationRate;
// Adjust for screen orientation.
// [[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
// [[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
///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
/// is a bit of a hack. Godot obviously knows the orientation so maybe
/// we
// can use that instead? (note that left and right seem swapped)
switch ([[UIApplication sharedApplication] statusBarOrientation]) {
case UIDeviceOrientationLandscapeLeft: {
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);
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);
}; break;
case UIDeviceOrientationLandscapeRight: {
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);
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);
}; break;
case UIDeviceOrientationPortraitUpsideDown: {
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);
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);
}; break;
default: { // assume portrait
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);
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);
}; break;
};
}
@ -247,7 +569,8 @@ static int frame_count = 0;
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
printf("****************** did receive memory warning!\n");
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
};
- (void)applicationDidFinishLaunching:(UIApplication *)application {
@ -257,25 +580,29 @@ static int frame_count = 0;
[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
// disable idle timer
//application.idleTimerDisabled = YES;
// application.idleTimerDisabled = YES;
//Create a full-screen window
// Create a full-screen window
window = [[UIWindow alloc] initWithFrame:rect];
//window.autoresizesSubviews = YES;
//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleWidth];
// window.autoresizesSubviews = YES;
//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
//Create the OpenGL ES view and add it to the window
// Create the OpenGL ES view and add it to the window
GLView *glView = [[GLView alloc] initWithFrame:rect];
printf("glview is %p\n", glView);
//[window addSubview:glView];
glView.delegate = self;
//glView.autoresizesSubviews = YES;
//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleWidth];
// glView.autoresizesSubviews = YES;
//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
// UIViewAutoresizingFlexibleWidth];
int backingWidth;
int backingHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
iphone_main(backingWidth, backingHeight, gargc, gargv);
@ -284,26 +611,30 @@ static int frame_count = 0;
window.rootViewController = view_controller;
_set_keep_screen_on(bool(GLOBAL_DEF("display/keep_screen_on", true)) ? YES : NO);
glView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
glView.useCADisplayLink =
bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
printf("cadisaplylink: %d", glView.useCADisplayLink);
glView.animationInterval = 1.0 / kRenderingFrequency;
[glView startAnimation];
//Show the window
// Show the window
[window makeKeyAndVisible];
//Configure and start accelerometer
// Configure and start accelerometer
if (!motionInitialised) {
motionManager = [[CMMotionManager alloc] init];
if (motionManager.deviceMotionAvailable) {
motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:
CMAttitudeReferenceFrameXMagneticNorthZVertical];
motionInitialised = YES;
};
};
//OSIPhone::screen_width = rect.size.width - rect.origin.x;
//OSIPhone::screen_height = rect.size.height - rect.origin.y;
[self initGameControllers];
// OSIPhone::screen_width = rect.size.width - rect.origin.x;
// OSIPhone::screen_height = rect.size.height - rect.origin.y;
mainViewController = view_controller;
@ -319,16 +650,22 @@ static int frame_count = 0;
String adid = GLOBAL_DEF("mobileapptracker/advertiser_id", "");
String convkey = GLOBAL_DEF("mobileapptracker/conversion_key", "");
NSString *advertiser_id = [NSString stringWithUTF8String:adid.utf8().get_data()];
NSString *conversion_key = [NSString stringWithUTF8String:convkey.utf8().get_data()];
NSString *advertiser_id =
[NSString stringWithUTF8String:adid.utf8().get_data()];
NSString *conversion_key =
[NSString stringWithUTF8String:convkey.utf8().get_data()];
// Account Configuration info - must be set
[MobileAppTracker initializeWithMATAdvertiserId:advertiser_id MATConversionKey:conversion_key];
[MobileAppTracker initializeWithMATAdvertiserId:advertiser_id
MATConversionKey:conversion_key];
// Used to pass us the IFA, enables highly accurate 1-to-1 attribution.
// Required for many advertising networks.
[MobileAppTracker setAppleAdvertisingIdentifier:[[ASIdentifierManager sharedManager] advertisingIdentifier]
advertisingTrackingEnabled:[[ASIdentifierManager sharedManager] isAdvertisingTrackingEnabled]];
[MobileAppTracker
setAppleAdvertisingIdentifier:[[ASIdentifierManager sharedManager]
advertisingIdentifier]
advertisingTrackingEnabled:[[ASIdentifierManager sharedManager]
isAdvertisingTrackingEnabled]];
#endif
};
@ -337,6 +674,8 @@ static int frame_count = 0;
printf("********************* will terminate\n");
[self deinitGameControllers];
if (motionInitialised) {
///@TODO is this the right place to clean this up?
[motionManager stopDeviceMotionUpdates];
@ -353,7 +692,8 @@ static int frame_count = 0;
///@TODO maybe add pause motionManager? and where would we unpause it?
if (OS::get_singleton()->get_main_loop())
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_OUT);
[view_controller.view stopAnimation];
if (OS::get_singleton()->native_video_is_playing()) {
@ -363,14 +703,15 @@ static int frame_count = 0;
- (void)applicationWillEnterForeground:(UIApplication *)application {
printf("********************* did enter foreground\n");
//OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
[view_controller.view startAnimation];
}
- (void)applicationWillResignActive:(UIApplication *)application {
printf("********************* will resign active\n");
//OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
[view_controller.view stopAnimation]; // FIXME: pause seems to be recommended elsewhere
// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
[view_controller.view
stopAnimation]; // FIXME: pause seems to be recommended elsewhere
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
@ -380,9 +721,11 @@ static int frame_count = 0;
[MobileAppTracker measureSession];
#endif
if (OS::get_singleton()->get_main_loop())
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_IN);
[view_controller.view startAnimation]; // FIXME: resume seems to be recommended elsewhere
[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();
};
@ -397,14 +740,17 @@ static int frame_count = 0;
}
// For 4.2+ support
- (BOOL)application:(UIApplication *)application openURL:(NSURL *)url sourceApplication:(NSString *)sourceApplication annotation:(id)annotation {
- (BOOL)application:(UIApplication *)application
openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation {
#ifdef MODULE_PARSE_ENABLED
NSLog(@"Handling application openURL");
return [[FBSDKApplicationDelegate sharedInstance]
application:application
openURL:url
sourceApplication:sourceApplication
annotation:annotation];
return
[[FBSDKApplicationDelegate sharedInstance] application:application
openURL:url
sourceApplication:sourceApplication
annotation:annotation];
#endif
#ifdef MODULE_FACEBOOKSCORER_IOS_ENABLED
@ -414,21 +760,25 @@ static int frame_count = 0;
#endif
}
- (void)application:(UIApplication *)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)deviceToken {
- (void)application:(UIApplication *)application
didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)deviceToken {
#ifdef MODULE_PARSE_ENABLED
// Store the deviceToken in the current installation and save it to Parse.
PFInstallation *currentInstallation = [PFInstallation currentInstallation];
//NSString* token = [[NSString alloc] initWithData:deviceToken encoding:NSUTF8StringEncoding];
// NSString* token = [[NSString alloc] initWithData:deviceToken
// encoding:NSUTF8StringEncoding];
NSLog(@"Device Token : %@ ", deviceToken);
[currentInstallation setDeviceTokenFromData:deviceToken];
[currentInstallation saveInBackground];
#endif
}
- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo {
- (void)application:(UIApplication *)application
didReceiveRemoteNotification:(NSDictionary *)userInfo {
#ifdef MODULE_PARSE_ENABLED
[PFPush handlePush:userInfo];
NSDictionary *aps = [userInfo objectForKey:UIApplicationLaunchOptionsRemoteNotificationKey];
NSDictionary *aps =
[userInfo objectForKey:UIApplicationLaunchOptionsRemoteNotificationKey];
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSLog(@"Push Notification Payload (app active) %@", aps);

View file

@ -357,6 +357,22 @@ void OSIPhone::update_gyroscope(float p_x, float p_y, float p_z) {
input->set_gyroscope(Vector3(p_x, p_y, p_z));
};
int OSIPhone::get_unused_joy_id() {
return input->get_unused_joy_id();
};
void OSIPhone::joy_connection_changed(int p_idx, bool p_connected, String p_name) {
input->joy_connection_changed(p_idx, p_connected, p_name);
};
void OSIPhone::joy_button(int p_device, int p_button, bool p_pressed) {
input->joy_button(p_device, p_button, p_pressed);
};
void OSIPhone::joy_axis(int p_device, int p_axis, const InputDefault::JoyAxis &p_value) {
input->joy_axis(p_device, p_axis, p_value);
};
void OSIPhone::delete_main_loop() {
if (main_loop) {

View file

@ -145,6 +145,11 @@ public:
void update_magnetometer(float p_x, float p_y, float p_z);
void update_gyroscope(float p_x, float p_y, float p_z);
int get_unused_joy_id();
void joy_connection_changed(int p_idx, bool p_connected, String p_name);
void joy_button(int p_device, int p_button, bool p_pressed);
void joy_axis(int p_device, int p_axis, const InputDefault::JoyAxis &p_value);
static OSIPhone *get_singleton();
virtual void set_mouse_show(bool p_show);