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ios fixes

luboslenco 1 月之前
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f273436008
共有 4 个文件被更改,包括 11 次插入14 次删除
  1. 1 1
      base/sources/backends/ios_system.m
  2. 4 9
      base/sources/ts/console.ts
  3. 2 2
      base/sources/ts/strings.ts
  4. 4 2
      base/sources/ts/ui_base.ts

+ 1 - 1
base/sources/backends/ios_system.m

@@ -544,7 +544,7 @@ void importFile(NSURL *url) {
 
 	UIWindowScene *windowScene = (UIWindowScene *)scene;
     self.window = [[UIWindow alloc] initWithWindowScene:windowScene];
-	self.window.frame = [UIScreen mainScreen].bounds;
+	self.window.frame = windowScene.coordinateSpace.bounds;
     [self.window setBackgroundColor:[UIColor blackColor]];
 
 	my_view_controller = [[MyViewController alloc] init];

+ 4 - 9
base/sources/ts/console.ts

@@ -19,17 +19,14 @@ function console_draw_toast(s: string) {
 	draw_end();
 }
 
-function _console_toast_render(s: string) {
-	console_draw_toast(s);
-	gpu_present();
-	sys_remove_render_2d(_console_toast_render);
-}
-
 function console_toast(s: string) {
 	// Show a popup message
-	sys_notify_on_render_2d(_console_toast_render, s);
+	let current: gpu_texture_t = _draw_current;
+	if (current != null) draw_end();
 	console_trace(s);
+	console_draw_toast(s);
 	gpu_present();
+	if (current != null) draw_begin(current);
 }
 
 function console_draw_progress() {
@@ -50,13 +47,11 @@ function console_progress(s: string) {
 	console_progress_text = s;
 
 	// Pass one frame to immediately show the message
-	///if (!arm_vulkan) // TODO
 	ui_end_input();
 	draw_end();
 	sys_render();
 	draw_begin();
 	gpu_present();
-	///end
 }
 
 function console_info(s: string) {

+ 2 - 2
base/sources/ts/strings.ts

@@ -397,13 +397,13 @@ fun envmap_sample(lod: float, coord: float2): float3 { \
 ";
 
 let str_get_pos_nor_from_depth: string = "\
-fun get_pos_from_depth(uv: float2, invVP: flaot4x4): float3 { \
+fun get_pos_from_depth(uv: float2, invVP: float4x4): float3 { \
 	var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \
 	var wpos: float4 = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
 	wpos = invVP * wpos; \
 	return wpos.xyz / wpos.w; \
 } \
-fun get_nor_from_depth(p0: float3, uv: float2, invVP: flaot4x4, tex_step: float2): float3 { \
+fun get_nor_from_depth(p0: float3, uv: float2, invVP: float4x4, tex_step: float2): float3 { \
 	var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \
 	var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \
 	return normalize(cross(p2 - p0, p1 - p0)); \

+ 4 - 2
base/sources/ts/ui_base.ts

@@ -872,8 +872,10 @@ function ui_base_update_ui() {
 
 	// Same mapping for paint and rotate (predefined in touch keymap)
 	if (context_in_viewport()) {
-		if (mouse_started() && map_get(config_keymap, "action_paint") == map_get(config_keymap, "action_rotate")) {
-			ui_base_action_paint_remap = map_get(config_keymap, "action_paint");
+		let paint_key: string = map_get(config_keymap, "action_paint");
+		let rotate_key: string = map_get(config_keymap, "action_rotate");
+		if (mouse_started() && paint_key == rotate_key) {
+			ui_base_action_paint_remap = paint_key;
 			util_render_pick_pos_nor_tex();
 			let is_mesh: bool = math_abs(context_raw.posx_picked) < 50 && math_abs(context_raw.posy_picked) < 50 && math_abs(context_raw.posz_picked) < 50;
 			///if arm_android