mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
The burger menu button doesn't fill any purpose while in the launcher. Nothing happens when the user press the button in the launcher. This is considered as bad user experience according to Apple guidelines. The button must be hidden while in the launcher. Show the menu button only while an engine is running.
298 lines
9.1 KiB
Text
298 lines
9.1 KiB
Text
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Disable symbol overrides so that we can use system headers.
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/ios7/ios7_osys_main.h"
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#include "backends/platform/ios7/ios7_video.h"
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#include "backends/platform/ios7/ios7_app_delegate.h"
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#define UIViewParentController(__view) ({ \
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UIResponder *__responder = __view; \
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while ([__responder isKindOfClass:[UIView class]]) \
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__responder = [__responder nextResponder]; \
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(UIViewController *)__responder; \
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})
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static void displayAlert(void *ctx) {
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UIAlertController* alert = [UIAlertController alertControllerWithTitle:@"Fatal Error"
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message:[NSString stringWithCString:(const char *)ctx encoding:NSUTF8StringEncoding]
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preferredStyle:UIAlertControllerStyleAlert];
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UIAlertAction* defaultAction = [UIAlertAction actionWithTitle:@"OK" style:UIAlertActionStyleDefault
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handler:^(UIAlertAction * action) {
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OSystem_iOS7::sharedInstance()->quit();
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abort();
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}];
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[alert addAction:defaultAction];
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[UIViewParentController([iOS7AppDelegate iPhoneView]) presentViewController:alert animated:YES completion:nil];
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}
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void OSystem_iOS7::fatalError() {
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if (_lastErrorMessage.size()) {
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dispatch_async_f(dispatch_get_main_queue(), (void *)_lastErrorMessage.c_str(), displayAlert);
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for(;;);
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}
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else {
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OSystem::fatalError();
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}
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}
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void OSystem_iOS7::logMessage(LogMessageType::Type type, const char *message) {
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FILE *output = 0;
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if (type == LogMessageType::kInfo || type == LogMessageType::kDebug)
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output = stdout;
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else
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output = stderr;
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if (type == LogMessageType::kError) {
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_lastErrorMessage = message;
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NSString *messageString = [NSString stringWithUTF8String:message];
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NSLog(@"%@", messageString);
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}
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fputs(message, output);
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fflush(output);
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}
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static inline void execute_on_main_thread(void (^block)(void)) {
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if ([NSThread currentThread] == [NSThread mainThread]) {
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block();
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}
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else {
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dispatch_sync(dispatch_get_main_queue(), block);
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}
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}
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void OSystem_iOS7::engineInit() {
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EventsBaseBackend::engineInit();
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// Prevent the device going to sleep during game play (and in particular cut scenes)
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dispatch_async(dispatch_get_main_queue(), ^{
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[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
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});
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[[iOS7AppDelegate iPhoneView] setIsInGame:YES];
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#if TARGET_OS_IOS
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applyOrientationSettings();
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updateTouchMode();
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// Automatically open the keyboard when starting a game and in portrait mode.
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// This is preferred for text input games and there's a lot of screen space to
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// utilize for the keyboard anyway.
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if (_screenOrientation == kScreenOrientationPortrait ||
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_screenOrientation == kScreenOrientationFlippedPortrait) {
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] showKeyboard];
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});
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}
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#endif
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}
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void OSystem_iOS7::engineDone() {
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EventsBaseBackend::engineDone();
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// Allow the device going to sleep if idle while in the Launcher
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dispatch_async(dispatch_get_main_queue(), ^{
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[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
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});
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[[iOS7AppDelegate iPhoneView] setIsInGame:NO];
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#if TARGET_OS_IOS
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applyOrientationSettings();
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updateTouchMode();
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// Hide keyboard when going back to launcher
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] hideKeyboard];
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});
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#endif
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}
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void OSystem_iOS7::taskStarted(Task task) {
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EventsBaseBackend::taskStarted(task);
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if (_runningTasks++ == 0) {
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// Prevent the device going to sleep while a task is running
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dispatch_async(dispatch_get_main_queue(), ^{
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[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
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});
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}
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}
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void OSystem_iOS7::taskFinished(Task task) {
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EventsBaseBackend::taskFinished(task);
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if (--_runningTasks == 0) {
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dispatch_async(dispatch_get_main_queue(), ^{
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[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
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});
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}
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}
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void OSystem_iOS7::updateOutputSurface() {
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] initSurface];
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});
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}
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void OSystem_iOS7::updateTouchMode() {
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#if TARGET_OS_IOS
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] updateTouchMode];
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});
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#endif
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}
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void OSystem_iOS7::virtualController(bool connect) {
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] virtualController:connect];
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});
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}
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bool OSystem_iOS7::isiOSAppOnMac() const {
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__block bool isiOSAppOnMac = false;
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execute_on_main_thread(^ {
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isiOSAppOnMac = [[iOS7AppDelegate iPhoneView] isiOSAppOnMac];
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});
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return isiOSAppOnMac;
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}
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void OSystem_iOS7::setShowKeyboard(bool show) {
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if (show) {
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#if TARGET_OS_IOS
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] showKeyboard];
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});
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#elif TARGET_OS_TV
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// Delay the showing of keyboard 1 second so the user
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// is able to see the message
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dispatch_time_t delay = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC));
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dispatch_after(delay, dispatch_get_main_queue(), ^(void){
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[[iOS7AppDelegate iPhoneView] showKeyboard];
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});
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#endif
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} else {
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// If in game, do not hide the keyboard in portrait mode as it is shown automatically and not
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// just when asked with the kFeatureVirtualKeyboard.
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if (_screenOrientation == kScreenOrientationLandscape || _screenOrientation == kScreenOrientationFlippedLandscape || ![[iOS7AppDelegate iPhoneView] isInGame]) {
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execute_on_main_thread(^ {
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[[iOS7AppDelegate iPhoneView] hideKeyboard];
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});
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}
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}
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}
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#if TARGET_OS_IOS
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void OSystem_iOS7::setSupportedScreenOrientation(ScreenOrientation screenOrientation) {
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bool shouldUpdateScreenOrientation = false;
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switch (screenOrientation) {
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case kScreenOrientationPortrait:
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case kScreenOrientationFlippedPortrait:
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[[iOS7AppDelegate iPhoneView] setSupportedScreenOrientations:UIInterfaceOrientationMaskPortrait];
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if (_screenOrientation != kScreenOrientationPortrait &&
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_screenOrientation != kScreenOrientationFlippedPortrait) {
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shouldUpdateScreenOrientation = true;
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}
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break;
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case kScreenOrientationLandscape:
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case kScreenOrientationFlippedLandscape:
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[[iOS7AppDelegate iPhoneView] setSupportedScreenOrientations:UIInterfaceOrientationMaskLandscape];
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if (_screenOrientation != kScreenOrientationLandscape &&
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_screenOrientation != kScreenOrientationFlippedLandscape) {
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shouldUpdateScreenOrientation = true;
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}
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break;
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case kScreenOrientationAuto:
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default:
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[[iOS7AppDelegate iPhoneView] setSupportedScreenOrientations:UIInterfaceOrientationMaskAll];
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break;
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}
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#ifdef __IPHONE_16_0
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if (@available(iOS 16.0, *)) {
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execute_on_main_thread(^ {
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[UIViewParentController([iOS7AppDelegate iPhoneView]) setNeedsUpdateOfSupportedInterfaceOrientations];
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});
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// We don't end up here if orientation is set to auto.
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// Also, we won't know for sure if it will select right or left for landscape
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// orientation, or normal or upside down (most probably normal) for portrait.
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// The _screenOrientation will be set accordingly when handling the orientationChanged
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// event so just set it to what we're given for now.
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_screenOrientation = screenOrientation;
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} else
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#endif
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if (shouldUpdateScreenOrientation) {
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switch (screenOrientation) {
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case kScreenOrientationPortrait:
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case kScreenOrientationFlippedPortrait:
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execute_on_main_thread(^ {
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[[UIDevice currentDevice] setValue:@(UIInterfaceOrientationPortrait) forKey:@"orientation"];
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});
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_screenOrientation = kScreenOrientationPortrait;
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break;
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case kScreenOrientationLandscape:
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case kScreenOrientationFlippedLandscape:
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execute_on_main_thread(^ {
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[[UIDevice currentDevice] setValue:@(UIInterfaceOrientationLandscapeRight) forKey:@"orientation"];
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});
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_screenOrientation = kScreenOrientationLandscape;
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break;
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case kScreenOrientationAuto:
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default:
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break;
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}
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}
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}
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#endif
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bool OSystem_iOS7::isKeyboardShown() const {
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__block bool isShown = false;
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execute_on_main_thread(^{
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isShown = [[iOS7AppDelegate iPhoneView] isKeyboardShown];
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});
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return isShown;
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}
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uint OSystem_iOS7::createOpenGLContext() {
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return [[iOS7AppDelegate iPhoneView] createOpenGLContext];
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}
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void OSystem_iOS7::destroyOpenGLContext() {
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[[iOS7AppDelegate iPhoneView] destroyOpenGLContext];
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}
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void OSystem_iOS7::refreshScreen() const {
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[[iOS7AppDelegate iPhoneView] refreshScreen];
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}
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int OSystem_iOS7::getScreenWidth() const {
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return [[iOS7AppDelegate iPhoneView] getScreenWidth];
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}
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int OSystem_iOS7::getScreenHeight() const {
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return [[iOS7AppDelegate iPhoneView] getScreenHeight];
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}
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float OSystem_iOS7::getSystemHiDPIScreenFactor() const {
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return [[UIScreen mainScreen] scale];
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}
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