Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
452 lines
14 KiB
Text
452 lines
14 KiB
Text
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "core/project_settings.h"
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#include "os_iphone.h"
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#include "servers/audio_server.h"
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#import <OpenGLES/EAGLDrawable.h>
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#import <QuartzCore/QuartzCore.h>
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#import "display_layer.h"
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#import "godot_view_gesture_recognizer.h"
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#import "godot_view_renderer.h"
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#import <CoreMotion/CoreMotion.h>
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static const int max_touches = 8;
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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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@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
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@end
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@implementation GodotView
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// Implement this to override the default layer class (which is [CALayer class]).
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// We do this so that our view will be backed by a layer that is capable of OpenGL ES rendering.
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- (CALayer<DisplayLayer> *)initializeRendering {
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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 = [GodotOpenGLLayer layer];
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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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// Stop animating and release resources when they are no longer needed.
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- (void)dealloc {
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[self stopRendering];
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self.renderer = 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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if (self.delayGestureRecognizer) {
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self.delayGestureRecognizer = nil;
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}
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}
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- (void)godot_commonInit {
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self.contentScaleFactor = [UIScreen mainScreen].nativeScale;
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[self initTouches];
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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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// Initialize delay gesture recognizer
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GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
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self.delayGestureRecognizer = gestureRecognizer;
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[self addGestureRecognizer:self.delayGestureRecognizer];
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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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printf("start animation!\n");
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if (self.useCADisplayLink) {
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self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
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// Approximate frame rate
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// assumes device refreshes at 60 fps
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int displayFPS = (NSInteger)(1.0 / self.renderingInterval);
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self.displayLink.preferredFramesPerSecond = displayFPS;
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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:self.renderingInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
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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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printf("******** stop animation!\n");
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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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// Updates the OpenGL view when the timer fires
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- (void)drawView {
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if (!self.isActive) {
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printf("draw view not active!\n");
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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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;
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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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[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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// If our view is resized, we'll be asked to layout subviews.
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// This is the perfect opportunity to also update the framebuffer so that it is
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// the same size as our display area.
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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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}
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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] = NULL;
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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] == NULL) {
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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] == NULL) {
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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] = NULL;
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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] = NULL;
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}
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}
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- (void)touchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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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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OSIPhone::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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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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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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OSIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
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}
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}
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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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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OSIPhone::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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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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OSIPhone::get_singleton()->touches_cancelled(tid);
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}
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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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///@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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} else {
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interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
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}
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switch (interfaceOrientation) {
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case UIInterfaceOrientationLandscapeLeft: {
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OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
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OSIPhone::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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OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
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OSIPhone::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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OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
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OSIPhone::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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OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
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OSIPhone::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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