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464 lines
14 KiB
Plaintext
464 lines
14 KiB
Plaintext
/**************************************************************************/
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/* godot_view.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.h"
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#import "display_layer.h"
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#import "display_server_ios.h"
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#import "godot_view_renderer.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 "core/string/ustring.h"
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#import <CoreMotion/CoreMotion.h>
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static const int max_touches = 32;
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static const float earth_gravity = 9.80665;
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@interface GodotView () {
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UITouch *godot_touches[max_touches];
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}
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@property(assign, nonatomic) BOOL isActive;
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// CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
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@property(strong, nonatomic) CADisplayLink *displayLink;
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// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
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// Only used if CADisplayLink is not
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@property(strong, nonatomic) NSTimer *animationTimer;
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@property(strong, nonatomic) CALayer<DisplayLayer> *renderingLayer;
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@property(strong, nonatomic) CMMotionManager *motionManager;
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@end
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@implementation GodotView
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- (CALayer<DisplayLayer> *)initializeRenderingForDriver:(NSString *)driverName {
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if (self.renderingLayer) {
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return self.renderingLayer;
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}
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CALayer<DisplayLayer> *layer;
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if ([driverName isEqualToString:@"vulkan"]) {
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#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
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if (@available(iOS 13, *)) {
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layer = [GodotMetalLayer layer];
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} else {
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return nil;
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}
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#else
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layer = [GodotMetalLayer layer];
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#endif
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} else if ([driverName isEqualToString:@"opengl3"]) {
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations" // OpenGL is deprecated in iOS 12.0
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layer = [GodotOpenGLLayer layer];
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#pragma clang diagnostic pop
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} else {
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return nil;
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}
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layer.frame = self.bounds;
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layer.contentsScale = self.contentScaleFactor;
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[self.layer addSublayer:layer];
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self.renderingLayer = layer;
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[layer initializeDisplayLayer];
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return self.renderingLayer;
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}
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- (instancetype)initWithCoder:(NSCoder *)coder {
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self = [super initWithCoder:coder];
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if (self) {
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[self godot_commonInit];
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}
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return self;
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}
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- (instancetype)initWithFrame:(CGRect)frame {
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self = [super initWithFrame:frame];
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if (self) {
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[self godot_commonInit];
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}
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return self;
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}
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- (void)dealloc {
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[self stopRendering];
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self.renderer = nil;
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self.delegate = nil;
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if (self.renderingLayer) {
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[self.renderingLayer removeFromSuperlayer];
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self.renderingLayer = nil;
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}
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if (self.motionManager) {
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[self.motionManager stopDeviceMotionUpdates];
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self.motionManager = nil;
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}
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if (self.displayLink) {
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[self.displayLink invalidate];
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self.displayLink = nil;
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}
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if (self.animationTimer) {
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[self.animationTimer invalidate];
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self.animationTimer = nil;
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}
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}
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- (void)godot_commonInit {
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self.contentScaleFactor = [UIScreen mainScreen].scale;
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[self initTouches];
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self.multipleTouchEnabled = YES;
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// Configure and start accelerometer
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if (!self.motionManager) {
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self.motionManager = [[CMMotionManager alloc] init];
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if (self.motionManager.deviceMotionAvailable) {
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self.motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
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[self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
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} else {
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self.motionManager = nil;
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}
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}
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}
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- (void)stopRendering {
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if (!self.isActive) {
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return;
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}
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self.isActive = NO;
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print_verbose("Stop animation!");
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if (self.useCADisplayLink) {
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[self.displayLink invalidate];
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self.displayLink = nil;
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} else {
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[self.animationTimer invalidate];
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self.animationTimer = nil;
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}
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[self clearTouches];
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}
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- (void)startRendering {
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if (self.isActive) {
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return;
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}
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self.isActive = YES;
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print_verbose("Start animation!");
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if (self.useCADisplayLink) {
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self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
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if (GLOBAL_GET("display/window/ios/allow_high_refresh_rate")) {
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self.displayLink.preferredFramesPerSecond = 120;
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} else {
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self.displayLink.preferredFramesPerSecond = 60;
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}
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// Setup DisplayLink in main thread
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[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
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} else {
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self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60) target:self selector:@selector(drawView) userInfo:nil repeats:YES];
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}
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}
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- (void)drawView {
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if (!self.isActive) {
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print_verbose("Draw view not active!");
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return;
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}
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if (self.useCADisplayLink) {
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// Pause the CADisplayLink to avoid recursion
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[self.displayLink setPaused:YES];
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// Process all input events
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while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, TRUE) == kCFRunLoopRunHandledSource) {
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// Continue.
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}
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// We are good to go, resume the CADisplayLink
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[self.displayLink setPaused:NO];
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}
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[self.renderingLayer startRenderDisplayLayer];
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if (!self.renderer) {
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return;
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}
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if ([self.renderer setupView:self]) {
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return;
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}
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if (self.delegate) {
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BOOL delegateFinishedSetup = [self.delegate godotViewFinishedSetup:self];
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if (!delegateFinishedSetup) {
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return;
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}
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}
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[self handleMotion];
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[self.renderer renderOnView:self];
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[self.renderingLayer stopRenderDisplayLayer];
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}
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- (BOOL)canRender {
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if (self.useCADisplayLink) {
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return self.displayLink != nil;
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} else {
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return self.animationTimer != nil;
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}
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}
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- (void)setRenderingInterval:(NSTimeInterval)renderingInterval {
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_renderingInterval = renderingInterval;
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if (self.canRender) {
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[self stopRendering];
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[self startRendering];
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}
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}
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- (void)layoutSubviews {
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if (self.renderingLayer) {
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self.renderingLayer.frame = self.bounds;
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[self.renderingLayer layoutDisplayLayer];
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if (DisplayServerIOS::get_singleton()) {
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DisplayServerIOS::get_singleton()->resize_window(self.bounds.size);
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}
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}
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[super layoutSubviews];
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}
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// MARK: - Input
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// MARK: Touches
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- (void)initTouches {
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for (int i = 0; i < max_touches; i++) {
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godot_touches[i] = nullptr;
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}
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}
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- (int)getTouchIDForTouch:(UITouch *)p_touch {
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int first = -1;
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for (int i = 0; i < max_touches; i++) {
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if (first == -1 && godot_touches[i] == nullptr) {
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first = i;
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continue;
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}
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if (godot_touches[i] == p_touch) {
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return i;
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}
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}
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if (first != -1) {
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godot_touches[first] = p_touch;
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return first;
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}
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return -1;
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}
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- (int)removeTouch:(UITouch *)p_touch {
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int remaining = 0;
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for (int i = 0; i < max_touches; i++) {
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if (godot_touches[i] == nullptr) {
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continue;
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}
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if (godot_touches[i] == p_touch) {
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godot_touches[i] = nullptr;
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} else {
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++remaining;
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}
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}
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return remaining;
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}
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- (void)clearTouches {
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for (int i = 0; i < max_touches; i++) {
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godot_touches[i] = nullptr;
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}
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}
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
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}
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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CGPoint prev_point = [touch previousLocationInView:self];
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CGFloat alt = [touch altitudeAngle];
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CGVector azim = [touch azimuthUnitVectorInView:self];
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DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
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}
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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[self removeTouch:touch];
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
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}
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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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DisplayServerIOS::get_singleton()->touches_canceled(tid);
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}
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[self clearTouches];
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}
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// MARK: Motion
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- (void)handleMotion {
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if (!self.motionManager) {
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return;
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}
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// Just using polling approach for now, we can set this up so it sends
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// data to us in intervals, might be better. See Apple reference pages
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// for more details:
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// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
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// Apple splits our accelerometer date into a gravity and user movement
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// component. We add them back together.
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CMAcceleration gravity = self.motionManager.deviceMotion.gravity;
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CMAcceleration acceleration = self.motionManager.deviceMotion.userAcceleration;
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// To be consistent with Android we convert the unit of measurement from g (Earth's gravity)
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// to m/s^2.
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gravity.x *= earth_gravity;
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gravity.y *= earth_gravity;
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gravity.z *= earth_gravity;
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acceleration.x *= earth_gravity;
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acceleration.y *= earth_gravity;
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acceleration.z *= earth_gravity;
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///@TODO We don't seem to be getting data here, is my device broken or
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/// is this code incorrect?
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CMMagneticField magnetic = self.motionManager.deviceMotion.magneticField.field;
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///@TODO we can access rotationRate as a CMRotationRate variable
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///(processed date) or CMGyroData (raw data), have to see what works
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/// best
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CMRotationRate rotation = self.motionManager.deviceMotion.rotationRate;
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// Adjust for screen orientation.
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// [[UIDevice currentDevice] orientation] changes even if we've fixed
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// our orientation which is not a good thing when you're trying to get
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// your user to move the screen in all directions and want consistent
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// output
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///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
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/// is a bit of a hack. Godot obviously knows the orientation so maybe
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/// we
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// can use that instead? (note that left and right seem swapped)
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UIInterfaceOrientation interfaceOrientation = UIInterfaceOrientationUnknown;
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if (@available(iOS 13, *)) {
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interfaceOrientation = [UIApplication sharedApplication].delegate.window.windowScene.interfaceOrientation;
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#if !defined(TARGET_OS_SIMULATOR) || !TARGET_OS_SIMULATOR
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} else {
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interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
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#endif
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}
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switch (interfaceOrientation) {
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case UIInterfaceOrientationLandscapeLeft: {
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DisplayServerIOS::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
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} break;
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case UIInterfaceOrientationLandscapeRight: {
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DisplayServerIOS::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
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} break;
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case UIInterfaceOrientationPortraitUpsideDown: {
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DisplayServerIOS::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
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} break;
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default: { // assume portrait
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DisplayServerIOS::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
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DisplayServerIOS::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
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DisplayServerIOS::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
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DisplayServerIOS::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
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} break;
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}
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}
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@end
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