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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 "Unity/ObjCRuntime.h"
- #include "PluginBase/AppDelegateListener.h"
- #include <assert.h>
- #include <stdbool.h>
- #include <sys/types.h>
- #include <unistd.h>
- #include <sys/sysctl.h>
- #import "IOSPlatformSDK.h"
- //#import <IOSToUnitySDK/IOSPlatformSDK.h>
- UnityAppController* _UnityAppController = nil;
- // Standard Gesture Recognizers enabled on all iOS apps absorb touches close to the top and bottom of the screen.
- // This sometimes causes an ~1 second delay before the touch is handled when clicking very close to the edge.
- // You should enable this if you want to avoid that delay. Enabling it should not have any effect on default iOS gestures.
- #define DISABLE_TOUCH_DELAYS 1
- // we keep old bools around to support "old" code that might have used them
- bool _ios42orNewer = false, _ios43orNewer = false, _ios50orNewer = false, _ios60orNewer = false, _ios70orNewer = false;
- bool _ios80orNewer = false, _ios81orNewer = false, _ios82orNewer = false, _ios83orNewer = false, _ios90orNewer = false, _ios91orNewer = false;
- bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _ios103orNewer = false;
- bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = 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;
- #if UNITY_SUPPORT_ROTATION
- // Required to enable specific orientation for some presentation controllers: see supportedInterfaceOrientationsForWindow below for details
- NSInteger _forceInterfaceOrientationMask = 0;
- #endif
- @implementation UnityAppController
- @synthesize unityView = _unityView;
- @synthesize unityDisplayLink = _displayLink;
- @synthesize rootView = _rootView;
- @synthesize rootViewController = _rootController;
- @synthesize mainDisplay = _mainDisplay;
- @synthesize renderDelegate = _renderDelegate;
- @synthesize quitHandler = _quitHandler;
- #if UNITY_SUPPORT_ROTATION
- @synthesize interfaceOrientation = _curOrientation;
- #endif
- - (id)init
- {
- if ((self = _UnityAppController = [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 UnityDestroyDisplayLink()
- {
- [GetAppController() destroyDisplayLink];
- }
- extern "C" void UnityRequestQuit()
- {
- _didResignActive = true;
- if (GetAppController().quitHandler)
- GetAppController().quitHandler();
- else
- exit(0);
- }
- #if UNITY_SUPPORT_ROTATION
- - (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
- {
- // No rootViewController is set because we are switching from one view controller to another, all orientations should be enabled
- if ([window rootViewController] == nil)
- return UIInterfaceOrientationMaskAll;
- // Some presentation controllers (e.g. UIImagePickerController) require portrait orientation and will throw exception if it is not supported.
- // At the same time enabling all orientations by returning UIInterfaceOrientationMaskAll might cause unwanted orientation change
- // (e.g. when using UIActivityViewController to "share to" another application, iOS will use supportedInterfaceOrientations to possibly reorient).
- // So to avoid exception we are returning combination of constraints for root view controller and orientation requested by iOS.
- // _forceInterfaceOrientationMask is updated in willChangeStatusBarOrientation, which is called if some presentation controller insists on orientation change.
- return [[window rootViewController] supportedInterfaceOrientations] | _forceInterfaceOrientationMask;
- }
- - (void)application:(UIApplication*)application willChangeStatusBarOrientation:(UIInterfaceOrientation)newStatusBarOrientation duration:(NSTimeInterval)duration
- {
- // Setting orientation mask which is requiested by iOS: see supportedInterfaceOrientationsForWindow above for details
- _forceInterfaceOrientationMask = 1 << newStatusBarOrientation;
- }
- #endif
- #if !PLATFORM_TVOS
- - (void)application:(UIApplication*)application didReceiveLocalNotification:(UILocalNotification*)notification
- {
- AppController_SendNotificationWithArg(kUnityDidReceiveLocalNotification, notification);
- UnitySendLocalNotification(notification);
- }
- #endif
- #if UNITY_USES_REMOTE_NOTIFICATIONS
- - (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 !PLATFORM_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);
- // alas people do not check remote notification error through api (which is clunky, i agree) so log here to have at least some visibility
- ::printf("\nFailed to register for remote notifications:\n%s\n\n", [[error localizedDescription] UTF8String]);
- }
- #endif
- - (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);
-
- [[IOSPlatformSDK sharedInstance]startWithUrl:url];
-
- return YES;
- }
- - (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
- {
- return YES;
- }
- - (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
- {
- ::printf("-> applicationDidFinishLaunching()\n");
- // send notfications
- #if !PLATFORM_TVOS
- if (UILocalNotification* notification = [launchOptions objectForKey: UIApplicationLaunchOptionsLocalNotificationKey])
- UnitySendLocalNotification(notification);
- if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
- [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
- #endif
- UnityInitApplicationNoGraphics([[[NSBundle mainBundle] bundlePath] 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];
- #if !PLATFORM_TVOS && DISABLE_TOUCH_DELAYS
- for (UIGestureRecognizer *g in _window.gestureRecognizers)
- {
- g.delaysTouchesBegan = false;
- }
- #endif
-
- //以下是几种打开App方式
- if(launchOptions[UIApplicationLaunchOptionsRemoteNotificationKey]){
- NSLog(@"打开方式 远程推送打开");
- }else if(launchOptions[UIApplicationLaunchOptionsLocalNotificationKey]){
- NSLog(@"打开方式 本地推送打开");
- }else if(launchOptions[UIApplicationLaunchOptionsUserActivityDictionaryKey]){
- NSLog(@"打开方式 UniversalLinks打开");
- }else if(launchOptions[UIApplicationLaunchOptionsURLKey]){
- //我们需要在此处处理通过 scheme 打开App并截获参数。
- NSURL *url = [launchOptions objectForKey:UIApplicationLaunchOptionsURLKey];
- NSLog(@"打开方式 通过URL打开的 ===== >> %@",url);
- IOSPlatformSDK * sdk = [IOSPlatformSDK sharedInstance];
- [sdk startWithUrl:url];
- }else if (!launchOptions){
- NSLog(@"打开方式 手动点击打开");
- [IOSPlatformSDK sharedInstance];
- }
- 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 recreateRenderingSurfaceIfNeeded];
- }
- }
- - (void)applicationDidBecomeActive:(UIApplication*)application
- {
- ::printf("-> applicationDidBecomeActive()\n");
- [self removeSnapshotView];
- if (_unityAppReady)
- {
- if (UnityIsPaused() && _wasPausedExternal == false)
- {
- UnityWillResume();
- UnityPause(0);
- }
- if (_wasPausedExternal)
- {
- if (UnityIsFullScreenPlaying())
- TryResumeFullScreenVideo();
- }
- UnitySetPlayerFocus(1);
- }
- else if (!_startUnityScheduled)
- {
- _startUnityScheduled = true;
- [self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
- }
- _didResignActive = false;
- }
- - (void)removeSnapshotView
- {
- // do this on the main queue async so that if we try to create one
- // and remove in the same frame, this always happens after in the same queue
- dispatch_async(dispatch_get_main_queue(), ^{
- if (_snapshotView)
- {
- [_snapshotView removeFromSuperview];
- _snapshotView = nil;
- // Make sure that the keyboard input field regains focus after the application becomes active.
- [[KeyboardDelegate Instance] becomeFirstResponder];
- }
- });
- }
- - (void)applicationWillResignActive:(UIApplication*)application
- {
- ::printf("-> applicationWillResignActive()\n");
- if (_unityAppReady)
- {
- UnitySetPlayerFocus(0);
- _wasPausedExternal = UnityIsPaused();
- if (_wasPausedExternal == false)
- {
- // Pause Unity only if we don't need special background processing
- // otherwise batched player loop can be called to run user scripts.
- if (!UnityGetUseCustomAppBackgroundBehavior())
- {
- // 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 we are active again, we don't need to do this anymore
- if (!_didResignActive)
- {
- return;
- }
- _snapshotView = [self createSnapshotView];
- if (_snapshotView)
- [_rootView addSubview: _snapshotView];
- });
- }
- }
- }
- _didResignActive = true;
- }
- - (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
- {
- ::printf("WARNING -> applicationDidReceiveMemoryWarning()\n");
- UnityLowMemory();
- }
- - (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;
- }
- static void AddNewAPIImplIfNeeded();
- // From https://stackoverflow.com/questions/4744826/detecting-if-ios-app-is-run-in-debugger
- static bool isDebuggerAttachedToConsole(void)
- // Returns true if the current process is being debugged (either
- // running under the debugger or has a debugger attached post facto).
- {
- int junk;
- int mib[4];
- struct kinfo_proc info;
- size_t size;
- // Initialize the flags so that, if sysctl fails for some bizarre
- // reason, we get a predictable result.
- info.kp_proc.p_flag = 0;
- // Initialize mib, which tells sysctl the info we want, in this case
- // we're looking for information about a specific process ID.
- mib[0] = CTL_KERN;
- mib[1] = KERN_PROC;
- mib[2] = KERN_PROC_PID;
- mib[3] = getpid();
- // Call sysctl.
- size = sizeof(info);
- junk = sysctl(mib, sizeof(mib) / sizeof(*mib), &info, &size, NULL, 0);
- assert(junk == 0);
- // We're being debugged if the P_TRACED flag is set.
- return ((info.kp_proc.p_flag & P_TRACED) != 0);
- }
- void UnityInitTrampoline()
- {
- #if ENABLE_CRASH_REPORT_SUBMISSION
- SubmitCrashReportsAsync();
- #endif
- InitCrashHandling();
- _ios42orNewer = _ios43orNewer = _ios50orNewer = _ios60orNewer = _ios70orNewer = true;
- NSString* version = [[UIDevice currentDevice] systemVersion];
- #define CHECK_VER(s) [version compare: s options: NSNumericSearch] != NSOrderedAscending
- _ios80orNewer = CHECK_VER(@"8.0"), _ios81orNewer = CHECK_VER(@"8.1"), _ios82orNewer = CHECK_VER(@"8.2"), _ios83orNewer = CHECK_VER(@"8.3");
- _ios90orNewer = CHECK_VER(@"9.0"), _ios91orNewer = CHECK_VER(@"9.1");
- _ios100orNewer = CHECK_VER(@"10.0"), _ios101orNewer = CHECK_VER(@"10.1"), _ios102orNewer = CHECK_VER(@"10.2"), _ios103orNewer = CHECK_VER(@"10.3");
- _ios110orNewer = CHECK_VER(@"11.0"), _ios111orNewer = CHECK_VER(@"11.1"), _ios112orNewer = CHECK_VER(@"11.2");
- #undef CHECK_VER
- AddNewAPIImplIfNeeded();
- #if !TARGET_IPHONE_SIMULATOR
- // Use NSLog logging if a debugger is not attached, otherwise we write to stdout.
- if (!isDebuggerAttachedToConsole())
- UnitySetLogEntryHandler(LogToNSLogHandler);
- #endif
- }
- // sometimes apple adds new api with obvious fallback on older ios.
- // in that case we simply add these functions ourselves to simplify code
- static void AddNewAPIImplIfNeeded()
- {
- if (![[CADisplayLink class] instancesRespondToSelector: @selector(setPreferredFramesPerSecond:)])
- {
- IMP CADisplayLink_setPreferredFramesPerSecond_IMP = imp_implementationWithBlock(^void(id _self, NSInteger fps) {
- typedef void (*SetFrameIntervalFunc)(id, SEL, NSInteger);
- UNITY_OBJC_CALL_ON_SELF(_self, @selector(setFrameInterval:), SetFrameIntervalFunc, (int)(60.0f / fps));
- });
- class_replaceMethod([CADisplayLink class], @selector(setPreferredFramesPerSecond:), CADisplayLink_setPreferredFramesPerSecond_IMP, CADisplayLink_setPreferredFramesPerSecond_Enc);
- }
- if (![[UIScreen class] instancesRespondToSelector: @selector(nativeScale)])
- {
- IMP UIScreen_NativeScale_IMP = imp_implementationWithBlock(^CGFloat(id _self) {
- return ((UIScreen*)_self).scale;
- });
- class_replaceMethod([UIScreen class], @selector(nativeScale), UIScreen_NativeScale_IMP, UIScreen_nativeScale_Enc);
- }
- if (![[UIScreen class] instancesRespondToSelector: @selector(maximumFramesPerSecond)])
- {
- IMP UIScreen_MaximumFramesPerSecond_IMP = imp_implementationWithBlock(^NSInteger(id _self) {
- return 60;
- });
- class_replaceMethod([UIScreen class], @selector(maximumFramesPerSecond), UIScreen_MaximumFramesPerSecond_IMP, UIScreen_maximumFramesPerSecond_Enc);
- }
- if (![[UIView class] instancesRespondToSelector: @selector(safeAreaInsets)])
- {
- IMP UIView_SafeAreaInsets_IMP = imp_implementationWithBlock(^UIEdgeInsets(id _self) {
- return UIEdgeInsetsZero;
- });
- class_replaceMethod([UIView class], @selector(safeAreaInsets), UIView_SafeAreaInsets_IMP, UIView_safeAreaInsets_Enc);
- }
- }
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