godot/platform/iphone/app_delegate.mm

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/*************************************************************************/
/* app_delegate.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#import "app_delegate.h"
#include "core/project_settings.h"
#include "drivers/coreaudio/audio_driver_coreaudio.h"
#import "gl_view.h"
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#include "main/main.h"
#include "os_iphone.h"
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#import "GameController/GameController.h"
#define kFilteringFactor 0.1
#define kRenderingFrequency 60
#define kAccelerometerFrequency 100.0 // Hz
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Error _shell_open(String);
void _set_keep_screen_on(bool p_enabled);
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Error _shell_open(String p_uri) {
NSString *url = [[NSString alloc] initWithUTF8String:p_uri.utf8().get_data()];
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if (![[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:url]])
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]];
[url release];
return OK;
};
void _set_keep_screen_on(bool p_enabled) {
[[UIApplication sharedApplication] setIdleTimerDisabled:(BOOL)p_enabled];
};
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@implementation AppDelegate
@synthesize window;
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extern int gargc;
extern char **gargv;
extern int iphone_main(int, int, int, char **, String);
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extern void iphone_finish();
CMMotionManager *motionManager;
bool motionInitialised;
static ViewController *mainViewController = nil;
+ (ViewController *)getViewController {
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return mainViewController;
}
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NSMutableDictionary *ios_joysticks = nil;
NSMutableArray *pending_ios_joysticks = nil;
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- (GCControllerPlayerIndex)getFreePlayerIndex {
bool have_player_1 = false;
bool have_player_2 = false;
bool have_player_3 = false;
bool have_player_4 = false;
if (ios_joysticks == nil) {
NSArray *keys = [ios_joysticks allKeys];
for (NSNumber *key in keys) {
GCController *controller = [ios_joysticks objectForKey:key];
if (controller.playerIndex == GCControllerPlayerIndex1) {
have_player_1 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex2) {
have_player_2 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex3) {
have_player_3 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex4) {
have_player_4 = true;
};
};
};
if (!have_player_1) {
return GCControllerPlayerIndex1;
} else if (!have_player_2) {
return GCControllerPlayerIndex2;
} else if (!have_player_3) {
return GCControllerPlayerIndex3;
} else if (!have_player_4) {
return GCControllerPlayerIndex4;
} else {
return GCControllerPlayerIndexUnset;
};
};
void _ios_add_joystick(GCController *controller, AppDelegate *delegate) {
// get a new id for our controller
int joy_id = OSIPhone::get_singleton()->get_unused_joy_id();
if (joy_id != -1) {
// assign our player index
if (controller.playerIndex == GCControllerPlayerIndexUnset) {
controller.playerIndex = [delegate getFreePlayerIndex];
};
// tell Godot about our new controller
OSIPhone::get_singleton()->joy_connection_changed(
joy_id, true, [controller.vendorName UTF8String]);
// add it to our dictionary, this will retain our controllers
[ios_joysticks setObject:controller
forKey:[NSNumber numberWithInt:joy_id]];
// set our input handler
[delegate setControllerInputHandler:controller];
} else {
printf("Couldn't retrieve new joy id\n");
};
}
static void on_focus_out(ViewController *view_controller, bool *is_focus_out) {
if (!*is_focus_out) {
*is_focus_out = true;
if (OS::get_singleton()->get_main_loop())
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_OUT);
[view_controller.view stopAnimation];
if (OS::get_singleton()->native_video_is_playing()) {
OSIPhone::get_singleton()->native_video_focus_out();
}
AudioDriverCoreAudio *audio = dynamic_cast<AudioDriverCoreAudio *>(AudioDriverCoreAudio::get_singleton());
if (audio)
audio->stop();
}
}
static void on_focus_in(ViewController *view_controller, bool *is_focus_out) {
if (*is_focus_out) {
*is_focus_out = false;
if (OS::get_singleton()->get_main_loop())
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_WM_FOCUS_IN);
[view_controller.view startAnimation];
if (OSIPhone::get_singleton()->native_video_is_playing()) {
OSIPhone::get_singleton()->native_video_unpause();
}
AudioDriverCoreAudio *audio = dynamic_cast<AudioDriverCoreAudio *>(AudioDriverCoreAudio::get_singleton());
if (audio)
audio->start();
}
}
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- (void)controllerWasConnected:(NSNotification *)notification {
// create our dictionary if we don't have one yet
if (ios_joysticks == nil) {
ios_joysticks = [[NSMutableDictionary alloc] init];
};
// get our controller
GCController *controller = (GCController *)notification.object;
if (controller == nil) {
printf("Couldn't retrieve new controller\n");
} else if ([[ios_joysticks allKeysForObject:controller] count] != 0) {
printf("Controller is already registered\n");
} else if (frame_count > 1) {
_ios_add_joystick(controller, self);
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} else {
if (pending_ios_joysticks == nil)
pending_ios_joysticks = [[NSMutableArray alloc] init];
[pending_ios_joysticks addObject:controller];
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};
};
- (void)controllerWasDisconnected:(NSNotification *)notification {
if (ios_joysticks != nil) {
// find our joystick, there should be only one in our dictionary
GCController *controller = (GCController *)notification.object;
NSArray *keys = [ios_joysticks allKeysForObject:controller];
for (NSNumber *key in keys) {
// tell Godot this joystick is no longer there
int joy_id = [key intValue];
OSIPhone::get_singleton()->joy_connection_changed(joy_id, false, "");
// and remove it from our dictionary
[ios_joysticks removeObjectForKey:key];
};
};
};
- (int)getJoyIdForController:(GCController *)controller {
if (ios_joysticks != nil) {
// find our joystick, there should be only one in our dictionary
NSArray *keys = [ios_joysticks allKeysForObject:controller];
for (NSNumber *key in keys) {
int joy_id = [key intValue];
return joy_id;
};
};
return -1;
};
- (void)setControllerInputHandler:(GCController *)controller {
// Hook in the callback handler for the correct gamepad profile.
// This is a bit of a weird design choice on Apples part.
// You need to select the most capable gamepad profile for the
// gamepad attached.
if (controller.extendedGamepad != nil) {
// The extended gamepad profile has all the input you could possibly find on
// a gamepad but will only be active if your gamepad actually has all of
// these...
controller.extendedGamepad.valueChangedHandler = ^(
GCExtendedGamepad *gamepad, GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonB) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
gamepad.buttonB.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.buttonY) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
gamepad.buttonY.isPressed);
} else if (element == gamepad.leftShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
gamepad.leftShoulder.isPressed);
} else if (element == gamepad.rightShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
gamepad.rightShoulder.isPressed);
} else if (element == gamepad.leftTrigger) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L2,
gamepad.leftTrigger.isPressed);
} else if (element == gamepad.rightTrigger) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R2,
gamepad.rightTrigger.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
InputDefault::JoyAxis jx;
jx.min = -1;
if (element == gamepad.leftThumbstick) {
jx.value = gamepad.leftThumbstick.xAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LX, jx);
jx.value = -gamepad.leftThumbstick.yAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_LY, jx);
} else if (element == gamepad.rightThumbstick) {
jx.value = gamepad.rightThumbstick.xAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RX, jx);
jx.value = -gamepad.rightThumbstick.yAxis.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_RY, jx);
} else if (element == gamepad.leftTrigger) {
jx.value = gamepad.leftTrigger.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_L2, jx);
} else if (element == gamepad.rightTrigger) {
jx.value = gamepad.rightTrigger.value;
OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_R2, jx);
};
};
} else if (controller.gamepad != nil) {
// gamepad is the standard profile with 4 buttons, shoulder buttons and a
// D-pad
controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad,
GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonB) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
gamepad.buttonB.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.buttonY) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
gamepad.buttonY.isPressed);
} else if (element == gamepad.leftShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
gamepad.leftShoulder.isPressed);
} else if (element == gamepad.rightShoulder) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
gamepad.rightShoulder.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
};
#ifdef ADD_MICRO_GAMEPAD // disabling this for now, only available on iOS 9+,
// while we are setting that as the minimum, seems our
// build environment doesn't like it
} else if (controller.microGamepad != nil) {
// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
controller.microGamepad.valueChangedHandler =
^(GCMicroGamepad *gamepad, GCControllerElement *element) {
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonX) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
gamepad.buttonX.isPressed);
} else if (element == gamepad.dpad) {
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
gamepad.dpad.up.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
gamepad.dpad.down.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
gamepad.dpad.left.isPressed);
OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
gamepad.dpad.right.isPressed);
};
};
#endif
};
///@TODO need to add support for controller.motion which gives us access to
/// the orientation of the device (if supported)
///@TODO need to add support for controllerPausedHandler which should be a
/// toggle
};
- (void)initGameControllers {
// get told when controllers connect, this will be called right away for
// already connected controllers
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasConnected:)
name:GCControllerDidConnectNotification
object:nil];
// get told when controllers disconnect
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasDisconnected:)
name:GCControllerDidDisconnectNotification
object:nil];
};
- (void)deinitGameControllers {
[[NSNotificationCenter defaultCenter]
removeObserver:self
name:GCControllerDidConnectNotification
object:nil];
[[NSNotificationCenter defaultCenter]
removeObserver:self
name:GCControllerDidDisconnectNotification
object:nil];
if (ios_joysticks != nil) {
[ios_joysticks dealloc];
ios_joysticks = nil;
};
if (pending_ios_joysticks != nil) {
[pending_ios_joysticks dealloc];
pending_ios_joysticks = nil;
};
};
OS::VideoMode _get_video_mode() {
int backingWidth;
int backingHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
OS::VideoMode vm;
vm.fullscreen = true;
vm.width = backingWidth;
vm.height = backingHeight;
vm.resizable = false;
return vm;
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};
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static int frame_count = 0;
- (void)drawView:(GLView *)view;
{
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switch (frame_count) {
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case 0: {
OS::get_singleton()->set_video_mode(_get_video_mode());
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if (!OS::get_singleton()) {
exit(0);
};
++frame_count;
NSString *locale_code = [[NSLocale currentLocale] localeIdentifier];
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OSIPhone::get_singleton()->set_locale(
String::utf8([locale_code UTF8String]));
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NSString *uuid;
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if ([[UIDevice currentDevice]
respondsToSelector:@selector(identifierForVendor)]) {
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uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
} else {
// before iOS 6, so just generate an identifier and store it
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uuid = [[NSUserDefaults standardUserDefaults]
objectForKey:@"identiferForVendor"];
if (!uuid) {
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CFUUIDRef cfuuid = CFUUIDCreate(NULL);
uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
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CFRelease(cfuuid);
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[[NSUserDefaults standardUserDefaults]
setObject:uuid
forKey:@"identifierForVendor"];
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}
}
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OSIPhone::get_singleton()->set_unique_id(String::utf8([uuid UTF8String]));
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}; break;
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case 1: {
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Main::setup2();
++frame_count;
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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;
}
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// this might be necessary before here
NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
for (NSString *key in dict) {
NSObject *value = [dict objectForKey:key];
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String ukey = String::utf8([key UTF8String]);
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// we need a NSObject to Variant conversor
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if ([value isKindOfClass:[NSString class]]) {
NSString *str = (NSString *)value;
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String uval = String::utf8([str UTF8String]);
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, uval);
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} else if ([value isKindOfClass:[NSNumber class]]) {
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NSNumber *n = (NSNumber *)value;
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double dval = [n doubleValue];
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, dval);
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};
// do stuff
}
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}; break;
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case 2: {
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Main::start();
++frame_count;
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}; break; // no fallthrough
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default: {
if (OSIPhone::get_singleton()) {
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// OSIPhone::get_singleton()->update_accelerometer(accel[0], accel[1],
// accel[2]);
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if (motionInitialised) {
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// 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:
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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
// component. We add them back together
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CMAcceleration gravity = motionManager.deviceMotion.gravity;
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CMAcceleration acceleration =
motionManager.deviceMotion.userAcceleration;
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///@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;
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///@TODO we can access rotationRate as a CMRotationRate variable
///(processed date) or CMGyroData (raw data), have to see what works
/// best
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CMRotationRate rotation = motionManager.deviceMotion.rotationRate;
// Adjust for screen orientation.
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// [[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
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// can use that instead? (note that left and right seem swapped)
switch ([[UIApplication sharedApplication] statusBarOrientation]) {
case UIDeviceOrientationLandscapeLeft: {
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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);
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}; break;
case UIDeviceOrientationLandscapeRight: {
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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);
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}; break;
case UIDeviceOrientationPortraitUpsideDown: {
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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);
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}; break;
default: { // assume portrait
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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);
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}; break;
};
}
bool quit_request = OSIPhone::get_singleton()->iterate();
};
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}; break;
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};
};
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
if (OS::get_singleton()->get_main_loop()) {
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
}
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};
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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CGRect rect = [[UIScreen mainScreen] bounds];
is_focus_out = false;
[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
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// disable idle timer
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// application.idleTimerDisabled = YES;
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// Create a full-screen window
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window = [[UIWindow alloc] initWithFrame:rect];
OS::VideoMode vm = _get_video_mode();
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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;
};
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// 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;
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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);
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glView.useCADisplayLink =
bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
printf("cadisaplylink: %d", glView.useCADisplayLink);
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glView.animationInterval = 1.0 / kRenderingFrequency;
[glView startAnimation];
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// Show the window
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[window makeKeyAndVisible];
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// Configure and start accelerometer
if (!motionInitialised) {
motionManager = [[CMMotionManager alloc] init];
if (motionManager.deviceMotionAvailable) {
motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
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[motionManager startDeviceMotionUpdatesUsingReferenceFrame:
CMAttitudeReferenceFrameXMagneticNorthZVertical];
motionInitialised = YES;
};
};
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[self initGameControllers];
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(onAudioInterruption:)
name:AVAudioSessionInterruptionNotification
object:[AVAudioSession sharedInstance]];
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// OSIPhone::screen_width = rect.size.width - rect.origin.x;
// OSIPhone::screen_height = rect.size.height - rect.origin.y;
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mainViewController = view_controller;
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// prevent to stop music in another background app
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
return TRUE;
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};
- (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 {
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[self deinitGameControllers];
if (motionInitialised) {
///@TODO is this the right place to clean this up?
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[motionManager stopDeviceMotionUpdates];
[motionManager release];
motionManager = nil;
motionInitialised = NO;
};
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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.
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- (void)applicationWillResignActive:(UIApplication *)application {
on_focus_out(view_controller, &is_focus_out);
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}
- (void)applicationDidBecomeActive:(UIApplication *)application {
on_focus_in(view_controller, &is_focus_out);
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}
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- (void)dealloc {
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[window release];
[super dealloc];
}
@end