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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
181 lines
6.6 KiB
Plaintext
181 lines
6.6 KiB
Plaintext
/**************************************************************************/
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/* ios.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 "ios.h"
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#import "app_delegate.h"
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#import "view_controller.h"
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#import <CoreHaptics/CoreHaptics.h>
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#import <UIKit/UIKit.h>
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#include <sys/sysctl.h>
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void iOS::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_rate_url", "app_id"), &iOS::get_rate_url);
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ClassDB::bind_method(D_METHOD("supports_haptic_engine"), &iOS::supports_haptic_engine);
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ClassDB::bind_method(D_METHOD("start_haptic_engine"), &iOS::start_haptic_engine);
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ClassDB::bind_method(D_METHOD("stop_haptic_engine"), &iOS::stop_haptic_engine);
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};
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bool iOS::supports_haptic_engine() {
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if (@available(iOS 13, *)) {
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id<CHHapticDeviceCapability> capabilities = [CHHapticEngine capabilitiesForHardware];
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return capabilities.supportsHaptics;
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}
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return false;
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}
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CHHapticEngine *iOS::get_haptic_engine_instance() API_AVAILABLE(ios(13)) {
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if (haptic_engine == nullptr) {
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NSError *error = nullptr;
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haptic_engine = [[CHHapticEngine alloc] initAndReturnError:&error];
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if (!error) {
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[haptic_engine setAutoShutdownEnabled:true];
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} else {
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haptic_engine = nullptr;
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NSLog(@"Could not initialize haptic engine: %@", error);
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}
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}
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return haptic_engine;
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}
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void iOS::vibrate_haptic_engine(float p_duration_seconds) API_AVAILABLE(ios(13)) {
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if (@available(iOS 13, *)) { // We need the @available check every time to make the compiler happy...
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if (supports_haptic_engine()) {
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CHHapticEngine *cur_haptic_engine = get_haptic_engine_instance();
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if (cur_haptic_engine) {
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NSDictionary *hapticDict = @{
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CHHapticPatternKeyPattern : @[
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@{CHHapticPatternKeyEvent : @{
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CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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CHHapticPatternKeyEventDuration : @(p_duration_seconds)
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},
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},
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],
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};
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NSError *error;
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CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
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[[cur_haptic_engine createPlayerWithPattern:pattern error:&error] startAtTime:0 error:&error];
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NSLog(@"Could not vibrate using haptic engine: %@", error);
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}
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return;
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}
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}
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NSLog(@"Haptic engine is not supported in this version of iOS");
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}
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void iOS::start_haptic_engine() {
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if (@available(iOS 13, *)) {
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if (supports_haptic_engine()) {
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CHHapticEngine *cur_haptic_engine = get_haptic_engine_instance();
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if (cur_haptic_engine) {
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[cur_haptic_engine startWithCompletionHandler:^(NSError *returnedError) {
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if (returnedError) {
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NSLog(@"Could not start haptic engine: %@", returnedError);
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}
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}];
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}
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return;
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}
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}
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NSLog(@"Haptic engine is not supported in this version of iOS");
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}
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void iOS::stop_haptic_engine() {
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if (@available(iOS 13, *)) {
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if (supports_haptic_engine()) {
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CHHapticEngine *cur_haptic_engine = get_haptic_engine_instance();
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if (cur_haptic_engine) {
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[cur_haptic_engine stopWithCompletionHandler:^(NSError *returnedError) {
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if (returnedError) {
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NSLog(@"Could not stop haptic engine: %@", returnedError);
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}
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}];
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}
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return;
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}
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}
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NSLog(@"Haptic engine is not supported in this version of iOS");
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}
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void iOS::alert(const char *p_alert, const char *p_title) {
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NSString *title = [NSString stringWithUTF8String:p_title];
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NSString *message = [NSString stringWithUTF8String:p_alert];
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UIAlertController *alert = [UIAlertController alertControllerWithTitle:title message:message preferredStyle:UIAlertControllerStyleAlert];
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UIAlertAction *button = [UIAlertAction actionWithTitle:@"OK"
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style:UIAlertActionStyleCancel
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handler:^(id){
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}];
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[alert addAction:button];
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[AppDelegate.viewController presentViewController:alert animated:YES completion:nil];
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}
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String iOS::get_model() const {
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// [[UIDevice currentDevice] model] only returns "iPad" or "iPhone".
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size_t size;
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sysctlbyname("hw.machine", nullptr, &size, nullptr, 0);
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char *model = (char *)malloc(size);
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if (model == nullptr) {
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return "";
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}
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sysctlbyname("hw.machine", model, &size, nullptr, 0);
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NSString *platform = [NSString stringWithCString:model encoding:NSUTF8StringEncoding];
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free(model);
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const char *str = [platform UTF8String];
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return String::utf8(str != nullptr ? str : "");
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}
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String iOS::get_rate_url(int p_app_id) const {
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String app_url_path = "itms-apps://itunes.apple.com/app/idAPP_ID";
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String ret = app_url_path.replace("APP_ID", String::num(p_app_id));
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print_verbose(vformat("Returning rate url %s", ret));
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return ret;
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}
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iOS::iOS() {}
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