166 lines
5.0 KiB
Objective-C
166 lines
5.0 KiB
Objective-C
// Copyright 2015 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build darwin
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// +build ios
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#include "_cgo_export.h"
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#include <pthread.h>
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#include <stdio.h>
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#include <sys/utsname.h>
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#import <UIKit/UIKit.h>
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#import <GLKit/GLKit.h>
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struct utsname sysInfo;
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@interface GoAppAppController : GLKViewController<UIContentContainer, GLKViewDelegate>
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@end
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@interface GoAppAppDelegate : UIResponder<UIApplicationDelegate>
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@property (strong, nonatomic) UIWindow *window;
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@property (strong, nonatomic) GoAppAppController *controller;
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@end
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@implementation GoAppAppDelegate
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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lifecycleAlive();
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self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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self.controller = [[GoAppAppController alloc] initWithNibName:nil bundle:nil];
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self.window.rootViewController = self.controller;
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[self.window makeKeyAndVisible];
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return YES;
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}
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- (void)applicationDidBecomeActive:(UIApplication * )application {
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lifecycleFocused();
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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lifecycleVisible();
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application {
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lifecycleAlive();
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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lifecycleDead();
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}
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@end
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@interface GoAppAppController ()
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@property (strong, nonatomic) EAGLContext *context;
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@property (strong, nonatomic) GLKView *glview;
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@end
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@implementation GoAppAppController
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- (void)viewWillAppear:(BOOL)animated
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{
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// TODO: replace by swapping out GLKViewController for a UIVIewController.
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[super viewWillAppear:animated];
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self.paused = YES;
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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self.glview = (GLKView*)self.view;
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self.glview.drawableDepthFormat = GLKViewDrawableDepthFormat24;
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self.glview.multipleTouchEnabled = true; // TODO expose setting to user.
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self.glview.context = self.context;
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self.glview.userInteractionEnabled = YES;
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self.glview.enableSetNeedsDisplay = YES; // only invoked once
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// Do not use the GLKViewController draw loop.
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self.paused = YES;
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self.resumeOnDidBecomeActive = NO;
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self.preferredFramesPerSecond = 0;
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int scale = 1;
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if ([[UIScreen mainScreen] respondsToSelector:@selector(displayLinkWithTarget:selector:)]) {
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scale = (int)[UIScreen mainScreen].scale; // either 1.0, 2.0, or 3.0.
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}
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setScreen(scale);
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CGSize size = [UIScreen mainScreen].bounds.size;
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UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
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updateConfig((int)size.width, (int)size.height, orientation);
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}
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- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
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[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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// TODO(crawshaw): come up with a plan to handle animations.
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} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
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updateConfig((int)size.width, (int)size.height, orientation);
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}];
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}
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
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// Now that we have been asked to do the first draw, disable any
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// future draw and hand control over to the Go paint.Event cycle.
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self.glview.enableSetNeedsDisplay = NO;
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startloop((GLintptr)self.context);
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}
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#define TOUCH_TYPE_BEGIN 0 // touch.TypeBegin
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#define TOUCH_TYPE_MOVE 1 // touch.TypeMove
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#define TOUCH_TYPE_END 2 // touch.TypeEnd
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static void sendTouches(int change, NSSet* touches) {
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CGFloat scale = [UIScreen mainScreen].scale;
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for (UITouch* touch in touches) {
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CGPoint p = [touch locationInView:touch.view];
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sendTouch((GoUintptr)touch, (GoUintptr)change, p.x*scale, p.y*scale);
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}
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}
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- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
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sendTouches(TOUCH_TYPE_BEGIN, touches);
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}
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- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
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sendTouches(TOUCH_TYPE_MOVE, touches);
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}
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- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
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sendTouches(TOUCH_TYPE_END, touches);
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}
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- (void)touchesCanceled:(NSSet*)touches withEvent:(UIEvent*)event {
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sendTouches(TOUCH_TYPE_END, touches);
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}
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@end
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void runApp(void) {
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@autoreleasepool {
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UIApplicationMain(0, nil, nil, NSStringFromClass([GoAppAppDelegate class]));
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}
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}
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void makeCurrentContext(GLintptr context) {
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EAGLContext* ctx = (EAGLContext*)context;
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if (![EAGLContext setCurrentContext:ctx]) {
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// TODO(crawshaw): determine how terrible this is. Exit?
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NSLog(@"failed to set current context");
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}
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}
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void swapBuffers(GLintptr context) {
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__block EAGLContext* ctx = (EAGLContext*)context;
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dispatch_sync(dispatch_get_main_queue(), ^{
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[EAGLContext setCurrentContext:ctx];
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[ctx presentRenderbuffer:GL_RENDERBUFFER];
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});
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}
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uint64_t threadID() {
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uint64_t id;
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if (pthread_threadid_np(pthread_self(), &id)) {
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abort();
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}
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return id;
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}
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