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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
120 lines
4.1 KiB
Plaintext
120 lines
4.1 KiB
Plaintext
/**************************************************************************/
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/* godot_view_renderer.mm */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#import "godot_view_renderer.h"
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#import "display_server_ios.h"
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#import "os_ios.h"
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#include "core/config/project_settings.h"
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#include "core/os/keyboard.h"
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#include "main/main.h"
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#include "servers/audio_server.h"
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#import <AudioToolbox/AudioServices.h>
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#import <CoreMotion/CoreMotion.h>
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#import <GameController/GameController.h>
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#import <QuartzCore/QuartzCore.h>
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#import <UIKit/UIKit.h>
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@interface GodotViewRenderer ()
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@property(assign, nonatomic) BOOL hasFinishedProjectDataSetup;
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@property(assign, nonatomic) BOOL hasStartedMain;
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@property(assign, nonatomic) BOOL hasFinishedSetup;
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@end
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@implementation GodotViewRenderer
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- (BOOL)setupView:(UIView *)view {
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if (self.hasFinishedSetup) {
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return NO;
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}
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if (!OS::get_singleton()) {
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exit(0);
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}
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if (!self.hasFinishedProjectDataSetup) {
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[self setupProjectData];
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return YES;
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}
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if (!self.hasStartedMain) {
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self.hasStartedMain = YES;
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OS_IOS::get_singleton()->start();
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return YES;
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}
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self.hasFinishedSetup = YES;
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return NO;
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}
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- (void)setupProjectData {
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self.hasFinishedProjectDataSetup = YES;
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Main::setup2();
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// this might be necessary before here
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NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
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for (NSString *key in dict) {
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NSObject *value = [dict objectForKey:key];
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String ukey = String::utf8([key UTF8String]);
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// we need a NSObject to Variant conversor
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if ([value isKindOfClass:[NSString class]]) {
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NSString *str = (NSString *)value;
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String uval = String::utf8([str UTF8String]);
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, uval);
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} else if ([value isKindOfClass:[NSNumber class]]) {
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NSNumber *n = (NSNumber *)value;
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double dval = [n doubleValue];
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ProjectSettings::get_singleton()->set("Info.plist/" + ukey, dval);
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}
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// do stuff
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}
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}
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- (void)renderOnView:(UIView *)view {
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if (!OS_IOS::get_singleton()) {
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return;
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}
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OS_IOS::get_singleton()->iterate();
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}
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@end
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