/**************************************************************************/ /* godot_view.mm */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "godot_view_visionos.h" #include "display_layer_visionos.h" #include "core/error/error_macros.h" #import @interface GDTViewVisionOS () GODOT_CLANG_WARNING_PUSH_AND_IGNORE("-Wobjc-property-synthesis") @property(strong, nonatomic) CALayer *renderingLayer; GODOT_CLANG_WARNING_POP @end @implementation GDTViewVisionOS - (void)godot_commonInit { [super godot_commonInit]; // Enable GamePad handler GCEventInteraction *gamepadInteraction = [[GCEventInteraction alloc] init]; gamepadInteraction.handledEventTypes = GCUIEventTypeGamepad; [self addInteraction:gamepadInteraction]; } - (CALayer *)initializeRenderingForDriver:(NSString *)driverName { if (self.renderingLayer) { return self.renderingLayer; } CALayer *layer = [GDTMetalLayer layer]; layer.frame = self.bounds; layer.contentsScale = self.contentScaleFactor; [self.layer addSublayer:layer]; self.renderingLayer = layer; [layer initializeDisplayLayer]; return self.renderingLayer; } @end GDTView *GDTViewCreate() { return [GDTViewVisionOS new]; }