godot/platform/iphone/app_delegate.mm
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00

150 lines
6.2 KiB
Plaintext

/*************************************************************************/
/* app_delegate.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "godot_view.h"
#include "main/main.h"
#include "os_iphone.h"
#import "view_controller.h"
#import <AudioToolbox/AudioServices.h>
#define kRenderingFrequency 60
extern int gargc;
extern char **gargv;
extern int iphone_main(int, char **, String);
extern void iphone_finish();
@implementation AppDelegate
static ViewController *mainViewController = nil;
+ (ViewController *)viewController {
return mainViewController;
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Create a full-screen window
CGRect windowBounds = [[UIScreen mainScreen] bounds];
self.window = [[UIWindow alloc] initWithFrame:windowBounds];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
int err = iphone_main(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 GodotView after we have constructed the
// OS with iphone_main. This allows the GodotView to access project settings so
// it can properly initialize the OpenGL context
ViewController *viewController = [[ViewController alloc] init];
viewController.godotView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
viewController.godotView.renderingInterval = 1.0 / kRenderingFrequency;
self.window.rootViewController = viewController;
// Show the window
[self.window makeKeyAndVisible];
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(onAudioInterruption:)
name:AVAudioSessionInterruptionNotification
object:[AVAudioSession sharedInstance]];
mainViewController = viewController;
// prevent to stop music in another background app
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
bool keep_screen_on = bool(GLOBAL_DEF("display/window/energy_saving/keep_screen_on", true));
OSIPhone::get_singleton()->set_keep_screen_on(keep_screen_on);
return TRUE;
}
- (void)onAudioInterruption:(NSNotification *)notification {
if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) {
if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) {
NSLog(@"Audio interruption began");
OSIPhone::get_singleton()->on_focus_out();
} else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) {
NSLog(@"Audio interruption ended");
OSIPhone::get_singleton()->on_focus_in();
}
}
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
if (OS::get_singleton()->get_main_loop()) {
OS::get_singleton()->get_main_loop()->notification(
MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
}
}
- (void)applicationWillTerminate:(UIApplication *)application {
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 {
OSIPhone::get_singleton()->on_focus_out();
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
OSIPhone::get_singleton()->on_focus_in();
}
- (void)dealloc {
self.window = nil;
}
@end