c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
143 lines
5.1 KiB
Text
143 lines
5.1 KiB
Text
/*************************************************************************/
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/* view_controller.mm */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#import "view_controller.h"
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#include "os_iphone.h"
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extern "C" {
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int add_path(int, char**);
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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"];
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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
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p_args[p_argc++] = (char*)[str cString];
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p_args[p_argc] = NULL;
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return p_argc;
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};
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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"];
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if (!arr)
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return p_argc;
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for (int i=0; i < [arr count]; i++) {
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NSString* str = [arr objectAtIndex:i];
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if (!str)
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continue;
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[str retain]; // @todo delete these at some point
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p_args[p_argc++] = (char*)[str cString];
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};
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p_args[p_argc] = NULL;
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return p_argc;
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};
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};
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@interface ViewController ()
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@end
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@implementation ViewController
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- (void)didReceiveMemoryWarning {
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printf("*********** did receive memory warning!\n");
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};
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)p_orientation {
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if (/*OSIPhone::get_singleton() == NULL*/TRUE) {
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printf("checking on info.plist\n");
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NSArray* arr = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"UISupportedInterfaceOrientations"];
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switch(p_orientation) {
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case UIInterfaceOrientationLandscapeLeft:
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return [arr indexOfObject:@"UIInterfaceOrientationLandscapeLeft"] != NSNotFound ? YES : NO;
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case UIInterfaceOrientationLandscapeRight:
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return [arr indexOfObject:@"UIInterfaceOrientationLandscapeRight"] != NSNotFound ? YES : NO;
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case UIInterfaceOrientationPortrait:
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return [arr indexOfObject:@"UIInterfaceOrientationPortrait"] != NSNotFound ? YES : NO;
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case UIInterfaceOrientationPortraitUpsideDown:
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return [arr indexOfObject:@"UIInterfaceOrientationPortraitUpsideDown"] != NSNotFound ? YES : NO;
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default:
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return NO;
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}
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};
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uint8_t supported = OSIPhone::get_singleton()->get_orientations();
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switch(p_orientation) {
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case UIInterfaceOrientationLandscapeLeft:
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return supported & (1<<OSIPhone::LandscapeLeft) ? YES : NO;
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case UIInterfaceOrientationLandscapeRight:
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return supported & (1<<OSIPhone::LandscapeRight) ? YES : NO;
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case UIInterfaceOrientationPortrait:
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return supported & (1<<OSIPhone::PortraitDown) ? YES : NO;
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case UIInterfaceOrientationPortraitUpsideDown:
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return supported & (1<<OSIPhone::PortraitUp) ? YES : NO;
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default:
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return NO;
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}
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};
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- (BOOL)prefersStatusBarHidden
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{
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return YES;
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}
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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
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GameCenter::get_singleton()->game_center_closed();
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[gameCenterViewController dismissViewControllerAnimated:YES completion:nil];
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}
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#endif
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@end
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