/**************************************************************************/ /* 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" #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 #import #import #import #import @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