iOS and tvOS shares a lot of code. However some there are parts that are specific to iOS, for instance handling of UI device orientation and certain types of gestures. Currently there are also some limitations on the Apple TV that needs to be flagged to the engine. There is no support for virtual keyboard, no clipboard support and no possibility to open URLs. Put code specific for iOS within the ObjC platfrom macro TARGET_OS_IOS. The code specific for tvOS are put within the macro TARGET_OS_TV.
168 lines
5.6 KiB
Text
168 lines
5.6 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 <UIKit/UIKit.h>
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#include <SystemConfiguration/SCNetworkReachability.h>
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#include "backends/platform/ios7/ios7_app_delegate.h"
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#include "backends/platform/ios7/ios7_video.h"
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static inline void execute_on_main_thread_async(void (^block)(void)) {
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if ([NSThread currentThread] == [NSThread mainThread]) {
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block();
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} else {
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dispatch_async(dispatch_get_main_queue(), block);
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}
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}
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Common::String OSystem_iOS7::getSystemLanguage() const {
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NSString *language = [[NSLocale preferredLanguages] firstObject];
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if (language == nil)
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return Common::String();
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Common::String lang([language cStringUsingEncoding:NSISOLatin1StringEncoding]);
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// Depending on the iOS version this may use an underscore (e.g. en_US) or a
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// dash (en-US). Make sure we always return one with an underscore.
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Common::replace(lang, "-", "_");
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return lang;
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}
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bool OSystem_iOS7::hasTextInClipboard() {
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#if TARGET_OS_IOS
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return [[UIPasteboard generalPasteboard] containsPasteboardTypes:UIPasteboardTypeListString];
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#else
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return false;
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#endif
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}
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Common::U32String OSystem_iOS7::getTextFromClipboard() {
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if (!hasTextInClipboard())
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return Common::U32String();
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#if TARGET_OS_IOS
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UIPasteboard *pb = [UIPasteboard generalPasteboard];
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NSString *str = pb.string;
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if (str == nil)
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return Common::U32String();
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// If translations are supported, use the current TranslationManager charset and otherwise
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// use ASCII. If the string cannot be represented using the requested encoding we get a null
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// pointer below, which is fine as ScummVM would not know what to do with the string anyway.
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#ifdef SCUMM_LITTLE_ENDIAN
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NSStringEncoding stringEncoding = NSUTF32LittleEndianStringEncoding;
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#else
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NSStringEncoding stringEncoding = NSUTF32BigEndianStringEncoding;
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#endif
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NSUInteger textLength = [str length];
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uint32 *text = new uint32[textLength];
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if (![str getBytes:text maxLength:4*textLength usedLength:NULL encoding: stringEncoding options:0 range:NSMakeRange(0, textLength) remainingRange:NULL]) {
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delete[] text;
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return Common::U32String();
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}
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Common::U32String u32String(text, textLength);
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delete[] text;
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return u32String;
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#else
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return Common::U32String();
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#endif
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}
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bool OSystem_iOS7::setTextInClipboard(const Common::U32String &text) {
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#if TARGET_OS_IOS
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#ifdef SCUMM_LITTLE_ENDIAN
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NSStringEncoding stringEncoding = NSUTF32LittleEndianStringEncoding;
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#else
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NSStringEncoding stringEncoding = NSUTF32BigEndianStringEncoding;
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#endif
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UIPasteboard *pb = [UIPasteboard generalPasteboard];
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NSString *nsstring = [[NSString alloc] initWithBytes:text.c_str() length:4*text.size() encoding: stringEncoding];
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[pb setString:nsstring];
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[nsstring release];
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return true;
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#else
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return false;
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#endif
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}
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bool OSystem_iOS7::openUrl(const Common::String &url) {
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UIApplication *application = [UIApplication sharedApplication];
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NSURL *nsurl = [NSURL URLWithString:[NSString stringWithCString:url.c_str() encoding:NSISOLatin1StringEncoding]];
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// The way to oipen a URL has changed in iOS 10. Check if the iOS 10 method is recognized
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// and otherwise use the old method.
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if ([application respondsToSelector:@selector(openURL:options:completionHandler:)]) {
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execute_on_main_thread_async(^ {
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[application openURL:nsurl options:@{} completionHandler:nil];
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});
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} else {
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execute_on_main_thread_async(^ {
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[application openURL:nsurl];
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});
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}
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return true;
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}
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bool OSystem_iOS7::isConnectionLimited() {
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// If we are connected to the internet through a cellular network, return true
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SCNetworkReachabilityRef ref = SCNetworkReachabilityCreateWithName(CFAllocatorGetDefault(), [@"www.google.com" UTF8String]);
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if (!ref)
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return false;
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SCNetworkReachabilityFlags flags = 0;
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SCNetworkReachabilityGetFlags(ref, &flags);
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CFRelease(ref);
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return (flags & kSCNetworkReachabilityFlagsIsWWAN);
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}
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Common::HardwareInputSet *OSystem_iOS7::getHardwareInputSet() {
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using namespace Common;
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CompositeHardwareInputSet *inputSet = new CompositeHardwareInputSet();
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// Ask view about connected controllers
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if ([[iOS7AppDelegate iPhoneView] isTouchControllerConnected] ||
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[[iOS7AppDelegate iPhoneView] isMouseControllerConnected]) {
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inputSet->addHardwareInputSet(new MouseHardwareInputSet(defaultMouseButtons));
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}
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if ([[iOS7AppDelegate iPhoneView] isGamepadControllerConnected]) {
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inputSet->addHardwareInputSet(new JoystickHardwareInputSet(defaultJoystickButtons, defaultJoystickAxes));
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}
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return inputSet;
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}
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void OSystem_iOS7::handleEvent_applicationSaveState() {
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[[iOS7AppDelegate iPhoneView] beginBackgroundSaveStateTask];
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saveState();
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[[iOS7AppDelegate iPhoneView] endBackgroundSaveStateTask];
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}
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void OSystem_iOS7::handleEvent_applicationRestoreState() {
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restoreState();
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}
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void OSystem_iOS7::handleEvent_applicationClearState() {
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clearState();
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}
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