/*************************************************************************/ /* view_controller.mm */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 "view_controller.h" #include "os_iphone.h" #include "core/project_settings.h" extern "C" { int add_path(int, char **); int add_cmdline(int, char **); int add_path(int p_argc, char **p_args) { NSString *str = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"godot_path"]; if (!str) return p_argc; p_args[p_argc++] = "--path"; [str retain]; // memory leak lol (maybe make it static here and delete it in ViewController destructor? @todo p_args[p_argc++] = (char *)[str cString]; p_args[p_argc] = NULL; return p_argc; }; int add_cmdline(int p_argc, char **p_args) { NSArray *arr = [[[NSBundle mainBundle] infoDictionary] objectForKey:@"godot_cmdline"]; if (!arr) return p_argc; for (int i = 0; i < [arr count]; i++) { NSString *str = [arr objectAtIndex:i]; if (!str) continue; [str retain]; // @todo delete these at some point p_args[p_argc++] = (char *)[str cString]; }; p_args[p_argc] = NULL; return p_argc; }; }; // extern "C" @interface ViewController () @end @implementation ViewController - (void)didReceiveMemoryWarning { printf("*********** did receive memory warning!\n"); }; - (void)viewDidLoad { [super viewDidLoad]; if (@available(iOS 11.0, *)) { [self setNeedsUpdateOfScreenEdgesDeferringSystemGestures]; } } - (UIRectEdge)preferredScreenEdgesDeferringSystemGestures { return UIRectEdgeAll; } - (BOOL)shouldAutorotate { switch (OS::get_singleton()->get_screen_orientation()) { case OS::SCREEN_SENSOR: case OS::SCREEN_SENSOR_LANDSCAPE: case OS::SCREEN_SENSOR_PORTRAIT: return YES; default: return NO; } }; - (UIInterfaceOrientationMask)supportedInterfaceOrientations { switch (OS::get_singleton()->get_screen_orientation()) { case OS::SCREEN_PORTRAIT: return UIInterfaceOrientationMaskPortrait; case OS::SCREEN_REVERSE_LANDSCAPE: return UIInterfaceOrientationMaskLandscapeRight; case OS::SCREEN_REVERSE_PORTRAIT: return UIInterfaceOrientationMaskPortraitUpsideDown; case OS::SCREEN_SENSOR_LANDSCAPE: return UIInterfaceOrientationMaskLandscape; case OS::SCREEN_SENSOR_PORTRAIT: return UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown; case OS::SCREEN_SENSOR: return UIInterfaceOrientationMaskAll; case OS::SCREEN_LANDSCAPE: return UIInterfaceOrientationMaskLandscapeLeft; } }; - (BOOL)prefersStatusBarHidden { return YES; } - (BOOL)prefersHomeIndicatorAutoHidden { if (GLOBAL_GET("display/window/ios/hide_home_indicator")) { return YES; } else { return NO; } } #ifdef GAME_CENTER_ENABLED - (void)gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController { //[gameCenterViewController dismissViewControllerAnimated:YES completion:^{GameCenter::get_singleton()->game_center_closed();}];//version for signaling when overlay is completely gone GameCenter::get_singleton()->game_center_closed(); [gameCenterViewController dismissViewControllerAnimated:YES completion:nil]; } #endif @end