f81c6c52fc
Fixes some deprecations and leaks reported by Xcode Analyzer
737 lines
26 KiB
Text
737 lines
26 KiB
Text
/*************************************************************************/
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/* app_delegate.mm */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "app_delegate.h"
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#include "core/project_settings.h"
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#include "drivers/coreaudio/audio_driver_coreaudio.h"
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#import "gl_view.h"
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#include "main/main.h"
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#include "os_iphone.h"
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#import "GameController/GameController.h"
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#import <AudioToolbox/AudioServices.h>
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#define kFilteringFactor 0.1
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#define kRenderingFrequency 60
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#define kAccelerometerFrequency 100.0 // Hz
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Error _shell_open(String);
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void _set_keep_screen_on(bool p_enabled);
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Error _shell_open(String p_uri) {
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NSString *url = [[NSString alloc] initWithUTF8String:p_uri.utf8().get_data()];
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if (![[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:url]]) {
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[url release];
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return ERR_CANT_OPEN;
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}
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printf("opening url %ls\n", p_uri.c_str());
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[[UIApplication sharedApplication] openURL:[NSURL URLWithString:url]];
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[url release];
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return OK;
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};
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void _set_keep_screen_on(bool p_enabled) {
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[[UIApplication sharedApplication] setIdleTimerDisabled:(BOOL)p_enabled];
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};
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void _vibrate() {
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AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
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};
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@implementation AppDelegate
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@synthesize window;
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extern int gargc;
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extern char **gargv;
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extern int iphone_main(int, int, int, char **, String);
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extern void iphone_finish();
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CMMotionManager *motionManager;
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bool motionInitialised;
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static ViewController *mainViewController = nil;
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+ (ViewController *)getViewController {
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return mainViewController;
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}
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NSMutableDictionary *ios_joysticks = nil;
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NSMutableArray *pending_ios_joysticks = nil;
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- (GCControllerPlayerIndex)getFreePlayerIndex {
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bool have_player_1 = false;
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bool have_player_2 = false;
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bool have_player_3 = false;
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bool have_player_4 = false;
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if (ios_joysticks == nil) {
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NSArray *keys = [ios_joysticks allKeys];
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for (NSNumber *key in keys) {
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GCController *controller = [ios_joysticks objectForKey:key];
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if (controller.playerIndex == GCControllerPlayerIndex1) {
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have_player_1 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex2) {
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have_player_2 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex3) {
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have_player_3 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex4) {
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have_player_4 = true;
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};
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};
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};
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if (!have_player_1) {
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return GCControllerPlayerIndex1;
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} else if (!have_player_2) {
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return GCControllerPlayerIndex2;
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} else if (!have_player_3) {
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return GCControllerPlayerIndex3;
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} else if (!have_player_4) {
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return GCControllerPlayerIndex4;
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} else {
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return GCControllerPlayerIndexUnset;
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};
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};
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void _ios_add_joystick(GCController *controller, AppDelegate *delegate) {
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// get a new id for our controller
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int joy_id = OSIPhone::get_singleton()->get_unused_joy_id();
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if (joy_id != -1) {
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// assign our player index
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if (controller.playerIndex == GCControllerPlayerIndexUnset) {
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controller.playerIndex = [delegate getFreePlayerIndex];
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};
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// tell Godot about our new controller
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OSIPhone::get_singleton()->joy_connection_changed(
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joy_id, true, [controller.vendorName UTF8String]);
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// add it to our dictionary, this will retain our controllers
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[ios_joysticks setObject:controller
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forKey:[NSNumber numberWithInt:joy_id]];
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// set our input handler
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[delegate setControllerInputHandler:controller];
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} else {
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printf("Couldn't retrieve new joy id\n");
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};
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}
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static void on_focus_out(ViewController *view_controller, bool *is_focus_out) {
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if (!*is_focus_out) {
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*is_focus_out = true;
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if (OS::get_singleton()->get_main_loop())
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OS::get_singleton()->get_main_loop()->notification(
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MainLoop::NOTIFICATION_WM_FOCUS_OUT);
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[view_controller.view stopAnimation];
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if (OS::get_singleton()->native_video_is_playing()) {
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OSIPhone::get_singleton()->native_video_focus_out();
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}
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AudioDriverCoreAudio *audio = dynamic_cast<AudioDriverCoreAudio *>(AudioDriverCoreAudio::get_singleton());
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if (audio)
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audio->stop();
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}
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}
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static void on_focus_in(ViewController *view_controller, bool *is_focus_out) {
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if (*is_focus_out) {
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*is_focus_out = false;
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if (OS::get_singleton()->get_main_loop())
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OS::get_singleton()->get_main_loop()->notification(
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MainLoop::NOTIFICATION_WM_FOCUS_IN);
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[view_controller.view startAnimation];
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if (OSIPhone::get_singleton()->native_video_is_playing()) {
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OSIPhone::get_singleton()->native_video_unpause();
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}
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AudioDriverCoreAudio *audio = dynamic_cast<AudioDriverCoreAudio *>(AudioDriverCoreAudio::get_singleton());
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if (audio)
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audio->start();
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}
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}
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- (void)controllerWasConnected:(NSNotification *)notification {
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// create our dictionary if we don't have one yet
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if (ios_joysticks == nil) {
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ios_joysticks = [[NSMutableDictionary alloc] init];
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};
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// get our controller
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GCController *controller = (GCController *)notification.object;
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if (controller == nil) {
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printf("Couldn't retrieve new controller\n");
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} else if ([[ios_joysticks allKeysForObject:controller] count] != 0) {
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printf("Controller is already registered\n");
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} else if (frame_count > 1) {
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_ios_add_joystick(controller, self);
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} else {
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if (pending_ios_joysticks == nil)
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pending_ios_joysticks = [[NSMutableArray alloc] init];
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[pending_ios_joysticks addObject:controller];
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};
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};
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- (void)controllerWasDisconnected:(NSNotification *)notification {
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if (ios_joysticks != nil) {
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// find our joystick, there should be only one in our dictionary
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GCController *controller = (GCController *)notification.object;
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NSArray *keys = [ios_joysticks allKeysForObject:controller];
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for (NSNumber *key in keys) {
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// tell Godot this joystick is no longer there
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int joy_id = [key intValue];
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OSIPhone::get_singleton()->joy_connection_changed(joy_id, false, "");
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// and remove it from our dictionary
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[ios_joysticks removeObjectForKey:key];
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};
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};
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};
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- (int)getJoyIdForController:(GCController *)controller {
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if (ios_joysticks != nil) {
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// find our joystick, there should be only one in our dictionary
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NSArray *keys = [ios_joysticks allKeysForObject:controller];
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for (NSNumber *key in keys) {
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int joy_id = [key intValue];
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return joy_id;
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};
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};
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return -1;
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};
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- (void)setControllerInputHandler:(GCController *)controller {
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// Hook in the callback handler for the correct gamepad profile.
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// This is a bit of a weird design choice on Apples part.
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// You need to select the most capable gamepad profile for the
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// gamepad attached.
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if (controller.extendedGamepad != nil) {
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// The extended gamepad profile has all the input you could possibly find on
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// a gamepad but will only be active if your gamepad actually has all of
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// these...
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controller.extendedGamepad.valueChangedHandler = ^(
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GCExtendedGamepad *gamepad, GCControllerElement *element) {
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int joy_id = [self getJoyIdForController:controller];
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if (element == gamepad.buttonA) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
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gamepad.buttonA.isPressed);
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} else if (element == gamepad.buttonB) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
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gamepad.buttonB.isPressed);
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} else if (element == gamepad.buttonX) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
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gamepad.buttonX.isPressed);
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} else if (element == gamepad.buttonY) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
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gamepad.buttonY.isPressed);
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} else if (element == gamepad.leftShoulder) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
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gamepad.leftShoulder.isPressed);
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} else if (element == gamepad.rightShoulder) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
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gamepad.rightShoulder.isPressed);
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} else if (element == gamepad.leftTrigger) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_L2,
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gamepad.leftTrigger.isPressed);
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} else if (element == gamepad.rightTrigger) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_R2,
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gamepad.rightTrigger.isPressed);
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} else if (element == gamepad.dpad) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
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gamepad.dpad.up.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
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gamepad.dpad.down.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
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gamepad.dpad.left.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
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gamepad.dpad.right.isPressed);
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};
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InputDefault::JoyAxis jx;
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jx.min = -1;
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if (element == gamepad.leftThumbstick) {
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jx.value = gamepad.leftThumbstick.xAxis.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LX, jx);
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jx.value = -gamepad.leftThumbstick.yAxis.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LY, jx);
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} else if (element == gamepad.rightThumbstick) {
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jx.value = gamepad.rightThumbstick.xAxis.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RX, jx);
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jx.value = -gamepad.rightThumbstick.yAxis.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RY, jx);
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} else if (element == gamepad.leftTrigger) {
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jx.value = gamepad.leftTrigger.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_L2, jx);
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} else if (element == gamepad.rightTrigger) {
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jx.value = gamepad.rightTrigger.value;
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OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_R2, jx);
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};
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};
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} else if (controller.gamepad != nil) {
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// gamepad is the standard profile with 4 buttons, shoulder buttons and a
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// D-pad
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controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad,
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GCControllerElement *element) {
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int joy_id = [self getJoyIdForController:controller];
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if (element == gamepad.buttonA) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
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gamepad.buttonA.isPressed);
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} else if (element == gamepad.buttonB) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
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gamepad.buttonB.isPressed);
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} else if (element == gamepad.buttonX) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
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gamepad.buttonX.isPressed);
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} else if (element == gamepad.buttonY) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
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gamepad.buttonY.isPressed);
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} else if (element == gamepad.leftShoulder) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
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gamepad.leftShoulder.isPressed);
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} else if (element == gamepad.rightShoulder) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
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gamepad.rightShoulder.isPressed);
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} else if (element == gamepad.dpad) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
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gamepad.dpad.up.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
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gamepad.dpad.down.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
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gamepad.dpad.left.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
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gamepad.dpad.right.isPressed);
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};
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};
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#ifdef ADD_MICRO_GAMEPAD // disabling this for now, only available on iOS 9+,
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// while we are setting that as the minimum, seems our
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// build environment doesn't like it
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} else if (controller.microGamepad != nil) {
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// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
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controller.microGamepad.valueChangedHandler =
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^(GCMicroGamepad *gamepad, GCControllerElement *element) {
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int joy_id = [self getJoyIdForController:controller];
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if (element == gamepad.buttonA) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
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gamepad.buttonA.isPressed);
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} else if (element == gamepad.buttonX) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
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gamepad.buttonX.isPressed);
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} else if (element == gamepad.dpad) {
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
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gamepad.dpad.up.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
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gamepad.dpad.down.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
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gamepad.dpad.left.isPressed);
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OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
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gamepad.dpad.right.isPressed);
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};
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};
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#endif
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};
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///@TODO need to add support for controller.motion which gives us access to
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/// the orientation of the device (if supported)
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///@TODO need to add support for controllerPausedHandler which should be a
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/// toggle
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};
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- (void)initGameControllers {
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// get told when controllers connect, this will be called right away for
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// already connected controllers
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(controllerWasConnected:)
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name:GCControllerDidConnectNotification
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object:nil];
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// get told when controllers disconnect
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(controllerWasDisconnected:)
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name:GCControllerDidDisconnectNotification
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object:nil];
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};
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- (void)deinitGameControllers {
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[[NSNotificationCenter defaultCenter]
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removeObserver:self
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name:GCControllerDidConnectNotification
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object:nil];
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[[NSNotificationCenter defaultCenter]
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removeObserver:self
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name:GCControllerDidDisconnectNotification
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object:nil];
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if (ios_joysticks != nil) {
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[ios_joysticks dealloc];
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ios_joysticks = nil;
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};
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if (pending_ios_joysticks != nil) {
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[pending_ios_joysticks dealloc];
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pending_ios_joysticks = nil;
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};
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};
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OS::VideoMode _get_video_mode() {
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int backingWidth;
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int backingHeight;
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
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GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
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GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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OS::VideoMode vm;
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vm.fullscreen = true;
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vm.width = backingWidth;
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vm.height = backingHeight;
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vm.resizable = false;
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return vm;
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};
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static int frame_count = 0;
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- (void)drawView:(GLView *)view;
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{
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switch (frame_count) {
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case 0: {
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OS::get_singleton()->set_video_mode(_get_video_mode());
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if (!OS::get_singleton()) {
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exit(0);
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};
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++frame_count;
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NSString *locale_code = [[NSLocale currentLocale] localeIdentifier];
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OSIPhone::get_singleton()->set_locale(
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String::utf8([locale_code UTF8String]));
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NSString *uuid;
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if ([[UIDevice currentDevice]
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respondsToSelector:@selector(identifierForVendor)]) {
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uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
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} else {
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// before iOS 6, so just generate an identifier and store it
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uuid = [[NSUserDefaults standardUserDefaults]
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objectForKey:@"identiferForVendor"];
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if (!uuid) {
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CFUUIDRef cfuuid = CFUUIDCreate(NULL);
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uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
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CFRelease(cfuuid);
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[[NSUserDefaults standardUserDefaults]
|
|
setObject:uuid
|
|
forKey:@"identifierForVendor"];
|
|
}
|
|
}
|
|
|
|
OSIPhone::get_singleton()->set_unique_id(String::utf8([uuid UTF8String]));
|
|
|
|
}; break;
|
|
|
|
case 1: {
|
|
|
|
Main::setup2();
|
|
++frame_count;
|
|
|
|
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;
|
|
}
|
|
|
|
// this might be necessary before here
|
|
NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
|
|
for (NSString *key in dict) {
|
|
NSObject *value = [dict objectForKey:key];
|
|
String ukey = String::utf8([key UTF8String]);
|
|
|
|
// we need a NSObject to Variant conversor
|
|
|
|
if ([value isKindOfClass:[NSString class]]) {
|
|
NSString *str = (NSString *)value;
|
|
String uval = String::utf8([str UTF8String]);
|
|
|
|
ProjectSettings::get_singleton()->set("Info.plist/" + ukey, uval);
|
|
|
|
} else if ([value isKindOfClass:[NSNumber class]]) {
|
|
|
|
NSNumber *n = (NSNumber *)value;
|
|
double dval = [n doubleValue];
|
|
|
|
ProjectSettings::get_singleton()->set("Info.plist/" + ukey, dval);
|
|
};
|
|
// do stuff
|
|
}
|
|
|
|
}; break;
|
|
|
|
case 2: {
|
|
|
|
Main::start();
|
|
++frame_count;
|
|
|
|
}; break; // no fallthrough
|
|
|
|
default: {
|
|
if (OSIPhone::get_singleton()) {
|
|
// 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:
|
|
// 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
|
|
CMAcceleration gravity = motionManager.deviceMotion.gravity;
|
|
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 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
|
|
|
|
///@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 UIInterfaceOrientationLandscapeLeft: {
|
|
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 UIInterfaceOrientationLandscapeRight: {
|
|
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 UIInterfaceOrientationPortraitUpsideDown: {
|
|
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);
|
|
}; break;
|
|
};
|
|
}
|
|
|
|
OSIPhone::get_singleton()->iterate();
|
|
};
|
|
|
|
}; break;
|
|
};
|
|
};
|
|
|
|
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
|
|
if (OS::get_singleton()->get_main_loop()) {
|
|
OS::get_singleton()->get_main_loop()->notification(
|
|
MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
|
|
}
|
|
};
|
|
|
|
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
|
|
CGRect rect = [[UIScreen mainScreen] bounds];
|
|
|
|
is_focus_out = false;
|
|
|
|
// disable idle timer
|
|
// application.idleTimerDisabled = YES;
|
|
|
|
// Create a full-screen window
|
|
window = [[UIWindow alloc] initWithFrame:rect];
|
|
|
|
OS::VideoMode vm = _get_video_mode();
|
|
|
|
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
|
|
NSUserDomainMask, YES);
|
|
NSString *documentsDirectory = [paths objectAtIndex:0];
|
|
|
|
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;
|
|
};
|
|
|
|
// WARNING: We must *always* create the GLView after we have constructed the
|
|
// OS with iphone_main. This allows the GLView to access project settings so
|
|
// it can properly initialize the OpenGL context
|
|
GLView *glView = [[GLView alloc] initWithFrame:rect];
|
|
glView.delegate = self;
|
|
|
|
view_controller = [[ViewController alloc] init];
|
|
view_controller.view = glView;
|
|
window.rootViewController = view_controller;
|
|
|
|
_set_keep_screen_on(bool(GLOBAL_DEF("display/window/energy_saving/keep_screen_on", 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
|
|
[window makeKeyAndVisible];
|
|
|
|
// Configure and start accelerometer
|
|
if (!motionInitialised) {
|
|
motionManager = [[CMMotionManager alloc] init];
|
|
if (motionManager.deviceMotionAvailable) {
|
|
motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
|
|
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:
|
|
CMAttitudeReferenceFrameXMagneticNorthZVertical];
|
|
motionInitialised = YES;
|
|
};
|
|
};
|
|
|
|
[self initGameControllers];
|
|
|
|
[[NSNotificationCenter defaultCenter]
|
|
addObserver:self
|
|
selector:@selector(onAudioInterruption:)
|
|
name:AVAudioSessionInterruptionNotification
|
|
object:[AVAudioSession sharedInstance]];
|
|
|
|
// OSIPhone::screen_width = rect.size.width - rect.origin.x;
|
|
// OSIPhone::screen_height = rect.size.height - rect.origin.y;
|
|
|
|
mainViewController = view_controller;
|
|
|
|
// prevent to stop music in another background app
|
|
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
- (void)onAudioInterruption:(NSNotification *)notification {
|
|
if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) {
|
|
if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) {
|
|
NSLog(@"Audio interruption began");
|
|
on_focus_out(view_controller, &is_focus_out);
|
|
} else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) {
|
|
NSLog(@"Audio interruption ended");
|
|
on_focus_in(view_controller, &is_focus_out);
|
|
}
|
|
}
|
|
};
|
|
|
|
- (void)applicationWillTerminate:(UIApplication *)application {
|
|
[self deinitGameControllers];
|
|
|
|
if (motionInitialised) {
|
|
///@TODO is this the right place to clean this up?
|
|
[motionManager stopDeviceMotionUpdates];
|
|
[motionManager release];
|
|
motionManager = nil;
|
|
motionInitialised = NO;
|
|
};
|
|
|
|
iphone_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 {
|
|
on_focus_out(view_controller, &is_focus_out);
|
|
}
|
|
|
|
- (void)applicationDidBecomeActive:(UIApplication *)application {
|
|
on_focus_in(view_controller, &is_focus_out);
|
|
}
|
|
|
|
- (void)dealloc {
|
|
[window release];
|
|
[super dealloc];
|
|
}
|
|
|
|
@end
|