godot/platform/ios/view_controller.mm

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/**************************************************************************/
/* view_controller.mm */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#import "view_controller.h"
#import "display_server_ios.h"
#import "godot_view.h"
#import "godot_view_renderer.h"
#import "key_mapping_ios.h"
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#import "keyboard_input_view.h"
#import "os_ios.h"
#include "core/config/project_settings.h"
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#import <AVFoundation/AVFoundation.h>
#import <GameController/GameController.h>
@interface ViewController () <GodotViewDelegate>
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@property(strong, nonatomic) GodotViewRenderer *renderer;
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@property(strong, nonatomic) GodotKeyboardInputView *keyboardView;
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@property(strong, nonatomic) UIView *godotLoadingOverlay;
@end
@implementation ViewController
- (GodotView *)godotView {
return (GodotView *)self.view;
}
- (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
[super pressesBegan:presses withEvent:event];
if (!DisplayServerIOS::get_singleton() || DisplayServerIOS::get_singleton()->is_keyboard_active()) {
return;
}
if (@available(iOS 13.4, *)) {
for (UIPress *press in presses) {
String u32lbl = String::utf8([press.key.charactersIgnoringModifiers UTF8String]);
String u32text = String::utf8([press.key.characters UTF8String]);
Key key = KeyMappingIOS::remap_key(press.key.keyCode);
if (press.key.keyCode == 0 && u32text.is_empty() && u32lbl.is_empty()) {
continue;
}
char32_t us = 0;
if (!u32lbl.is_empty() && !u32lbl.begins_with("UIKey")) {
us = u32lbl[0];
}
KeyLocation location = KeyMappingIOS::key_location(press.key.keyCode);
if (!u32text.is_empty() && !u32text.begins_with("UIKey")) {
for (int i = 0; i < u32text.length(); i++) {
const char32_t c = u32text[i];
DisplayServerIOS::get_singleton()->key(fix_keycode(us, key), c, fix_key_label(us, key), key, press.key.modifierFlags, true, location);
}
} else {
DisplayServerIOS::get_singleton()->key(fix_keycode(us, key), 0, fix_key_label(us, key), key, press.key.modifierFlags, true, location);
}
}
}
}
- (void)pressesEnded:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
[super pressesEnded:presses withEvent:event];
if (!DisplayServerIOS::get_singleton() || DisplayServerIOS::get_singleton()->is_keyboard_active()) {
return;
}
if (@available(iOS 13.4, *)) {
for (UIPress *press in presses) {
String u32lbl = String::utf8([press.key.charactersIgnoringModifiers UTF8String]);
Key key = KeyMappingIOS::remap_key(press.key.keyCode);
if (press.key.keyCode == 0 && u32lbl.is_empty()) {
continue;
}
char32_t us = 0;
if (!u32lbl.is_empty() && !u32lbl.begins_with("UIKey")) {
us = u32lbl[0];
}
KeyLocation location = KeyMappingIOS::key_location(press.key.keyCode);
DisplayServerIOS::get_singleton()->key(fix_keycode(us, key), 0, fix_key_label(us, key), key, press.key.modifierFlags, false, location);
}
}
}
- (void)loadView {
GodotView *view = [[GodotView alloc] init];
GodotViewRenderer *renderer = [[GodotViewRenderer alloc] init];
self.renderer = renderer;
self.view = view;
view.renderer = self.renderer;
view.delegate = self;
}
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- (instancetype)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
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if (self) {
[self godot_commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)coder {
self = [super initWithCoder:coder];
if (self) {
[self godot_commonInit];
}
return self;
}
- (void)godot_commonInit {
// Initialize view controller values.
}
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- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
print_verbose("Did receive memory warning!");
}
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- (void)viewDidLoad {
[super viewDidLoad];
[self observeKeyboard];
[self displayLoadingOverlay];
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[self setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
}
- (void)observeKeyboard {
print_verbose("Setting up keyboard input view.");
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self.keyboardView = [GodotKeyboardInputView new];
[self.view addSubview:self.keyboardView];
print_verbose("Adding observer for keyboard show/hide.");
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(keyboardOnScreen:)
name:UIKeyboardDidShowNotification
object:nil];
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(keyboardHidden:)
name:UIKeyboardDidHideNotification
object:nil];
}
- (void)displayLoadingOverlay {
NSBundle *bundle = [NSBundle mainBundle];
NSString *storyboardName = @"Launch Screen";
if ([bundle pathForResource:storyboardName ofType:@"storyboardc"] == nil) {
return;
}
UIStoryboard *launchStoryboard = [UIStoryboard storyboardWithName:storyboardName bundle:bundle];
UIViewController *controller = [launchStoryboard instantiateInitialViewController];
self.godotLoadingOverlay = controller.view;
self.godotLoadingOverlay.frame = self.view.bounds;
self.godotLoadingOverlay.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
[self.view addSubview:self.godotLoadingOverlay];
}
- (BOOL)godotViewFinishedSetup:(GodotView *)view {
[self.godotLoadingOverlay removeFromSuperview];
self.godotLoadingOverlay = nil;
return YES;
}
- (void)dealloc {
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self.keyboardView = nil;
self.renderer = nil;
if (self.godotLoadingOverlay) {
[self.godotLoadingOverlay removeFromSuperview];
self.godotLoadingOverlay = nil;
}
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
// MARK: Orientation
- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures {
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if (GLOBAL_GET("display/window/ios/suppress_ui_gesture")) {
return UIRectEdgeAll;
} else {
return UIRectEdgeNone;
}
}
- (BOOL)shouldAutorotate {
if (!DisplayServerIOS::get_singleton()) {
return NO;
}
switch (DisplayServerIOS::get_singleton()->screen_get_orientation(DisplayServer::SCREEN_OF_MAIN_WINDOW)) {
case DisplayServer::SCREEN_SENSOR:
case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
case DisplayServer::SCREEN_SENSOR_PORTRAIT:
return YES;
default:
return NO;
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}
}
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- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
if (!DisplayServerIOS::get_singleton()) {
return UIInterfaceOrientationMaskAll;
}
switch (DisplayServerIOS::get_singleton()->screen_get_orientation(DisplayServer::SCREEN_OF_MAIN_WINDOW)) {
case DisplayServer::SCREEN_PORTRAIT:
return UIInterfaceOrientationMaskPortrait;
case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
return UIInterfaceOrientationMaskLandscapeRight;
case DisplayServer::SCREEN_REVERSE_PORTRAIT:
return UIInterfaceOrientationMaskPortraitUpsideDown;
case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
return UIInterfaceOrientationMaskLandscape;
case DisplayServer::SCREEN_SENSOR_PORTRAIT:
return UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown;
case DisplayServer::SCREEN_SENSOR:
return UIInterfaceOrientationMaskAll;
case DisplayServer::SCREEN_LANDSCAPE:
return UIInterfaceOrientationMaskLandscapeLeft;
}
}
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- (BOOL)prefersStatusBarHidden {
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if (GLOBAL_GET("display/window/ios/hide_status_bar")) {
return YES;
} else {
return NO;
}
}
- (BOOL)prefersHomeIndicatorAutoHidden {
if (GLOBAL_GET("display/window/ios/hide_home_indicator")) {
return YES;
} else {
return NO;
}
}
// MARK: Keyboard
- (void)keyboardOnScreen:(NSNotification *)notification {
NSDictionary *info = notification.userInfo;
NSValue *value = info[UIKeyboardFrameEndUserInfoKey];
CGRect rawFrame = [value CGRectValue];
CGRect keyboardFrame = [self.view convertRect:rawFrame fromView:nil];
if (DisplayServerIOS::get_singleton()) {
DisplayServerIOS::get_singleton()->virtual_keyboard_set_height(keyboardFrame.size.height);
}
}
- (void)keyboardHidden:(NSNotification *)notification {
if (DisplayServerIOS::get_singleton()) {
DisplayServerIOS::get_singleton()->virtual_keyboard_set_height(0);
}
}
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@end