Get Objective-C Value in C wrapper (Unity Plugin) - ios

I'm not familiar with Objecticve-C. I'm using it because I want to natively/correctly check if an app is installed on ios. I found the Objective-C snippet to see if an app is installed and understand needing a C-wrapper to basically have unity talk to the Objective-C script (mm file). Just don't understand how to get the C-wrapper to get the Objective-C value I have within my mm script.
// UnityPluginTest-1.mm
//
// Created by OJ on 7/13/16.
//
#import <Foundation/Foundation.h>
#interface SampleClass:NSObject
/* method declaration */
- (BOOL)isFBInstalledX;
#end
#implementation SampleClass
//Objective-C value I want
- (BOOL)isFBInstalledX {
return [[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:#"fb://"]];
}
#end
//C-wrapper that talks to Unity
extern "C"
{
bool isFBInstalled(){
// Need to get the Objective C BOOL value from above, my c# script will get this value once retrieved
//return -(Bool) isFBInstalledX value //--this doesn't work
//return ..... // I give up :(
}
}

Got the Answer! - Objective-C to UnityPlugin - App Installed Status

Related

For...in loop results in use of undeclared indetifier

I'm still new to Objective-C (coming from a Java and C# background), and I'm implementing a plugin system for an iOS SDK I'm developing.
I've defined my plugin header (Plugin.h) as follows (the java counterpath would be an abstract class, correct me if I'm doing anything wrong here).
#protocol Plugin <NSObject>
#required
- (void)initialize;
- (NSString *) getPluginName;
- (NSString *) getVersion;
#end
I then have a method in my SDK that can be used to register plugins. The array will be an array of objects that inherit from TFTPlugin.
+ (void)registerPlugins:(NSMutableArray*) array
{
for(Plugin *plugin in array)
{
[pluginClasses addObject:plugin];
}
}
But I'm getting an error at the for loop: Use of undeclared identifier 'plugin'.
Any idea what I'm doing wrong here?
Thanks
Try this:
for(id plugin in array){
if([[plugin class] conformsToProtocol:#protocol(Plugin)]) {
[pluginClasses addObject:plugin];
}
}
The checking to see if it conforms to the protocol is optional if you know that everything you are passing in actually does.

Objection Framework Macros with Swift

i'm trying to get the Objection Framework working with Swift (XCode 6.4).
Everything works pretty well beside the macros required for register/inject objects e.g. objection_register
I followed the approach from "Bridging Cocoalumerjack with Swift" to get the macros working with Swift but XCode always complain: Use of undeclared identifier 'initialize' when implementing objectionRegister function in ObjectionSwift.m. Since i'm not to familiar with objective-c i got stuck when looking at the Objection.h initializer methods and trying to figure out whats wrong
Thx for your help!
ObjectionSwift.h
#import <Foundation/Foundation.h>
#interface ObjectionSwift : NSObject
+ (void) objectionRegister(NSString *) name;
#endif
ObjectionSwift.m
#import "ObjectionSwift.h"
#import "Objection.h"
#implementation ObjectionSwift
+ (void) objectionRegister:(NSString *) name {
objection_register_singleton(name)
}
#end
UPDATE
I switched to Typhoon as DI Framework which provides Swift support an works pretty well.
You can use class variable:
class ListingsViewController: UIViewController
{
class var initialize: Bool
{
JSObjection.registerClass(ListingsViewController.self, scope: JSObjectionScopeNormal)
return true
}
}

CocoaLumberjack with Swift - Calling preprocessor macros

I started to build an IOS app with the new programming language Swift. I managed to use CocoaPods and was able to successfully create the DDTTYLogger with my CustomLoggerFormatter (Objective-C) in my AppDelegate.swift and append it to the loggers.
var customLoggerFormatter = CustomLoggerFormatter()
var consoleLogger: DDTTYLogger = DDTTYLogger.sharedInstance()
consoleLogger.setLogFormatter(customLoggerFormatter)
DDLog.addLogger(consoleLogger)
But the problem is, that the CocoaLumberjack Library is using preprocessor macros for the logger methods like DDLogVerbose(#"..")
Which is defined in the DDLog.h:
#define DDLogVerbose(frmt, ...) LOG_OBJC_MAYBE(LOG_ASYNC_VERBOSE, LOG_LEVEL_DEF, LOG_FLAG_VERBOSE, 0, frmt, ##__VA_ARGS__)
Is there any workaround to make preprocessor defines work in Swift? Or did anyone try something similar with more success?
Okay, I just found a solution. Writing an Objective-C Wrapper class calling the preprocessors and offering methods to call it.
Hopefully this will help other people facing the same issues.
I first created a header file:
#interface DDLogWrapper : NSObject
+ (void) logVerbose:(NSString *)message;
+ (void) logError:(NSString *)message;
+ (void) logInfo:(NSString *)message;
#end
With the corresponding implementation:
#import <Foundation/Foundation.h>
#import "DDLogWrapper.h"
// Logging Framework Lumberjack
#import "DDLog.h"
#import "DDASLLogger.h"
#import "DDTTYLogger.h"
// Definition of the current log level
#ifdef DEBUG
static const int ddLogLevel = LOG_LEVEL_VERBOSE;
#else
static const int ddLogLevel = LOG_LEVEL_ERROR;
#endif
#implementation DDLogWrapper
+ (void) logVerbose:(NSString *)message {
DDLogVerbose(message);
}
+ (void) logError:(NSString *)message {
DDLogError(message);
}
+ (void) logInfo:(NSString *)message {
DDLogInfo(message);
}
#end
Important is to add the DDLogWrapper.h File to the ProjectName-Bridging-Header.h file and then you are able to instantiate in Swift the DDLogWrapper and call the methods logVerbose, logError, logInfo..
With the following code I was able to make a log statement:
DDLogWrapper.logVerbose("TEST");
I created a Swift wrapper for CocoaLumberjack that encapsulates everything nicely.
DDLog.addLogger(DDTTYLogger.sharedInstance())
DDLog.logLevel = .Info
logInfo("Info")
logWarn("Warn")
logDebug("Debug")
logError("Error")
As of 2.0.0beta4, CocoaLumberJack includes a CocoaLumberJack.swift file that makes its integration with Swift projects really easily.
They use a global var defaultDebugLevel to set the DDLogLevel, and you can swift basic precompile macros to customize it to your needs.
#if DEBUG
defaultDebugLevel = DDLogLevel.All
#else
defaultDebugLevel = DDLogLevel.Warning
#endif
DDLog.addLogger(DDTTYLogger.sharedInstance())
DDLogDebug("Debug")
DDLogInfo("Info")
DDLogWarn("Warning")
DDLogVerbose("Verbose")
DDLogError("Error")

How to mock location service using KIF-framework

I use KIF framework (http://github.com/kif-framework/KIF) for UI Tests
and I need to mock location service.
The problem is location service starts BEFORE KIF method -beforeAll invoked.
So it's too late to mock.
Any suggestions would be appreciated.
In my KIF target I have a BaseKIFSearchTestCase : KIFTestCase, where I overwrite CLLocationManager`s startUpdatingLocation in a category.
Note that this is the only category overwrite I ever made as this is really not a good idea in general. but in a test target I can accept it.
#import <CoreLocation/CoreLocation.h>
#ifdef TARGET_IPHONE_SIMULATOR
#interface CLLocationManager (Simulator)
#end
#implementation CLLocationManager (Simulator)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wobjc-protocol-method-implementation"
-(void)startUpdatingLocation
{
CLLocation *fakeLocation = [[CLLocation alloc] initWithLatitude:41.0096334 longitude:28.9651646];
[self.delegate locationManager:self didUpdateLocations:#[fakeLocation]];
}
#pragma clang diagnostic pop
#end
#endif // TARGET_IPHONE_SIMULATOR
#import "BaseKIFSearchTestCase.h"
#interface BaseKIFSearchTestCase ()
#end
#implementation BaseKIFSearchTestCase
//...
#end
Cleaner would be to have a subclass of CLLocationManager in your application target and another subclass with the same name in your test target that send fake location like shown above. But if this is possible depends on how your test target is set up, as it actually need to be an application target as Calabash uses it.
Yet another way:
in your project create another configuration "Testing", cloning "Debug"
add the Preprocessor Macro TESTING=1 to that configuration.
Subclass CLLocationManager
use that subclass where you would use CLLocaltionManger
conditionally compile that class
#import "GELocationManager.h"
#implementation GELocationManager
-(void)startUpdatingLocation
{
#if TESTING==1
#warning Testmode
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
CLLocation *fakeLocation = [[CLLocation alloc] initWithLatitude:41.0096334 longitude:28.9651646];
[self.delegate locationManager:self didUpdateLocations:#[fakeLocation]];
});
#else
[super startUpdatingLocation];
#endif
}
#end
in your test targets scheme choose the new configuration
And yet another option:
Probably the best: no code needs to be changed.
As usual, a couple of ways to do this. The key is not to try to mock out the existing location service but to have a completely different mock you can get access to at run time. The first method I'm going to describe is basically building your own tiny DI container. The second method is for getting at singletons you don't normally have access to.
1) Refactor your code so that it doesn't use LocationService directly. Instead, encapsulate it in a holder (could be a simple singleton class). Then, make your holder test-aware. The way this is works is you have something like a LocationServiceHolder that has:
// Do some init for your self.realService and make this holder
// a real singleton.
+ (LocationService*) locationService {
return useMock ? self.mockService : self.realService;
}
- (void)useMock:(BOOL)useMock {
self.useMock = useMock;
}
- (void)setMock:(LocationService*)mockService {
self.mockService = mockService;
}
Then whenever you need your locationService you call
[[LocationServiceHolder sharedService] locationService];
So that when you're testing, you can do something like:
- (void)beforeAll {
id mock = OCClassMock([LocationService class]);
[[LocationServiceHolder sharedService] useMock:YES]];
[[LocationServiceHolder sharedService] setMock:mock]];
}
- (void)afterAll {
[[LocationServiceHolder sharedService] useMock:NO]];
[[LocationServiceHolder sharedService] setMock:nil]];
}
You can of course do this in beforeEach and rewrite the semantics to be a bit better than the base version I'm showing here.
2) If you are using a third party LocationService that's a singleton that you can't modify, it's slightly more tricky but still doable. The trick here is to use a category to override the existing singleton methods and expose the mock rather than the normal singleton. The trick within a trick is to be able to send the message back on to the original singleton if the mock doesn't exist.
So let's say you have a singleton called ThirdPartyService. Here's MockThirdPartyService.h:
static ThirdPartyService *mockThirdPartyService;
#interface ThirdPartyService (Testing)
+ (id)sharedInstance;
+ (void)setSharedInstance:(ThirdPartyService*)instance;
+ (id)mockInstance;
#end
And here is MockThirdPartyService.m:
#import "MockThirdPartyService.h"
#import "NSObject+SupersequentImplementation.h"
// Stubbing out ThirdPartyService singleton
#implementation ThirdPartyService (Testing)
+(id)sharedInstance {
if ([self mockInstance] != nil) {
return [self mockInstance];
}
// What the hell is going on here? See http://www.cocoawithlove.com/2008/03/supersequent-implementation.html
IMP superSequentImp = [self getImplementationOf:_cmd after:impOfCallingMethod(self, _cmd)];
id result = ((id(*)(id, SEL))superSequentImp)(self, _cmd);
return result;
}
+ (void)setSharedInstance:(ThirdPartyService *)instance {
mockThirdPartyService = instance;
}
+ (id)mockInstance {
return mockThirdPartyService;
}
#end
To use, you would do something like:
#include "MockThirdPartyService.h"
...
id mock = OCClassMock([ThirdPartyService class]);
[ThirdPartyService setSharedInstance:mock];
// set up your mock and do your testing here
// Once you're done, clean up.
[ThirdPartyService setSharedInstance:nil];
// Now your singleton is no longer mocked and additional tests that
// don't depend on mock behavior can continue running.
See link for supersequent implementation details. Mad props to Matt Gallagher for the original idea. I can also send you the files if you need.
Conclusion: DI is a good thing. People complain about having to refactor and having to change your code just to test but testing is probably the most important part of quality software dev and DI + ApplicationContext makes things so much easier. We use Typhoon framework but even rolling your own and adopting the DI + ApplicationContext pattern is very much worth it if you're doing any level of testing.

how do I make an objective-c delegate for a cpp class?

I'm stuck trying to combine openGL-es (xcode openGL game template with the ogles2tools library from powervr 3.0 sdk. My problem is the line of code where I load the effect file:
/*
Load the effect.
We pass 'this' as an argument as we wish to receive callbacks as the PFX is loaded.
This is optional and supplying NULL implies that the developer will take care
of all texture loading and binding to to the Effect instead.
*/
if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile, NULL, uiUnknownUniforms, &error) != PVR_SUCCESS)
{
NSLog(#"%s",error.c_str());
return;
}
I'm supposed to pass a "this" pointer so I can receive the callbacks. The delegate method I need to implement is:
EPVRTError OGLES2IntroducingPFX::PVRTPFXOnLoadTexture(const CPVRTStringHash& TextureName, GLuint& uiHandle, unsigned int& uiFlags)
{
/*
This is an optional callback function for PVRTPFXEffect and can be used to automate
the texture loading process.
If multiple effects are to be loaded and they share textures it would be
prudent to have a caching system in place so texture memory is not wasted.
Please see OGLES2MagicLantern for an example of this.
*/
if(PVRTTextureLoadFromPVR(TextureName.String().c_str(), &uiHandle) != PVR_SUCCESS)
return PVR_FAIL;
return PVR_SUCCESS;
}
I guess the big issue for me is how do I go about providing a cpp delegate method in objective-c? I did some reading on this issue, but it seemed what I was reading was going the other way. That is, an objective-c delegate in cpp. It's pretty confusing, but here's my thought...
I create a cpp class the implements the method I need. I add that to my viewController class and pass the pointer to this cpp class in the m_pEffect->Load call. Does this seem correct?
Thanks.
P.S. Sorry if my code formatting is bad. I'm still learning.
Edit: Here's the example I found regarding mixing the objective-c and cpp. It seems really similar to what I want to do.
Update: Here's some additional info (requested by user1118321)
The CPP class which needs a delegate is CPVRTPFXEffect (PVRTPFXParserAPI.h - from powerVR SDK 3.0). I would add a link, but I'm not sure if this is allowed. Here's a link to the class header, but this version (and others on the web) did not include the pDelegate attribute for the load method. I'm assuming they are examples of a previous version. Let me know if it's okay to post this class file and I will do so.
I found a good example of what I think I'm supposed to do from reading this thread. So here's what I have so far:
My CPP delegate class...
class myCppDelegate : public PVRTPFXEffectDelegate {
public:
myCppDelegate() {};
EPVRTError PVRTPFXOnLoadTexture(const CPVRTStringHash& TextureName, GLuint& uiHandle, unsigned int& uiFlags) {
return PVR_FAIL;
};
};
My Obj-C wrapper class (just modified from the example link above)...
struct RNWrapOpaque;
#interface RNWrap : NSObject {
struct RNWrapOpaque *_cpp;
}
- (id)init;
#end
implementation...
#import "RNWrap.h"
#import "Wrap.h"
#interface RNWrap ()
#property (nonatomic, readwrite, assign) RNWrapOpaque *cpp;
#end
#implementation RNWrap
#synthesize cpp = _cpp;
struct RNWrapOpaque
{
public:
RNWrapOpaque() : wrap() {};
myCppDelegate wrap;
};
- (id)init
{
self = [super init];
if (self != nil)
{
self.cpp = new RNWrapOpaque();
}
return self;
}
- (void)dealloc
{
delete _cpp;
_cpp = NULL;
// [super dealloc];
}
#end
Basically I am able to compile the code and debug, but when the the CPVRTPFEffect class makes this call:
if(pDelegate->PVRTPFXOnLoadTexture(pTexDesc->FileName, uiHandle, uiFlags) != PVR_SUCCESS)
I get EXC_BAD_ACCESS. I'm assuming it's not finding my callback method, because I set a breakpoint and the line never gets called.
Here's my updated code which calls CPVRTPFXEffect::Load using a bridge command for the delegate parameter.
if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile,(__bridge myCppDelegate*)opaqueCppWrap, uiUnknownUniforms, &error) != PVR_SUCCESS)
Thanks for your help!
Update 2: The project uses ARC. Here's what my viewController interface looks like:
#interface ViewController : GLKViewController {
...
RNWrap* opaqueCppWrap;
...
}
#property (strong) RNWrap *opaqueCppWrap;
Adding the #property didn't help with the EXC_BAD_ACCESS. I'm not sure how to "see" the value of pDelegate when I'm tracing the CPP code. Xcode doesn't reveal anything when I hover over the variable.
I added the following line of code to the CPVRTPFXEffect::Load method (just prior to the line where it crashes):
*pReturnError += PVRTStringFromFormattedStr("Here is your class typeid: %s.\n", typeid(pDelegate).name());
return PVR_FAIL;
This is what displayed in the debug output window:
Here is your class typeid: P21PVRTPFXEffectDelegate.
I'm not sure what the "P21" means (if anything), but it looks like I'm close to getting this working. I dunno, maybe this is as close as it gets. Still crashing and not finding my method.
First, you may want to look at the last article in the series on wrapping C++. Most of it has gotten much simpler in the latest versions of clang. You probably don't need half this code anymore. ObjC++ objects can now have private C++ properties without any tricks, while maintaining a pure-ObjC interface.
Here is how you want to think about this problem:
Build a C++ object that is the delegate. Write all the code involved in setting up the delegation, etc, in C++. So when it says "pass a this pointer" you should really be passing a this pointer (because you should be doing this in the C++ code). The fact that you're doing a _bridge cast in a C++ call is a real hint something is going wrong.
Let an ObjC own the C++ object as a property.
Write the delegate callbacks in C++ inside the C++ object. If useful, you can let the C++ object then make calls into the ObjC object as needed, but it may be easier if the C++ object does all the delegate work.
I finally got this working, but had to remove the obj-c wrapper class from my viewController in order to do so. Here's what the code looks like:
ViewController.h
struct Opaque;
#interface ViewController : GLKViewController {
...
//RNWrap* opaqueCppWrap; // this didn't work
struct Opaque *opaqueCpp; // try this
...
}
ViewController.mm
// declare the Opaque structure
struct Opaque {
public:
Opaque() : cppobject() {};
myCppDelegate cppobject;
};
viewDidLoad
// ... create opaque member on initialization
opaqueCpp = new Opaque();
//opaqueCppWrap = [[RNWrap alloc] init]; // old way of doing things using wrapper
pass the delegate to the Load method
// old way using bridge cast and wrapper
//if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile,(__bridge myCppDelegate*)opaqueCppWrap, uiUnknownUniforms, &error) != PVR_SUCCESS)
// this works...
if(m_pEffect->Load(*m_pEffectParser, "Effect", c_szPfxFile, (myCppDelegate*)opaqueCpp, uiUnknownUniforms, &error) != PVR_SUCCESS)
Not sure why the wrapper class doesn't work, but I'm happy that my callback is working (appy no crashy!)
Phew, that was rough. Any thoughts/comments?

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