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/*************************************************************************/
/*  ios.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.                */
/*************************************************************************/

#include "ios.h"

#import "app_delegate.h"
#import "view_controller.h"

#import <CoreHaptics/CoreHaptics.h>
#import <UIKit/UIKit.h>
#include <sys/sysctl.h>

void iOS::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_rate_url", "app_id"), &iOS::get_rate_url);
	ClassDB::bind_method(D_METHOD("supports_haptic_engine"), &iOS::supports_haptic_engine);
	ClassDB::bind_method(D_METHOD("start_haptic_engine"), &iOS::start_haptic_engine);
	ClassDB::bind_method(D_METHOD("stop_haptic_engine"), &iOS::stop_haptic_engine);
};

bool iOS::supports_haptic_engine() {
	if (@available(iOS 13, *)) {
		id<CHHapticDeviceCapability> capabilities = [CHHapticEngine capabilitiesForHardware];
		return capabilities.supportsHaptics;
	}

	return false;
}

CHHapticEngine *iOS::get_haptic_engine_instance() API_AVAILABLE(ios(13)) {
	if (haptic_engine == nullptr) {
		NSError *error = nullptr;
		haptic_engine = [[CHHapticEngine alloc] initAndReturnError:&error];

		if (!error) {
			[haptic_engine setAutoShutdownEnabled:true];
		} else {
			haptic_engine = nullptr;
			NSLog(@"Could not initialize haptic engine: %@", error);
		}
	}

	return haptic_engine;
}

void iOS::vibrate_haptic_engine(float p_duration_seconds) API_AVAILABLE(ios(13)) {
	if (@available(iOS 13, *)) { // We need the @available check every time to make the compiler happy...
		if (supports_haptic_engine()) {
			CHHapticEngine *haptic_engine = get_haptic_engine_instance();
			if (haptic_engine) {
				NSDictionary *hapticDict = @{
					CHHapticPatternKeyPattern : @[
						@{CHHapticPatternKeyEvent : @{
							CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
							CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
							CHHapticPatternKeyEventDuration : @(p_duration_seconds)
						},
						},
					],
				};

				NSError *error;
				CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];

				[[haptic_engine createPlayerWithPattern:pattern error:&error] startAtTime:0 error:&error];

				NSLog(@"Could not vibrate using haptic engine: %@", error);
			}

			return;
		}
	}

	NSLog(@"Haptic engine is not supported in this version of iOS");
}

void iOS::start_haptic_engine() {
	if (@available(iOS 13, *)) {
		if (supports_haptic_engine()) {
			CHHapticEngine *haptic_engine = get_haptic_engine_instance();
			if (haptic_engine) {
				[haptic_engine startWithCompletionHandler:^(NSError *returnedError) {
					if (returnedError) {
						NSLog(@"Could not start haptic engine: %@", returnedError);
					}
				}];
			}

			return;
		}
	}

	NSLog(@"Haptic engine is not supported in this version of iOS");
}

void iOS::stop_haptic_engine() {
	if (@available(iOS 13, *)) {
		if (supports_haptic_engine()) {
			CHHapticEngine *haptic_engine = get_haptic_engine_instance();
			if (haptic_engine) {
				[haptic_engine stopWithCompletionHandler:^(NSError *returnedError) {
					if (returnedError) {
						NSLog(@"Could not stop haptic engine: %@", returnedError);
					}
				}];
			}

			return;
		}
	}

	NSLog(@"Haptic engine is not supported in this version of iOS");
}

void iOS::alert(const char *p_alert, const char *p_title) {
	NSString *title = [NSString stringWithUTF8String:p_title];
	NSString *message = [NSString stringWithUTF8String:p_alert];

	UIAlertController *alert = [UIAlertController alertControllerWithTitle:title message:message preferredStyle:UIAlertControllerStyleAlert];
	UIAlertAction *button = [UIAlertAction actionWithTitle:@"OK"
													 style:UIAlertActionStyleCancel
												   handler:^(id){
												   }];

	[alert addAction:button];

	[AppDelegate.viewController presentViewController:alert animated:YES completion:nil];
}

String iOS::get_model() const {
	// [[UIDevice currentDevice] model] only returns "iPad" or "iPhone".
	size_t size;
	sysctlbyname("hw.machine", nullptr, &size, nullptr, 0);
	char *model = (char *)malloc(size);
	if (model == nullptr) {
		return "";
	}
	sysctlbyname("hw.machine", model, &size, nullptr, 0);
	NSString *platform = [NSString stringWithCString:model encoding:NSUTF8StringEncoding];
	free(model);
	const char *str = [platform UTF8String];
	return String::utf8(str != nullptr ? str : "");
}

String iOS::get_rate_url(int p_app_id) const {
	String app_url_path = "itms-apps://itunes.apple.com/app/idAPP_ID";

	String ret = app_url_path.replace("APP_ID", String::num(p_app_id));

	printf("returning rate url %s\n", ret.utf8().get_data());
	return ret;
}

iOS::iOS() {}