/*************************************************************************/ /* app_delegate.mm */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #import "app_delegate.h" #include "core/project_settings.h" #include "drivers/coreaudio/audio_driver_coreaudio.h" #import "gl_view.h" #include "main/main.h" #include "os_iphone.h" #import "GameController/GameController.h" #import #define kFilteringFactor 0.1 #define kRenderingFrequency 60 #define kAccelerometerFrequency 100.0 // Hz Error _shell_open(String); void _set_keep_screen_on(bool p_enabled); Error _shell_open(String p_uri) { NSString *url = [[NSString alloc] initWithUTF8String:p_uri.utf8().get_data()]; if (![[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:url]]) { [url release]; return ERR_CANT_OPEN; } printf("opening url %ls\n", p_uri.c_str()); [[UIApplication sharedApplication] openURL:[NSURL URLWithString:url]]; [url release]; return OK; }; void _set_keep_screen_on(bool p_enabled) { [[UIApplication sharedApplication] setIdleTimerDisabled:(BOOL)p_enabled]; }; void _vibrate() { AudioServicesPlaySystemSound(kSystemSoundID_Vibrate); }; @implementation AppDelegate @synthesize window; extern int gargc; extern char **gargv; extern int iphone_main(int, int, int, char **, String); extern void iphone_finish(); CMMotionManager *motionManager; bool motionInitialised; static ViewController *mainViewController = nil; + (ViewController *)getViewController { return mainViewController; } NSMutableDictionary *ios_joysticks = nil; NSMutableArray *pending_ios_joysticks = nil; - (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::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::get_singleton()); if (audio) audio->start(); } } - (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); } else { if (pending_ios_joysticks == nil) pending_ios_joysticks = [[NSMutableArray alloc] init]; [pending_ios_joysticks addObject:controller]; }; }; - (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; }; static int frame_count = 0; - (void)drawView:(GLView *)view; { switch (frame_count) { case 0: { OS::get_singleton()->set_video_mode(_get_video_mode()); if (!OS::get_singleton()) { exit(0); }; ++frame_count; }; 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 UIInterfaceOrientationLandscapeLeft: { 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 UIInterfaceOrientationLandscapeRight: { 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 UIInterfaceOrientationPortraitUpsideDown: { 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; }; } 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; // 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