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UnityAppController.mm
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#import "UnityAppController.h"
#import "UnityAppController+ViewHandling.h"
#import "UnityAppController+Rendering.h"
#import "iPhone_Sensors.h"
#import <CoreGraphics/CoreGraphics.h>
#import <QuartzCore/QuartzCore.h>
#import <QuartzCore/CADisplayLink.h>
#import <Availability.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/EAGLDrawable.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#include <mach/mach_time.h>
// MSAA_DEFAULT_SAMPLE_COUNT was moved to iPhone_GlesSupport.h
// ENABLE_INTERNAL_PROFILER and related defines were moved to iPhone_Profiler.h
// kFPS define for removed: you can use Application.targetFrameRate (30 fps by default)
// DisplayLink is the only run loop mode now - all others were removed
#include "CrashReporter.h"
#include "UI/OrientationSupport.h"
#include "UI/UnityView.h"
#include "UI/Keyboard.h"
#include "UI/SplashScreen.h"
#include "Unity/InternalProfiler.h"
#include "Unity/DisplayManager.h"
#include "Unity/EAGLContextHelper.h"
#include "Unity/GlesHelper.h"
#include "PluginBase/AppDelegateListener.h"
#import "OnDemandManager.h"
bool _ios42orNewer = false;
bool _ios43orNewer = false;
bool _ios50orNewer = false;
bool _ios60orNewer = false;
bool _ios70orNewer = false;
bool _ios80orNewer = false;
bool _ios81orNewer = false;
bool _ios82orNewer = false;
bool _ios90orNewer = false;
bool _ios91orNewer = false;
// was unity rendering already inited: we should not touch rendering while this is false
bool _renderingInited = false;
// was unity inited: we should not touch unity api while this is false
bool _unityAppReady = false;
// see if there's a need to do internal player pause/resume handling
//
// Typically the trampoline code should manage this internally, but
// there are use cases, videoplayer, plugin code, etc where the player
// is paused before the internal handling comes relevant. Avoid
// overriding externally managed player pause/resume handling by
// caching the state
bool _wasPausedExternal = false;
// should we skip present on next draw: used in corner cases (like rotation) to fill both draw-buffers with some content
bool _skipPresent = false;
// was app "resigned active": some operations do not make sense while app is in background
bool _didResignActive = false;
// was startUnity scheduled: used to make startup robust in case of locking device
static bool _startUnityScheduled = false;
bool _supportsMSAA = false;
@implementation UnityAppController
@synthesize unityView = _unityView;
@synthesize unityDisplayLink = _unityDisplayLink;
@synthesize rootView = _rootView;
@synthesize rootViewController = _rootController;
@synthesize mainDisplay = _mainDisplay;
@synthesize renderDelegate = _renderDelegate;
@synthesize quitHandler = _quitHandler;
#if !UNITY_TVOS
@synthesize interfaceOrientation = _curOrientation;
#endif
- (id)init
{
if( (self = [super init]) )
{
// due to clang issues with generating warning for overriding deprecated methods
// we will simply assert if deprecated methods are present
// NB: methods table is initied at load (before this call), so it is ok to check for override
NSAssert(![self respondsToSelector:@selector(createUnityViewImpl)],
@"createUnityViewImpl is deprecated and will not be called. Override createUnityView"
);
NSAssert(![self respondsToSelector:@selector(createViewHierarchyImpl)],
@"createViewHierarchyImpl is deprecated and will not be called. Override willStartWithViewController"
);
NSAssert(![self respondsToSelector:@selector(createViewHierarchy)],
@"createViewHierarchy is deprecated and will not be implemented. Use createUI"
);
}
return self;
}
- (void)setWindow:(id)object {}
- (UIWindow*)window { return _window; }
- (void)shouldAttachRenderDelegate {}
- (void)preStartUnity {}
- (void)startUnity:(UIApplication*)application
{
NSAssert(_unityAppReady == NO, @"[UnityAppController startUnity:] called after Unity has been initialized");
UnityInitApplicationGraphics();
// we make sure that first level gets correct display list and orientation
[[DisplayManager Instance] updateDisplayListInUnity];
UnityLoadApplication();
Profiler_InitProfiler();
[self showGameUI];
[self createDisplayLink];
UnitySetPlayerFocus(1);
}
extern "C" void UnityRequestQuit()
{
_didResignActive = true;
if (GetAppController().quitHandler)
GetAppController().quitHandler();
else
exit(0);
}
#if !UNITY_TVOS
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
{
// UIInterfaceOrientationMaskAll
// it is the safest way of doing it:
// - GameCenter and some other services might have portrait-only variant
// and will throw exception if portrait is not supported here
// - When you change allowed orientations if you end up forbidding current one
// exception will be thrown
// Anyway this is intersected with values provided from UIViewController, so we are good
return (1 << UIInterfaceOrientationPortrait) | (1 << UIInterfaceOrientationPortraitUpsideDown)
| (1 << UIInterfaceOrientationLandscapeRight) | (1 << UIInterfaceOrientationLandscapeLeft);
}
#endif
#if !UNITY_TVOS
- (void)application:(UIApplication*)application didReceiveLocalNotification:(UILocalNotification*)notification
{
AppController_SendNotificationWithArg(kUnityDidReceiveLocalNotification, notification);
UnitySendLocalNotification(notification);
}
#endif
- (void)application:(UIApplication*)application didReceiveRemoteNotification:(NSDictionary*)userInfo
{
AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
UnitySendRemoteNotification(userInfo);
}
- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
{
AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
UnitySendDeviceToken(deviceToken);
}
#if !UNITY_TVOS
- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:(void (^)(UIBackgroundFetchResult result))handler
{
AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
UnitySendRemoteNotification(userInfo);
if (handler)
{
handler(UIBackgroundFetchResultNoData);
}
}
#endif
- (void)application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error
{
AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error);
UnitySendRemoteNotificationError(error);
}
- (BOOL)application:(UIApplication*)application openURL:(NSURL*)url sourceApplication:(NSString*)sourceApplication annotation:(id)annotation
{
NSMutableArray* keys = [NSMutableArray arrayWithCapacity:3];
NSMutableArray* values = [NSMutableArray arrayWithCapacity:3];
#define ADD_ITEM(item) do{ if(item) {[keys addObject:@#item]; [values addObject:item];} }while(0)
ADD_ITEM(url);
ADD_ITEM(sourceApplication);
ADD_ITEM(annotation);
#undef ADD_ITEM
NSDictionary* notifData = [NSDictionary dictionaryWithObjects:values forKeys:keys];
AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
return YES;
}
-(BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
_startUnityScheduled = YES;
[OnDemandManager startWithCompletionHandler:^{
_startUnityScheduled = NO;
[self application:application didInitializeWithOptions:launchOptions];
[self performSelector:@selector(startUnity:) withObject:application afterDelay:0];
}];
return YES;
}
- (BOOL)application:(UIApplication*)application didInitializeWithOptions:(NSDictionary*)launchOptions
{
::printf("-> applicationDidFinishLaunching()\n");
// send notfications
#if !UNITY_TVOS
if(UILocalNotification* notification = [launchOptions objectForKey:UIApplicationLaunchOptionsLocalNotificationKey])
UnitySendLocalNotification(notification);
if(NSDictionary* notification = [launchOptions objectForKey:UIApplicationLaunchOptionsRemoteNotificationKey])
UnitySendRemoteNotification(notification);
if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
#endif
#if TARGET_OS_IOS
NSString* documentsPath = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0];
#elif TARGET_OS_TV
NSString* documentsPath = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES) lastObject];
#endif
UnityInitApplicationNoGraphics([documentsPath UTF8String]);
[self selectRenderingAPI];
[UnityRenderingView InitializeForAPI:self.renderingAPI];
_window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
_unityView = [self createUnityView];
[DisplayManager Initialize];
_mainDisplay = [DisplayManager Instance].mainDisplay;
[_mainDisplay createWithWindow:_window andView:_unityView];
[self createUI];
[self preStartUnity];
// if you wont use keyboard you may comment it out at save some memory
[KeyboardDelegate Initialize];
return YES;
}
- (void)applicationDidEnterBackground:(UIApplication*)application
{
::printf("-> applicationDidEnterBackground()\n");
}
- (void)applicationWillEnterForeground:(UIApplication*)application
{
::printf("-> applicationWillEnterForeground()\n");
// applicationWillEnterForeground: might sometimes arrive *before* actually initing unity (e.g. locking on startup)
if(_unityAppReady)
{
// if we were showing video before going to background - the view size may be changed while we are in background
[GetAppController().unityView recreateGLESSurfaceIfNeeded];
}
}
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
[self removeSnapshotView];
if(_unityAppReady)
{
if(UnityIsPaused() && _wasPausedExternal == false)
{
UnityWillResume();
UnityPause(0);
}
UnitySetPlayerFocus(1);
}
else if(!_startUnityScheduled)
{
_startUnityScheduled = true;
[self performSelector:@selector(startUnity:) withObject:application afterDelay:0];
}
_didResignActive = false;
}
- (void)removeSnapshotView
{
[_snapshotView removeFromSuperview];
_snapshotView = nil;
}
- (void)applicationWillResignActive:(UIApplication*)application
{
::printf("-> applicationWillResignActive()\n");
if(_unityAppReady)
{
UnitySetPlayerFocus(0);
_wasPausedExternal = UnityIsPaused();
if (_wasPausedExternal == false)
{
// do pause unity only if we dont need special background processing
// otherwise batched player loop can be called to run user scripts
int bgBehavior = UnityGetAppBackgroundBehavior();
if(bgBehavior == appbgSuspend || bgBehavior == appbgExit)
{
// Force player to do one more frame, so scripts get a chance to render custom screen for minimized app in task manager.
// NB: UnityWillPause will schedule OnApplicationPause message, which will be sent normally inside repaint (unity player loop)
// NB: We will actually pause after the loop (when calling UnityPause).
UnityWillPause();
[self repaint];
UnityPause(1);
// this is done on the next frame so that
// in the case where unity is paused while going
// into the background and an input is deactivated
// we don't mess with the view hierarchy while taking
// a view snapshot (case 760747).
dispatch_async(dispatch_get_main_queue(), ^{
if (_didResignActive)
{
[self removeSnapshotView];
_snapshotView = [self createSnapshotView];
if(_snapshotView)
[_rootView addSubview:_snapshotView];
}
});
}
}
}
_didResignActive = true;
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
{
::printf("WARNING -> applicationDidReceiveMemoryWarning()\n");
}
- (void)applicationWillTerminate:(UIApplication*)application
{
::printf("-> applicationWillTerminate()\n");
Profiler_UninitProfiler();
UnityCleanup();
extern void SensorsCleanup();
SensorsCleanup();
}
@end
void AppController_SendNotification(NSString* name)
{
[[NSNotificationCenter defaultCenter] postNotificationName:name object:GetAppController()];
}
void AppController_SendNotificationWithArg(NSString* name, id arg)
{
[[NSNotificationCenter defaultCenter] postNotificationName:name object:GetAppController() userInfo:arg];
}
void AppController_SendUnityViewControllerNotification(NSString* name)
{
[[NSNotificationCenter defaultCenter] postNotificationName:name object:UnityGetGLViewController()];
}
extern "C" UIWindow* UnityGetMainWindow() { return GetAppController().mainDisplay.window; }
extern "C" UIViewController* UnityGetGLViewController() { return GetAppController().rootViewController; }
extern "C" UIView* UnityGetGLView() { return GetAppController().unityView; }
extern "C" ScreenOrientation UnityCurrentOrientation() { return GetAppController().unityView.contentOrientation; }
bool LogToNSLogHandler(LogType logType, const char* log, va_list list)
{
NSLogv([NSString stringWithUTF8String:log], list);
return true;
}
void UnityInitTrampoline()
{
#if ENABLE_CRASH_REPORT_SUBMISSION
SubmitCrashReportsAsync();
#endif
InitCrashHandling();
NSString* version = [[UIDevice currentDevice] systemVersion];
// keep native plugin developers happy and keep old bools around
_ios42orNewer = true;
_ios43orNewer = true;
_ios50orNewer = true;
_ios60orNewer = true;
_ios70orNewer = [version compare: @"7.0" options: NSNumericSearch] != NSOrderedAscending;
_ios80orNewer = [version compare: @"8.0" options: NSNumericSearch] != NSOrderedAscending;
_ios81orNewer = [version compare: @"8.1" options: NSNumericSearch] != NSOrderedAscending;
_ios82orNewer = [version compare: @"8.2" options: NSNumericSearch] != NSOrderedAscending;
_ios90orNewer = [version compare: @"9.0" options: NSNumericSearch] != NSOrderedAscending;
_ios91orNewer = [version compare: @"9.1" options: NSNumericSearch] != NSOrderedAscending;
// Try writing to console and if it fails switch to NSLog logging
::fprintf(stdout, "\n");
if(::ftell(stdout) < 0)
UnitySetLogEntryHandler(LogToNSLogHandler);
}