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authorbruvzg <7645683+bruvzg@users.noreply.github.com>2022-07-20 09:28:22 +0300
committerbruvzg <7645683+bruvzg@users.noreply.github.com>2022-07-21 09:37:52 +0300
commit8823eae328547991def3b13ee2919291d29a278b (patch)
tree7a9dbdf352b115531c05c43c306ff303d67602b5 /platform/ios/godot_view.mm
parent292c952e3be9904d8aaaff1d3f7c569b2ffb658b (diff)
Rename OSX to macOS and iPhoneOS to iOS.
Diffstat (limited to 'platform/ios/godot_view.mm')
-rw-r--r--platform/ios/godot_view.mm481
1 files changed, 481 insertions, 0 deletions
diff --git a/platform/ios/godot_view.mm b/platform/ios/godot_view.mm
new file mode 100644
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+++ b/platform/ios/godot_view.mm
@@ -0,0 +1,481 @@
+/*************************************************************************/
+/* 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_ios.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];
+
+ self.multipleTouchEnabled = YES;
+
+ // 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) {
+ // Continue.
+ }
+
+ // 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 (DisplayServerIOS::get_singleton()) {
+ DisplayServerIOS::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];
+ DisplayServerIOS::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];
+ DisplayServerIOS::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];
+ DisplayServerIOS::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);
+ DisplayServerIOS::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: {
+ DisplayServerIOS::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
+ DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
+ DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
+ DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
+ } break;
+ case UIInterfaceOrientationLandscapeRight: {
+ DisplayServerIOS::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
+ DisplayServerIOS::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
+ DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
+ DisplayServerIOS::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
+ } break;
+ case UIInterfaceOrientationPortraitUpsideDown: {
+ DisplayServerIOS::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
+ DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
+ DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
+ DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
+ } break;
+ default: { // assume portrait
+ DisplayServerIOS::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
+ DisplayServerIOS::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
+ DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
+ DisplayServerIOS::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
+ } break;
+ }
+}
+
+@end