godot/platform/ios/godot_view_renderer.mm
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
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.
2023-06-08 15:19:19 +02:00

119 lines
4.1 KiB
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/**************************************************************************/
/* godot_view_renderer.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. */
/**************************************************************************/
#import "godot_view_renderer.h"
#import "display_server_ios.h"
#import "os_ios.h"
#include "core/config/project_settings.h"
#include "core/os/keyboard.h"
#include "main/main.h"
#include "servers/audio_server.h"
#import <AudioToolbox/AudioServices.h>
#import <CoreMotion/CoreMotion.h>
#import <GameController/GameController.h>
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
@interface GodotViewRenderer ()
@property(assign, nonatomic) BOOL hasFinishedProjectDataSetup;
@property(assign, nonatomic) BOOL hasStartedMain;
@property(assign, nonatomic) BOOL hasFinishedSetup;
@end
@implementation GodotViewRenderer
- (BOOL)setupView:(UIView *)view {
if (self.hasFinishedSetup) {
return NO;
}
if (!OS::get_singleton()) {
exit(0);
}
if (!self.hasFinishedProjectDataSetup) {
[self setupProjectData];
return YES;
}
if (!self.hasStartedMain) {
self.hasStartedMain = YES;
OS_IOS::get_singleton()->start();
return YES;
}
self.hasFinishedSetup = YES;
return NO;
}
- (void)setupProjectData {
self.hasFinishedProjectDataSetup = YES;
Main::setup2();
// this might be necessary before here
NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
for (NSString *key in dict) {
NSObject *value = [dict objectForKey:key];
String ukey = String::utf8([key UTF8String]);
// we need a NSObject to Variant conversor
if ([value isKindOfClass:[NSString class]]) {
NSString *str = (NSString *)value;
String uval = String::utf8([str UTF8String]);
ProjectSettings::get_singleton()->set("Info.plist/" + ukey, uval);
} else if ([value isKindOfClass:[NSNumber class]]) {
NSNumber *n = (NSNumber *)value;
double dval = [n doubleValue];
ProjectSettings::get_singleton()->set("Info.plist/" + ukey, dval);
}
// do stuff
}
}
- (void)renderOnView:(UIView *)view {
if (!OS_IOS::get_singleton()) {
return;
}
OS_IOS::get_singleton()->iterate();
}
@end