2025-07-03 12:53:49 +04:00

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#import "UnityAppController.h"
#import "UnityAppController+ViewHandling.h"
#import "UnityAppController+Rendering.h"
#import "iPhone_Sensors.h"
#import <CoreGraphics/CoreGraphics.h>
#import <QuartzCore/QuartzCore.h>
#import <QuartzCore/CADisplayLink.h>
#import <Availability.h>
#import <AVFoundation/AVFoundation.h>
#import <GameController/GameController.h>
#include <mach/mach_time.h>
// MSAA_DEFAULT_SAMPLE_COUNT was removed
// ENABLE_INTERNAL_PROFILER and related defines were moved to iPhone_Profiler.h
// kFPS define for removed: you can use Application.targetFrameRate (30 fps by default)
// DisplayLink is the only run loop mode now - all others were removed
#include "CrashReporter.h"
#include "UI/OrientationSupport.h"
#include "UI/UnityView.h"
#include "UI/Keyboard.h"
#include "UI/UnityViewControllerBase.h"
#include "Unity/InternalProfiler.h"
#include "Unity/DisplayManager.h"
#include "Unity/ObjCRuntime.h"
#include "PluginBase/AppDelegateListener.h"
#include <assert.h>
#include <stdbool.h>
#include <sys/types.h>
#include <unistd.h>
#include <sys/sysctl.h>
// we assume that app delegate is never changed and we can cache it, instead of re-query UIApplication every time
UnityAppController* _UnityAppController = nil;
UnityAppController* GetAppController()
{
return _UnityAppController;
}
// we keep old bools around to support "old" code that might have used them
bool _ios81orNewer = false, _ios82orNewer = false, _ios83orNewer = false, _ios90orNewer = false, _ios91orNewer = false;
bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _ios103orNewer = false;
bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = false;
bool _ios130orNewer = false, _ios140orNewer = false, _ios150orNewer = false, _ios160orNewer = false;
bool _unityEngineLoaded = false, _unityEngineInitialized = false, _renderingInited = false, _unityAppReady = false;
// see if there's a need to do internal player pause/resume handling
//
// Typically the trampoline code should manage this internally, but
// there are use cases, videoplayer, plugin code, etc where the player
// is paused before the internal handling comes relevant. Avoid
// overriding externally managed player pause/resume handling by
// caching the state
bool _wasPausedExternal = false;
// should we skip present on next draw: used in corner cases (like rotation) to fill both draw-buffers with some content
bool _skipPresent = false;
// was app "resigned active": some operations do not make sense while app is in background
bool _didResignActive = false;
#if UNITY_SUPPORT_ROTATION
// Required to enable specific orientation for some presentation controllers: see supportedInterfaceOrientationsForWindow below for details
NSInteger _forceInterfaceOrientationMask = 0;
#endif
@implementation UnityAppController
{
UnityEngineLoadState _engineLoadState;
}
@synthesize unityView = _unityView;
@synthesize unityDisplayLink = _displayLink;
@synthesize rootView = _rootView;
@synthesize rootViewController = _rootController;
@synthesize mainDisplay = _mainDisplay;
@synthesize engineLoadState = _engineLoadState;
@synthesize renderDelegate = _renderDelegate;
@synthesize quitHandler = _quitHandler;
#if UNITY_SUPPORT_ROTATION
@synthesize interfaceOrientation = _curOrientation;
#endif
- (id)init
{
if ((self = _UnityAppController = [super init]))
{
// due to clang issues with generating warning for overriding deprecated methods
// we will simply assert if deprecated methods are present
// NB: methods table is initied at load (before this call), so it is ok to check for override
NSAssert(![self respondsToSelector: @selector(createUnityViewImpl)],
@"createUnityViewImpl is deprecated and will not be called. Override createUnityView"
);
NSAssert(![self respondsToSelector: @selector(createViewHierarchyImpl)],
@"createViewHierarchyImpl is deprecated and will not be called. Override willStartWithViewController"
);
NSAssert(![self respondsToSelector: @selector(createViewHierarchy)],
@"createViewHierarchy is deprecated and will not be implemented. Use createUI"
);
}
return self;
}
- (void)setWindow:(id)object {}
- (UIWindow*)window { return _window; }
- (void)shouldAttachRenderDelegate {}
- (void)preStartUnity {}
- (void)startUnity:(UIApplication*)application
{
NSAssert(self.engineLoadState < kUnityEngineLoadStateAppReady, @"[UnityAppController startUnity:] called after Unity has been initialized");
UnityInitApplicationGraphics();
#if !PLATFORM_VISIONOS
// we make sure that first level gets correct display list and orientation
[[DisplayManager Instance] updateDisplayListCacheInUnity];
#endif
#if UNITY_HAS_VISIONOSSDK_2_0
// https://developer.apple.com/documentation/visionos-release-notes/visionos-2-release-notes
// Game controllers can be used to interact with system UI on visionOS.
// Apps built with the visionOS 2 SDK that use the Game Controller
// framework for input in one or more of their views must add an instance
// of GCEventInteraction to those views (UIKit) or apply a
// handlesGameControllerEvents(matching: .gamepad) modifier to those views (SwiftUI).
GCEventInteraction* gamepadInteraction = [[GCEventInteraction alloc] init];
gamepadInteraction.handledEventTypes = GCUIEventTypeGamepad;
NSMutableArray* interactions = [NSMutableArray array];
[interactions addObject:gamepadInteraction];
[interactions addObjectsFromArray:_rootView.interactions];
_rootView.interactions = interactions;
#endif
UnityLoadApplication();
Profiler_InitProfiler();
[self showGameUI];
[self createDisplayLink];
UnitySetPlayerFocus(1);
AVAudioSession* audioSession = [AVAudioSession sharedInstance];
// 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
// to active so we can get outputVolume callbacks. If Unity audio is enabled, FMOD should have already handled all of this AVAudioSession init.
if (!UnityIsAudioManagerAvailableAndEnabled())
{
[audioSession setCategory: AVAudioSessionCategoryAmbient error: nil];
[audioSession setActive: YES error: nil];
}
[audioSession addObserver: self forKeyPath: @"outputVolume" options: 0 context: nil];
UnityUpdateMuteState([audioSession outputVolume] < 0.01f ? 1 : 0);
#if UNITY_REPLAY_KIT_AVAILABLE
void InitUnityReplayKit(); // Classes/Unity/UnityReplayKit.mm
InitUnityReplayKit();
#endif
}
extern "C" void UnityDestroyDisplayLink()
{
[GetAppController() destroyDisplayLink];
}
extern "C" void UnityRequestUnload()
{
[GetAppController() downgradeEngineLoadState: kUnityEngineLoadStateRenderingInitialized];
[[NSNotificationCenter defaultCenter] postNotificationName: kUnityDidUnload object: nil];
}
extern "C" void UnityRequestQuit()
{
_didResignActive = true;
if (GetAppController().quitHandler)
GetAppController().quitHandler();
else
exit(0);
}
extern void SensorsCleanup();
extern "C" void UnityCleanupTrampoline()
{
// Prevent multiple cleanups
if (_UnityAppController == nil)
return;
// Unity view and viewController will not necessary be destroyed right after this function execution.
// We need to ensure that these objects will not receive any callbacks from system during that time.
_UnityAppController.window.rootViewController = nil;
[_UnityAppController.unityView removeFromSuperview];
[KeyboardDelegate Destroy];
SensorsCleanup();
Profiler_UninitProfiler();
#if !PLATFORM_VISIONOS
[DisplayManager Destroy];
#endif
UnityDestroyDisplayLink();
_UnityAppController = nil;
}
#if UNITY_SUPPORT_ROTATION
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
{
// No rootViewController is set because we are switching from one view controller to another, all orientations should be enabled
if ([window rootViewController] == nil)
return UIInterfaceOrientationMaskAll;
// During splash screen show phase no forced orientations should be allowed.
// This will prevent unwanted rotation while splash screen is on and application is not yet ready to present (Ex. Fogbugz cases: 1190428, 1269547).
if (self.engineLoadState < kUnityEngineLoadStateAppReady)
return [_rootController supportedInterfaceOrientations];
// Some presentation controllers (e.g. UIImagePickerController) require portrait orientation and will throw exception if it is not supported.
// At the same time enabling all orientations by returning UIInterfaceOrientationMaskAll might cause unwanted orientation change
// (e.g. when using UIActivityViewController to "share to" another application, iOS will use supportedInterfaceOrientations to possibly reorient).
// So to avoid exception we are returning combination of constraints for root view controller and orientation requested by iOS.
// _forceInterfaceOrientationMask is updated in willChangeStatusBarOrientation, which is called if some presentation controller insists on orientation change.
return [[window rootViewController] supportedInterfaceOrientations] | _forceInterfaceOrientationMask;
}
- (void)application:(UIApplication*)application willChangeStatusBarOrientation:(UIInterfaceOrientation)newStatusBarOrientation duration:(NSTimeInterval)duration
{
// Setting orientation mask which is requested by iOS: see supportedInterfaceOrientationsForWindow above for details
_forceInterfaceOrientationMask = 1 << newStatusBarOrientation;
}
#endif
#if UNITY_USES_REMOTE_NOTIFICATIONS
- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
{
AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
}
#if !PLATFORM_TVOS
- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:(void (^)(UIBackgroundFetchResult result))handler
{
AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
if (handler)
{
handler(UIBackgroundFetchResultNoData);
}
}
#endif
- (void)application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error
{
AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error);
// alas people do not check remote notification error through api (which is clunky, i agree) so log here to have at least some visibility
::printf("\nFailed to register for remote notifications:\n%s\n\n", [[error localizedDescription] UTF8String]);
}
#endif
// UIApplicationOpenURLOptionsKey was added only in ios10 sdk, while we still support ios9 sdk
- (BOOL)application:(UIApplication*)app openURL:(NSURL*)url options:(NSDictionary<NSString*, id>*)options
{
id sourceApplication = options[UIApplicationOpenURLOptionsSourceApplicationKey], annotation = options[UIApplicationOpenURLOptionsAnnotationKey];
NSMutableDictionary<NSString*, id>* notifData = [NSMutableDictionary dictionaryWithCapacity: 3];
if (url)
{
notifData[@"url"] = url;
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
}
if (sourceApplication) notifData[@"sourceApplication"] = sourceApplication;
if (annotation) notifData[@"annotation"] = annotation;
AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
return YES;
}
- (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity restorationHandler:(void (^)(NSArray<id<UIUserActivityRestoring> > * _Nullable restorableObjects))restorationHandler
{
NSURL* url = userActivity.webpageURL;
if (url)
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
return YES;
}
- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
AppController_SendNotificationWithArg(kUnityWillFinishLaunchingWithOptions, launchOptions);
NSURL* url = [self extractURLFromLaunchOptions: launchOptions];
if (url != nil)
{
[self initUnityApplicationNoGraphics];
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
}
return YES;
}
// Helper method to extract URL from launch options
- (NSURL*)extractURLFromLaunchOptions:(NSDictionary*)launchOptions
{
// Check for the direct launch URL
NSURL* url = launchOptions[UIApplicationLaunchOptionsURLKey];
if (url != nil)
{
return url;
}
// Check for the user activity dictionary and URL from user activity
NSUserActivity* userActivity = launchOptions[UIApplicationLaunchOptionsUserActivityDictionaryKey][@"UIApplicationLaunchOptionsUserActivityKey"];
if (userActivity != nil && [userActivity.activityType isEqualToString: NSUserActivityTypeBrowsingWeb])
{
url = userActivity.webpageURL;
if (url != nil)
{
return url;
}
}
return nil;
}
- (UIWindowScene*)pickStartupWindowScene:(NSSet<UIScene*>*)scenes
{
// if we have scene with UISceneActivationStateForegroundActive - pick it
// otherwise UISceneActivationStateForegroundInactive will work
// it will be the scene going into active state
// if there were no active/inactive scenes (only background) we should allow background scene
// this might happen in some cases with native plugins doing "things"
UIWindowScene *foregroundScene = nil, *backgroundScene = nil;
for (UIScene* scene in scenes)
{
if (![scene isKindOfClass: [UIWindowScene class]])
continue;
UIWindowScene* windowScene = (UIWindowScene*)scene;
if (scene.activationState == UISceneActivationStateForegroundActive)
return windowScene;
if (scene.activationState == UISceneActivationStateForegroundInactive)
foregroundScene = windowScene;
else if (scene.activationState == UISceneActivationStateBackground)
backgroundScene = windowScene;
}
return foregroundScene ? foregroundScene : backgroundScene;
}
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
::printf("-> applicationDidFinishLaunching()\n");
// make sure orientation notifications are sent
#if !PLATFORM_TVOS && !PLATFORM_VISIONOS
if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
#endif
// if application is in background, don't initialize Unity
// this happens if app uses location fence, notifications with content/actions, ...
// initUnityWithApplication: initializes rendering, possibly loads scene and calls Start(), none meant for background
if (UIApplication.sharedApplication.applicationState == UIApplicationStateBackground)
return YES;
[self initUnityWithApplication: application];
return YES;
}
- (void)initUnityApplicationNoGraphics
{
if ([self advanceEngineLoadState: kUnityEngineLoadStateMinimal])
UnityInitApplicationNoGraphics(UnityDataBundleDir());
}
- (void)initUnityWithApplication:(UIApplication*)application
{
if (self.engineLoadState >= kUnityEngineLoadStateCoreInitialized)
return;
// basic unity init
[self initUnityApplicationNoGraphics];
// initUnityApplicationNoGraphics progresses the state & does initialization if necessary
// so the next state bump has to be after it to not skip the init part
[self advanceEngineLoadState: kUnityEngineLoadStateCoreInitialized];
// we want to initialize DisplayManager first, since unity view might need it on creation
[DisplayManager Initialize];
#if !PLATFORM_VISIONOS
// init main window
_window = [[UIWindow alloc] initWithWindowScene: [self pickStartupWindowScene: application.connectedScenes]];
#else
_window = [[UIWindow alloc] init];
#endif
// init unity view
[self selectRenderingAPI];
[UnityRenderingView InitializeForAPI: self.renderingAPI];
_unityView = [self createUnityView];
// connect main display with window and unity view
_mainDisplay = [DisplayManager Instance].mainDisplay;
[_mainDisplay createWithWindow: _window andView: _unityView];
// create UI hierarchy, and proceed with unity graphics init
[self createUI];
[self preStartUnity];
// if you wont use keyboard you may comment it out at save some memory
[KeyboardDelegate Initialize];
#if UNITY_DEVELOPER_BUILD && !PLATFORM_VISIONOS
// Causes a black screen after splash screen, but would deadlock if waiting for manged debugger otherwise
// also causes issues on visionOS, but we don't have wait for debugger dialog there
[self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
#else
[self startUnity: application];
#endif
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary<NSKeyValueChangeKey, id> *)change context:(void *)context
{
if ([keyPath isEqual: @"outputVolume"])
{
UnityUpdateMuteState([[AVAudioSession sharedInstance] outputVolume] < 0.01f ? 1 : 0);
}
}
- (void)applicationDidEnterBackground:(UIApplication*)application
{
::printf("-> applicationDidEnterBackground()\n");
}
- (void)applicationWillEnterForeground:(UIApplication*)application
{
::printf("-> applicationWillEnterForeground()\n");
// applicationWillEnterForeground: might sometimes arrive *before* actually initing unity (e.g. locking on startup)
if (self.engineLoadState >= kUnityEngineLoadStateAppReady)
{
// if we were showing video before going to background - the view size may be changed while we are in background
[GetAppController().unityView recreateRenderingSurfaceIfNeeded];
}
}
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
[self removeSnapshotViewController];
if (self.engineLoadState >= kUnityEngineLoadStateAppReady)
{
if (UnityIsPaused() && _wasPausedExternal == false)
{
UnityWillResume();
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
{
[self initUnityWithApplication: application];
}
_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 (self.engineLoadState >= kUnityEngineLoadStateAppReady)
{
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
{
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 (self.engineLoadState >= kUnityEngineLoadStateAppReady)
{
// make sure that we are in a "unity cannot be touched" state
// if there was some complex UI shown when terminating, we can get extra UI calls from iOS after applicationWillTerminate:
// and we want to make sure we never do anything touching unity runtime at this point
_engineLoadState = kUnityEngineLoadStateMinimal;
// keep "old" way of tracking state synced
_unityAppReady = _renderingInited = _unityEngineInitialized = false;
_didResignActive = true;
UnityCleanup();
UnityCleanupTrampoline();
}
}
- (void)application:(UIApplication*)application handleEventsForBackgroundURLSession:(nonnull NSString *)identifier completionHandler:(nonnull void (^)())completionHandler
{
NSDictionary* arg = @{identifier: completionHandler};
AppController_SendNotificationWithArg(kUnityHandleEventsForBackgroundURLSession, arg);
}
// advance the load state to newState, if it's not there or higher yet
// returns YES if state was less than newState
// returns NO if previous state was already the requested one or even higher than that
- (BOOL)advanceEngineLoadState:(UnityEngineLoadState)newState
{
if (_engineLoadState >= newState)
return NO;
_engineLoadState = newState;
// Old individual variables; fall-through because higher level also has to set all lower ones
switch (_engineLoadState)
{
case kUnityEngineLoadStateAppReady:
_unityAppReady = true;
case kUnityEngineLoadStateRenderingInitialized:
_renderingInited = true;
case kUnityEngineLoadStateCoreInitialized:
_unityEngineInitialized = true;
case kUnityEngineLoadStateMinimal:
_unityEngineLoaded = true;
case kUnityEngineLoadStateNotStarted:
break;
}
return YES;
}
// the opposite of advanceEngineLoadState:
- (BOOL)downgradeEngineLoadState:(UnityEngineLoadState)newState
{
if (newState >= _engineLoadState)
return NO;
_engineLoadState = newState;
switch (_engineLoadState)
{
case kUnityEngineLoadStateNotStarted:
_unityEngineLoaded = false;
case kUnityEngineLoadStateMinimal:
_unityEngineInitialized = false;
case kUnityEngineLoadStateCoreInitialized:
_renderingInited = false;
case kUnityEngineLoadStateRenderingInitialized:
_unityAppReady = false;
case kUnityEngineLoadStateAppReady:
break;
}
return YES;
}
@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" UnityView* UnityGetUnityView() { return GetAppController().unityView; }
extern "C" UIView* UnityGetGLView() { return UnityGetUnityView(); }
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.
// But if we are starting app on device (and make debugger wait and attach after start)
// it will NOT connect stout (only stderr, used by nslog)
// Hence we also check that stoud is rerouted
return ((info.kp_proc.p_flag & P_TRACED) != 0) && isatty(STDOUT_FILENO);
}
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"); _ios150orNewer = CHECK_VER(@"15.0");
_ios160orNewer = CHECK_VER(@"16.0");
#undef CHECK_VER
AddNewAPIImplIfNeeded();
#if !TARGET_OS_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; }
extern "C" bool UnityiOS150orNewer() { return _ios150orNewer; }
extern "C" bool UnityiOS160orNewer() { return _ios160orNewer; }
// 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 !PLATFORM_VISIONOS
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);
}
#endif
}