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+/*************************************************************************/
+/* app_delegate.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 "app_delegate.h"
+
+#include "core/config/project_settings.h"
+#include "drivers/coreaudio/audio_driver_coreaudio.h"
+#import "godot_view.h"
+#include "main/main.h"
+#include "os_ios.h"
+#import "view_controller.h"
+
+#import <AVFoundation/AVFoundation.h>
+#import <AudioToolbox/AudioServices.h>
+
+#define kRenderingFrequency 60
+
+extern int gargc;
+extern char **gargv;
+
+extern int ios_main(int, char **, String, String);
+extern void ios_finish();
+
+@implementation AppDelegate
+
+static ViewController *mainViewController = nil;
+
++ (ViewController *)viewController {
+ return mainViewController;
+}
+
+- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
+ // TODO: might be required to make an early return, so app wouldn't crash because of timeout.
+ // TODO: logo screen is not displayed while shaders are compiling
+ // DummyViewController(Splash/LoadingViewController) -> setup -> GodotViewController
+
+ CGRect windowBounds = [[UIScreen mainScreen] bounds];
+
+ // Create a full-screen window
+ self.window = [[UIWindow alloc] initWithFrame:windowBounds];
+
+ NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
+ NSString *documentsDirectory = [paths objectAtIndex:0];
+ paths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
+ NSString *cacheDirectory = [paths objectAtIndex:0];
+
+ int err = ios_main(gargc, gargv, String::utf8([documentsDirectory UTF8String]), String::utf8([cacheDirectory 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 NO;
+ }
+
+ 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];
+
+ return YES;
+}
+
+- (void)onAudioInterruption:(NSNotification *)notification {
+ if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) {
+ if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) {
+ NSLog(@"Audio interruption began");
+ OS_IOS::get_singleton()->on_focus_out();
+ } else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) {
+ NSLog(@"Audio interruption ended");
+ OS_IOS::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 {
+ ios_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 {
+ OS_IOS::get_singleton()->on_focus_out();
+}
+
+- (void)applicationDidBecomeActive:(UIApplication *)application {
+ OS_IOS::get_singleton()->on_focus_in();
+}
+
+- (void)dealloc {
+ self.window = nil;
+}
+
+@end