d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
484 lines
15 KiB
Text
484 lines
15 KiB
Text
/**************************************************************************/
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/* godot_view.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 "godot_view.h"
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#include "core/config/project_settings.h"
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#include "core/os/keyboard.h"
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#include "core/string/ustring.h"
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#import "display_layer.h"
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#include "display_server_ios.h"
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#import "godot_view_gesture_recognizer.h"
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#import "godot_view_renderer.h"
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#import <CoreMotion/CoreMotion.h>
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static const int max_touches = 8;
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static const float earth_gravity = 9.80665;
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@interface GodotView () {
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UITouch *godot_touches[max_touches];
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}
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@property(assign, nonatomic) BOOL isActive;
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// CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
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@property(strong, nonatomic) CADisplayLink *displayLink;
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// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
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// Only used if CADisplayLink is not
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@property(strong, nonatomic) NSTimer *animationTimer;
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@property(strong, nonatomic) CALayer<DisplayLayer> *renderingLayer;
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@property(strong, nonatomic) CMMotionManager *motionManager;
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@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
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@end
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@implementation GodotView
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- (CALayer<DisplayLayer> *)initializeRenderingForDriver:(NSString *)driverName {
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if (self.renderingLayer) {
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return self.renderingLayer;
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}
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CALayer<DisplayLayer> *layer;
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if ([driverName isEqualToString:@"vulkan"]) {
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layer = [GodotMetalLayer layer];
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} else if ([driverName isEqualToString:@"opengl3"]) {
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if (@available(iOS 13, *)) {
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NSLog(@"OpenGL ES is deprecated on iOS 13");
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}
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#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
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return nil;
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#else
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layer = [GodotOpenGLLayer layer];
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#endif
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} else {
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return nil;
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}
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layer.frame = self.bounds;
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layer.contentsScale = self.contentScaleFactor;
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[self.layer addSublayer:layer];
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self.renderingLayer = layer;
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[layer initializeDisplayLayer];
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return self.renderingLayer;
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}
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- (instancetype)initWithCoder:(NSCoder *)coder {
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self = [super initWithCoder:coder];
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if (self) {
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[self godot_commonInit];
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}
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return self;
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}
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- (instancetype)initWithFrame:(CGRect)frame {
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self = [super initWithFrame:frame];
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if (self) {
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[self godot_commonInit];
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}
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return self;
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}
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- (void)dealloc {
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[self stopRendering];
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self.renderer = nil;
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self.delegate = nil;
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if (self.renderingLayer) {
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[self.renderingLayer removeFromSuperlayer];
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self.renderingLayer = nil;
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}
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if (self.motionManager) {
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[self.motionManager stopDeviceMotionUpdates];
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self.motionManager = nil;
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}
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if (self.displayLink) {
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[self.displayLink invalidate];
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self.displayLink = nil;
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}
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if (self.animationTimer) {
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[self.animationTimer invalidate];
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self.animationTimer = nil;
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}
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if (self.delayGestureRecognizer) {
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self.delayGestureRecognizer = nil;
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}
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}
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- (void)godot_commonInit {
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self.contentScaleFactor = [UIScreen mainScreen].scale;
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[self initTouches];
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self.multipleTouchEnabled = YES;
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// Configure and start accelerometer
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if (!self.motionManager) {
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self.motionManager = [[CMMotionManager alloc] init];
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if (self.motionManager.deviceMotionAvailable) {
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self.motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
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[self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
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} else {
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self.motionManager = nil;
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}
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}
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// Initialize delay gesture recognizer
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GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
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self.delayGestureRecognizer = gestureRecognizer;
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[self addGestureRecognizer:self.delayGestureRecognizer];
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}
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- (void)stopRendering {
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if (!self.isActive) {
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return;
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}
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self.isActive = NO;
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printf("******** stop animation!\n");
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if (self.useCADisplayLink) {
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[self.displayLink invalidate];
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self.displayLink = nil;
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} else {
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[self.animationTimer invalidate];
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self.animationTimer = nil;
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}
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[self clearTouches];
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}
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- (void)startRendering {
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if (self.isActive) {
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return;
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}
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self.isActive = YES;
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printf("start animation!\n");
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if (self.useCADisplayLink) {
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self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
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if (GLOBAL_GET("display/window/ios/allow_high_refresh_rate")) {
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self.displayLink.preferredFramesPerSecond = 120;
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} else {
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self.displayLink.preferredFramesPerSecond = 60;
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}
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// Setup DisplayLink in main thread
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[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
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} else {
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self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60) target:self selector:@selector(drawView) userInfo:nil repeats:YES];
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}
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}
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- (void)drawView {
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if (!self.isActive) {
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printf("draw view not active!\n");
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return;
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}
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if (self.useCADisplayLink) {
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// Pause the CADisplayLink to avoid recursion
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[self.displayLink setPaused:YES];
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// Process all input events
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while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, TRUE) == kCFRunLoopRunHandledSource) {
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// Continue.
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}
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// We are good to go, resume the CADisplayLink
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[self.displayLink setPaused:NO];
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}
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[self.renderingLayer renderDisplayLayer];
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if (!self.renderer) {
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return;
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}
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if ([self.renderer setupView:self]) {
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return;
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}
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if (self.delegate) {
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BOOL delegateFinishedSetup = [self.delegate godotViewFinishedSetup:self];
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if (!delegateFinishedSetup) {
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return;
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}
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}
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[self handleMotion];
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[self.renderer renderOnView:self];
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}
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- (BOOL)canRender {
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if (self.useCADisplayLink) {
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return self.displayLink != nil;
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} else {
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return self.animationTimer != nil;
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}
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}
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- (void)setRenderingInterval:(NSTimeInterval)renderingInterval {
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_renderingInterval = renderingInterval;
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if (self.canRender) {
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[self stopRendering];
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[self startRendering];
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}
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}
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- (void)layoutSubviews {
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if (self.renderingLayer) {
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self.renderingLayer.frame = self.bounds;
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[self.renderingLayer layoutDisplayLayer];
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if (DisplayServerIOS::get_singleton()) {
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DisplayServerIOS::get_singleton()->resize_window(self.bounds.size);
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}
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}
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[super layoutSubviews];
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}
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// MARK: - Input
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// MARK: Touches
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- (void)initTouches {
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for (int i = 0; i < max_touches; i++) {
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godot_touches[i] = nullptr;
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}
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}
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- (int)getTouchIDForTouch:(UITouch *)p_touch {
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int first = -1;
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for (int i = 0; i < max_touches; i++) {
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if (first == -1 && godot_touches[i] == nullptr) {
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first = i;
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continue;
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}
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if (godot_touches[i] == p_touch) {
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return i;
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}
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}
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if (first != -1) {
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godot_touches[first] = p_touch;
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return first;
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}
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return -1;
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}
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- (int)removeTouch:(UITouch *)p_touch {
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int remaining = 0;
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for (int i = 0; i < max_touches; i++) {
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if (godot_touches[i] == nullptr) {
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continue;
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}
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if (godot_touches[i] == p_touch) {
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godot_touches[i] = nullptr;
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} else {
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++remaining;
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}
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}
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return remaining;
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}
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- (void)clearTouches {
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for (int i = 0; i < max_touches; i++) {
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godot_touches[i] = nullptr;
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}
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}
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- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
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}
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}
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}
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- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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CGPoint prev_point = [touch previousLocationInView:self];
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CGFloat alt = [touch altitudeAngle];
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CGVector azim = [touch azimuthUnitVectorInView:self];
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DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
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}
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}
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}
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- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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[self removeTouch:touch];
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
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}
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}
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}
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- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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DisplayServerIOS::get_singleton()->touches_cancelled(tid);
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}
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}
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[self clearTouches];
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}
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// MARK: Motion
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- (void)handleMotion {
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if (!self.motionManager) {
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return;
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}
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// Just using polling approach for now, we can set this up so it sends
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// data to us in intervals, might be better. See Apple reference pages
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// for more details:
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// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
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// Apple splits our accelerometer date into a gravity and user movement
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// component. We add them back together.
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CMAcceleration gravity = self.motionManager.deviceMotion.gravity;
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CMAcceleration acceleration = self.motionManager.deviceMotion.userAcceleration;
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// To be consistent with Android we convert the unit of measurement from g (Earth's gravity)
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// to m/s^2.
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gravity.x *= earth_gravity;
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gravity.y *= earth_gravity;
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gravity.z *= earth_gravity;
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acceleration.x *= earth_gravity;
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acceleration.y *= earth_gravity;
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acceleration.z *= earth_gravity;
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///@TODO We don't seem to be getting data here, is my device broken or
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/// is this code incorrect?
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CMMagneticField magnetic = self.motionManager.deviceMotion.magneticField.field;
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///@TODO we can access rotationRate as a CMRotationRate variable
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///(processed date) or CMGyroData (raw data), have to see what works
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/// best
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CMRotationRate rotation = self.motionManager.deviceMotion.rotationRate;
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// Adjust for screen orientation.
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// [[UIDevice currentDevice] orientation] changes even if we've fixed
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// our orientation which is not a good thing when you're trying to get
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// your user to move the screen in all directions and want consistent
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// output
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///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
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/// is a bit of a hack. Godot obviously knows the orientation so maybe
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/// we
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// can use that instead? (note that left and right seem swapped)
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UIInterfaceOrientation interfaceOrientation = UIInterfaceOrientationUnknown;
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if (@available(iOS 13, *)) {
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interfaceOrientation = [UIApplication sharedApplication].delegate.window.windowScene.interfaceOrientation;
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#if !defined(TARGET_OS_SIMULATOR) || !TARGET_OS_SIMULATOR
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} else {
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interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
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#endif
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}
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switch (interfaceOrientation) {
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case UIInterfaceOrientationLandscapeLeft: {
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DisplayServerIOS::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
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} break;
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case UIInterfaceOrientationLandscapeRight: {
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DisplayServerIOS::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
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} break;
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case UIInterfaceOrientationPortraitUpsideDown: {
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DisplayServerIOS::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
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} break;
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default: { // assume portrait
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DisplayServerIOS::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
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} break;
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}
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}
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@end
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