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- /**************************************************************************/
- /* godot_view.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.h"
- #import "display_layer.h"
- #import "display_server_ios.h"
- #import "godot_view_renderer.h"
- #include "core/config/project_settings.h"
- #include "core/os/keyboard.h"
- #include "core/string/ustring.h"
- #import <CoreMotion/CoreMotion.h>
- static const int max_touches = 32;
- static const float earth_gravity = 9.80665;
- @interface GodotView () {
- UITouch *godot_touches[max_touches];
- }
- @property(assign, nonatomic) BOOL isActive;
- // 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
- @property(strong, nonatomic) CADisplayLink *displayLink;
- // An animation timer that, when animation is started, will periodically call -drawView at the given rate.
- // Only used if CADisplayLink is not
- @property(strong, nonatomic) NSTimer *animationTimer;
- @property(strong, nonatomic) CALayer<DisplayLayer> *renderingLayer;
- @property(strong, nonatomic) CMMotionManager *motionManager;
- @end
- @implementation GodotView
- - (CALayer<DisplayLayer> *)initializeRenderingForDriver:(NSString *)driverName {
- if (self.renderingLayer) {
- return self.renderingLayer;
- }
- CALayer<DisplayLayer> *layer;
- if ([driverName isEqualToString:@"vulkan"] || [driverName isEqualToString:@"metal"]) {
- #if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
- if (@available(iOS 13, *)) {
- layer = [GodotMetalLayer layer];
- } else {
- return nil;
- }
- #else
- layer = [GodotMetalLayer layer];
- #endif
- } else if ([driverName isEqualToString:@"opengl3"]) {
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wdeprecated-declarations" // OpenGL is deprecated in iOS 12.0
- layer = [GodotOpenGLLayer layer];
- #pragma clang diagnostic pop
- } else {
- return nil;
- }
- layer.frame = self.bounds;
- layer.contentsScale = self.contentScaleFactor;
- [self.layer addSublayer:layer];
- self.renderingLayer = layer;
- [layer initializeDisplayLayer];
- return self.renderingLayer;
- }
- - (instancetype)initWithCoder:(NSCoder *)coder {
- self = [super initWithCoder:coder];
- if (self) {
- [self godot_commonInit];
- }
- return self;
- }
- - (instancetype)initWithFrame:(CGRect)frame {
- self = [super initWithFrame:frame];
- if (self) {
- [self godot_commonInit];
- }
- return self;
- }
- - (void)dealloc {
- [self stopRendering];
- self.renderer = nil;
- self.delegate = nil;
- if (self.renderingLayer) {
- [self.renderingLayer removeFromSuperlayer];
- self.renderingLayer = nil;
- }
- if (self.motionManager) {
- [self.motionManager stopDeviceMotionUpdates];
- self.motionManager = nil;
- }
- if (self.displayLink) {
- [self.displayLink invalidate];
- self.displayLink = nil;
- }
- if (self.animationTimer) {
- [self.animationTimer invalidate];
- self.animationTimer = nil;
- }
- }
- - (void)godot_commonInit {
- self.contentScaleFactor = [UIScreen mainScreen].scale;
- [self initTouches];
- self.multipleTouchEnabled = YES;
- // Configure and start accelerometer
- if (!self.motionManager) {
- self.motionManager = [[CMMotionManager alloc] init];
- if (self.motionManager.deviceMotionAvailable) {
- self.motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
- [self.motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
- } else {
- self.motionManager = nil;
- }
- }
- }
- - (void)system_theme_changed {
- DisplayServerIOS *ds = (DisplayServerIOS *)DisplayServer::get_singleton();
- if (ds) {
- ds->emit_system_theme_changed();
- }
- }
- - (void)traitCollectionDidChange:(UITraitCollection *)previousTraitCollection {
- if (@available(iOS 13.0, *)) {
- [super traitCollectionDidChange:previousTraitCollection];
- if ([UITraitCollection currentTraitCollection].userInterfaceStyle != previousTraitCollection.userInterfaceStyle) {
- [self system_theme_changed];
- }
- }
- }
- - (void)stopRendering {
- if (!self.isActive) {
- return;
- }
- self.isActive = NO;
- print_verbose("Stop animation!");
- if (self.useCADisplayLink) {
- [self.displayLink invalidate];
- self.displayLink = nil;
- } else {
- [self.animationTimer invalidate];
- self.animationTimer = nil;
- }
- [self clearTouches];
- }
- - (void)startRendering {
- if (self.isActive) {
- return;
- }
- self.isActive = YES;
- print_verbose("Start animation!");
- if (self.useCADisplayLink) {
- self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
- if (GLOBAL_GET("display/window/ios/allow_high_refresh_rate")) {
- self.displayLink.preferredFramesPerSecond = 120;
- } else {
- self.displayLink.preferredFramesPerSecond = 60;
- }
- // Setup DisplayLink in main thread
- [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
- } else {
- self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60) target:self selector:@selector(drawView) userInfo:nil repeats:YES];
- }
- }
- - (void)drawView {
- if (!self.isActive) {
- print_verbose("Draw view not active!");
- return;
- }
- if (self.useCADisplayLink) {
- // Pause the CADisplayLink to avoid recursion
- [self.displayLink setPaused:YES];
- // Process all input events
- while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, TRUE) == kCFRunLoopRunHandledSource) {
- // Continue.
- }
- // We are good to go, resume the CADisplayLink
- [self.displayLink setPaused:NO];
- }
- [self.renderingLayer startRenderDisplayLayer];
- if (!self.renderer) {
- return;
- }
- if ([self.renderer setupView:self]) {
- return;
- }
- if (self.delegate) {
- BOOL delegateFinishedSetup = [self.delegate godotViewFinishedSetup:self];
- if (!delegateFinishedSetup) {
- return;
- }
- }
- [self handleMotion];
- [self.renderer renderOnView:self];
- [self.renderingLayer stopRenderDisplayLayer];
- }
- - (BOOL)canRender {
- if (self.useCADisplayLink) {
- return self.displayLink != nil;
- } else {
- return self.animationTimer != nil;
- }
- }
- - (void)setRenderingInterval:(NSTimeInterval)renderingInterval {
- _renderingInterval = renderingInterval;
- if (self.canRender) {
- [self stopRendering];
- [self startRendering];
- }
- }
- - (void)layoutSubviews {
- if (self.renderingLayer) {
- self.renderingLayer.frame = self.bounds;
- [self.renderingLayer layoutDisplayLayer];
- if (DisplayServerIOS::get_singleton()) {
- DisplayServerIOS::get_singleton()->resize_window(self.bounds.size);
- }
- }
- [super layoutSubviews];
- }
- // MARK: - Input
- // MARK: Touches
- - (void)initTouches {
- for (int i = 0; i < max_touches; i++) {
- godot_touches[i] = nullptr;
- }
- }
- - (int)getTouchIDForTouch:(UITouch *)p_touch {
- int first = -1;
- for (int i = 0; i < max_touches; i++) {
- if (first == -1 && godot_touches[i] == nullptr) {
- first = i;
- continue;
- }
- if (godot_touches[i] == p_touch) {
- return i;
- }
- }
- if (first != -1) {
- godot_touches[first] = p_touch;
- return first;
- }
- return -1;
- }
- - (int)removeTouch:(UITouch *)p_touch {
- int remaining = 0;
- for (int i = 0; i < max_touches; i++) {
- if (godot_touches[i] == nullptr) {
- continue;
- }
- if (godot_touches[i] == p_touch) {
- godot_touches[i] = nullptr;
- } else {
- ++remaining;
- }
- }
- return remaining;
- }
- - (void)clearTouches {
- for (int i = 0; i < max_touches; i++) {
- godot_touches[i] = nullptr;
- }
- }
- - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
- for (UITouch *touch in touches) {
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- CGPoint touchPoint = [touch locationInView:self];
- DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
- }
- }
- - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
- for (UITouch *touch in touches) {
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- CGPoint touchPoint = [touch locationInView:self];
- CGPoint prev_point = [touch previousLocationInView:self];
- CGFloat alt = [touch altitudeAngle];
- CGVector azim = [touch azimuthUnitVectorInView:self];
- DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
- }
- }
- - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
- for (UITouch *touch in touches) {
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- [self removeTouch:touch];
- CGPoint touchPoint = [touch locationInView:self];
- DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
- }
- }
- - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
- for (UITouch *touch in touches) {
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- DisplayServerIOS::get_singleton()->touches_canceled(tid);
- }
- [self clearTouches];
- }
- // MARK: Motion
- - (void)handleMotion {
- if (!self.motionManager) {
- return;
- }
- // Just using polling approach for now, we can set this up so it sends
- // data to us in intervals, might be better. See Apple reference pages
- // for more details:
- // https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
- // Apple splits our accelerometer date into a gravity and user movement
- // component. We add them back together.
- CMAcceleration gravity = self.motionManager.deviceMotion.gravity;
- CMAcceleration acceleration = self.motionManager.deviceMotion.userAcceleration;
- // To be consistent with Android we convert the unit of measurement from g (Earth's gravity)
- // to m/s^2.
- gravity.x *= earth_gravity;
- gravity.y *= earth_gravity;
- gravity.z *= earth_gravity;
- acceleration.x *= earth_gravity;
- acceleration.y *= earth_gravity;
- acceleration.z *= earth_gravity;
- ///@TODO We don't seem to be getting data here, is my device broken or
- /// is this code incorrect?
- CMMagneticField magnetic = self.motionManager.deviceMotion.magneticField.field;
- ///@TODO we can access rotationRate as a CMRotationRate variable
- ///(processed date) or CMGyroData (raw data), have to see what works
- /// best
- CMRotationRate rotation = self.motionManager.deviceMotion.rotationRate;
- // Adjust for screen orientation.
- // [[UIDevice currentDevice] orientation] changes even if we've fixed
- // our orientation which is not a good thing when you're trying to get
- // your user to move the screen in all directions and want consistent
- // output
- ///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
- /// is a bit of a hack. Godot obviously knows the orientation so maybe
- /// we
- // can use that instead? (note that left and right seem swapped)
- UIInterfaceOrientation interfaceOrientation = UIInterfaceOrientationUnknown;
- #if __IPHONE_OS_VERSION_MAX_ALLOWED < 140000
- interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
- #else
- if (@available(iOS 13, *)) {
- interfaceOrientation = [UIApplication sharedApplication].delegate.window.windowScene.interfaceOrientation;
- #if !defined(TARGET_OS_SIMULATOR) || !TARGET_OS_SIMULATOR
- } else {
- interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
- #endif
- }
- #endif
- switch (interfaceOrientation) {
- case UIInterfaceOrientationLandscapeLeft: {
- DisplayServerIOS::get_singleton()->update_gravity(Vector3(gravity.x, gravity.y, gravity.z).rotated(Vector3(0, 0, 1), -Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_accelerometer(Vector3(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z).rotated(Vector3(0, 0, 1), -Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_magnetometer(Vector3(magnetic.x, magnetic.y, magnetic.z).rotated(Vector3(0, 0, 1), -Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_gyroscope(Vector3(rotation.x, rotation.y, rotation.z).rotated(Vector3(0, 0, 1), -Math_PI * 0.5));
- } break;
- case UIInterfaceOrientationLandscapeRight: {
- DisplayServerIOS::get_singleton()->update_gravity(Vector3(gravity.x, gravity.y, gravity.z).rotated(Vector3(0, 0, 1), Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_accelerometer(Vector3(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z).rotated(Vector3(0, 0, 1), Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_magnetometer(Vector3(magnetic.x, magnetic.y, magnetic.z).rotated(Vector3(0, 0, 1), Math_PI * 0.5));
- DisplayServerIOS::get_singleton()->update_gyroscope(Vector3(rotation.x, rotation.y, rotation.z).rotated(Vector3(0, 0, 1), Math_PI * 0.5));
- } break;
- case UIInterfaceOrientationPortraitUpsideDown: {
- DisplayServerIOS::get_singleton()->update_gravity(Vector3(gravity.x, gravity.y, gravity.z).rotated(Vector3(0, 0, 1), Math_PI));
- DisplayServerIOS::get_singleton()->update_accelerometer(Vector3(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z).rotated(Vector3(0, 0, 1), Math_PI));
- DisplayServerIOS::get_singleton()->update_magnetometer(Vector3(magnetic.x, magnetic.y, magnetic.z).rotated(Vector3(0, 0, 1), Math_PI));
- DisplayServerIOS::get_singleton()->update_gyroscope(Vector3(rotation.x, rotation.y, rotation.z).rotated(Vector3(0, 0, 1), Math_PI));
- } break;
- default: { // assume portrait
- DisplayServerIOS::get_singleton()->update_gravity(Vector3(gravity.x, gravity.y, gravity.z));
- DisplayServerIOS::get_singleton()->update_accelerometer(Vector3(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z));
- DisplayServerIOS::get_singleton()->update_magnetometer(Vector3(magnetic.x, magnetic.y, magnetic.z));
- DisplayServerIOS::get_singleton()->update_gyroscope(Vector3(rotation.x, rotation.y, rotation.z));
- } break;
- }
- }
- @end
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