445f1c6e7b
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
152 lines
5.9 KiB
Plaintext
Executable File
152 lines
5.9 KiB
Plaintext
Executable File
/*************************************************************************/
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/* ios_support.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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#include "ios_support.h"
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#if defined(IPHONE_ENABLED)
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#import <Foundation/Foundation.h>
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#include <os/log.h>
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#include "core/ustring.h"
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#include "../gd_mono_marshal.h"
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// Implemented mostly following: https://github.com/mono/mono/blob/master/sdks/ios/app/runtime.m
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// Definition generated by the Godot exporter
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extern "C" void gd_mono_setup_aot();
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namespace gdmono {
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namespace ios {
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namespace support {
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void ios_mono_log_callback(const char *log_domain, const char *log_level, const char *message, mono_bool fatal, void *user_data) {
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os_log_info(OS_LOG_DEFAULT, "(%s %s) %s", log_domain, log_level, message);
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if (fatal) {
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os_log_info(OS_LOG_DEFAULT, "Exit code: %d.", 1);
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exit(1);
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}
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}
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void initialize() {
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mono_dllmap_insert(NULL, "System.Native", NULL, "__Internal", NULL);
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mono_dllmap_insert(NULL, "System.IO.Compression.Native", NULL, "__Internal", NULL);
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mono_dllmap_insert(NULL, "System.Security.Cryptography.Native.Apple", NULL, "__Internal", NULL);
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#ifdef IOS_DEVICE
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// This function is defined in an auto-generated source file
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gd_mono_setup_aot();
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#endif
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mono_set_signal_chaining(true);
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mono_set_crash_chaining(true);
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}
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void cleanup() {
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}
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} // namespace support
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} // namespace ios
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} // namespace gdmono
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// The following are P/Invoke functions required by the monotouch profile of the BCL.
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// These are P/Invoke functions and not internal calls, hence why they use
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// 'mono_bool' and 'const char*' instead of 'MonoBoolean' and 'MonoString*'.
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#define GD_PINVOKE_EXPORT extern "C" __attribute__((visibility("default")))
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GD_PINVOKE_EXPORT const char *xamarin_get_locale_country_code() {
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NSLocale *locale = [NSLocale currentLocale];
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NSString *countryCode = [locale objectForKey:NSLocaleCountryCode];
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if (countryCode == NULL) {
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return strdup("US");
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}
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return strdup([countryCode UTF8String]);
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}
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GD_PINVOKE_EXPORT void xamarin_log(const uint16_t *p_unicode_message) {
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int length = 0;
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const uint16_t *ptr = p_unicode_message;
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while (*ptr++)
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length += sizeof(uint16_t);
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NSString *msg = [[NSString alloc] initWithBytes:p_unicode_message length:length encoding:NSUTF16LittleEndianStringEncoding];
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os_log_info(OS_LOG_DEFAULT, "%{public}@", msg);
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}
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GD_PINVOKE_EXPORT const char *xamarin_GetFolderPath(int p_folder) {
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NSSearchPathDirectory dd = (NSSearchPathDirectory)p_folder;
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NSURL *url = [[[NSFileManager defaultManager] URLsForDirectory:dd inDomains:NSUserDomainMask] lastObject];
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NSString *path = [url path];
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return strdup([path UTF8String]);
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}
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GD_PINVOKE_EXPORT char *xamarin_timezone_get_local_name() {
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NSTimeZone *tz = nil;
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tz = [NSTimeZone localTimeZone];
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NSString *name = [tz name];
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return (name != nil) ? strdup([name UTF8String]) : strdup("Local");
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}
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GD_PINVOKE_EXPORT char **xamarin_timezone_get_names(uint32_t *p_count) {
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NSArray *array = [NSTimeZone knownTimeZoneNames];
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*p_count = array.count;
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char **result = (char **)malloc(sizeof(char *) * (*p_count));
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for (uint32_t i = 0; i < *p_count; i++) {
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NSString *s = [array objectAtIndex:i];
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result[i] = strdup(s.UTF8String);
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}
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return result;
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}
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GD_PINVOKE_EXPORT void *xamarin_timezone_get_data(const char *p_name, uint32_t *p_size) { // FIXME: uint32_t since Dec 2019, unsigned long before
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NSTimeZone *tz = nil;
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if (p_name) {
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NSString *n = [[NSString alloc] initWithUTF8String:p_name];
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tz = [[[NSTimeZone alloc] initWithName:n] autorelease];
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[n release];
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} else {
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tz = [NSTimeZone localTimeZone];
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}
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NSData *data = [tz data];
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*p_size = [data length];
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void *result = malloc(*p_size);
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memcpy(result, data.bytes, *p_size);
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return result;
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}
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GD_PINVOKE_EXPORT void xamarin_start_wwan(const char *p_uri) {
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// FIXME: What's this for? No idea how to implement.
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os_log_error(OS_LOG_DEFAULT, "Not implemented: 'xamarin_start_wwan'");
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}
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#endif // IPHONE_ENABLED
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