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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
737 lines
26 KiB
Plaintext
737 lines
26 KiB
Plaintext
/*************************************************************************/
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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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return ERR_CANT_OPEN;
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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) {
|
|
CFUUIDRef cfuuid = CFUUIDCreate(NULL);
|
|
uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
|
|
CFRelease(cfuuid);
|
|
[[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 UIDeviceOrientationLandscapeLeft: {
|
|
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 UIDeviceOrientationLandscapeRight: {
|
|
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 UIDeviceOrientationPortraitUpsideDown: {
|
|
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;
|
|
};
|
|
}
|
|
|
|
bool quit_request = 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;
|
|
|
|
[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
|
|
// 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
|