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vsantos1 2026-07-01 10:06:51 +02:00 committed by GitHub
commit 102084e331
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8 changed files with 1251 additions and 4 deletions

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@ -28,6 +28,10 @@ include(CompilerFlags)
# Registers build options that are exposed to cmake
include(CMakeOptions.txt)
if ("${PLATFORM}" STREQUAL "iOS")
enable_language(OBJC)
endif()
if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM" AND NOT "${PLATFORM}" MATCHES "Web" AND NOT "${PLATFORM}" MATCHES "SDL")
if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11)
message(FATAL_ERROR "Cannot disable both Wayland and X11")

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@ -6,7 +6,7 @@ if(EMSCRIPTEN)
# When configuring web builds with "emcmake cmake -B build -S .", set PLATFORM to Web by default
SET(PLATFORM Web CACHE STRING "Platform to build for.")
endif()
enum_option(PLATFORM "Desktop;Win32;Web;WebRGFW;Android;Raspberry Pi;DRM;SDL;RGFW;Memory" "Platform to build for.")
enum_option(PLATFORM "Desktop;Win32;Web;WebRGFW;Android;iOS;Raspberry Pi;DRM;SDL;RGFW;Memory" "Platform to build for.")
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0;Software" "Force a specific OpenGL Version?")

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@ -133,6 +133,24 @@ elseif (${PLATFORM} STREQUAL "Android")
set(LIBS_PRIVATE log android EGL GLESv2 OpenSLES atomic c)
set(LIBS_PUBLIC m)
elseif (${PLATFORM} STREQUAL "iOS")
set(PLATFORM_CPP "PLATFORM_IOS")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES3")
find_library(UIKIT_LIBRARY UIKit)
find_library(QUARTZCORE_LIBRARY QuartzCore)
find_library(OPENGL_ES_LIBRARY OpenGLES)
find_library(COREMOTION_LIBRARY CoreMotion)
find_library(FOUNDATION_LIBRARY Foundation)
set(LIBS_PRIVATE
${UIKIT_LIBRARY}
${QUARTZCORE_LIBRARY}
${OPENGL_ES_LIBRARY}
${COREMOTION_LIBRARY}
${FOUNDATION_LIBRARY}
)
elseif ("${PLATFORM}" STREQUAL "DRM")
set(PLATFORM_CPP "PLATFORM_DRM")

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@ -36,6 +36,10 @@ set(raylib_sources
rtextures.c
)
if (${PLATFORM} STREQUAL "iOS")
list(APPEND raylib_sources platforms/rcore_ios_main.m)
endif()
# Only build raudio if it's enabled
if (NOT DEFINED SUPPORT_MODULE_RAUDIO OR SUPPORT_MODULE_RAUDIO)
list(APPEND raylib_sources raudio.c)
@ -112,6 +116,11 @@ target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC})
# and you will be able to select more build options
include(CompileDefinitions)
if (${PLATFORM} STREQUAL "iOS")
target_compile_definitions(raylib PRIVATE GLES_SILENCE_DEPRECATION=1)
target_compile_options(raylib PRIVATE -Wno-deprecated-declarations)
endif()
# Registering include directories
target_include_directories(raylib
PUBLIC

560
src/platforms/rcore_ios.c Normal file
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@ -0,0 +1,560 @@
/**********************************************************************************************
*
* rcore_ios - Functions to manage window, graphics device and inputs
*
* PLATFORM: IOS
* - iOS (arm64)
* - iOS Simulator
*
* LIMITATIONS:
* - No keyboard input support
* - No gamepad input support
*
* DEPENDENCIES:
* - UIKit/QuartzCore/OpenGLES (provided by iOS SDK)
* - raylib_ios_main.m provides the native window and GL bridge
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
*
**********************************************************************************************/
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#if defined(__APPLE__)
#include <unistd.h>
#endif
// UIKit/OpenGL bridge functions implemented in [rcore_ios_main.m]
RLAPI bool ios_initialize_window(int requestedWidth, int requestedHeight, int *screenWidth, int *screenHeight, int *renderWidth, int *renderHeight, float *scaleX, float *scaleY);
RLAPI void ios_close_platform(void);
RLAPI void ios_make_current_context(void);
RLAPI void ios_present_frame(void);
RLAPI void *ios_get_window_handle(void);
RLAPI void ios_get_window_metrics(int *screenWidth, int *screenHeight, int *renderWidth, int *renderHeight, float *scaleX, float *scaleY);
RLAPI void *ios_get_proc_address(const char *name);
RLAPI void ios_open_url(const char *url);
RLAPI void ios_set_target_fps(float fps);
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
bool initialized;
struct {
// TODO: Use CORE.Input.Touch data... why is it required to duplicate this data?
int32_t pointCount; // Number of active touch points
int32_t pointId[MAX_TOUCH_POINTS]; // Touch point ids
Vector2 position[MAX_TOUCH_POINTS]; // Touch point positions
int32_t hoverPoints[MAX_TOUCH_POINTS]; // Hover point slots
} TouchRaw;
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { 0 }; // Platform specific data
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
bool InitGraphicsDevice(void); // Initialize graphics device
static int FindTouchSlot(intptr_t touchId, bool allowAllocate);
static void UpdateMouseFromTouches(void);
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// Check if application should close
bool WindowShouldClose(void)
{
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
}
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
}
// Set window state: maximized, if resizable
void MaximizeWindow(void)
{
TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
}
// Set window state: minimized
void MinimizeWindow(void)
{
TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
}
// Restore window from being minimized/maximized
void RestoreWindow(void)
{
TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
}
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
}
// Set icon for window
void SetWindowIcon(Image image)
{
TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
}
// Set icons for window
void SetWindowIcons(Image *images, int count)
{
TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
}
// Set title for window
void SetWindowTitle(const char *title)
{
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
}
// Set window opacity [0.0f..1.0f]
void SetWindowOpacity(float opacity)
{
TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
}
// Set window focused
void SetWindowFocused(void)
{
TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
}
// Get native window handle
void *GetWindowHandle(void)
{
return ios_get_window_handle();
}
// Get number of monitors
int GetMonitorCount(void) { return 1; }
// Get current monitor where window is placed
int GetCurrentMonitor(void) { return 0; }
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor) { return (Vector2){ 0, 0 }; }
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor) { return CORE.Window.screen.width; }
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor) { return CORE.Window.screen.height; }
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor) { return 0; }
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor) { return 0; }
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor) { return 0; }
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor) { return ""; }
// Get window position XY on monitor
Vector2 GetWindowPosition(void) { return (Vector2){ 0, 0 }; }
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
int screenWidth = 0, screenHeight = 0;
int renderWidth = 0, renderHeight = 0;
float scaleX = 1.0f, scaleY = 1.0f;
ios_get_window_metrics(&screenWidth, &screenHeight, &renderWidth, &renderHeight, &scaleX, &scaleY);
(void)screenWidth; (void)screenHeight;
(void)renderWidth; (void)renderHeight;
return (Vector2){ scaleX, scaleY };
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
}
// Get clipboard text content
const char *GetClipboardText(void)
{
TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
return NULL;
}
// Get clipboard image
Image GetClipboardImage(void)
{
Image image = { 0 };
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
return image;
}
// Show mouse cursor
void ShowCursor(void) { CORE.Input.Mouse.cursorHidden = false; }
// Hide mouse cursor
void HideCursor(void) { CORE.Input.Mouse.cursorHidden = true; }
// Enable cursor (unlock cursor)
void EnableCursor(void)
{
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = false;
}
// Disable cursor (lock cursor)
void DisableCursor(void)
{
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = true;
}
// Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void)
{
if (CORE.Time.target > 0) ios_set_target_fps((float)(1.0/CORE.Time.target));
ios_present_frame();
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Misc
//----------------------------------------------------------------------------------
// Get elapsed time measure in seconds since InitTimer()
double GetTime(void)
{
struct timespec ts = { 0 };
clock_gettime(CLOCK_MONOTONIC, &ts);
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
return (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
}
// Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given.
// A user could craft a malicious string performing another action.
// Only call this function yourself not with user input or make sure to check
// the string yourself. Ref: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Security check to (partially) avoid malicious code
// TODO: Security concerns, this cod should b reviewed (not only for iOS)
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else ios_open_url(url);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
return 0;
}
// Set gamepad vibration
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
{
TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
// Set mouse cursor
void SetMouseCursor(int cursor)
{
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
}
// Get physical key name
const char *GetKeyName(int key)
{
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
return "";
}
// Register all input events
void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is called on an event, not every frame
UpdateGestures();
#endif
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset key repeats
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Register previous keys states
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
UpdateMouseFromTouches();
}
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT)) TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
int screenWidth = 0, screenHeight = 0;
int renderWidth = 0, renderHeight = 0;
float scaleX = 1.0f, scaleY = 1.0f;
if (!ios_initialize_window(CORE.Window.screen.width, CORE.Window.screen.height,
&screenWidth, &screenHeight, &renderWidth, &renderHeight, &scaleX, &scaleY))
{
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize iOS window and graphics context");
return -1;
}
ios_make_current_context();
CORE.Window.screen.width = screenWidth;
CORE.Window.screen.height = screenHeight;
CORE.Window.display.width = (int)((float)screenWidth*scaleX);
CORE.Window.display.height = (int)((float)screenHeight*scaleY);
CORE.Window.render.width = renderWidth;
CORE.Window.render.height = renderHeight;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
CORE.Window.screenScale = MatrixScale(scaleX, scaleY, 1.0f);
rlLoadExtensions(ios_get_proc_address);
for (int i = 0; i < MAX_TOUCH_POINTS; i++) platform.TouchRaw.hoverPoints[i] = -1;
platform.initialized = true;
CORE.Window.ready = true;
InitTimer();
CORE.Storage.basePath = GetWorkingDirectory();
TRACELOG(LOG_INFO, "PLATFORM: IOS: Initialized successfully");
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
return 0;
}
// Close platform
void ClosePlatform(void)
{
ios_close_platform();
CORE = (CoreData){ 0 };
platform = (PlatformData){ 0 };
platform.TouchRaw = (TouchRaw){ 0 };
}
// Find or allocate a touch slot for the given touchId
static int FindTouchSlot(intptr_t touchId, bool allowAllocate)
{
for (int i = 0; i < platform.TouchRaw.pointCount; i++)
{
if (platform.TouchRaw.pointId[i] == (int32_t)touchId) return i;
}
if (!allowAllocate) return -1;
if (platform.TouchRaw.pointCount < MAX_TOUCH_POINTS) return platform.TouchRaw.pointCount;
return -1;
}
// Sync mouse position/state from primary touch point
static void UpdateMouseFromTouches(void)
{
if (platform.TouchRaw.pointCount > 0)
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.currentPosition = platform.TouchRaw.position[0];
CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f };
}
}
//----------------------------------------------------------------------------------
// iOS Bridge Callbacks (called from rcore_ios_main.m)
//----------------------------------------------------------------------------------
void ios_handle_touch_began(intptr_t touchId, float x, float y)
{
int index = FindTouchSlot(touchId, true);
if (index < 0) return;
platform.TouchRaw.pointId[index] = (int32_t)touchId;
platform.TouchRaw.position[index] = (Vector2){ x, y };
CORE.Input.Touch.pointId[index] = (int)touchId;
CORE.Input.Touch.position[index] = (Vector2){ x, y };
CORE.Input.Touch.currentTouchState[index] = 1;
CORE.Input.Touch.previousTouchState[index] = 0;
CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] = 1;
CORE.Input.Mouse.previousButtonState[MOUSE_BUTTON_LEFT] = 0;
if (platform.TouchRaw.pointCount < MAX_TOUCH_POINTS) platform.TouchRaw.pointCount++;
CORE.Input.Touch.pointCount = platform.TouchRaw.pointCount;
UpdateMouseFromTouches();
}
void ios_handle_touch_moved(intptr_t touchId, float x, float y)
{
int index = FindTouchSlot(touchId, false);
if (index < 0) return;
platform.TouchRaw.position[index] = (Vector2){ x, y };
CORE.Input.Touch.pointId[index] = (int)touchId;
CORE.Input.Touch.position[index] = (Vector2){ x, y };
CORE.Input.Touch.currentTouchState[index] = 1;
CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] = 1;
CORE.Input.Touch.pointCount = platform.TouchRaw.pointCount;
UpdateMouseFromTouches();
}
void ios_handle_touch_ended(intptr_t touchId, float x, float y)
{
int index = FindTouchSlot(touchId, false);
if (index < 0) return;
platform.TouchRaw.position[index] = (Vector2){ x, y };
CORE.Input.Touch.position[index] = (Vector2){ x, y };
CORE.Input.Touch.currentTouchState[index] = 0;
CORE.Input.Touch.previousTouchState[index] = 1;
CORE.Input.Touch.pointId[index] = 0;
// Compact the touch arrays — shift remaining points down
for (int i = index; i < platform.TouchRaw.pointCount - 1; i++)
{
platform.TouchRaw.pointId[i] = platform.TouchRaw.pointId[i + 1];
platform.TouchRaw.position[i] = platform.TouchRaw.position[i + 1];
CORE.Input.Touch.pointId[i] = CORE.Input.Touch.pointId[i + 1];
CORE.Input.Touch.position[i] = CORE.Input.Touch.position[i + 1];
CORE.Input.Touch.currentTouchState[i] = CORE.Input.Touch.currentTouchState[i + 1];
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.previousTouchState[i + 1];
}
if (platform.TouchRaw.pointCount > 0) platform.TouchRaw.pointCount--;
CORE.Input.Touch.pointCount = platform.TouchRaw.pointCount;
CORE.Input.Mouse.currentButtonState[MOUSE_BUTTON_LEFT] = (platform.TouchRaw.pointCount > 0)? 1 : 0;
CORE.Input.Mouse.previousButtonState[MOUSE_BUTTON_LEFT] = 1;
UpdateMouseFromTouches();
}
void ios_handle_touch_cancelled(intptr_t touchId, float x, float y)
{
ios_handle_touch_ended(touchId, x, y);
}
void ios_request_close(void)
{
CORE.Window.shouldClose = true;
}
void ios_set_window_focused(bool focused)
{
if (focused) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
else FLAG_SET(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED);
}

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@ -0,0 +1,645 @@
/**********************************************************************************************
*
* rcore_ios_main.m - Functions required by iOS platform implementation
*
* PLATFORM: IOS
* - iOS (arm64)
* - iOS Simulator
*
* LIMITATIONS:
* - No keyboard input support
* - No gamepad input support
*
* DEPENDENCIES:
* - UIKit/QuartzCore/OpenGLES (provided by iOS SDK)
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5) and contributors
*
**********************************************************************************************/
#import <Foundation/Foundation.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES3/gl.h>
#import <QuartzCore/CADisplayLink.h>
#import <QuartzCore/CAFrameRateRange.h>
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
#include <dlfcn.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
extern int raylib_main(int argc, char *argv[]);
extern void ios_handle_touch_began(intptr_t touchId, float x, float y);
extern void ios_handle_touch_moved(intptr_t touchId, float x, float y);
extern void ios_handle_touch_ended(intptr_t touchId, float x, float y);
extern void ios_handle_touch_cancelled(intptr_t touchId, float x, float y);
extern void ios_request_close(void);
extern void ios_set_window_focused(bool focused);
typedef struct IOSBridgeState {
int argc;
char **argv;
UIWindow *window;
UIViewController *viewController;
UIView *glView;
EAGLContext *context;
GLuint framebuffer;
GLuint colorBuffer;
GLuint depthBuffer;
int screenWidth;
int screenHeight;
int renderWidth;
int renderHeight;
float scaleX;
float scaleY;
bool shuttingDown;
bool initialized;
} IOSBridgeState;
static IOSBridgeState ios = {0};
@interface RaylibController : NSObject
+ (instancetype)sharedController;
- (void)startInternal;
- (void)startDisplayLink:(float)minFPS;
- (void)stopDisplayLink;
- (void)waitForVSync;
- (void)setTargetFPS:(float)fps;
@end
@implementation RaylibController {
CADisplayLink *_displayLink;
dispatch_semaphore_t _frameSemaphore;
dispatch_queue_t _raylibQueue;
int64_t _vsyncCount;
int64_t _lastConsumedVsync;
float _minimumFPS;
BOOL _raylibStarted;
}
+ (instancetype)sharedController {
static RaylibController *instance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
instance = [[self alloc] init];
});
return instance;
}
- (instancetype)init {
self = [super init];
if (self) {
_frameSemaphore = dispatch_semaphore_create(0);
_raylibQueue =
dispatch_queue_create("com.raylib.engine", DISPATCH_QUEUE_SERIAL);
_vsyncCount = 0;
_lastConsumedVsync = 0;
_raylibStarted = NO;
_minimumFPS = 60.0f;
}
return self;
}
- (void)startInternal {
if (_raylibStarted)
return;
_raylibStarted = YES;
dispatch_async(_raylibQueue, ^{
[[NSThread currentThread] setName:@"com.raylib.engine"];
// NSLog(@"[raylib][IOS] raylib thread: %@", [NSThread currentThread].name);
raylib_main(ios.argc, ios.argv);
});
}
- (void)startDisplayLink:(float)minFPS {
if (![NSThread isMainThread]) {
dispatch_async(dispatch_get_main_queue(), ^{
[self startDisplayLink:_minimumFPS];
});
return;
}
_minimumFPS = minFPS;
if (_displayLink != nil)
return;
_displayLink =
[CADisplayLink displayLinkWithTarget:self
selector:@selector(onDisplayFrame:)];
NSInteger maxFPS = [UIScreen mainScreen].maximumFramesPerSecond;
// Use the display native refresh rate
// NOTE: Driven dynamically via setTargetFPS, no hardcoded maxFPS
//_displayLink.preferredFrameRateRange =
// CAFrameRateRangeMake(_minimumFPS, maxFPS, maxFPS);
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop]
forMode:NSRunLoopCommonModes];
}
- (void)onDisplayFrame:(CADisplayLink *)link {
(void)link;
__atomic_fetch_add(&_vsyncCount, 1, __ATOMIC_RELEASE);
dispatch_semaphore_signal(_frameSemaphore);
}
- (void)stopDisplayLink {
if (![NSThread isMainThread]) {
dispatch_async(dispatch_get_main_queue(), ^{
[self stopDisplayLink];
});
return;
}
if (_displayLink == nil)
return;
[_displayLink invalidate];
_displayLink = nil;
dispatch_semaphore_signal(_frameSemaphore);
}
- (void)waitForVSync {
int64_t current = __atomic_load_n(&_vsyncCount, __ATOMIC_ACQUIRE);
while ((current - _lastConsumedVsync) < 1 && !ios.shuttingDown) {
dispatch_semaphore_wait(_frameSemaphore, DISPATCH_TIME_FOREVER);
current = __atomic_load_n(&_vsyncCount, __ATOMIC_ACQUIRE);
}
_lastConsumedVsync = current;
}
- (void)setTargetFPS:(float)fps {
_minimumFPS = fps;
if (_displayLink != nil)
_displayLink.preferredFrameRateRange =
CAFrameRateRangeMake(fps, fps, fps);
}
@end
@interface RaylibGLView : UIView
@end
@implementation RaylibGLView
+ (Class)layerClass {
return [CAEAGLLayer class];
}
@end
@interface RaylibViewController : UIViewController
@end
@implementation RaylibViewController
- (BOOL)prefersStatusBarHidden {
return YES;
}
- (void)loadView {
self.view = [[RaylibGLView alloc] initWithFrame:[UIScreen mainScreen].bounds];
self.view.multipleTouchEnabled = YES;
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
ios_set_window_focused(true);
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
ios_set_window_focused(false);
}
- (void)forwardTouches:(NSSet<UITouch *> *)touches action:(int)action {
for (UITouch *touch in touches) {
CGPoint point = [touch locationInView:self.view];
intptr_t touchId = (intptr_t)(__bridge void *)touch;
switch (action) {
case 0:
ios_handle_touch_began(touchId, point.x, point.y);
break;
case 1:
ios_handle_touch_moved(touchId, point.x, point.y);
break;
case 2:
ios_handle_touch_ended(touchId, point.x, point.y);
break;
case 3:
ios_handle_touch_cancelled(touchId, point.x, point.y);
break;
default:
break;
}
}
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
(void)event;
[self forwardTouches:touches action:0];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
(void)event;
[self forwardTouches:touches action:1];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
(void)event;
[self forwardTouches:touches action:2];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches
withEvent:(UIEvent *)event {
(void)event;
[self forwardTouches:touches action:3];
}
@end
static void shutdown_internal(void) {
[[RaylibController sharedController] stopDisplayLink];
if (ios.context != nil) {
[EAGLContext setCurrentContext:ios.context];
if (ios.framebuffer != 0)
glDeleteFramebuffers(1, &ios.framebuffer);
if (ios.colorBuffer != 0)
glDeleteRenderbuffers(1, &ios.colorBuffer);
if (ios.depthBuffer != 0)
glDeleteRenderbuffers(1, &ios.depthBuffer);
ios.framebuffer = 0;
ios.colorBuffer = 0;
ios.depthBuffer = 0;
ios.context = nil;
}
ios.glView = nil;
ios.viewController = nil;
ios.window = nil;
ios.initialized = false;
}
void ios_close_platform(void) {
if (!ios.initialized || ios.shuttingDown)
return;
ios.shuttingDown = true;
if ([NSThread isMainThread])
shutdown_internal();
else
dispatch_async(dispatch_get_main_queue(), ^{
shutdown_internal();
});
}
@interface RaylibAppDelegate : UIResponder <UIApplicationDelegate>
@end
@interface RaylibSceneDelegate : UIResponder <UIWindowSceneDelegate>
@property(strong, nonatomic) UIWindow *window;
@end
@implementation RaylibAppDelegate
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
(void)application;
(void)launchOptions;
return YES;
}
- (UISceneConfiguration *)application:(UIApplication *)application
configurationForConnectingSceneSession:
(UISceneSession *)connectingSceneSession
options:(UISceneConnectionOptions *)options {
(void)application;
(void)connectingSceneSession;
(void)options;
UISceneConfiguration *configuration = [UISceneConfiguration
configurationWithName:@"Default Configuration"
sessionRole:UIWindowSceneSessionRoleApplication];
configuration.delegateClass = [RaylibSceneDelegate class];
return configuration;
}
- (void)applicationWillResignActive:(UIApplication *)application {
(void)application;
ios_set_window_focused(false);
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
(void)application;
ios_set_window_focused(true);
}
- (void)applicationWillTerminate:(UIApplication *)application {
(void)application;
ios_request_close();
}
@end
@implementation RaylibSceneDelegate
- (void)scene:(UIScene *)scene
willConnectToSession:(UISceneSession *)session
options:(UISceneConnectionOptions *)connectionOptions {
(void)session;
(void)connectionOptions;
if (![scene isKindOfClass:[UIWindowScene class]])
return;
UIWindowScene *windowScene = (UIWindowScene *)scene;
self.window = [[UIWindow alloc] initWithWindowScene:windowScene];
ios.window = self.window;
if (ios.viewController == nil) {
ios.viewController = [[RaylibViewController alloc] init];
}
self.window.rootViewController = ios.viewController;
[self.window makeKeyAndVisible];
[[RaylibController sharedController] startDisplayLink:60.0f];
[[RaylibController sharedController] startInternal];
}
- (void)sceneDidBecomeActive:(UIScene *)scene {
(void)scene;
ios_set_window_focused(true);
}
- (void)sceneWillResignActive:(UIScene *)scene {
(void)scene;
ios_set_window_focused(false);
}
- (void)sceneDidDisconnect:(UIScene *)scene {
(void)scene;
ios_request_close();
ios_close_platform();
}
@end
static BOOL ios_setup_gl(void) {
if (!ios.window || !ios.viewController)
return NO;
ios.glView = ios.viewController.view;
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)ios.glView.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking : @NO,
kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8
};
// Ensure layer uses native scale for proper retina resolution
CGFloat nativeScale = [UIScreen mainScreen].nativeScale;
eaglLayer.contentsScale = nativeScale;
ios.glView.contentScaleFactor = nativeScale;
ios.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
if (!ios.context) {
ios.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
if (!ios.context)
return NO;
[EAGLContext setCurrentContext:ios.context];
glGenFramebuffers(1, &ios.framebuffer);
glGenRenderbuffers(1, &ios.colorBuffer);
glGenRenderbuffers(1, &ios.depthBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, ios.framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, ios.colorBuffer);
if (![ios.context renderbufferStorage:GL_RENDERBUFFER
fromDrawable:eaglLayer]) {
return NO;
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, ios.colorBuffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
&ios.renderWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
&ios.renderHeight);
glBindRenderbuffer(GL_RENDERBUFFER, ios.depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, ios.renderWidth,
ios.renderHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, ios.depthBuffer);
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"[raylib][IOS] Framebuffer incomplete: 0x%04X", fbStatus);
} else {
NSLog(@"[raylib][IOS] Framebuffer complete (%d x %d)", ios.renderWidth,
ios.renderHeight);
}
[EAGLContext setCurrentContext:nil];
return fbStatus == GL_FRAMEBUFFER_COMPLETE;
}
bool ios_initialize_window(int requestedWidth, int requestedHeight,
int *screenWidth, int *screenHeight,
int *renderWidth, int *renderHeight, float *scaleX,
float *scaleY) {
(void)requestedWidth;
(void)requestedHeight;
__block bool ok = false;
dispatch_sync(dispatch_get_main_queue(), ^{
if (ios.window == nil) {
ios.window =
[[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
}
if (ios.viewController == nil) {
ios.viewController = [[RaylibViewController alloc] init];
}
ios.window.rootViewController = ios.viewController;
[ios.window makeKeyAndVisible];
ok = ios_setup_gl();
UIScreen *screen = [UIScreen mainScreen];
CGSize boundsSize = screen.bounds.size;
ios.screenWidth = (int)boundsSize.width;
ios.screenHeight = (int)boundsSize.height;
ios.scaleX = (float)screen.nativeScale;
ios.scaleY = (float)screen.nativeScale;
if (screenWidth)
*screenWidth = ios.screenWidth;
if (screenHeight)
*screenHeight = ios.screenHeight;
if (renderWidth)
*renderWidth = ios.renderWidth;
if (renderHeight)
*renderHeight = ios.renderHeight;
if (scaleX)
*scaleX = ios.scaleX;
if (scaleY)
*scaleY = ios.scaleY;
});
ios.initialized = ok;
return ok;
}
void ios_make_current_context(void) {
if (ios.context != nil)
[EAGLContext setCurrentContext:ios.context];
if (ios.framebuffer != 0)
glBindFramebuffer(GL_FRAMEBUFFER, ios.framebuffer);
if (ios.colorBuffer != 0)
glBindRenderbuffer(GL_RENDERBUFFER, ios.colorBuffer);
glViewport(0, 0, ios.renderWidth, ios.renderHeight);
// NSLog(@"[raylib][IOS] IOSMakeCurrentContext: thread=%@, fb=%u, rb=%u, "
// @"viewport=%dx%d",
// [NSThread currentThread], ios.framebuffer, ios.colorBuffer,
// ios.renderWidth, ios.renderHeight);
}
void ios_present_frame(void) {
if (ios.context == nil || ios.shuttingDown)
return;
if ([EAGLContext currentContext] != ios.context) {
[EAGLContext setCurrentContext:ios.context];
}
// NSLog(@"[raylib][IOS] IOSPresentFrame: thread=%@, currentContext=%@",
// [NSThread currentThread], [EAGLContext currentContext]);
[ios.context presentRenderbuffer:GL_RENDERBUFFER];
#if RLGL_SHOW_GL_DETAILS_INFO
GLenum err = glGetError();
if (err != GL_NO_ERROR)
NSLog(@"[raylib][IOS] glGetError after present: 0x%04X", err);
#endif
if (!ios.shuttingDown) {
[[RaylibController sharedController] waitForVSync];
}
}
void *ios_get_window_handle(void) { return (__bridge void *)ios.window; }
void ios_get_window_metrics(int *screenWidth, int *screenHeight,
int *renderWidth, int *renderHeight, float *scaleX,
float *scaleY) {
if (screenWidth)
*screenWidth = ios.screenWidth;
if (screenHeight)
*screenHeight = ios.screenHeight;
if (renderWidth)
*renderWidth = ios.renderWidth;
if (renderHeight)
*renderHeight = ios.renderHeight;
if (scaleX)
*scaleX = ios.scaleX;
if (scaleY)
*scaleY = ios.scaleY;
}
void *ios_get_proc_address(const char *name) {
return dlsym(RTLD_DEFAULT, name);
}
void ios_open_url(const char *url) {
if (!url) {
NSLog(@"[raylib][IOS] invalid URL: null");
return;
}
NSURLComponents *components = [NSURLComponents
componentsWithString:[NSString stringWithUTF8String:url]];
if (components == nil || components.scheme == nil) {
NSLog(@"[raylib][IOS] invalid URL: %s, Scheme: %s", url,
components ? components.scheme.UTF8String : "nil");
return;
}
if (components.URL != nil) {
dispatch_async(dispatch_get_main_queue(), ^{
[[UIApplication sharedApplication] openURL:components.URL
options:@{}
completionHandler:nil];
});
}
}
void ios_set_target_fps(float fps) {
[[RaylibController sharedController] setTargetFPS:fps];
}
int main(int argc, char *argv[]) {
ios.argc = argc;
ios.argv = argv;
@autoreleasepool {
return UIApplicationMain(argc, argv, nil,
NSStringFromClass([RaylibAppDelegate class]));
}
}

View File

@ -526,6 +526,8 @@ const char *TextFormat(const char *text, ...); // Formatting of text with variab
#include "platforms/rcore_drm.c"
#elif defined(PLATFORM_ANDROID)
#include "platforms/rcore_android.c"
#elif defined(PLATFORM_IOS)
#include "platforms/rcore_ios.c"
#elif defined(PLATFORM_MEMORY)
#include "platforms/rcore_memory.c"
#else
@ -604,6 +606,8 @@ void InitWindow(int width, int height, const char *title)
TRACELOG(LOG_INFO, "Platform backend: ANDROID");
#elif defined(PLATFORM_MEMORY)
TRACELOG(LOG_INFO, "Platform backend: MEMORY (No OS)");
#elif defined(PLATFORM_IOS)
TRACELOG(LOG_INFO, "Platform backend: iOS");
#else
// TODO: Include your custom platform backend!
// i.e software rendering backend or console backend!

View File

@ -880,9 +880,16 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif
#if defined(GRAPHICS_API_OPENGL_ES3)
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#if defined(PLATFORM_IOS)
#include <OpenGLES/ES3/gl.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <OpenGLES/ES2/glext.h> // OpenGL ES extensions used by raylib
#include <OpenGLES/ES3/glext.h> // OpenGL ES 3.0 extensions library
#else
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0