godot/platform/iphone/godot_view_renderer.mm
Sergey Minakov bfc005d462 iOS: Vulkan support
Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
2020-07-25 21:55:20 +02:00

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/*************************************************************************/
/* godot_view_renderer.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "godot_view_renderer.h"
#include "core/os/keyboard.h"
#include "core/project_settings.h"
#import "display_server_iphone.h"
#include "main/main.h"
#include "os_iphone.h"
#include "servers/audio_server.h"
#import <AudioToolbox/AudioServices.h>
#import <CoreMotion/CoreMotion.h>
#import <GameController/GameController.h>
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
@interface GodotViewRenderer ()
@property(assign, nonatomic) BOOL hasFinishedLocaleSetup;
@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 (!self.hasFinishedLocaleSetup) {
[self setupLocaleAndUUID];
return YES;
}
if (!self.hasFinishedProjectDataSetup) {
[self setupProjectData];
return YES;
}
if (!self.hasStartedMain) {
self.hasStartedMain = YES;
OSIPhone::get_singleton()->start();
return YES;
}
self.hasFinishedSetup = YES;
return NO;
}
- (void)setupLocaleAndUUID {
self.hasFinishedLocaleSetup = YES;
if (!OS::get_singleton()) {
exit(0);
}
NSString *locale_code = [[NSLocale currentLocale] localeIdentifier];
OSIPhone::get_singleton()->set_locale(String::utf8([locale_code UTF8String]));
NSString *uuid;
if ([[UIDevice currentDevice] respondsToSelector:@selector(identifierForVendor)]) {
uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
} else {
// before iOS 6, so just generate an identifier and store it
uuid = [[NSUserDefaults standardUserDefaults] objectForKey:@"identiferForVendor"];
if (!uuid) {
CFUUIDRef cfuuid = CFUUIDCreate(NULL);
uuid = [(NSString *)CFUUIDCreateString(NULL, cfuuid) autorelease];
CFRelease(cfuuid);
[[NSUserDefaults standardUserDefaults] setObject:uuid forKey:@"identifierForVendor"];
}
}
OSIPhone::get_singleton()->set_unique_id(String::utf8([uuid UTF8String]));
}
- (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 (!OSIPhone::get_singleton()) {
return;
}
OSIPhone::get_singleton()->iterate();
}
@end