e0df9de0cb
Solves an issue where iOS would steal InputEventTouch events when near screen edges in order to handle system wide gestures. Fixes #31503
140 lines
4.9 KiB
Text
140 lines
4.9 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 "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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}; // extern "C"
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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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- (void)viewDidLoad {
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[super viewDidLoad];
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if (@available(iOS 11.0, *)) {
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[self setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
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}
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}
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- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures {
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return UIRectEdgeAll;
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}
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- (BOOL)shouldAutorotate {
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switch (OS::get_singleton()->get_screen_orientation()) {
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case OS::SCREEN_SENSOR:
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case OS::SCREEN_SENSOR_LANDSCAPE:
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case OS::SCREEN_SENSOR_PORTRAIT:
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return YES;
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default:
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return NO;
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}
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};
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- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
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switch (OS::get_singleton()->get_screen_orientation()) {
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case OS::SCREEN_PORTRAIT:
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return UIInterfaceOrientationMaskPortrait;
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case OS::SCREEN_REVERSE_LANDSCAPE:
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return UIInterfaceOrientationMaskLandscapeRight;
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case OS::SCREEN_REVERSE_PORTRAIT:
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return UIInterfaceOrientationMaskPortraitUpsideDown;
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case OS::SCREEN_SENSOR_LANDSCAPE:
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return UIInterfaceOrientationMaskLandscape;
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case OS::SCREEN_SENSOR_PORTRAIT:
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return UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown;
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case OS::SCREEN_SENSOR:
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return UIInterfaceOrientationMaskAll;
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case OS::SCREEN_LANDSCAPE:
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return UIInterfaceOrientationMaskLandscapeLeft;
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}
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};
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- (BOOL)prefersStatusBarHidden {
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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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