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1d9a3a9b1c
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
126 lines
4.8 KiB
C++
126 lines
4.8 KiB
C++
/*************************************************************************/
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/* gl_view.h */
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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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 <AVFoundation/AVFoundation.h>
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#import <MediaPlayer/MediaPlayer.h>
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#import <OpenGLES/EAGL.h>
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#import <OpenGLES/ES1/gl.h>
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#import <OpenGLES/ES1/glext.h>
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#import <UIKit/UIKit.h>
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@protocol GLViewDelegate;
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@interface GLView : UIView <UIKeyInput> {
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@private
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// The pixel dimensions of the backbuffer
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GLint backingWidth;
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GLint backingHeight;
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EAGLContext *context;
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// OpenGL names for the renderbuffer and framebuffers used to render to this view
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GLuint viewRenderbuffer, viewFramebuffer;
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// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
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GLuint depthRenderbuffer;
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BOOL useCADisplayLink;
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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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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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NSTimer *animationTimer;
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NSTimeInterval animationInterval;
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// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
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id<GLViewDelegate> delegate;
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// Flag to denote that the -setupView method of a delegate has been called.
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// Resets to NO whenever the delegate changes.
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BOOL delegateSetup;
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BOOL active;
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float screen_scale;
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}
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@property(nonatomic, assign) id<GLViewDelegate> delegate;
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// AVPlayer-related properties
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@property(strong, nonatomic) AVAsset *avAsset;
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@property(strong, nonatomic) AVPlayerItem *avPlayerItem;
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@property(strong, nonatomic) AVPlayer *avPlayer;
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@property(strong, nonatomic) AVPlayerLayer *avPlayerLayer;
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// Old videoplayer properties
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@property(strong, nonatomic) MPMoviePlayerController *moviePlayerController;
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@property(strong, nonatomic) UIWindow *backgroundWindow;
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@property(nonatomic) UITextAutocorrectionType autocorrectionType;
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- (void)startAnimation;
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- (void)stopAnimation;
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- (void)drawView;
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- (BOOL)canBecomeFirstResponder;
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- (void)open_keyboard;
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- (void)hide_keyboard;
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- (void)deleteBackward;
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- (BOOL)hasText;
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- (void)insertText:(NSString *)p_text;
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- (id)initGLES;
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- (BOOL)createFramebuffer;
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- (void)destroyFramebuffer;
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- (void)audioRouteChangeListenerCallback:(NSNotification *)notification;
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- (void)keyboardOnScreen:(NSNotification *)notification;
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- (void)keyboardHidden:(NSNotification *)notification;
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@property NSTimeInterval animationInterval;
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@property(nonatomic, assign) BOOL useCADisplayLink;
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@end
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@protocol GLViewDelegate <NSObject>
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@required
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// Draw with OpenGL ES
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- (void)drawView:(GLView *)view;
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@optional
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// Called whenever you need to do some initialization before rendering.
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- (void)setupView:(GLView *)view;
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@end
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