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		9e4315bb50
		
			
		
	
	
	
	
		
			
			This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
		
	
			
		
			
				
	
	
		
			62 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  ios.h                                                                 */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #ifndef IOS_H
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| #define IOS_H
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| 
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| #include "core/object/class_db.h"
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| 
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| #import <CoreHaptics/CoreHaptics.h>
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| 
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| class iOS : public Object {
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| 	GDCLASS(iOS, Object);
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| 
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| 	static void _bind_methods();
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| 
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| private:
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| 	CHHapticEngine *haptic_engine API_AVAILABLE(ios(13)) = nullptr;
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| 
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| 	CHHapticEngine *get_haptic_engine_instance() API_AVAILABLE(ios(13));
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| 	void start_haptic_engine();
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| 	void stop_haptic_engine();
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| 
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| public:
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| 	static void alert(const char *p_alert, const char *p_title);
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| 
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| 	bool supports_haptic_engine();
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| 	void vibrate_haptic_engine(float p_duration_seconds);
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| 
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| 	String get_model() const;
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| 	String get_rate_url(int p_app_id) const;
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| 
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| 	iOS();
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| };
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| 
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| #endif // IOS_H
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