Enhance mobile suspend MainLoop Notifications
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6 changed files with 57 additions and 10 deletions
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@ -119,19 +119,20 @@
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</constant>
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<constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014">
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Notification received from the OS when the application is resumed.
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Specific to the Android platform.
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Specific to the Android and iOS platforms.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015">
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Notification received from the OS when the application is paused.
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Specific to the Android platform.
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Specific to the Android and iOS platforms.
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[b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016">
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Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.
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Implemented on desktop platforms.
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Implemented on desktop and mobile platforms.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017">
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Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.
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Implemented on desktop platforms.
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Implemented on desktop and mobile platforms.
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</constant>
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<constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018">
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Notification received when text server is changed.
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@ -1151,19 +1151,20 @@
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</constant>
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<constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014">
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Notification received from the OS when the application is resumed.
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Implemented only on Android.
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Specific to the Android and iOS platforms.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015">
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Notification received from the OS when the application is paused.
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Implemented only on Android.
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Specific to the Android and iOS platforms.
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[b]Note:[/b] On iOS, you only have approximately 5 seconds to finish a task started by this signal. If you go over this allotment, iOS will kill the app instead of pausing it.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016">
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Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a third-party application to any open window of the Godot instance.
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Implemented on desktop platforms.
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Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.
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Implemented on desktop and mobile platforms.
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</constant>
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<constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017">
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Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a third-party application.
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Implemented on desktop platforms.
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Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.
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Implemented on desktop and mobile platforms.
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</constant>
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<constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018">
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Notification received when the [TextServer] is changed.
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@ -324,11 +324,17 @@ void OS_Android::main_loop_end() {
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void OS_Android::main_loop_focusout() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT);
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}
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audio_driver_android.set_pause(true);
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}
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void OS_Android::main_loop_focusin() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_IN);
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN);
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}
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audio_driver_android.set_pause(false);
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}
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@ -167,6 +167,14 @@ static ViewController *mainViewController = nil;
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OS_IOS::get_singleton()->on_focus_in();
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application {
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OS_IOS::get_singleton()->on_enter_background();
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application {
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OS_IOS::get_singleton()->on_exit_background();
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}
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- (void)dealloc {
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self.window = nil;
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}
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@ -129,6 +129,9 @@ public:
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void on_focus_out();
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void on_focus_in();
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void on_enter_background();
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void on_exit_background();
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};
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#endif // IOS_ENABLED
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@ -601,6 +601,10 @@ void OS_IOS::on_focus_out() {
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DisplayServerIOS::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
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}
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT);
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}
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[AppDelegate.viewController.godotView stopRendering];
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audio_driver.stop();
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@ -615,10 +619,34 @@ void OS_IOS::on_focus_in() {
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DisplayServerIOS::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_IN);
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}
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN);
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}
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[AppDelegate.viewController.godotView startRendering];
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audio_driver.start();
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}
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}
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void OS_IOS::on_enter_background() {
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// Do not check for is_focused, because on_focus_out will always be fired first by applicationWillResignActive.
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_PAUSED);
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}
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on_focus_out();
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}
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void OS_IOS::on_exit_background() {
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if (!is_focused) {
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on_focus_in();
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_RESUMED);
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}
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}
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}
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#endif // IOS_ENABLED
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