From 12d2089738189f7b69c8a51b7fb428b6fb32996e Mon Sep 17 00:00:00 2001
From: lwb <q3213421wrwqr>
Date: 星期一, 15 三月 2021 14:38:20 +0800
Subject: [PATCH] 9527 删除无用文件
---
/dev/null | 511 --------------------------------------------------------
1 files changed, 0 insertions(+), 511 deletions(-)
diff --git a/Channel/IOS/qkbt2game/UnityAppController.mm b/Channel/IOS/qkbt2game/UnityAppController.mm
deleted file mode 100644
index d9f1059..0000000
--- a/Channel/IOS/qkbt2game/UnityAppController.mm
+++ /dev/null
@@ -1,511 +0,0 @@
-#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 "UniversalSDK.h"
-
-#import <SMPCQuickSDK/SMPCQuickSDK.h>
-
-
-#include <objc/objc.h>
-#include <objc/runtime.h>
-
-// Set this to 1 to force single threaded rendering
-#define UNITY_FORCE_DIRECT_RENDERING 0
-
-// 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
-
-bool _ios42orNewer = false;
-bool _ios43orNewer = false;
-bool _ios50orNewer = false;
-bool _ios60orNewer = false;
-bool _ios70orNewer = false;
-bool _ios80orNewer = false;
-bool _ios81orNewer = false;
-bool _ios82orNewer = false;
-bool _ios83orNewer = false;
-bool _ios90orNewer = false;
-bool _ios91orNewer = false;
-bool _ios100orNewer = 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;
-
-
-@implementation UnityAppController
-
-@synthesize unityView = _unityView;
-@synthesize unityDisplayLink = _unityDisplayLink;
-
-@synthesize rootView = _rootView;
-@synthesize rootViewController = _rootController;
-@synthesize mainDisplay = _mainDisplay;
-@synthesize renderDelegate = _renderDelegate;
-@synthesize quitHandler = _quitHandler;
-
-#if !UNITY_TVOS
-@synthesize interfaceOrientation = _curOrientation;
-#endif
-
-- (id)init
-{
- if ((self = [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(UNITY_FORCE_DIRECT_RENDERING);
-
- // we make sure that first level gets correct display list and orientation
- [[DisplayManager Instance] updateDisplayListInUnity];
-
- 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_TVOS
-- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
-{
- // UIInterfaceOrientationMaskAll
- // it is the safest way of doing it:
- // - GameCenter and some other services might have portrait-only variant
- // and will throw exception if portrait is not supported here
- // - When you change allowed orientations if you end up forbidding current one
- // exception will be thrown
- // Anyway this is intersected with values provided from UIViewController, so we are good
-
- [[SMPCQuickSDK defaultInstance] application:application supportedInterfaceOrientationsForWindow:window];
-
- return (1 << UIInterfaceOrientationPortrait) | (1 << UIInterfaceOrientationPortraitUpsideDown)
- | (1 << UIInterfaceOrientationLandscapeRight) | (1 << UIInterfaceOrientationLandscapeLeft);
-}
-
-#endif
-
-#if !UNITY_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);
- [[SMPCQuickSDK defaultInstance] application:application didReceiveRemoteNotification:userInfo];
-}
-
-- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
-{
- AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
- UnitySendDeviceToken(deviceToken);
- [[SMPCQuickSDK defaultInstance] application:application didRegisterForRemoteNotificationsWithDeviceToken:deviceToken];
-}
-
-#if !UNITY_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);
- [[SMPCQuickSDK defaultInstance] application:application didFailToRegisterForRemoteNotificationsWithError:error];
-}
-
-#endif
-
-- (BOOL)application:(UIApplication*)application openURL:(NSURL*)url sourceApplication:(NSString*)sourceApplication annotation:(id)annotation
-{
- [[SMPCQuickSDK defaultInstance] openURL:url sourceApplication:sourceApplication application:application annotation:annotation];
- NSMutableArray* keys = [NSMutableArray arrayWithCapacity: 3];
- NSMutableArray* values = [NSMutableArray arrayWithCapacity: 3];
-
- #define ADD_ITEM(item) do{ if(item) {[keys addObject:@#item]; [values addObject:item];} }while(0)
-
- ADD_ITEM(url);
- ADD_ITEM(sourceApplication);
- ADD_ITEM(annotation);
-
- #undef ADD_ITEM
-
- NSDictionary* notifData = [NSDictionary dictionaryWithObjects: values forKeys: keys];
- AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
- return YES;
-}
-
-- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
-{
- return YES;
-}
-
-- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
-{
- ::printf("-> applicationDidFinishLaunching()\n");
-
- // send notfications
-#if !UNITY_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];
-
- CGRect _winSize = [UIScreen mainScreen].bounds;
- if(KIsiPhoneX){
- _winSize.origin.x = 40;
- _winSize.size.width -= 92;
- _winSize.size.height -= 15;
- }
- _window = [[UIWindow alloc] initWithFrame:_winSize];
-
- _unityView = [self createUnityView];
-
- [DisplayManager Initialize];
- _mainDisplay = [DisplayManager Instance].mainDisplay;
- [_mainDisplay createWithWindow: _window andView: _unityView];
-
- [self createUI];
- [self preStartUnity];
-
- // if you wont use keyboard you may comment it out at save some memory
- [KeyboardDelegate Initialize];
-
- _universalSDK = [[UniversalSDK alloc] init];
- [_universalSDK QuickSDKInit:application didFinishLaunchingWithOptions:launchOptions];
-
-
-#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");
- [[UIApplication sharedApplication] setApplicationIconBadgeNumber:0];
- [[SMPCQuickSDK defaultInstance] applicationDidEnterBackground:application];
-}
-
-- (void)applicationWillEnterForeground:(UIApplication*)application
-{
- ::printf("-> applicationWillEnterForeground()\n");
- [application setApplicationIconBadgeNumber:0];
- [application cancelAllLocalNotifications];
- [[SMPCQuickSDK defaultInstance] applicationWillEnterForeground:application];
-
- // 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 recreateGLESSurfaceIfNeeded];
- }
-}
-
-- (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;
- [[SMPCQuickSDK defaultInstance] applicationDidBecomeActive:application];
-}
-
-- (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;
-
- [[SMPCQuickSDK defaultInstance] applicationWillResignActive:application];
-}
-
-- (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
-{
- ::printf("WARNING -> applicationDidReceiveMemoryWarning()\n");
- UnityLowMemory();
-}
-
-- (void)applicationWillTerminate:(UIApplication*)application
-{
- ::printf("-> applicationWillTerminate()\n");
- [[SMPCQuickSDK defaultInstance] applicationWillTerminate:application];
-
- 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; }
-
-extern "C" void IOSMessageHandle(const char* jsonString) {
- [GetAppController().universalSDK HandleUnityMessage:[NSString stringWithUTF8String:jsonString]];
-}
-
-
-
-bool LogToNSLogHandler(LogType logType, const char* log, va_list list)
-{
- NSLogv([NSString stringWithUTF8String: log], list);
- return true;
-}
-
-void UnityInitTrampoline()
-{
-#if ENABLE_CRASH_REPORT_SUBMISSION
- SubmitCrashReportsAsync();
-#endif
- InitCrashHandling();
-
- NSString* version = [[UIDevice currentDevice] systemVersion];
-
- // keep native plugin developers happy and keep old bools around
- _ios42orNewer = true;
- _ios43orNewer = true;
- _ios50orNewer = true;
- _ios60orNewer = true;
- _ios70orNewer = [version compare: @"7.0" options: NSNumericSearch] != NSOrderedAscending;
- _ios80orNewer = [version compare: @"8.0" options: NSNumericSearch] != NSOrderedAscending;
- _ios81orNewer = [version compare: @"8.1" options: NSNumericSearch] != NSOrderedAscending;
- _ios82orNewer = [version compare: @"8.2" options: NSNumericSearch] != NSOrderedAscending;
- _ios83orNewer = [version compare: @"8.3" options: NSNumericSearch] != NSOrderedAscending;
- _ios90orNewer = [version compare: @"9.0" options: NSNumericSearch] != NSOrderedAscending;
- _ios91orNewer = [version compare: @"9.1" options: NSNumericSearch] != NSOrderedAscending;
- _ios100orNewer = [version compare: @"10.0" options: NSNumericSearch] != NSOrderedAscending;
-
- // Try writing to console and if it fails switch to NSLog logging
- ::fprintf(stdout, "\n");
- if (::ftell(stdout) < 0)
- UnitySetLogEntryHandler(LogToNSLogHandler);
-
- 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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