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- //
- // IOSPlatformSDK.m
- // OYGameSKD
- // Created by leon on 2021/1/21.
- // Copyright © 2021 Oujia. All rights reserved.
- #import "IOSPlatformSDK.h"
- #import "BugTool.h"
- #include <sys/signal.h>
- #import "MYFactoryManager.h"
- #pragma mark ============================>> ios call unity (定义名字参数和C#类一样的方法)
- //大概流程就是先将C#的函数指针存入OC内存,在OC需要回调unity的时候就可以使用不同的指针来回调不同的unity方法
- /**
- *运动数据
- * left: 左鞋动作代码
- * right: 右鞋动作代码
- * 对应 enum CMD_MOTION
- */
- typedef void (* MotionHandler) (int cusid, int left, int right);
- /**
- * 踏步状态,频率
- * leftStatus: 左鞋(0:停止, 1:慢,2:快)
- * rightStatus: 右鞋(0:停止, 1:慢,2:快)
- * leftFrag: 左鞋(每分钟步频)
- * rightFrag: 右鞋(每分钟步频)
- */
- typedef void (* StepHandler)(int cusid, int leftStatus, int rightStatus, int leftFrag, int rightFrag);
- /**
- * 返回蓝牙设备的基本信息,用于界面上显示当前的设备状况,app 跳转的时候传过来的
- * name: 设备名称
- * status: 设备状态 @see enum BLE_STATE
- * electricity: 设备电量 取值范围[0 - 100] 对比左右鞋 handler较低的电量
- */
- typedef void (* DeviceHandler)(int cusid, const char *name, const char *address, int status, int electricity);
- /**
- * 好友列表 unity call ios 异步请求数据后 ios call unity
- * 调用api GetUserFriends() 的回调
- * code: 请求结果代码 0: 成功, 非0: 根据业务处理
- * json: 好友列表数据 , json 数组
- *
- */
- typedef void (* UserFriendsHandler)(int code, const char * json);
- /**
- * 调用api GetUserFriends() 的回调
- * code: 请求结果代码 0: 成功, 非0: 根据业务处理
- * json: 好友列表数据 , json 数组
- */
- typedef void (* InviteFriendHandler)(int code, const char * userJson, const char * inviteInfo);//
- /**
- *游戏首页交互动作的回调
- * cusid: 主副设备
- * code: 交互代码
- */
- typedef void (* ActionHandler) (int cusid, int code);
- /**
- * 游戏榜单数据回调
- * cusid: 主副设备
- * code: 交互代码
- */
- typedef void (* GetRankHandler)(int conde,const char * userJson);
- /** array: x,y,z姿态数据
- * 单位:弧度
- * 使用时要将数据 除以 10000
- * 转换角度可以使用 Mathf.Rad2Deg
- */
- typedef void (* RotateHandler)(int cusid, short lx, short ly, short lz, short rx, short ry, short rz);
- /**addGame post 游戏结束后回调给游戏的数据
- * json字符串
- */
- typedef void (* GameEndResponseHandler)(int code, const char * userJson);
- #pragma mark ============================>> 声明 静态指针变量的实例 在unity call ios时候将该指针存储在内存中,在需要ios call unity时,用该指针调用unity的函数接口
- static ActionHandler actionHandler;
- static MotionHandler motionHandler;
- static StepHandler stepHandler;
- static DeviceHandler deviceHandler;
- static UserFriendsHandler userFriendsHandler;
- static InviteFriendHandler inviteFriendHandler;
- static GetRankHandler getRankHandler;
- static RotateHandler rotateHandler;
- static GameEndResponseHandler gameEndResponseHandler;
- @implementation IOSPlatformSDK
- #pragma mark ============================>> SDK 单例
- static IOSPlatformSDK * instance;
- +(instancetype)sharedInstance{
- return [[self alloc] init];
- }
- + (instancetype)allocWithZone:(struct _NSZone *)zone{
- static dispatch_once_t onceToken;
- dispatch_once(&onceToken, ^{
- instance = [super allocWithZone:zone];
- });
- return instance;
- }
- - (instancetype)init{
- static dispatch_once_t onceToken;
- dispatch_once(&onceToken, ^{
- instance = [super init];
- //初始蓝牙链接
- [BTDataProcess sharedInstance];
- //开始bug监控
- [BugTool startAvoidBug];
- });
- return instance;
- }
- #pragma mark ============================>> public method app 跳转直链
- -(void)startWithUrl:(NSURL*)url{
- [BTDataInstance startWithUrl:url];
- }
- //
- #pragma mark ============================>> private
- //是否已经缓存到用户信息
- -(BOOL)existUserInfo{
-
- NSDictionary * jsonDict = [IOS_NSUSERDEFAULT objectForKey:IOSSDK_USERINFO];
- if ([jsonDict isKindOfClass:[NSNull class]] || jsonDict == nil || [jsonDict isEqual:[NSNull null]]){
- [PopupView showCusHUDA:@"获取用户信息失败,请从趣动启动"];
- return NO;
- }else{
- return YES;
- }
-
- // UIDevice
-
- }
- #pragma mark ============================>> ios call unity (数据处理后的回调)
- -(void)bridgingMotionAction:(int)cusid
- left:(int)left
- right:(int)right{
- if (motionHandler!=nil){
- motionHandler(cusid,left,right);
- }
- }
- -(void)bridgingStepAction:(int)cusid
- leftStatus:(int)leftStatus
- rightStatus:(int)rightStatus
- leftFrag:(int)leftFrag
- rightFrag:(int)rightFrag{
- if (stepHandler != nil){
- stepHandler(cusid,leftStatus,rightStatus,leftFrag,rightFrag);
- }
- }
- -(void)bridgingDeviceAction:(int)cusid
- name:(NSString*)name
- address:(NSString*)address
- status:(int)status
- electricity:(int)electricity{
- // NSLog(@"deviceHandler ===>> %d %@ %@ %d %d",cusid,name,address,status,electricity);
- const char * charName =[name UTF8String];
- const char * charAddress =[address UTF8String];
- if (deviceHandler != nil){
- deviceHandler(cusid,charName,charAddress,status,electricity);
- }
-
- }
- -(void)bridgingInteraction:(int)cusid
- code:(int)code{
- //传给unity ---> 旧版游戏未用到
- if (actionHandler != nil){
- actionHandler(cusid,code);
- }
- }
- -(void)bridgingInvite:(int)code
- userChar:(const char *)userChar
- infoChar:(const char *)infoChar{
- inviteFriendHandler(0,userChar,infoChar);
- }
- @end
- #pragma mark ============================>> unity call ios (声明unity call ios的托管函数 & 接收unity传过来的指针)
- /**
- * c语言字符串指针malloc
- */
- char* MakeStringCopy(const char* string){
-
- if (string == NULL)
- return NULL;
- char* res = (char*)malloc(strlen(string) + 1);
- strcpy(res, string);
- return res;
-
- }
- /**
- * unity call ios 主动接收 函数指针
- * MotionHandler 用于ios回调 "蓝牙动作",在👆🏻bridgingMotionAction中实现
- */
- extern "C" {void PointerMotionHandler(MotionHandler handler){
- motionHandler = handler;
- NSLog(@"PutIntPtr MotionHandler 指针内存地址 ===>> %p",&motionHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * StepHandler 用于ios回调 "鞋子步频",在👆🏻bridgingStepAction中实现
- */
- extern "C" { void PointerStepHandler(StepHandler handler){
- stepHandler = handler;
- NSLog(@"PutIntPtr StepHandler 指针内存地址 ===>> %p",&stepHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * StepHandler 用于ios回调 "鞋子蓝牙状态和电量",在👆🏻bridgingDeviceAction中实现
- */
- extern "C" {void PointerDeviceHandler(DeviceHandler handler){
- deviceHandler = handler;
- NSLog(@"PutIntPtr DeviceHandler 指针内存地址 ===>> %p",&deviceHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * ActionHandler 用于ios回调“”蓝牙和游戏大厅交互动作数据”,在👆🏻bridgingMotionAction中实现
- */
- extern "C" {void PointerActionHandler(ActionHandler handler){
- actionHandler = handler;
- NSLog(@"PutIntPtr UserFsHandler 指针内存地址 ===>> %p",&actionHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * UserFriendsHandler 用于ios回调 "当前用户好友列表",在👇🏻GetUserFriends中实现
- */
- extern "C" {void PointerUserFriendsHandler(UserFriendsHandler handler){
- userFriendsHandler = handler;
- NSLog(@"PutIntPtr UserFsHandler 指针内存地址 ===>> %p",&userFriendsHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * InviteFriendHandler 用于ios回调 "接收好友邀请" ,在👇🏻GetInviteInfo中实现
- */
- extern "C" {void PointerInviteFriendHandler(InviteFriendHandler handler){
- inviteFriendHandler = handler;
- NSLog(@"PutIntPtr UserFsHandler 指针内存地址 ===>> %p",&inviteFriendHandler);
- }
- }
- /**
- * unity call ios 主动接收 函数指针
- * InviteFriendHandler 用于ios回调 "接收好友邀请" ,在👇🏻GetInviteInfo中实现
- */
- extern "C" {void PointerGetRankHandler(GetRankHandler handler){
- getRankHandler = handler;
- NSLog(@"PutIntPtr GetRankHandler 指针内存地址 ===>> %p",&getRankHandler);
- }
- }
- extern "C" {void PointerRotateHandler(RotateHandler handler){
- rotateHandler = handler;
- NSLog(@"PutIntPtr RotateHandler 指针内存地址 ===>> %p",&rotateHandler);
- }
- }
- extern "C" {void PointerGameEndResponseHandler(GameEndResponseHandler handler){
- gameEndResponseHandler = handler;
- NSLog(@"PutIntPtr GameEndResponseHandler 指针内存地址 ===>> %p",&gameEndResponseHandler);
- }
- }
- /**
- * unity获取用户信息 -->> 解析从Spotr App的传过来的RL_Seme ios返回json数据给游戏
- */
- char * GetUserInfoJson(){
-
- // NSLog(@"Unity 请求用户信息 GetUserInfoJson ===>>");
- if ([instance existUserInfo]==NO){
- return MakeStringCopy("");
- }else{
- const char * cuschart = [[CacheTool getUserInfo] UTF8String];
- // NSLog(@"IOS_SKD 回调用户信息 GetUserInfoJson ===> %@",[CacheTool getUserInfo]);
- //要先copy 不然c#调用free的时候回闪退
- return MakeStringCopy(cuschart);
- }
-
- }
- /**
- * unity获取用户好友列表 -->> ios端根据用户token值请求http好友列表 ios将列表json的数组数据传给unity
- */
- void GetUserFriends(){
- // NSLog(@"Unity 请求好友列表 GetUserFriends ===>>");
- if ([instance existUserInfo]==NO){
- return;
- }
- [HTTPDataProcession getFriendsList:^(int code, const char *jsonString, NSMutableArray *dataArr){
- NSLog(@"IOS_SKD 回调好友列表 GetUserFriends ===> %s",jsonString);
- userFriendsHandler(code,jsonString);//异步回调
- }];
- }
- /**
- * Unity call ios 获取游戏榜单数据
- *if (type == 0) "world" else "friend"
- *ios 请求完数据后用 PointerGetRankHandler 回调数据给unity
- */
- void GetRank(int type){
- // NSLog(@"Unity 获取榜单列表数据 GetRank ===>> %d",type);
- if ([instance existUserInfo]==NO){
- return;
- }
- [HTTPDataProcession GetRank:type rankDataBlock:^(const char *jsonString){
- NSLog(@"IOS_SKD 回调 榜单列表数据 GetRank ===>> %d %s",type,jsonString);
- getRankHandler(type,jsonString);
- }];
- }
- /**
- * 游戏在准备界面 Unity call ios申请申请邀请信息,ios用inviteFriendHandler指针回调数据给unity
- */
- void GetInviteInfo(){
-
- NSLog(@"Unity获取好友邀请信息 GetInviteInfo ===>>");
- if ([instance existUserInfo]==NO){
- return;
- }
- //user字典 -> 字符串 -> Char
- const char * userChar = [[CacheTool getInviteUser] UTF8String];
- //info字符串 -> Char
- const char * infoChar =[[CacheTool getInviteInfo] UTF8String];
- NSLog(@"IOS_SKD 回调好友邀请信息 GetInviteInfo ===>> %s , %s",userChar,infoChar);
- if (infoChar!=nil&&strlen(infoChar)>1) {
- inviteFriendHandler(0,userChar,infoChar);
- }
- //
- }
- /**
- * Unity call ios 主动邀请好友(跳舞和跑酷游戏)
- * friendid: 游戏好友ID
- * info: 邀请信息
- */
- void InviteFriend(int friendid,char * info){
-
- NSLog(@"Unity 点击邀请好友 InviteFriend ===>> %s",info);
-
- if ([instance existUserInfo]==NO){
- return;
- }
- NSString * inviteInof = [NSString stringWithFormat:@"%s",info];
- [HTTPDataProcession inviteFriends:friendid inviteInfo:inviteInof inviteDataBlock:^(NSString *jsonString){
- // NSLog(@"IOS_SKD 回调点击邀请好友事件 InviteFriend ===>>");
- dispatch_async(dispatch_get_main_queue(), ^{
- [PopupView showCusHUDA:jsonString];
- });
- }];
-
- }
- /**
- * Unity call ios 弹出邀请好友弹窗(三轮车游戏)
- * code: 邀请信息
- * info: 邀请信息
- */
- void ShowInviteFriend(int code, char * info){
- NSLog(@"Unity 请求打开好友列表弹窗 ShowInviteFriend ===>> %s",info);
- if ([instance existUserInfo]==NO){
- return;
- }
- NSString * inviteInof = [NSString stringWithFormat:@"%s",info];
- [BTDataInstance showInviteFriend:code inviteInof:inviteInof];
- }
- /**
- * 游戏开始
- */
- void GameStart(){
- NSLog(@"Unity 请求开始游戏 GameStart ===>>");
- if ([instance existUserInfo]==NO){
- return;
- }
- //蓝牙
- [BTDataInstance gameStartInitData];
- //http
- [HTTPDataProcession gameStart];
- }
- /**
- * 游戏结束
- * level: level
- * score: score
- * record: record
- * mode: mode
- * opponentId: opponentId
- */
- void GameEnd(int level, double score, int record, int mode, int opponentId){
-
- NSLog(@"Unity 请求结束游戏 GameEnd ===>> %d %f %d %d %d",level,score,record,mode,opponentId);
- if ([instance existUserInfo]==NO){
- return;
- }
- [BTDataInstance gameEndInitData];
- //http
- [HTTPDataProcession gameEnd];
- //上传数据
- [HTTPDataProcession postGameRecord:level score:score record:record mode:mode opponentId:opponentId gameEndDataBlock:^(const char * jsonString){
- NSLog(@"IOS_SKD 回调结束游戏请求 GameEnd ===> %s",jsonString);
- gameEndResponseHandler(0,jsonString);
- }];
-
- }
- /**
- * 搜索设备
- * type: 设备ID
- */
- void SearchDevice(int type){
- //unity 有两个search按钮 type 0是主设备 1是副设备
- NSLog(@"Unity 请求搜索设备 type ===>> %d",type);
- if ([instance existUserInfo]==NO){
- return;
- }
- [BTDataInstance searchBLEAction:type];
-
- }
- /**
- * 链接设备
- * type: 设备ID
- */
- void ConnectDevice(int type){
- NSLog(@"Unity 请求链接设备 ConnectDevice ===>> %d",type);
- if ([instance existUserInfo]==NO){
- return;
- }
- //unity 有两个connect按钮 type 0是第一个玩家 1是第二个玩家
- }
- /**
- * unity可以主动断开链接
- * type: 设备类型 0: 主, 1: 副
- */
- void DisConnectDevice(int type){
- NSLog(@"Unity 请求断开蓝牙链接 disConnectDevice ===>> %d",type);
- if ([instance existUserInfo]==NO){
- return;
- }
- [BTDataInstance disConnedctBle:type];
- }
- /**
- * 震动
- * type: 设备ID
- * duration: 时长 ms [100 .. 1000]
- */
- void Vibrate(int type,int duration){
- if ([instance existUserInfo]==NO){
- return;
- }
- [BTDataInstance vibrationAction:type duration:duration leftOrRight:0];
- }
- /**
- * 震动
- * type: 设备ID
- * duration: 时长 ms [100 .. 1000]
- */
- void VibrateS(int type,int duration,int leftOrRight){
- if ([instance existUserInfo]==NO){
- return;
- }
- NSLog(@"Unity 请求震动 VibrateS ===>> %d",leftOrRight);
- [BTDataInstance vibrationAction:type duration:duration leftOrRight:leftOrRight];
- }
- /**
- * Unity call ios 获取鞋子角度
- */
- int NativeGetAttX(int cusId){
- if (cusId==0) {
- return BTDataInstance.main_nativeAttX;
- }else{
- return BTDataInstance.vice_nativeAttX;
- }
- }
- /**
- * 投屏
- */
- void ScreenProjection(){
- NSLog(@"Unity 请求投屏事件 ScreenProjection ===>>");
- if ([instance existUserInfo]==NO){
- return;
- }
- }
- /**
- * Unity call ios 返回趣动app
- */
- void OnBackPressed(){
-
- NSLog(@"Unity 返回app OnBackPressed");
- NSString * urlStr = @"com.cheedo.oujia://";
- if ([[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:urlStr]]){
- [[UIApplication sharedApplication] openURL:[NSURL URLWithString:urlStr] options:@{} completionHandler:nil];
- }
- dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
- //杀死进程
- kill(getpid(), 9);
- });
-
- }
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