244 lines
8.5 KiB
Text
244 lines
8.5 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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// Needs to be included first as system headers redefine NO and YES, which clashes
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// with the DisposeAfterUse::Flag enum used in Common stream classes.
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#include "common/file.h"
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#include "backends/platform/ios7/ios7_osys_main.h"
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#include "base/version.h"
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#include <Foundation/NSBundle.h>
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#include <Foundation/NSFileManager.h>
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#include <Foundation/NSUserDefaults.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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void OSystem_iOS7::updateStartSettings(const Common::String &executable, Common::String &command, Common::StringMap &settings, Common::StringArray& additionalArgs) {
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NSBundle* bundle = [NSBundle mainBundle];
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// Check if scummvm is running from an app bundle
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if (!bundle || ![bundle bundleIdentifier]) {
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// Use default autostart implementation
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EventsBaseBackend::updateStartSettings(executable, command, settings, additionalArgs);
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return;
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}
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// If the bundle contains a scummvm.ini, use it as initial config
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NSString *iniPath = [bundle pathForResource:@"scummvm" ofType:@"ini"];
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if (iniPath && !settings.contains("initial-cfg"))
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settings["initial-cfg"] = "appbundle:/scummvm.ini";
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// If a command was specified on the command line, do not override it
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if (!command.empty())
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return;
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// Check if we have an autorun file with additional arguments
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NSString *autorunPath = [bundle pathForResource:@"scummvm-autorun" ofType:nil];
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if (autorunPath) {
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Common::File autorun;
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Common::String line;
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if (autorun.open(Common::FSNode("appbundle:/scummvm-autorun"))) {
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while (!autorun.eos()) {
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line = autorun.readLine();
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if (!line.empty() && line[0] != '#')
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additionalArgs.push_back(line);
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}
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}
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autorun.close();
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}
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// If the bundle contains a game directory, auto-detect it
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NSString *gamePath = [[bundle resourcePath] stringByAppendingPathComponent:@"game"];
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BOOL isDir = false;
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BOOL exists = [[NSFileManager defaultManager] fileExistsAtPath:gamePath isDirectory:&isDir];
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if (exists && isDir) {
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// Use auto-detection
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command = "auto-detect";
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settings["path"] = "appbundle:/game";
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return;
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}
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// The rest of the function has some commands executed only the first time after each version change
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// Check the last version stored in the user settings.
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NSString *versionString = [NSString stringWithUTF8String:gScummVMFullVersion];
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NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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NSString *lastVersion = [defaults stringForKey:@"lastVersion"];
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if (lastVersion && [lastVersion isEqualToString:versionString])
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return;
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[defaults setObject:versionString forKey:@"lastVersion"];
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// If the bundle contains a games directory, add them to the launcher
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NSString *gamesPath = [[bundle resourcePath] stringByAppendingPathComponent:@"games"];
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isDir = false;
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exists = [[NSFileManager defaultManager] fileExistsAtPath:gamesPath isDirectory:&isDir];
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if (exists && isDir) {
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// Detect and add games
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command = "add";
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settings["path"] = "appbundle:/games";
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settings["recursive"] = "true";
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settings["exit"] = "false";
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return;
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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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