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- #pragma once
- #import <QuartzCore/CADisplayLink.h>
- #include "PluginBase/RenderPluginDelegate.h"
- @class UnityView;
- @class UnityViewControllerBase;
- @class DisplayConnection;
- @interface UnityAppController : NSObject<UIApplicationDelegate>
- {
- UnityView* _unityView;
- CADisplayLink* _displayLink;
- UIWindow* _window;
- UIView* _rootView;
- UIViewController* _rootController;
- UIView* _snapshotView;
- DisplayConnection* _mainDisplay;
- // We will cache view controllers used for fixed orientation (indexed by UIInterfaceOrientation).
- // Default view contoller goes to index 0. The default view controller is
- // used when autorotation is enabled.
- //
- // There's no way to force iOS to change orientation when autorotation is enabled and
- // the current orientation is disabled. [UIViewController attemptRotationToDeviceOrientation]
- // is insufficient to force iOS to change orientation in this circumstance.
- //
- // To work around this there's an additional view controller. We switch to it when the
- // autorotating view controller is used and we detect that the current orientation has been
- // disabled. The controller is swapped with _viewControllerForOrientation[0] immediately,
- // so _secondaryAutorotatingViewController is never the actual active controller and can be
- // ignored for most purposes.
- #if UNITY_SUPPORT_ROTATION
- UIViewController* _viewControllerForOrientation[5];
- UIInterfaceOrientation _curOrientation;
- UIViewController* _secondaryAutorotatingViewController;
- #else
- UIViewController* _viewControllerForOrientation[1];
- #endif
- id<RenderPluginDelegate> _renderDelegate;
- }
- // override it to add your render plugin delegate
- - (void)shouldAttachRenderDelegate;
- // this one is called at the very end of didFinishLaunchingWithOptions:
- // after views have been created but before initing engine itself
- // override it to register plugins, tweak UI etc
- - (void)preStartUnity;
- // this one is called at first applicationDidBecomeActive
- // NB: it will be started with delay 0, so it will run on next run loop iteration
- // this is done to make sure that activity indicator animation starts before blocking loading
- - (void)startUnity:(UIApplication*)application;
- // this is a part of UIApplicationDelegate protocol starting with ios5
- // setter will be generated empty
- @property (retain, nonatomic) UIWindow* window;
- @property (readonly, copy, nonatomic) UnityView* unityView;
- @property (readonly, copy, nonatomic) CADisplayLink* unityDisplayLink;
- @property (readonly, copy, nonatomic) UIView* rootView;
- @property (readonly, copy, nonatomic) UIViewController* rootViewController;
- @property (readonly, copy, nonatomic) DisplayConnection* mainDisplay;
- #if UNITY_SUPPORT_ROTATION
- @property (readonly, nonatomic) UIInterfaceOrientation interfaceOrientation;
- #endif
- @property (nonatomic, retain) id renderDelegate;
- @property (nonatomic, copy) void(^quitHandler)();
- //leon add保活
- @property (nonatomic,assign) UIBackgroundTaskIdentifier bgTask;
- @end
- // accessing app controller
- extern UnityAppController* _UnityAppController;
- inline UnityAppController* GetAppController()
- {
- return _UnityAppController;
- }
- // Put this into mm file with your subclass implementation
- // pass subclass name to define
- #define IMPL_APP_CONTROLLER_SUBCLASS(ClassName) \
- @interface ClassName(OverrideAppDelegate) \
- { \
- } \
- +(void)load; \
- @end \
- @implementation ClassName(OverrideAppDelegate) \
- +(void)load \
- { \
- extern const char* AppControllerClassName; \
- AppControllerClassName = #ClassName; \
- } \
- @end \
- // plugins
- #define APP_CONTROLLER_RENDER_PLUGIN_METHOD(method) \
- do { \
- id<RenderPluginDelegate> delegate = GetAppController().renderDelegate; \
- if([delegate respondsToSelector:@selector(method)]) \
- [delegate method]; \
- } while(0)
- #define APP_CONTROLLER_RENDER_PLUGIN_METHOD_ARG(method, arg) \
- do { \
- id<RenderPluginDelegate> delegate = GetAppController().renderDelegate; \
- if([delegate respondsToSelector:@selector(method:)]) \
- [delegate method:arg]; \
- } while(0)
- // these are simple wrappers about ios api, added for convenience
- void AppController_SendNotification(NSString* name);
- void AppController_SendNotificationWithArg(NSString* name, id arg);
- void AppController_SendUnityViewControllerNotification(NSString* name);
- // in the case when apple adds new api that has easy fallback path for old ios
- // we will add new api methods at runtime on older ios, so we can switch to new api universally
- // in that case we still need actual declaration: we do it here as most convenient place
- #if (PLATFORM_IOS && !UNITY_HAS_IOSSDK_10_0) || (PLATFORM_TVOS && !UNITY_HAS_TVOSSDK_10_0)
- @interface CADisplayLink ()
- @property(nonatomic) NSInteger preferredFramesPerSecond;
- @end
- #endif
- #if (PLATFORM_IOS && !UNITY_HAS_IOSSDK_10_3) || (PLATFORM_TVOS && !UNITY_HAS_TVOSSDK_10_2)
- // The maximumFramesPerSecond API is available in the SDKs since 10.3.
- // However, tvOS SDK has it already in 10.2, but disabled.
- @interface UIScreen ()
- @property (readonly) NSInteger maximumFramesPerSecond;
- @end
- #endif
- #if (PLATFORM_IOS && !UNITY_HAS_IOSSDK_11_0) || (PLATFORM_TVOS && !UNITY_HAS_TVOSSDK_11_0)
- // The safeAreaInsets API is available in the SDKs since 11.0.
- @interface UIView ()
- @property (nonatomic, readonly) UIEdgeInsets safeAreaInsets;
- @end
- #endif
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