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 🎆
149 lines
5.8 KiB
Text
149 lines
5.8 KiB
Text
/*************************************************************************/
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/* ios_support.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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#include "ios_support.h"
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#if defined(IPHONE_ENABLED)
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#import <Foundation/Foundation.h>
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#include <os/log.h>
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#include "core/ustring.h"
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#include "../gd_mono_marshal.h"
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// Implemented mostly following: https://github.com/mono/mono/blob/master/sdks/ios/app/runtime.m
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// Definition generated by the Godot exporter
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extern "C" void gd_mono_setup_aot();
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namespace gdmono {
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namespace ios {
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namespace support {
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void ios_mono_log_callback(const char *log_domain, const char *log_level, const char *message, mono_bool fatal, void *user_data) {
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os_log_info(OS_LOG_DEFAULT, "(%s %s) %s", log_domain, log_level, message);
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if (fatal) {
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os_log_info(OS_LOG_DEFAULT, "Exit code: %d.", 1);
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exit(1);
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}
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}
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void initialize() {
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mono_dllmap_insert(NULL, "System.Native", NULL, "__Internal", NULL);
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mono_dllmap_insert(NULL, "System.IO.Compression.Native", NULL, "__Internal", NULL);
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mono_dllmap_insert(NULL, "System.Security.Cryptography.Native.Apple", NULL, "__Internal", NULL);
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#ifdef IOS_DEVICE
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// This function is defined in an auto-generated source file
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gd_mono_setup_aot();
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#endif
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mono_set_signal_chaining(true);
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mono_set_crash_chaining(true);
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}
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void cleanup() {
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}
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} // namespace support
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} // namespace ios
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} // namespace gdmono
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// The following are P/Invoke functions required by the monotouch profile of the BCL.
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// These are P/Invoke functions and not internal calls, hence why they use
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// 'mono_bool' and 'const char*' instead of 'MonoBoolean' and 'MonoString*'.
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#define GD_PINVOKE_EXPORT extern "C" __attribute__((visibility("default")))
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GD_PINVOKE_EXPORT const char *xamarin_get_locale_country_code() {
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NSLocale *locale = [NSLocale currentLocale];
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NSString *countryCode = [locale objectForKey:NSLocaleCountryCode];
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if (countryCode == NULL) {
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return strdup("US");
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}
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return strdup([countryCode UTF8String]);
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}
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GD_PINVOKE_EXPORT void xamarin_log(const uint16_t *p_unicode_message) {
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int length = 0;
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const uint16_t *ptr = p_unicode_message;
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while (*ptr++)
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length += sizeof(uint16_t);
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NSString *msg = [[NSString alloc] initWithBytes:p_unicode_message length:length encoding:NSUTF16LittleEndianStringEncoding];
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os_log_info(OS_LOG_DEFAULT, "%{public}@", msg);
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}
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GD_PINVOKE_EXPORT const char *xamarin_GetFolderPath(int p_folder) {
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NSSearchPathDirectory dd = (NSSearchPathDirectory)p_folder;
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NSURL *url = [[[NSFileManager defaultManager] URLsForDirectory:dd inDomains:NSUserDomainMask] lastObject];
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NSString *path = [url path];
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return strdup([path UTF8String]);
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}
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GD_PINVOKE_EXPORT char *xamarin_timezone_get_local_name() {
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NSTimeZone *tz = nil;
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tz = [NSTimeZone localTimeZone];
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NSString *name = [tz name];
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return (name != nil) ? strdup([name UTF8String]) : strdup("Local");
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}
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GD_PINVOKE_EXPORT char **xamarin_timezone_get_names(uint32_t *p_count) {
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NSArray *array = [NSTimeZone knownTimeZoneNames];
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*p_count = array.count;
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char **result = (char **)malloc(sizeof(char *) * (*p_count));
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for (uint32_t i = 0; i < *p_count; i++) {
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NSString *s = [array objectAtIndex:i];
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result[i] = strdup(s.UTF8String);
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}
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return result;
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}
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GD_PINVOKE_EXPORT void *xamarin_timezone_get_data(const char *p_name, uint32_t *p_size) { // FIXME: uint32_t since Dec 2019, unsigned long before
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NSTimeZone *tz = nil;
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if (p_name) {
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NSString *n = [[NSString alloc] initWithUTF8String:p_name];
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tz = [[NSTimeZone alloc] initWithName:n];
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} else {
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tz = [NSTimeZone localTimeZone];
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}
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NSData *data = [tz data];
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*p_size = [data length];
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void *result = malloc(*p_size);
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memcpy(result, data.bytes, *p_size);
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return result;
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}
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GD_PINVOKE_EXPORT void xamarin_start_wwan(const char *p_uri) {
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// FIXME: What's this for? No idea how to implement.
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os_log_error(OS_LOG_DEFAULT, "Not implemented: 'xamarin_start_wwan'");
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}
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#endif // IPHONE_ENABLED
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