unity ios sdk接入无法回调问题
1.接入微信无法回调onresp IOS9.0之后废弃原本的两个方法
-(BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url;
-(BOOL)application:(UIApplication *)application openURL:(NSURL *)url
sourceApplication:(NSString *)sourceApplication
annotation:(id)annotation;
更改为:(BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary*)options;
2.Ios 微信sdk接入
@1下载地址 :https://open.weixin.qq.com/cgi-bin/showdocument?action=dir_list&t=resource/res_list&verify=1&id=open1419319164&token=&lang=zh_CN
@2 导入sdk
@3项目配置 设置支持http请求 并且添加白名单weixin 和wechat
@4 关闭bitcode
@5设置URL types(url schemes 就是你申请的appid)
@6build phases 设置
@7 上代码
实现 .mm文件
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | #import "WeixinInterface.h" #import "AFNetworking.h" #import "UnityAppController.h" static WeixinInterface * s_shareApp=nil; static NSString *Urlkey=nil; static NSString *UrlValue=nil; #define WeiXinID @"你申请的aapid" #define WeiXinSecret @"secrest" #define GameObjectName "在unity'中回调的代码名字" #define MethodName "回调方法" @implementation WeixinInterface #pragma mark - LifeCycle +(instancetype)sharedManager { static dispatch_once_t onceToken; static WeixinInterface *instance; dispatch_once(&onceToken, ^{ instance = [[WeixinInterface alloc] init]; }); return instance; } -( void )destroy { if (s_shareApp) { s_shareApp=nil; } } @synthesize filePath; #pragma mark - View lifecycle - ( void )OnLogin:(NSString *)js { NSLog( @"OnLogin" ); SendAuthReq *req = [[SendAuthReq alloc] init]; req.scope = @"snsapi_userinfo" ; //req.openID = URL_APPID; req.state = @"1245" ; //appdelegate = [UIApplication sharedApplication].delegate; //appdelegate.wxDelegate = self; [WXApi sendReq:req]; [WXApi sendAuthReq:req viewController:UnityGetGLViewController() delegate :self]; } - ( bool ) isWXAppInstalled { return [WXApi isWXAppInstalled]; } - ( bool ) isWXAppSupportApi { return [WXApi isWXAppSupportApi]; } -( void )loginSuccessByCode:(NSString *)code { NSLog( @"code %@" ,code); AFHTTPSessionManager *manager = [AFHTTPSessionManager manager]; manager.requestSerializer = [AFJSONRequestSerializer serializer]; //请求 manager.responseSerializer = [AFHTTPResponseSerializer serializer]; //响应 manager.responseSerializer.acceptableContentTypes = [NSSet setWithObjects: @"text/html" , @"application/json" , @"text/json" , @"text/plain" , nil]; //通过 appid secret 认证code . 来发送获取 access_token的请求 [manager GET:[NSString stringWithFormat: @"https://api.weixin.qq.com/sns/oauth2/access_token?appid=%@&secret=%@&code=%@&grant_type=authorization_code" ,WeiXinID,WeiXinSecret,code] parameters:nil progress:^(NSProgress * _Nonnull downloadProgress) { } success:^(NSURLSessionDataTask * _Nonnull task, id _Nullable responseObject) { //获得access_token,然后根据access_token获取用户信息请求。 NSDictionary *dic = [NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:nil]; NSLog( @"dic %@" ,dic); /* access_token 接口调用凭证 expires_in access_token接口调用凭证超时时间,单位(秒) refresh_token 用户刷新access_token openid 授权用户唯一标识 scope 用户授权的作用域,使用逗号(,)分隔 unionid 当且仅当该移动应用已获得该用户的userinfo授权时,才会出现该字段 */ NSString* accessToken=[dic valueForKey: @"access_token" ]; NSString* openID=[dic valueForKey: @"openid" ]; [self requestUserInfoByToken:accessToken andOpenid:openID]; } failure:^(NSURLSessionDataTask * _Nullable task, NSError * _Nonnull error) { NSLog( @"error %@" ,error.localizedFailureReason); }]; } - (BOOL)handleOpenURL:(NSURL *) url { //url:ruileiqipai://?key=roomid&value=965816&from=singlemessage&isappinstalled=0&reload=1 NSString *urlStr = [url absoluteString]; NSLog( @"url:%@" ,urlStr); [self GetURLParameters:urlStr]; return [WXApi handleOpenURL:url delegate :self]; } /*! 微信回调,不管是登录还是分享成功与否,都是走这个方法 @brief 发送一个sendReq后,收到微信的回应 * * 收到一个来自微信的处理结果。调用一次sendReq后会收到onResp。 * 可能收到的处理结果有SendMessageToWXResp、SendAuthResp等。 * @param resp具体的回应内容,是自动释放的 */ -( void ) onResp:(BaseResp*)resp{ NSLog( @"resp %d" ,resp.errCode); /* enum WXErrCode { WXSuccess = 0, 成功 WXErrCodeCommon = -1, 普通错误类型 WXErrCodeUserCancel = -2, 用户点击取消并返回 WXErrCodeSentFail = -3, 发送失败 WXErrCodeAuthDeny = -4, 授权失败 WXErrCodeUnsupport = -5, 微信不支持 }; */ if ([resp isKindOfClass:[SendAuthResp class ]]) { //授权登录的类。 if (resp.errCode == 0) { //成功。 //这里处理回调的方法 。 通过代理吧对应的登录消息传送过去。 if ([resp isKindOfClass:[SendAuthResp class ]]) // 登录授权 { SendAuthResp *resp2 = (SendAuthResp *)resp; //[[WeixinLogin getIntance] loginSuccessByCode:resp2.code]; [self loginSuccessByCode:resp2.code]; } } else { //失败 NSLog( @"error %@" ,resp.errStr); UIAlertView *alerView = [[UIAlertView alloc] initWithTitle: @"登录失败" message:[NSString stringWithFormat: @"reason : //%@" ,resp.errStr] delegate :nil cancelButtonTitle:NSLocalizedString( @"Close(关闭)" ,nil) otherButtonTitles:nil]; [alerView show]; } } } -( void )requestUserInfoByToken:(NSString *)token andOpenid:(NSString *)openID{ NSLog( @"requestUserInfoByToken" ); AFHTTPSessionManager *manager = [AFHTTPSessionManager manager]; manager.requestSerializer = [AFJSONRequestSerializer serializer]; manager.responseSerializer = [AFHTTPResponseSerializer serializer]; [manager GET:[NSString stringWithFormat: @"https://api.weixin.qq.com/sns/userinfo?access_token=%@&openid=%@" ,token,openID] parameters:nil progress:^(NSProgress * _Nonnull downloadProgress) { } success:^(NSURLSessionDataTask * _Nonnull task, id _Nullable responseObject) { NSDictionary *dic = (NSDictionary *)[NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:nil]; NSLog( @"dic ==== %@" ,dic); //NSError *jsonError; //NSString *responseData = [NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:&jsonError]; NSError *error; NSData *jsStr = [NSJSONSerialization dataWithJSONObject:dic options:NSJSONWritingPrettyPrinted error:&error]; NSString *jsonData= [[NSString alloc] initWithData:jsStr encoding:NSUTF8StringEncoding]; NSLog( @"#####responseData1 = %@" ,jsonData); //NSLog(@"#####responseData = %@",responseData); UnitySendMessage(GameObjectName, MethodName, [jsonData cStringUsingEncoding:NSUTF8StringEncoding]); if (Urlkey != nil && UrlValue != nil) { NSString *keyandValue=[NSString stringWithFormat: @"%@&%@" ,Urlkey,UrlValue]; NSLog( @"keyandValue:%@" ,keyandValue); UnitySendMessage(GameObjectName, GetURLKeyAndValue, [keyandValue cStringUsingEncoding:NSUTF8StringEncoding]); Urlkey = nil; UrlValue = nil; } } failure:^(NSURLSessionDataTask * _Nullable task, NSError * _Nonnull error) { NSLog( @"error %ld" ,( long )error.code); }]; } - ( void )didReceiveMemoryWarning { //[super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } @end |
@8在Appcontrl中实现app注册
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 | #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 <OpenGLES/EAGL.h> #import <OpenGLES/EAGLDrawable.h> #import <OpenGLES/ES2/gl.h> #import <OpenGLES/ES2/glext.h> #include <mach/mach_time.h> // MSAA_DEFAULT_SAMPLE_COUNT was moved to iPhone_GlesSupport.h // 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/SplashScreen.h" #include "Unity/InternalProfiler.h" #include "Unity/DisplayManager.h" #include "Unity/EAGLContextHelper.h" #include "Unity/GlesHelper.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> #import "Libraries/Plugins/iOS/WXApi.h" #import "Libraries/Plugins/iOS/Control/WXApiManager.h" #import "Libraries/Plugins/iOS/SDK/WeixinInterface.h" // we assume that app delegate is never changed and we can cache it, instead of re-query UIApplication every time UnityAppController* _UnityAppController = nil; // Standard Gesture Recognizers enabled on all iOS apps absorb touches close to the top and bottom of the screen. // This sometimes causes an ~1 second delay before the touch is handled when clicking very close to the edge. // You should enable this if you want to avoid that delay. Enabling it should not have any effect on default iOS gestures. #define DISABLE_TOUCH_DELAYS 1 // we keep old bools around to support "old" code that might have used them bool _ios42orNewer = false , _ios43orNewer = false , _ios50orNewer = false , _ios60orNewer = false , _ios70orNewer = false ; bool _ios80orNewer = false , _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 ; // was unity rendering already inited: we should not touch rendering while this is false bool _renderingInited = false ; // was unity inited: we should not touch unity api while this is false bool _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 ; // was startUnity scheduled: used to make startup robust in case of locking device static bool _startUnityScheduled = false ; bool _supportsMSAA = 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 @synthesize unityView = _unityView; @synthesize unityDisplayLink = _displayLink; @synthesize rootView = _rootView; @synthesize rootViewController = _rootController; @synthesize mainDisplay = _mainDisplay; @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(_unityAppReady == NO, @"[UnityAppController startUnity:] called after Unity has been initialized" ); UnityInitApplicationGraphics(); // we make sure that first level gets correct display list and orientation [[DisplayManager Instance] updateDisplayListCacheInUnity]; UnityLoadApplication(); Profiler_InitProfiler(); [self showGameUI]; [self createDisplayLink]; UnitySetPlayerFocus(1); } extern "C" void UnityDestroyDisplayLink() { [GetAppController() destroyDisplayLink]; } extern "C" void UnityRequestQuit() { _didResignActive = true ; if (GetAppController().quitHandler) GetAppController().quitHandler(); else exit(0); } #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; // 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 !PLATFORM_TVOS - ( void )application:(UIApplication*)application didReceiveLocalNotification:(UILocalNotification*)notification { AppController_SendNotificationWithArg(kUnityDidReceiveLocalNotification, notification); UnitySendLocalNotification(notification); } #endif #if UNITY_USES_REMOTE_NOTIFICATIONS - ( void )application:(UIApplication*)application didReceiveRemoteNotification:(NSDictionary*)userInfo { AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo); UnitySendRemoteNotification(userInfo); } - ( void )application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken { AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken); UnitySendDeviceToken(deviceToken); } #if !PLATFORM_TVOS - ( void )application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:( void (^)(UIBackgroundFetchResult result))handler { AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo); UnitySendRemoteNotification(userInfo); if (handler) { handler(UIBackgroundFetchResultNoData); } } #endif - ( void )application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error { AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error); UnitySendRemoteNotificationError(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 -(BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:( NSDictionary *)options { return [WXApi handleOpenURL:url delegate :[WeixinInterface sharedManager]]; } - (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions { return YES; } - (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions { ::printf( "-> applicationDidFinishLaunching()\n" ); // send notfications #if !PLATFORM_TVOS if (UILocalNotification* notification = [launchOptions objectForKey: UIApplicationLaunchOptionsLocalNotificationKey]) UnitySendLocalNotification(notification); if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO) [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; #endif UnityInitApplicationNoGraphics([[[NSBundle mainBundle] bundlePath] UTF8String]); [self selectRenderingAPI]; [UnityRenderingView InitializeForAPI: self.renderingAPI]; _window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds]; _unityView = [self createUnityView]; [DisplayManager Initialize]; _mainDisplay = [DisplayManager Instance].mainDisplay; [_mainDisplay createWithWindow: _window andView: _unityView]; [self createUI]; [self preStartUnity]; [WXApi registerApp: @"你申请的appid" ]; // if you wont use keyboard you may comment it out at save some memory [KeyboardDelegate Initialize]; //#if !PLATFORM_TVOS && DISABLE_TOUCH_DELAYS //for (UIGestureRecognizer *g in _window.gestureRecognizers) //{ // g.delaysTouchesBegan = false; //} //#endif return YES; } - ( 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 (_unityAppReady) { // 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 removeSnapshotView]; if (_unityAppReady) { if (UnityIsPaused() && _wasPausedExternal == false ) { UnityWillResume(); UnityPause(0); } if (_wasPausedExternal) { if (UnityIsFullScreenPlaying()) TryResumeFullScreenVideo(); } UnitySetPlayerFocus(1); } else if (!_startUnityScheduled) { _startUnityScheduled = true ; [self performSelector: @selector(startUnity:) withObject: application afterDelay: 0]; } _didResignActive = false ; } - ( void )removeSnapshotView { // 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 (_snapshotView) { [_snapshotView removeFromSuperview]; _snapshotView = nil; } }); } - ( void )applicationWillResignActive:(UIApplication*)application { ::printf( "-> applicationWillResignActive()\n" ); if (_unityAppReady) { UnitySetPlayerFocus(0); _wasPausedExternal = UnityIsPaused(); if (_wasPausedExternal == false ) { // do pause unity only if we dont need special background processing // otherwise batched player loop can be called to run user scripts int bgBehavior = UnityGetAppBackgroundBehavior(); if (bgBehavior == appbgSuspend || bgBehavior == appbgExit) { // 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]; UnityPause(1); // this is done on the next frame so that // in the case where unity is paused while going // into the background and an input is deactivated // we don't mess with the view hierarchy while taking // a view snapshot (case 760747). dispatch_async(dispatch_get_main_queue(), ^{ // if we are active again, we don't need to do this anymore if (!_didResignActive) { return ; } _snapshotView = [self createSnapshotView]; if (_snapshotView) [_rootView addSubview: _snapshotView]; }); } } } _didResignActive = true ; } - ( void )applicationDidReceiveMemoryWarning:(UIApplication*)application { ::printf( "WARNING -> applicationDidReceiveMemoryWarning()\n" ); UnityLowMemory(); } - ( void )applicationWillTerminate:(UIApplication*)application { ::printf( "-> applicationWillTerminate()\n" ); Profiler_UninitProfiler(); UnityCleanup(); extern void SensorsCleanup(); SensorsCleanup(); } @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" UIView* UnityGetGLView() { return GetAppController().unityView; } 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. return ((info.kp_proc.p_flag & P_TRACED) != 0); } void UnityInitTrampoline() { #if ENABLE_CRASH_REPORT_SUBMISSION SubmitCrashReportsAsync(); #endif InitCrashHandling(); _ios42orNewer = _ios43orNewer = _ios50orNewer = _ios60orNewer = _ios70orNewer = _ios80orNewer = true ; 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" ); #undef CHECK_VER AddNewAPIImplIfNeeded(); #if !TARGET_IPHONE_SIMULATOR // Use NSLog logging if a debugger is not attached, otherwise we write to stdout. if (!isDebuggerAttachedToConsole()) UnitySetLogEntryHandler(LogToNSLogHandler); #endif } // 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 (![[CADisplayLink class ] instancesRespondToSelector: @selector(setPreferredFramesPerSecond:)]) { IMP CADisplayLink_setPreferredFramesPerSecond_IMP = imp_implementationWithBlock(^ void (id _self, NSInteger fps) { typedef void (*SetFrameIntervalFunc)(id, SEL, NSInteger); UNITY_OBJC_CALL_ON_SELF(_self, @selector(setFrameInterval:), SetFrameIntervalFunc, ( int )(60.0f / fps)); }); class_replaceMethod([CADisplayLink class ], @selector(setPreferredFramesPerSecond:), CADisplayLink_setPreferredFramesPerSecond_IMP, CADisplayLink_setPreferredFramesPerSecond_Enc); } if (![[UIScreen class ] instancesRespondToSelector: @selector(nativeScale)]) { IMP UIScreen_NativeScale_IMP = imp_implementationWithBlock(^CGFloat(id _self) { return ((UIScreen*)_self).scale; }); class_replaceMethod([UIScreen class ], @selector(nativeScale), UIScreen_NativeScale_IMP, UIScreen_nativeScale_Enc); } 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); } } |
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