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- /**************************************************************************/
- /* godot_view_renderer.mm */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_renderer.h"
- #import "display_server_ios.h"
- #import "os_ios.h"
- #include "core/config/project_settings.h"
- #include "core/os/keyboard.h"
- #include "main/main.h"
- #include "servers/audio_server.h"
- #import <AudioToolbox/AudioServices.h>
- #import <CoreMotion/CoreMotion.h>
- #import <GameController/GameController.h>
- #import <QuartzCore/QuartzCore.h>
- #import <UIKit/UIKit.h>
- @interface GodotViewRenderer ()
- @property(assign, nonatomic) BOOL hasFinishedProjectDataSetup;
- @property(assign, nonatomic) BOOL hasStartedMain;
- @property(assign, nonatomic) BOOL hasFinishedSetup;
- @end
- @implementation GodotViewRenderer
- - (BOOL)setupView:(UIView *)view {
- if (self.hasFinishedSetup) {
- return NO;
- }
- if (!OS::get_singleton()) {
- exit(0);
- }
- if (!self.hasFinishedProjectDataSetup) {
- [self setupProjectData];
- return YES;
- }
- if (!self.hasStartedMain) {
- self.hasStartedMain = YES;
- OS_IOS::get_singleton()->start();
- return YES;
- }
- self.hasFinishedSetup = YES;
- return NO;
- }
- - (void)setupProjectData {
- self.hasFinishedProjectDataSetup = YES;
- Main::setup2();
- // 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
- }
- }
- - (void)renderOnView:(UIView *)view {
- if (!OS_IOS::get_singleton()) {
- return;
- }
- OS_IOS::get_singleton()->iterate();
- }
- @end
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