mirror of
https://github.com/CTCaer/RetroArch.git
synced 2025-01-08 11:30:32 +00:00
236 lines
6.1 KiB
Objective-C
236 lines
6.1 KiB
Objective-C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013-2014 - Jason Fetters
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* Copyright (C) 2011-2014 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#import "RetroArch_Apple.h"
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#include "../../general.h"
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// Define compatibility symbols and categories
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#ifdef IOS
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#ifdef HAVE_CAMERA
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#include <AVFoundation/AVCaptureSession.h>
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#include <AVFoundation/AVCaptureDevice.h>
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#include <AVFoundation/AVCaptureOutput.h>
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#include <AVFoundation/AVCaptureInput.h>
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#include <AVFoundation/AVMediaFormat.h>
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#include <CoreVideo/CVOpenGLESTextureCache.h>
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#endif
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#define APP_HAS_FOCUS ([[UIApplication sharedApplication] applicationState] == UIApplicationStateActive)
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#define GLContextClass EAGLContext
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#define GLAPIType GFX_CTX_OPENGL_ES_API
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#define GLFrameworkID CFSTR("com.apple.opengles")
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#define RAScreen UIScreen
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@interface EAGLContext (OSXCompat) @end
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@implementation EAGLContext (OSXCompat)
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+ (void)clearCurrentContext { [EAGLContext setCurrentContext:nil]; }
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- (void)makeCurrentContext { [EAGLContext setCurrentContext:self]; }
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@end
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#elif defined(OSX)
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#define APP_HAS_FOCUS ([NSApp isActive])
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#define GLContextClass NSOpenGLContext
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#define GLAPIType GFX_CTX_OPENGL_API
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#define GLFrameworkID CFSTR("com.apple.opengl")
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#define RAScreen NSScreen
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#define g_view g_instance // < RAGameView is a container on iOS; on OSX these are both the same object
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@interface NSScreen (IOSCompat) @end
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@implementation NSScreen (IOSCompat)
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- (CGRect)bounds
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{
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CGRect cgrect = (CGRect)NSRectToCGRect(self.frame);
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return CGRectMake(0, 0, CGRectGetWidth(cgrect), CGRectGetHeight(cgrect));
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}
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- (float) scale { return 1.0f; }
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@end
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#endif
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#ifdef IOS
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#include <GLKit/GLKit.h>
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#include "../iOS/views.h"
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#define ALMOST_INVISIBLE (.021f)
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static GLKView *g_view;
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static UIView *g_pause_indicator_view;
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#endif
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static RAGameView* g_instance;
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static GLContextClass* g_context;
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@implementation RAGameView
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+ (RAGameView*)get
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{
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if (!g_instance)
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g_instance = [RAGameView new];
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return g_instance;
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}
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#ifdef OSX
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- (id)init
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{
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self = [super init];
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[self setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
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return self;
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}
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- (void)setFrame:(NSRect)frameRect
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{
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[super setFrame:frameRect];
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if (g_view && g_context)
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[g_context update];
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}
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- (void)display
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{
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[g_context flushBuffer];
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}
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// Stop the annoying sound when pressing a key
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- (BOOL)acceptsFirstResponder
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{
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return YES;
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}
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- (BOOL)isFlipped
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{
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return YES;
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}
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- (void)keyDown:(NSEvent*)theEvent
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{
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}
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#elif defined(IOS)
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// < iOS Pause menu and lifecycle
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- (id)init
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{
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UINib *xib;
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self = [super init];
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xib = (UINib*)[UINib nibWithNibName:BOXSTRING("PauseIndicatorView") bundle:nil];
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g_pause_indicator_view = [[xib instantiateWithOwner:[RetroArch_iOS get] options:nil] lastObject];
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g_view = [GLKView new];
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g_view.multipleTouchEnabled = YES;
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g_view.enableSetNeedsDisplay = NO;
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[g_view addSubview:g_pause_indicator_view];
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self.view = g_view;
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(showPauseIndicator) name:UIApplicationWillEnterForegroundNotification object:nil];
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return self;
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}
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// Pause Menus
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- (void)viewDidAppear:(BOOL)animated
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{
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[self showPauseIndicator];
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}
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- (void)showPauseIndicator
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{
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g_pause_indicator_view.alpha = 1.0f;
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[NSObject cancelPreviousPerformRequestsWithTarget:g_instance];
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[g_instance performSelector:@selector(hidePauseButton) withObject:g_instance afterDelay:3.0f];
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}
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- (void)viewWillLayoutSubviews
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{
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UIInterfaceOrientation orientation = self.interfaceOrientation;
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CGRect screenSize = [[UIScreen mainScreen] bounds];
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float width = ((int)orientation < 3) ? CGRectGetWidth(screenSize) : CGRectGetHeight(screenSize);
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float height = ((int)orientation < 3) ? CGRectGetHeight(screenSize) : CGRectGetWidth(screenSize);
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float tenpctw = width / 10.0f;
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float tenpcth = height / 10.0f;
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g_pause_indicator_view.frame = CGRectMake(tenpctw * 4.0f, 0.0f, tenpctw * 2.0f, tenpcth);
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[g_pause_indicator_view viewWithTag:1].frame = CGRectMake(0, 0, tenpctw * 2.0f, tenpcth);
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}
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- (void)hidePauseButton
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{
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[UIView animateWithDuration:0.2
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animations:^{ g_pause_indicator_view.alpha = ALMOST_INVISIBLE; }
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completion:^(BOOL finished) { }
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];
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}
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// NOTE: This version runs on iOS6+
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- (NSUInteger)supportedInterfaceOrientations
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{
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return apple_frontend_settings.orientation_flags;
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}
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// NOTE: This version runs on iOS2-iOS5, but not iOS6+
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
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{
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switch (interfaceOrientation)
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{
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case UIInterfaceOrientationPortrait:
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return (apple_frontend_settings.orientation_flags & UIInterfaceOrientationMaskPortrait);
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case UIInterfaceOrientationPortraitUpsideDown:
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return (apple_frontend_settings.orientation_flags & UIInterfaceOrientationMaskPortraitUpsideDown);
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case UIInterfaceOrientationLandscapeLeft:
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return (apple_frontend_settings.orientation_flags & UIInterfaceOrientationMaskLandscapeLeft);
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case UIInterfaceOrientationLandscapeRight:
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return (apple_frontend_settings.orientation_flags & UIInterfaceOrientationMaskLandscapeRight);
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}
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return YES;
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}
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#ifdef HAVE_CAMERA
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#include "contentview_camera_ios.m.inl"
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#endif
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#endif
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#ifdef HAVE_LOCATION
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#include "contentview_location.m.inl"
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#endif
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@end
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#ifdef IOS
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void apple_bind_game_view_fbo(void)
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{
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if (g_context)
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[g_view bindDrawable];
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}
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#ifdef HAVE_CAMERA
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#include "apple_camera_ios.c.inl"
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#endif
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#endif
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#ifdef HAVE_LOCATION
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#include "apple_location.c.inl"
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#endif
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#include "apple_gfx_context.c.inl"
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