godot/modules/mono/mono_gd/support/ios_support.mm
Ignacio Etcheverry 77dd061345 Mono/C#: Add iOS support
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.
2020-03-31 09:37:16 +02:00

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