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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 🎆
147 lines
6.2 KiB
Plaintext
147 lines
6.2 KiB
Plaintext
/*************************************************************************/
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/* app_delegate.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 "app_delegate.h"
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#include "core/config/project_settings.h"
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#include "drivers/coreaudio/audio_driver_coreaudio.h"
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#import "godot_view.h"
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#include "main/main.h"
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#include "os_iphone.h"
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#import "view_controller.h"
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#import <AVFoundation/AVFoundation.h>
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#import <AudioToolbox/AudioServices.h>
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#define kRenderingFrequency 60
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extern int gargc;
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extern char **gargv;
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extern int iphone_main(int, char **, String);
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extern void iphone_finish();
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@implementation AppDelegate
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static ViewController *mainViewController = nil;
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+ (ViewController *)viewController {
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return mainViewController;
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}
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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// TODO: might be required to make an early return, so app wouldn't crash because of timeout.
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// TODO: logo screen is not displayed while shaders are compiling
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// DummyViewController(Splash/LoadingViewController) -> setup -> GodotViewController
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CGRect windowBounds = [[UIScreen mainScreen] bounds];
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// Create a full-screen window
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self.window = [[UIWindow alloc] initWithFrame:windowBounds];
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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NSString *documentsDirectory = [paths objectAtIndex:0];
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int err = iphone_main(gargc, gargv, String::utf8([documentsDirectory UTF8String]));
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if (err != 0) {
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// bail, things did not go very well for us, should probably output a message on screen with our error code...
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exit(0);
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return NO;
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};
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ViewController *viewController = [[ViewController alloc] init];
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viewController.godotView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
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viewController.godotView.renderingInterval = 1.0 / kRenderingFrequency;
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self.window.rootViewController = viewController;
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// Show the window
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[self.window makeKeyAndVisible];
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(onAudioInterruption:)
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name:AVAudioSessionInterruptionNotification
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object:[AVAudioSession sharedInstance]];
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mainViewController = viewController;
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// prevent to stop music in another background app
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[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
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return YES;
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};
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- (void)onAudioInterruption:(NSNotification *)notification {
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if ([notification.name isEqualToString:AVAudioSessionInterruptionNotification]) {
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if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeBegan]]) {
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NSLog(@"Audio interruption began");
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OSIPhone::get_singleton()->on_focus_out();
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} else if ([[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] isEqualToNumber:[NSNumber numberWithInt:AVAudioSessionInterruptionTypeEnded]]) {
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NSLog(@"Audio interruption ended");
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OSIPhone::get_singleton()->on_focus_in();
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}
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}
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};
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- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
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if (OS::get_singleton()->get_main_loop()) {
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OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
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}
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};
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- (void)applicationWillTerminate:(UIApplication *)application {
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iphone_finish();
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};
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// When application goes to background (e.g. user switches to another app or presses Home),
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// then applicationWillResignActive -> applicationDidEnterBackground are called.
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// When user opens the inactive app again,
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// applicationWillEnterForeground -> applicationDidBecomeActive are called.
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// There are cases when applicationWillResignActive -> applicationDidBecomeActive
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// sequence is called without the app going to background. For example, that happens
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// if you open the app list without switching to another app or open/close the
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// notification panel by swiping from the upper part of the screen.
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- (void)applicationWillResignActive:(UIApplication *)application {
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OSIPhone::get_singleton()->on_focus_out();
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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OSIPhone::get_singleton()->on_focus_in();
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}
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- (void)dealloc {
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self.window = nil;
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}
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@end
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