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+/*************************************************************************/
+/* godot_view_renderer.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_renderer.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/keyboard.h"
+#import "display_server_ios.h"
+#include "main/main.h"
+#include "os_ios.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