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Added iOS plugin files (and fix .gitignore)
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iBicha committed Sep 9, 2018
1 parent 81c9cae commit 48ae500
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2 changes: 1 addition & 1 deletion .gitignore
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Expand Up @@ -32,6 +32,6 @@ sysinfo.txt
# Builds
*.apk
*.unitypackage
iOS
/iOS
Assets/TextMesh Pro
TextMesh Pro.meta
36 changes: 36 additions & 0 deletions Assets/EmojiTexture/Plugins/iOS/EmojiTexture.mm.meta

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52 changes: 52 additions & 0 deletions Assets/EmojiTexture/Plugins/iOS/IUnityGraphics.h
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#pragma once
#include "IUnityInterface.h"

typedef enum UnityGfxRenderer
{
//kUnityGfxRendererOpenGL = 0, // Legacy OpenGL, removed
//kUnityGfxRendererD3D9 = 1, // Direct3D 9, removed
kUnityGfxRendererD3D11 = 2, // Direct3D 11
kUnityGfxRendererGCM = 3, // PlayStation 3
kUnityGfxRendererNull = 4, // "null" device (used in batch mode)
kUnityGfxRendererOpenGLES20 = 8, // OpenGL ES 2.0
kUnityGfxRendererOpenGLES30 = 11, // OpenGL ES 3.0
kUnityGfxRendererGXM = 12, // PlayStation Vita
kUnityGfxRendererPS4 = 13, // PlayStation 4
kUnityGfxRendererXboxOne = 14, // Xbox One
kUnityGfxRendererMetal = 16, // iOS Metal
kUnityGfxRendererOpenGLCore = 17, // OpenGL core
kUnityGfxRendererD3D12 = 18, // Direct3D 12
kUnityGfxRendererVulkan = 21, // Vulkan
kUnityGfxRendererNvn = 22, // Nintendo Switch NVN API
kUnityGfxRendererXboxOneD3D12 = 23 // MS XboxOne Direct3D 12
} UnityGfxRenderer;

typedef enum UnityGfxDeviceEventType
{
kUnityGfxDeviceEventInitialize = 0,
kUnityGfxDeviceEventShutdown = 1,
kUnityGfxDeviceEventBeforeReset = 2,
kUnityGfxDeviceEventAfterReset = 3,
} UnityGfxDeviceEventType;

typedef void (UNITY_INTERFACE_API * IUnityGraphicsDeviceEventCallback)(UnityGfxDeviceEventType eventType);

// Should only be used on the rendering thread unless noted otherwise.
UNITY_DECLARE_INTERFACE(IUnityGraphics)
{
UnityGfxRenderer(UNITY_INTERFACE_API * GetRenderer)(); // Thread safe

// This callback will be called when graphics device is created, destroyed, reset, etc.
// It is possible to miss the kUnityGfxDeviceEventInitialize event in case plugin is loaded at a later time,
// when the graphics device is already created.
void(UNITY_INTERFACE_API * RegisterDeviceEventCallback)(IUnityGraphicsDeviceEventCallback callback);
void(UNITY_INTERFACE_API * UnregisterDeviceEventCallback)(IUnityGraphicsDeviceEventCallback callback);
int(UNITY_INTERFACE_API * ReserveEventIDRange)(int count); // reserves 'count' event IDs. Plugins should use the result as a base index when issuing events back and forth to avoid event id clashes.
};
UNITY_REGISTER_INTERFACE_GUID(0x7CBA0A9CA4DDB544ULL, 0x8C5AD4926EB17B11ULL, IUnityGraphics)


// Certain Unity APIs (GL.IssuePluginEvent, CommandBuffer.IssuePluginEvent) can callback into native plugins.
// Provide them with an address to a function of this signature.
typedef void (UNITY_INTERFACE_API * UnityRenderingEvent)(int eventId);
typedef void (UNITY_INTERFACE_API * UnityRenderingEventAndData)(int eventId, void* data);
91 changes: 91 additions & 0 deletions Assets/EmojiTexture/Plugins/iOS/IUnityGraphics.h.meta

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200 changes: 200 additions & 0 deletions Assets/EmojiTexture/Plugins/iOS/IUnityInterface.h
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#pragma once

// Unity native plugin API
// Compatible with C99

#if defined(__CYGWIN32__)
#define UNITY_INTERFACE_API __stdcall
#define UNITY_INTERFACE_EXPORT __declspec(dllexport)
#elif defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(_WIN64) || defined(WINAPI_FAMILY)
#define UNITY_INTERFACE_API __stdcall
#define UNITY_INTERFACE_EXPORT __declspec(dllexport)
#elif defined(__MACH__) || defined(__ANDROID__) || defined(__linux__)
#define UNITY_INTERFACE_API
#define UNITY_INTERFACE_EXPORT
#else
#define UNITY_INTERFACE_API
#define UNITY_INTERFACE_EXPORT
#endif

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IUnityInterface is a registry of interfaces we choose to expose to plugins.
//
// USAGE:
// ---------
// To retrieve an interface a user can do the following from a plugin, assuming they have the header file for the interface:
//
// IMyInterface * ptr = registry->Get<IMyInterface>();
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Unity Interface GUID
// Ensures global uniqueness.
//
// Template specialization is used to produce a means of looking up a GUID from its interface type at compile time.
// The net result should compile down to passing around the GUID.
//
// UNITY_REGISTER_INTERFACE_GUID should be placed in the header file of any interface definition outside of all namespaces.
// The interface structure and the registration GUID are all that is required to expose the interface to other systems.
struct UnityInterfaceGUID
{
#ifdef __cplusplus
UnityInterfaceGUID(unsigned long long high, unsigned long long low)
: m_GUIDHigh(high)
, m_GUIDLow(low)
{
}

UnityInterfaceGUID(const UnityInterfaceGUID& other)
{
m_GUIDHigh = other.m_GUIDHigh;
m_GUIDLow = other.m_GUIDLow;
}

UnityInterfaceGUID& operator=(const UnityInterfaceGUID& other)
{
m_GUIDHigh = other.m_GUIDHigh;
m_GUIDLow = other.m_GUIDLow;
return *this;
}

bool Equals(const UnityInterfaceGUID& other) const { return m_GUIDHigh == other.m_GUIDHigh && m_GUIDLow == other.m_GUIDLow; }
bool LessThan(const UnityInterfaceGUID& other) const { return m_GUIDHigh < other.m_GUIDHigh || (m_GUIDHigh == other.m_GUIDHigh && m_GUIDLow < other.m_GUIDLow); }
#endif
unsigned long long m_GUIDHigh;
unsigned long long m_GUIDLow;
};
#ifdef __cplusplus
inline bool operator==(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return left.Equals(right); }
inline bool operator!=(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return !left.Equals(right); }
inline bool operator<(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return left.LessThan(right); }
inline bool operator>(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return right.LessThan(left); }
inline bool operator>=(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return !operator<(left, right); }
inline bool operator<=(const UnityInterfaceGUID& left, const UnityInterfaceGUID& right) { return !operator>(left, right); }
#else
typedef struct UnityInterfaceGUID UnityInterfaceGUID;
#endif


#ifdef __cplusplus
#define UNITY_DECLARE_INTERFACE(NAME) \
struct NAME : IUnityInterface

// Generic version of GetUnityInterfaceGUID to allow us to specialize it
// per interface below. The generic version has no actual implementation
// on purpose.
//
// If you get errors about return values related to this method then
// you have forgotten to include UNITY_REGISTER_INTERFACE_GUID with
// your interface, or it is not visible at some point when you are
// trying to retrieve or add an interface.
template<typename TYPE>
inline const UnityInterfaceGUID GetUnityInterfaceGUID();

// This is the macro you provide in your public interface header
// outside of a namespace to allow us to map between type and GUID
// without the user having to worry about it when attempting to
// add or retrieve and interface from the registry.
#define UNITY_REGISTER_INTERFACE_GUID(HASHH, HASHL, TYPE) \
template<> \
inline const UnityInterfaceGUID GetUnityInterfaceGUID<TYPE>() \
{ \
return UnityInterfaceGUID(HASHH,HASHL); \
}

// Same as UNITY_REGISTER_INTERFACE_GUID but allows the interface to live in
// a particular namespace. As long as the namespace is visible at the time you call
// GetUnityInterfaceGUID< INTERFACETYPE >() or you explicitly qualify it in the template
// calls this will work fine, only the macro here needs to have the additional parameter
#define UNITY_REGISTER_INTERFACE_GUID_IN_NAMESPACE(HASHH, HASHL, TYPE, NAMESPACE) \
const UnityInterfaceGUID TYPE##_GUID(HASHH, HASHL); \
template<> \
inline const UnityInterfaceGUID GetUnityInterfaceGUID< NAMESPACE :: TYPE >() \
{ \
return UnityInterfaceGUID(HASHH,HASHL); \
}

// These macros allow for C compatibility in user code.
#define UNITY_GET_INTERFACE_GUID(TYPE) GetUnityInterfaceGUID< TYPE >()


#else
#define UNITY_DECLARE_INTERFACE(NAME) \
typedef struct NAME NAME; \
struct NAME

// NOTE: This has the downside that one some compilers it will not get stripped from all compilation units that
// can see a header containing this constant. However, it's only for C compatibility and thus should have
// minimal impact.
#define UNITY_REGISTER_INTERFACE_GUID(HASHH, HASHL, TYPE) \
const UnityInterfaceGUID TYPE##_GUID = {HASHH, HASHL};

// In general namespaces are going to be a problem for C code any interfaces we expose in a namespace are
// not going to be usable from C.
#define UNITY_REGISTER_INTERFACE_GUID_IN_NAMESPACE(HASHH, HASHL, TYPE, NAMESPACE)

// These macros allow for C compatibility in user code.
#define UNITY_GET_INTERFACE_GUID(TYPE) TYPE##_GUID
#endif

// Using this in user code rather than INTERFACES->Get<TYPE>() will be C compatible for those places in plugins where
// this may be needed. Unity code itself does not need this.
#define UNITY_GET_INTERFACE(INTERFACES, TYPE) (TYPE*)INTERFACES->GetInterfaceSplit (UNITY_GET_INTERFACE_GUID(TYPE).m_GUIDHigh, UNITY_GET_INTERFACE_GUID(TYPE).m_GUIDLow);


#ifdef __cplusplus
struct IUnityInterface
{
};
#else
typedef void IUnityInterface;
#endif


typedef struct IUnityInterfaces
{
// Returns an interface matching the guid.
// Returns nullptr if the given interface is unavailable in the active Unity runtime.
IUnityInterface* (UNITY_INTERFACE_API * GetInterface)(UnityInterfaceGUID guid);

// Registers a new interface.
void(UNITY_INTERFACE_API * RegisterInterface)(UnityInterfaceGUID guid, IUnityInterface * ptr);

// Split APIs for C
IUnityInterface* (UNITY_INTERFACE_API * GetInterfaceSplit)(unsigned long long guidHigh, unsigned long long guidLow);
void(UNITY_INTERFACE_API * RegisterInterfaceSplit)(unsigned long long guidHigh, unsigned long long guidLow, IUnityInterface * ptr);

#ifdef __cplusplus
// Helper for GetInterface.
template<typename INTERFACE>
INTERFACE* Get()
{
return static_cast<INTERFACE*>(GetInterface(GetUnityInterfaceGUID<INTERFACE>()));
}

// Helper for RegisterInterface.
template<typename INTERFACE>
void Register(IUnityInterface* ptr)
{
RegisterInterface(GetUnityInterfaceGUID<INTERFACE>(), ptr);
}

#endif
} IUnityInterfaces;


#ifdef __cplusplus
extern "C" {
#endif

// If exported by a plugin, this function will be called when the plugin is loaded.
void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginLoad(IUnityInterfaces* unityInterfaces);
// If exported by a plugin, this function will be called when the plugin is about to be unloaded.
void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginUnload();

#ifdef __cplusplus
}
#endif

struct RenderSurfaceBase;
typedef struct RenderSurfaceBase* UnityRenderBuffer;
typedef unsigned int UnityTextureID;
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