711 lines
26 KiB
Plaintext
711 lines
26 KiB
Plaintext
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#import "UnityAppController.h"
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#import "UnityAppController+ViewHandling.h"
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#import "UnityAppController+Rendering.h"
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#import "iPhone_Sensors.h"
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#import <CoreGraphics/CoreGraphics.h>
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#import <QuartzCore/QuartzCore.h>
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#import <QuartzCore/CADisplayLink.h>
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#import <Availability.h>
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#import <AVFoundation/AVFoundation.h>
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#include <mach/mach_time.h>
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// MSAA_DEFAULT_SAMPLE_COUNT was removed
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// ENABLE_INTERNAL_PROFILER and related defines were moved to iPhone_Profiler.h
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// kFPS define for removed: you can use Application.targetFrameRate (30 fps by default)
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// DisplayLink is the only run loop mode now - all others were removed
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#include "CrashReporter.h"
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#include "UI/OrientationSupport.h"
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#include "UI/UnityView.h"
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#include "UI/Keyboard.h"
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#include "UI/SplashScreen.h"
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#include "Unity/InternalProfiler.h"
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#include "Unity/DisplayManager.h"
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#include "Unity/ObjCRuntime.h"
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#include "PluginBase/AppDelegateListener.h"
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#include <assert.h>
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#include <stdbool.h>
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#include <sys/types.h>
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#include <unistd.h>
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#include <sys/sysctl.h>
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// we assume that app delegate is never changed and we can cache it, instead of re-query UIApplication every time
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UnityAppController* _UnityAppController = nil;
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UnityAppController* GetAppController()
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{
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return _UnityAppController;
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}
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// we keep old bools around to support "old" code that might have used them
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bool _ios81orNewer = false, _ios82orNewer = false, _ios83orNewer = false, _ios90orNewer = false, _ios91orNewer = false;
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bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _ios103orNewer = false;
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bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = false;
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bool _ios130orNewer = false, _ios140orNewer = false;
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// was unity rendering already inited: we should not touch rendering while this is false
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bool _renderingInited = false;
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// was unity inited: we should not touch unity api while this is false
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bool _unityAppReady = false;
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// see if there's a need to do internal player pause/resume handling
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//
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// Typically the trampoline code should manage this internally, but
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// there are use cases, videoplayer, plugin code, etc where the player
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// is paused before the internal handling comes relevant. Avoid
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// overriding externally managed player pause/resume handling by
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// caching the state
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bool _wasPausedExternal = false;
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// should we skip present on next draw: used in corner cases (like rotation) to fill both draw-buffers with some content
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bool _skipPresent = false;
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// was app "resigned active": some operations do not make sense while app is in background
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bool _didResignActive = false;
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// was startUnity scheduled: used to make startup robust in case of locking device
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static bool _startUnityScheduled = false;
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#if UNITY_SUPPORT_ROTATION
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// Required to enable specific orientation for some presentation controllers: see supportedInterfaceOrientationsForWindow below for details
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NSInteger _forceInterfaceOrientationMask = 0;
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#endif
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@implementation UnityAppController
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@synthesize unityView = _unityView;
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@synthesize unityDisplayLink = _displayLink;
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@synthesize rootView = _rootView;
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@synthesize rootViewController = _rootController;
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@synthesize mainDisplay = _mainDisplay;
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@synthesize renderDelegate = _renderDelegate;
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@synthesize quitHandler = _quitHandler;
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#if UNITY_SUPPORT_ROTATION
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@synthesize interfaceOrientation = _curOrientation;
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#endif
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- (id)init
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{
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if ((self = _UnityAppController = [super init]))
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{
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// due to clang issues with generating warning for overriding deprecated methods
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// we will simply assert if deprecated methods are present
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// NB: methods table is initied at load (before this call), so it is ok to check for override
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NSAssert(![self respondsToSelector: @selector(createUnityViewImpl)],
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@"createUnityViewImpl is deprecated and will not be called. Override createUnityView"
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);
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NSAssert(![self respondsToSelector: @selector(createViewHierarchyImpl)],
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@"createViewHierarchyImpl is deprecated and will not be called. Override willStartWithViewController"
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);
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NSAssert(![self respondsToSelector: @selector(createViewHierarchy)],
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@"createViewHierarchy is deprecated and will not be implemented. Use createUI"
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);
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}
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return self;
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}
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- (void)setWindow:(id)object {}
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- (UIWindow*)window { return _window; }
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- (void)shouldAttachRenderDelegate {}
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- (void)preStartUnity {}
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- (void)startUnity:(UIApplication*)application
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{
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NSAssert(_unityAppReady == NO, @"[UnityAppController startUnity:] called after Unity has been initialized");
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UnityInitApplicationGraphics();
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// we make sure that first level gets correct display list and orientation
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[[DisplayManager Instance] updateDisplayListCacheInUnity];
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UnityLoadApplication();
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Profiler_InitProfiler();
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[self showGameUI];
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[self createDisplayLink];
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UnitySetPlayerFocus(1);
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AVAudioSession* audioSession = [AVAudioSession sharedInstance];
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// If Unity audio is disabled, we set the category to ambient to make sure we don't mute other app's audio. We set the audio session
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// to active so we can get outputVolume callbacks. If Unity audio is enabled, FMOD should have already handled all of this AVAudioSession init.
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if (!UnityIsAudioManagerAvailableAndEnabled())
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{
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[audioSession setCategory: AVAudioSessionCategoryAmbient error: nil];
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[audioSession setActive: YES error: nil];
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}
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[audioSession addObserver: self forKeyPath: @"outputVolume" options: 0 context: nil];
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UnityUpdateMuteState([audioSession outputVolume] < 0.01f ? 1 : 0);
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#if UNITY_REPLAY_KIT_AVAILABLE
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void InitUnityReplayKit(); // Classes/Unity/UnityReplayKit.mm
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InitUnityReplayKit();
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#endif
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}
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extern "C" void UnityDestroyDisplayLink()
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{
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[GetAppController() destroyDisplayLink];
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}
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extern "C" void UnityRequestQuit()
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{
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_didResignActive = true;
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if (GetAppController().quitHandler)
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GetAppController().quitHandler();
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else
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exit(0);
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}
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extern void SensorsCleanup();
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extern "C" void UnityCleanupTrampoline()
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{
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// Unity view and viewController will not necessary be destroyed right after this function execution.
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// We need to ensure that these objects will not receive any callbacks from system during that time.
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[_UnityAppController window].rootViewController = nil;
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[[_UnityAppController unityView] removeFromSuperview];
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// Prevent multiple cleanups
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if (_UnityAppController == nil)
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return;
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[KeyboardDelegate Destroy];
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SensorsCleanup();
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Profiler_UninitProfiler();
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[DisplayManager Destroy];
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UnityDestroyDisplayLink();
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_UnityAppController = nil;
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}
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#if UNITY_SUPPORT_ROTATION
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- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
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{
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// No rootViewController is set because we are switching from one view controller to another, all orientations should be enabled
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if ([window rootViewController] == nil)
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return UIInterfaceOrientationMaskAll;
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// During splash screen show phase no forced orientations should be allowed.
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// This will prevent unwanted rotation while splash screen is on and application is not yet ready to present (Ex. Fogbugz cases: 1190428, 1269547).
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if (!_unityAppReady)
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return [_rootController supportedInterfaceOrientations];
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// Some presentation controllers (e.g. UIImagePickerController) require portrait orientation and will throw exception if it is not supported.
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// At the same time enabling all orientations by returning UIInterfaceOrientationMaskAll might cause unwanted orientation change
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// (e.g. when using UIActivityViewController to "share to" another application, iOS will use supportedInterfaceOrientations to possibly reorient).
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// So to avoid exception we are returning combination of constraints for root view controller and orientation requested by iOS.
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// _forceInterfaceOrientationMask is updated in willChangeStatusBarOrientation, which is called if some presentation controller insists on orientation change.
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return [[window rootViewController] supportedInterfaceOrientations] | _forceInterfaceOrientationMask;
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}
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- (void)application:(UIApplication*)application willChangeStatusBarOrientation:(UIInterfaceOrientation)newStatusBarOrientation duration:(NSTimeInterval)duration
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{
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// Setting orientation mask which is requested by iOS: see supportedInterfaceOrientationsForWindow above for details
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_forceInterfaceOrientationMask = 1 << newStatusBarOrientation;
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}
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#endif
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#if !PLATFORM_TVOS
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-implementations"
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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- (void)application:(UIApplication*)application didReceiveLocalNotification:(UILocalNotification*)notification
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{
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AppController_SendNotificationWithArg(kUnityDidReceiveLocalNotification, notification);
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UnitySendLocalNotification(notification);
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}
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#pragma clang diagnostic pop
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#endif
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#if UNITY_USES_REMOTE_NOTIFICATIONS
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- (void)application:(UIApplication*)application didReceiveRemoteNotification:(NSDictionary*)userInfo
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{
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AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
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UnitySendRemoteNotification(userInfo);
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}
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- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
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{
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AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
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UnitySendDeviceToken(deviceToken);
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}
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#if !PLATFORM_TVOS
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- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:(void (^)(UIBackgroundFetchResult result))handler
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{
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AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
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UnitySendRemoteNotification(userInfo);
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if (handler)
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{
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handler(UIBackgroundFetchResultNoData);
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}
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}
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#endif
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- (void)application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error
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{
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AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error);
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UnitySendRemoteNotificationError(error);
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// alas people do not check remote notification error through api (which is clunky, i agree) so log here to have at least some visibility
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::printf("\nFailed to register for remote notifications:\n%s\n\n", [[error localizedDescription] UTF8String]);
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}
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#endif
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// UIApplicationOpenURLOptionsKey was added only in ios10 sdk, while we still support ios9 sdk
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- (BOOL)application:(UIApplication*)app openURL:(NSURL*)url options:(NSDictionary<NSString*, id>*)options
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{
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id sourceApplication = options[UIApplicationOpenURLOptionsSourceApplicationKey], annotation = options[UIApplicationOpenURLOptionsAnnotationKey];
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NSMutableDictionary<NSString*, id>* notifData = [NSMutableDictionary dictionaryWithCapacity: 3];
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if (url)
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{
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notifData[@"url"] = url;
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UnitySetAbsoluteURL(url.absoluteString.UTF8String);
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}
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if (sourceApplication) notifData[@"sourceApplication"] = sourceApplication;
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if (annotation) notifData[@"annotation"] = annotation;
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AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
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return YES;
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}
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- (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity
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#if defined(__IPHONE_12_0) || defined(__TVOS_12_0)
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restorationHandler:(void (^)(NSArray<id<UIUserActivityRestoring> > * _Nullable restorableObjects))restorationHandler
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#else
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restorationHandler:(void (^)(NSArray * _Nullable))restorationHandler
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#endif
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{
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NSURL* url = userActivity.webpageURL;
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if (url)
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UnitySetAbsoluteURL(url.absoluteString.UTF8String);
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return YES;
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}
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- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
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{
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AppController_SendNotificationWithArg(kUnityWillFinishLaunchingWithOptions, launchOptions);
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return YES;
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}
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#if (PLATFORM_IOS && defined(__IPHONE_13_0)) || (PLATFORM_TVOS && defined(__TVOS_13_0))
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- (UIWindowScene*)pickStartupWindowScene:(NSSet<UIScene*>*)scenes API_AVAILABLE(ios(13.0), tvos(13.0))
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{
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// if we have scene with UISceneActivationStateForegroundActive - pick it
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// otherwise UISceneActivationStateForegroundInactive will work
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// it will be the scene going into active state
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// if there were no active/inactive scenes (only background) we should allow background scene
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// this might happen in some cases with native plugins doing "things"
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UIWindowScene *foregroundScene = nil, *backgroundScene = nil;
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for (UIScene* scene in scenes)
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{
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if (![scene isKindOfClass: [UIWindowScene class]])
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continue;
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UIWindowScene* windowScene = (UIWindowScene*)scene;
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if (scene.activationState == UISceneActivationStateForegroundActive)
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return windowScene;
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if (scene.activationState == UISceneActivationStateForegroundInactive)
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foregroundScene = windowScene;
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else if (scene.activationState == UISceneActivationStateBackground)
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backgroundScene = windowScene;
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}
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return foregroundScene ? foregroundScene : backgroundScene;
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}
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#endif
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- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
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{
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::printf("-> applicationDidFinishLaunching()\n");
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// send notfications
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#if !PLATFORM_TVOS
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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if (UILocalNotification* notification = [launchOptions objectForKey: UIApplicationLaunchOptionsLocalNotificationKey])
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UnitySendLocalNotification(notification);
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if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
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[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
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#pragma clang diagnostic pop
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#endif
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UnityInitApplicationNoGraphics(UnityDataBundleDir());
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[self selectRenderingAPI];
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[UnityRenderingView InitializeForAPI: self.renderingAPI];
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#if (PLATFORM_IOS && defined(__IPHONE_13_0)) || (PLATFORM_TVOS && defined(__TVOS_13_0))
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if (@available(iOS 13, tvOS 13, *))
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_window = [[UIWindow alloc] initWithWindowScene: [self pickStartupWindowScene: application.connectedScenes]];
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else
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#endif
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_window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
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_unityView = [self createUnityView];
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[DisplayManager Initialize];
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_mainDisplay = [DisplayManager Instance].mainDisplay;
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[_mainDisplay createWithWindow: _window andView: _unityView];
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[self createUI];
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[self preStartUnity];
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// if you wont use keyboard you may comment it out at save some memory
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[KeyboardDelegate Initialize];
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return YES;
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}
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- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary<NSKeyValueChangeKey, id> *)change context:(void *)context
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{
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if ([keyPath isEqual: @"outputVolume"])
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{
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UnityUpdateMuteState([[AVAudioSession sharedInstance] outputVolume] < 0.01f ? 1 : 0);
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}
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}
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- (void)applicationDidEnterBackground:(UIApplication*)application
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{
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::printf("-> applicationDidEnterBackground()\n");
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}
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- (void)applicationWillEnterForeground:(UIApplication*)application
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{
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::printf("-> applicationWillEnterForeground()\n");
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// applicationWillEnterForeground: might sometimes arrive *before* actually initing unity (e.g. locking on startup)
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if (_unityAppReady)
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{
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// if we were showing video before going to background - the view size may be changed while we are in background
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[GetAppController().unityView recreateRenderingSurfaceIfNeeded];
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}
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}
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- (void)applicationDidBecomeActive:(UIApplication*)application
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{
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::printf("-> applicationDidBecomeActive()\n");
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[self removeSnapshotViewController];
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if (_unityAppReady)
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{
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if (UnityIsPaused() && _wasPausedExternal == false)
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{
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UnityWillResume();
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||
|
UnityPause(0);
|
||
|
}
|
||
|
if (_wasPausedExternal)
|
||
|
{
|
||
|
if (UnityIsFullScreenPlaying())
|
||
|
TryResumeFullScreenVideo();
|
||
|
}
|
||
|
// need to do this with delay because FMOD restarts audio in AVAudioSessionInterruptionNotification handler
|
||
|
[self performSelector: @selector(updateUnityAudioOutput) withObject: nil afterDelay: 0.1];
|
||
|
UnitySetPlayerFocus(1);
|
||
|
}
|
||
|
else if (!_startUnityScheduled)
|
||
|
{
|
||
|
_startUnityScheduled = true;
|
||
|
[self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
|
||
|
}
|
||
|
|
||
|
_didResignActive = false;
|
||
|
}
|
||
|
|
||
|
- (void)updateUnityAudioOutput
|
||
|
{
|
||
|
UnityUpdateMuteState([[AVAudioSession sharedInstance] outputVolume] < 0.01f ? 1 : 0);
|
||
|
}
|
||
|
|
||
|
- (void)addSnapshotViewController
|
||
|
{
|
||
|
if (!_didResignActive || self->_snapshotViewController)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
UIView* snapshotView = [self createSnapshotView];
|
||
|
|
||
|
if (snapshotView != nil)
|
||
|
{
|
||
|
UIViewController* snapshotViewController = [AllocUnityViewController() init];
|
||
|
snapshotViewController.modalPresentationStyle = UIModalPresentationFullScreen;
|
||
|
snapshotViewController.view = snapshotView;
|
||
|
|
||
|
[self->_rootController presentViewController: snapshotViewController animated: false completion: nil];
|
||
|
self->_snapshotViewController = snapshotViewController;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
- (void)removeSnapshotViewController
|
||
|
{
|
||
|
// 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 (self->_snapshotViewController)
|
||
|
{
|
||
|
// we've got a view on top of the snapshot view (3rd party plugin/social media login etc).
|
||
|
if (self->_snapshotViewController.presentedViewController)
|
||
|
{
|
||
|
[self performSelector: @selector(removeSnapshotViewController) withObject: nil afterDelay: 0.05];
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
[self->_snapshotViewController dismissViewControllerAnimated: NO completion: nil];
|
||
|
self->_snapshotViewController = 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);
|
||
|
|
||
|
// signal unity that the frame rendering have ended
|
||
|
// as we will not get the callback from the display link current frame
|
||
|
UnityDisplayLinkCallback(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())
|
||
|
{
|
||
|
#if UNITY_SNAPSHOT_VIEW_ON_APPLICATION_PAUSE
|
||
|
// 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];
|
||
|
UnityWaitForFrame();
|
||
|
|
||
|
[self addSnapshotViewController];
|
||
|
#endif
|
||
|
UnityPause(1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_didResignActive = true;
|
||
|
}
|
||
|
|
||
|
- (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
|
||
|
{
|
||
|
::printf("WARNING -> applicationDidReceiveMemoryWarning()\n");
|
||
|
UnityLowMemory();
|
||
|
}
|
||
|
|
||
|
- (void)applicationWillTerminate:(UIApplication*)application
|
||
|
{
|
||
|
::printf("-> applicationWillTerminate()\n");
|
||
|
|
||
|
// Only clean up if Unity has finished initializing, else the clean up process will crash,
|
||
|
// this happens if the app is force closed immediately after opening it.
|
||
|
if (_unityAppReady)
|
||
|
{
|
||
|
UnityCleanup();
|
||
|
UnityCleanupTrampoline();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
- (void)application:(UIApplication*)application handleEventsForBackgroundURLSession:(nonnull NSString *)identifier completionHandler:(nonnull void (^)())completionHandler
|
||
|
{
|
||
|
NSDictionary* arg = @{identifier: completionHandler};
|
||
|
AppController_SendNotificationWithArg(kUnityHandleEventsForBackgroundURLSession, arg);
|
||
|
}
|
||
|
|
||
|
@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()
|
||
|
{
|
||
|
InitCrashHandling();
|
||
|
|
||
|
NSString* version = [[UIDevice currentDevice] systemVersion];
|
||
|
#define CHECK_VER(s) [version compare: s options: NSNumericSearch] != NSOrderedAscending
|
||
|
_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");
|
||
|
_ios130orNewer = CHECK_VER(@"13.0"); _ios140orNewer = CHECK_VER(@"14.0");
|
||
|
#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
|
||
|
}
|
||
|
|
||
|
extern "C" bool UnityiOS81orNewer() { return _ios81orNewer; }
|
||
|
extern "C" bool UnityiOS82orNewer() { return _ios82orNewer; }
|
||
|
extern "C" bool UnityiOS90orNewer() { return _ios90orNewer; }
|
||
|
extern "C" bool UnityiOS91orNewer() { return _ios91orNewer; }
|
||
|
extern "C" bool UnityiOS100orNewer() { return _ios100orNewer; }
|
||
|
extern "C" bool UnityiOS101orNewer() { return _ios101orNewer; }
|
||
|
extern "C" bool UnityiOS102orNewer() { return _ios102orNewer; }
|
||
|
extern "C" bool UnityiOS103orNewer() { return _ios103orNewer; }
|
||
|
extern "C" bool UnityiOS110orNewer() { return _ios110orNewer; }
|
||
|
extern "C" bool UnityiOS111orNewer() { return _ios111orNewer; }
|
||
|
extern "C" bool UnityiOS112orNewer() { return _ios112orNewer; }
|
||
|
extern "C" bool UnityiOS130orNewer() { return _ios130orNewer; }
|
||
|
extern "C" bool UnityiOS140orNewer() { return _ios140orNewer; }
|
||
|
|
||
|
// 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 (![[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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// xcode11 uses new compiler-rt lib
|
||
|
// if we build unity player lib with xcode11 and then user links final project with older xcode
|
||
|
// the link fails with Undefined Symbol ___isPlatformVersionAtLeast
|
||
|
// hence we add this as a temporary hack until we start requiring xcode11
|
||
|
|
||
|
#if __clang_major__ < 11
|
||
|
extern "C" int32_t __isOSVersionAtLeast(int32_t Major, int32_t Minor, int32_t Subminor);
|
||
|
extern "C" int32_t __isPlatformVersionAtLeast(uint32_t Platform, uint32_t Major, uint32_t Minor, uint32_t Subminor)
|
||
|
{
|
||
|
return __isOSVersionAtLeast(Major, Minor, Subminor);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// starting with xcode 11.4 apple changed FD_SET and related macro to use weakly imported __darwin_check_fd_set_overflow
|
||
|
// alas if we build xcode project with OLDER xcode this function is missing
|
||
|
// and we build unity lib with xcode11+, thus producing linker error
|
||
|
// we mimic the logic of apple sdk itself (this part is open sourced):
|
||
|
// if __darwin_check_fd_set_overflow is not present the caller returns 1, so do we
|
||
|
#ifndef __IPHONE_13_4
|
||
|
extern "C" int __darwin_check_fd_set_overflow(int, const void *, int)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
#endif
|