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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/iphone/godot_view.mm
parent292c952e3be9904d8aaaff1d3f7c569b2ffb658b (diff)
Rename OSX to macOS and iPhoneOS to iOS.
Diffstat (limited to 'platform/iphone/godot_view.mm')
-rw-r--r--platform/iphone/godot_view.mm481
1 files changed, 0 insertions, 481 deletions
diff --git a/platform/iphone/godot_view.mm b/platform/iphone/godot_view.mm
deleted file mode 100644
index e48dd2e507..0000000000
--- a/platform/iphone/godot_view.mm
+++ /dev/null
@@ -1,481 +0,0 @@
-/*************************************************************************/
-/* 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];
-
- 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 (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