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30783d57cc
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
147 lines
6.2 KiB
Plaintext
147 lines
6.2 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/config/project_settings.h"
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#include "drivers/coreaudio/audio_driver_coreaudio.h"
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#import "godot_view.h"
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#include "main/main.h"
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#include "os_iphone.h"
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#import "view_controller.h"
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#import <AVFoundation/AVFoundation.h>
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#import <AudioToolbox/AudioServices.h>
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#define kRenderingFrequency 60
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extern int gargc;
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extern char **gargv;
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extern int iphone_main(int, char **, String);
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extern void iphone_finish();
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@implementation AppDelegate
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static ViewController *mainViewController = nil;
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+ (ViewController *)viewController {
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return mainViewController;
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}
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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// TODO: might be required to make an early return, so app wouldn't crash because of timeout.
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// TODO: logo screen is not displayed while shaders are compiling
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// DummyViewController(Splash/LoadingViewController) -> setup -> GodotViewController
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CGRect windowBounds = [[UIScreen mainScreen] bounds];
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// Create a full-screen window
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self.window = [[UIWindow alloc] initWithFrame:windowBounds];
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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NSString *documentsDirectory = [paths objectAtIndex:0];
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int err = iphone_main(gargc, gargv, String::utf8([documentsDirectory UTF8String]));
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if (err != 0) {
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// bail, things did not go very well for us, should probably output a message on screen with our error code...
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exit(0);
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return NO;
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};
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ViewController *viewController = [[ViewController alloc] init];
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viewController.godotView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
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viewController.godotView.renderingInterval = 1.0 / kRenderingFrequency;
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self.window.rootViewController = viewController;
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// Show the window
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[self.window makeKeyAndVisible];
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(onAudioInterruption:)
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name:AVAudioSessionInterruptionNotification
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object:[AVAudioSession sharedInstance]];
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mainViewController = viewController;
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// prevent to stop music in another background app
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[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
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return YES;
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};
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- (void)onAudioInterruption:(NSNotification *)notification {
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if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) {
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if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) {
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NSLog(@"Audio interruption began");
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OSIPhone::get_singleton()->on_focus_out();
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} else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) {
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NSLog(@"Audio interruption ended");
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OSIPhone::get_singleton()->on_focus_in();
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}
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}
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};
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- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
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}
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};
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- (void)applicationWillTerminate:(UIApplication *)application {
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iphone_finish();
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};
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// When application goes to background (e.g. user switches to another app or presses Home),
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// then applicationWillResignActive -> applicationDidEnterBackground are called.
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// When user opens the inactive app again,
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// applicationWillEnterForeground -> applicationDidBecomeActive are called.
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// There are cases when applicationWillResignActive -> applicationDidBecomeActive
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// sequence is called without the app going to background. For example, that happens
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// if you open the app list without switching to another app or open/close the
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// notification panel by swiping from the upper part of the screen.
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- (void)applicationWillResignActive:(UIApplication *)application {
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OSIPhone::get_singleton()->on_focus_out();
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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OSIPhone::get_singleton()->on_focus_in();
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}
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- (void)dealloc {
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self.window = nil;
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}
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@end
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