478 lines
15 KiB
Plaintext
478 lines
15 KiB
Plaintext
/*************************************************************************/
|
|
/* godot_view.mm */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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 "godot_view.h"
|
|
#include "core/os/keyboard.h"
|
|
#include "core/string/ustring.h"
|
|
#import "display_layer.h"
|
|
#include "display_server_iphone.h"
|
|
#import "godot_view_gesture_recognizer.h"
|
|
#import "godot_view_renderer.h"
|
|
|
|
#import <CoreMotion/CoreMotion.h>
|
|
|
|
static const int max_touches = 8;
|
|
static const float earth_gravity = 9.80665;
|
|
|
|
@interface GodotView () {
|
|
UITouch *godot_touches[max_touches];
|
|
}
|
|
|
|
@property(assign, nonatomic) BOOL isActive;
|
|
|
|
// CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
|
|
@property(strong, nonatomic) CADisplayLink *displayLink;
|
|
|
|
// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
|
|
// Only used if CADisplayLink is not
|
|
@property(strong, nonatomic) NSTimer *animationTimer;
|
|
|
|
@property(strong, nonatomic) CALayer<DisplayLayer> *renderingLayer;
|
|
|
|
@property(strong, nonatomic) CMMotionManager *motionManager;
|
|
|
|
@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
|
|
|
|
@end
|
|
|
|
@implementation GodotView
|
|
|
|
- (CALayer<DisplayLayer> *)initializeRenderingForDriver:(NSString *)driverName {
|
|
if (self.renderingLayer) {
|
|
return self.renderingLayer;
|
|
}
|
|
|
|
CALayer<DisplayLayer> *layer;
|
|
|
|
if ([driverName isEqualToString:@"vulkan"]) {
|
|
layer = [GodotMetalLayer layer];
|
|
} else if ([driverName isEqualToString:@"opengl_es"]) {
|
|
if (@available(iOS 13, *)) {
|
|
NSLog(@"OpenGL ES is deprecated on iOS 13");
|
|
}
|
|
#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
|
|
return nil;
|
|
#else
|
|
layer = [GodotOpenGLLayer layer];
|
|
#endif
|
|
} else {
|
|
return nil;
|
|
}
|
|
|
|
layer.frame = self.bounds;
|
|
layer.contentsScale = self.contentScaleFactor;
|
|
|
|
[self.layer addSublayer:layer];
|
|
self.renderingLayer = layer;
|
|
|
|
[layer initializeDisplayLayer];
|
|
|
|
return self.renderingLayer;
|
|
}
|
|
|
|
- (instancetype)initWithCoder:(NSCoder *)coder {
|
|
self = [super initWithCoder:coder];
|
|
|
|
if (self) {
|
|
[self godot_commonInit];
|
|
}
|
|
|
|
return self;
|
|
}
|
|
|
|
- (instancetype)initWithFrame:(CGRect)frame {
|
|
self = [super initWithFrame:frame];
|
|
|
|
if (self) {
|
|
[self godot_commonInit];
|
|
}
|
|
|
|
return self;
|
|
}
|
|
|
|
- (void)dealloc {
|
|
[self stopRendering];
|
|
|
|
self.renderer = nil;
|
|
self.delegate = nil;
|
|
|
|
if (self.renderingLayer) {
|
|
[self.renderingLayer removeFromSuperlayer];
|
|
self.renderingLayer = nil;
|
|
}
|
|
|
|
if (self.motionManager) {
|
|
[self.motionManager stopDeviceMotionUpdates];
|
|
self.motionManager = nil;
|
|
}
|
|
|
|
if (self.displayLink) {
|
|
[self.displayLink invalidate];
|
|
self.displayLink = nil;
|
|
}
|
|
|
|
if (self.animationTimer) {
|
|
[self.animationTimer invalidate];
|
|
self.animationTimer = nil;
|
|
}
|
|
|
|
if (self.delayGestureRecognizer) {
|
|
self.delayGestureRecognizer = nil;
|
|
}
|
|
}
|
|
|
|
- (void)godot_commonInit {
|
|
self.contentScaleFactor = [UIScreen mainScreen].nativeScale;
|
|
|
|
[self initTouches];
|
|
|
|
// Configure and start accelerometer
|
|
if (!self.motionManager) {
|
|
self.motionManager = [[CMMotionManager alloc] init];
|
|
if (self.motionManager.deviceMotionAvailable) {
|
|
self.motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
|
|
[self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
|
|
} else {
|
|
self.motionManager = nil;
|
|
}
|
|
}
|
|
|
|
// Initialize delay gesture recognizer
|
|
GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
|
|
self.delayGestureRecognizer = gestureRecognizer;
|
|
[self addGestureRecognizer:self.delayGestureRecognizer];
|
|
}
|
|
|
|
- (void)stopRendering {
|
|
if (!self.isActive) {
|
|
return;
|
|
}
|
|
|
|
self.isActive = NO;
|
|
|
|
printf("******** stop animation!\n");
|
|
|
|
if (self.useCADisplayLink) {
|
|
[self.displayLink invalidate];
|
|
self.displayLink = nil;
|
|
} else {
|
|
[self.animationTimer invalidate];
|
|
self.animationTimer = nil;
|
|
}
|
|
|
|
[self clearTouches];
|
|
}
|
|
|
|
- (void)startRendering {
|
|
if (self.isActive) {
|
|
return;
|
|
}
|
|
|
|
self.isActive = YES;
|
|
|
|
printf("start animation!\n");
|
|
|
|
if (self.useCADisplayLink) {
|
|
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
|
|
|
|
// Approximate frame rate
|
|
// assumes device refreshes at 60 fps
|
|
int displayFPS = (NSInteger)(1.0 / self.renderingInterval);
|
|
|
|
self.displayLink.preferredFramesPerSecond = displayFPS;
|
|
|
|
// Setup DisplayLink in main thread
|
|
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
|
|
} else {
|
|
self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:self.renderingInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
|
|
}
|
|
}
|
|
|
|
- (void)drawView {
|
|
if (!self.isActive) {
|
|
printf("draw view not active!\n");
|
|
return;
|
|
}
|
|
|
|
if (self.useCADisplayLink) {
|
|
// Pause the CADisplayLink to avoid recursion
|
|
[self.displayLink setPaused:YES];
|
|
|
|
// Process all input events
|
|
while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, TRUE) == kCFRunLoopRunHandledSource)
|
|
;
|
|
|
|
// We are good to go, resume the CADisplayLink
|
|
[self.displayLink setPaused:NO];
|
|
}
|
|
|
|
[self.renderingLayer renderDisplayLayer];
|
|
|
|
if (!self.renderer) {
|
|
return;
|
|
}
|
|
|
|
if ([self.renderer setupView:self]) {
|
|
return;
|
|
}
|
|
|
|
if (self.delegate) {
|
|
BOOL delegateFinishedSetup = [self.delegate godotViewFinishedSetup:self];
|
|
|
|
if (!delegateFinishedSetup) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
[self handleMotion];
|
|
[self.renderer renderOnView:self];
|
|
}
|
|
|
|
- (BOOL)canRender {
|
|
if (self.useCADisplayLink) {
|
|
return self.displayLink != nil;
|
|
} else {
|
|
return self.animationTimer != nil;
|
|
}
|
|
}
|
|
|
|
- (void)setRenderingInterval:(NSTimeInterval)renderingInterval {
|
|
_renderingInterval = renderingInterval;
|
|
|
|
if (self.canRender) {
|
|
[self stopRendering];
|
|
[self startRendering];
|
|
}
|
|
}
|
|
|
|
- (void)layoutSubviews {
|
|
if (self.renderingLayer) {
|
|
self.renderingLayer.frame = self.bounds;
|
|
[self.renderingLayer layoutDisplayLayer];
|
|
|
|
if (DisplayServerIPhone::get_singleton()) {
|
|
DisplayServerIPhone::get_singleton()->resize_window(self.bounds.size);
|
|
}
|
|
}
|
|
|
|
[super layoutSubviews];
|
|
}
|
|
|
|
// MARK: - Input
|
|
|
|
// MARK: Touches
|
|
|
|
- (void)initTouches {
|
|
for (int i = 0; i < max_touches; i++) {
|
|
godot_touches[i] = nullptr;
|
|
}
|
|
}
|
|
|
|
- (int)getTouchIDForTouch:(UITouch *)p_touch {
|
|
int first = -1;
|
|
for (int i = 0; i < max_touches; i++) {
|
|
if (first == -1 && godot_touches[i] == nullptr) {
|
|
first = i;
|
|
continue;
|
|
}
|
|
if (godot_touches[i] == p_touch) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
if (first != -1) {
|
|
godot_touches[first] = p_touch;
|
|
return first;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
- (int)removeTouch:(UITouch *)p_touch {
|
|
int remaining = 0;
|
|
for (int i = 0; i < max_touches; i++) {
|
|
if (godot_touches[i] == nullptr) {
|
|
continue;
|
|
}
|
|
if (godot_touches[i] == p_touch) {
|
|
godot_touches[i] = nullptr;
|
|
} else {
|
|
++remaining;
|
|
}
|
|
}
|
|
return remaining;
|
|
}
|
|
|
|
- (void)clearTouches {
|
|
for (int i = 0; i < max_touches; i++) {
|
|
godot_touches[i] = nullptr;
|
|
}
|
|
}
|
|
|
|
- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
|
|
NSArray *tlist = [event.allTouches allObjects];
|
|
for (unsigned int i = 0; i < [tlist count]; i++) {
|
|
if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
|
|
UITouch *touch = [tlist objectAtIndex:i];
|
|
int tid = [self getTouchIDForTouch:touch];
|
|
ERR_FAIL_COND(tid == -1);
|
|
CGPoint touchPoint = [touch locationInView:self];
|
|
DisplayServerIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
NSArray *tlist = [event.allTouches allObjects];
|
|
for (unsigned int i = 0; i < [tlist count]; i++) {
|
|
if ([touches containsObject:[tlist objectAtIndex:i]]) {
|
|
UITouch *touch = [tlist objectAtIndex:i];
|
|
int tid = [self getTouchIDForTouch:touch];
|
|
ERR_FAIL_COND(tid == -1);
|
|
CGPoint touchPoint = [touch locationInView:self];
|
|
CGPoint prev_point = [touch previousLocationInView:self];
|
|
DisplayServerIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
NSArray *tlist = [event.allTouches allObjects];
|
|
for (unsigned int i = 0; i < [tlist count]; i++) {
|
|
if ([touches containsObject:[tlist objectAtIndex:i]]) {
|
|
UITouch *touch = [tlist objectAtIndex:i];
|
|
int tid = [self getTouchIDForTouch:touch];
|
|
ERR_FAIL_COND(tid == -1);
|
|
[self removeTouch:touch];
|
|
CGPoint touchPoint = [touch locationInView:self];
|
|
DisplayServerIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
NSArray *tlist = [event.allTouches allObjects];
|
|
for (unsigned int i = 0; i < [tlist count]; i++) {
|
|
if ([touches containsObject:[tlist objectAtIndex:i]]) {
|
|
UITouch *touch = [tlist objectAtIndex:i];
|
|
int tid = [self getTouchIDForTouch:touch];
|
|
ERR_FAIL_COND(tid == -1);
|
|
DisplayServerIPhone::get_singleton()->touches_cancelled(tid);
|
|
}
|
|
}
|
|
[self clearTouches];
|
|
}
|
|
|
|
// MARK: Motion
|
|
|
|
- (void)handleMotion {
|
|
if (!self.motionManager) {
|
|
return;
|
|
}
|
|
|
|
// 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 = self.motionManager.deviceMotion.gravity;
|
|
CMAcceleration acceleration = self.motionManager.deviceMotion.userAcceleration;
|
|
|
|
// To be consistent with Android we convert the unit of measurement from g (Earth's gravity)
|
|
// to m/s^2.
|
|
gravity.x *= earth_gravity;
|
|
gravity.y *= earth_gravity;
|
|
gravity.z *= earth_gravity;
|
|
acceleration.x *= earth_gravity;
|
|
acceleration.y *= earth_gravity;
|
|
acceleration.z *= earth_gravity;
|
|
|
|
///@TODO We don't seem to be getting data here, is my device broken or
|
|
/// is this code incorrect?
|
|
CMMagneticField magnetic = self.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 = self.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)
|
|
|
|
UIInterfaceOrientation interfaceOrientation = UIInterfaceOrientationUnknown;
|
|
|
|
if (@available(iOS 13, *)) {
|
|
interfaceOrientation = [UIApplication sharedApplication].delegate.window.windowScene.interfaceOrientation;
|
|
#if !defined(TARGET_OS_SIMULATOR) || !TARGET_OS_SIMULATOR
|
|
} else {
|
|
interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
|
|
#endif
|
|
}
|
|
|
|
switch (interfaceOrientation) {
|
|
case UIInterfaceOrientationLandscapeLeft: {
|
|
DisplayServerIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
|
|
DisplayServerIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
|
|
} break;
|
|
case UIInterfaceOrientationLandscapeRight: {
|
|
DisplayServerIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
|
|
DisplayServerIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
|
|
} break;
|
|
case UIInterfaceOrientationPortraitUpsideDown: {
|
|
DisplayServerIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
|
|
DisplayServerIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
|
|
} break;
|
|
default: { // assume portrait
|
|
DisplayServerIPhone::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
|
|
DisplayServerIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
|
|
DisplayServerIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
@end
|