/**************************************************************************/ /* app_delegate.mm */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #import "app_delegate.h" #import "godot_view.h" #import "os_ios.h" #import "view_controller.h" #include "core/config/project_settings.h" #import "drivers/coreaudio/audio_driver_coreaudio.h" #include "main/main.h" #import #import #define kRenderingFrequency 60 extern int gargc; extern char **gargv; extern int ios_main(int, char **); extern void ios_finish(); @implementation AppDelegate enum { SESSION_CATEGORY_AMBIENT, SESSION_CATEGORY_MULTI_ROUTE, SESSION_CATEGORY_PLAY_AND_RECORD, SESSION_CATEGORY_PLAYBACK, SESSION_CATEGORY_RECORD, SESSION_CATEGORY_SOLO_AMBIENT }; static ViewController *mainViewController = nil; + (ViewController *)viewController { return mainViewController; } - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // TODO: might be required to make an early return, so app wouldn't crash because of timeout. // TODO: logo screen is not displayed while shaders are compiling // DummyViewController(Splash/LoadingViewController) -> setup -> GodotViewController CGRect windowBounds = [[UIScreen mainScreen] bounds]; // Create a full-screen window self.window = [[UIWindow alloc] initWithFrame:windowBounds]; int err = ios_main(gargc, gargv); 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 NO; } ViewController *viewController = [[ViewController alloc] init]; viewController.godotView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO; viewController.godotView.renderingInterval = 1.0 / kRenderingFrequency; self.window.rootViewController = viewController; // Show the window [self.window makeKeyAndVisible]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(onAudioInterruption:) name:AVAudioSessionInterruptionNotification object:[AVAudioSession sharedInstance]]; mainViewController = viewController; int sessionCategorySetting = GLOBAL_GET("audio/general/ios/session_category"); // Initialize with default Ambient category. AVAudioSessionCategory category = AVAudioSessionCategoryAmbient; if (sessionCategorySetting == SESSION_CATEGORY_MULTI_ROUTE) { category = AVAudioSessionCategoryMultiRoute; } else if (sessionCategorySetting == SESSION_CATEGORY_PLAY_AND_RECORD) { category = AVAudioSessionCategoryPlayAndRecord; } else if (sessionCategorySetting == SESSION_CATEGORY_PLAYBACK) { category = AVAudioSessionCategoryPlayback; } else if (sessionCategorySetting == SESSION_CATEGORY_RECORD) { category = AVAudioSessionCategoryRecord; } else if (sessionCategorySetting == SESSION_CATEGORY_SOLO_AMBIENT) { category = AVAudioSessionCategorySoloAmbient; } if (GLOBAL_GET("audio/general/ios/mix_with_others")) { [[AVAudioSession sharedInstance] setCategory:category withOptions:AVAudioSessionCategoryOptionMixWithOthers error:nil]; } else { [[AVAudioSession sharedInstance] setCategory:category error:nil]; } return YES; } - (void)onAudioInterruption:(NSNotification *)notification { if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) { if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) { NSLog(@"Audio interruption began"); OS_IOS::get_singleton()->on_focus_out(); } else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) { NSLog(@"Audio interruption ended"); OS_IOS::get_singleton()->on_focus_in(); } } } - (void)applicationDidReceiveMemoryWarning:(UIApplication *)application { if (OS::get_singleton()->get_main_loop()) { OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_MEMORY_WARNING); } } - (void)applicationWillTerminate:(UIApplication *)application { ios_finish(); } // When application goes to background (e.g. user switches to another app or presses Home), // then applicationWillResignActive -> applicationDidEnterBackground are called. // When user opens the inactive app again, // applicationWillEnterForeground -> applicationDidBecomeActive are called. // There are cases when applicationWillResignActive -> applicationDidBecomeActive // sequence is called without the app going to background. For example, that happens // if you open the app list without switching to another app or open/close the // notification panel by swiping from the upper part of the screen. - (void)applicationWillResignActive:(UIApplication *)application { OS_IOS::get_singleton()->on_focus_out(); } - (void)applicationDidBecomeActive:(UIApplication *)application { OS_IOS::get_singleton()->on_focus_in(); } - (void)dealloc { self.window = nil; } @end