mirror of
https://github.com/CTCaer/RetroArch.git
synced 2025-01-12 05:40:36 +00:00
448 lines
11 KiB
Objective-C
448 lines
11 KiB
Objective-C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013 - Jason Fetters
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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 "rarch_wrapper.h"
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#include "../../general.h"
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#include "gfx/gfx_common.h"
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#include "gfx/gfx_context.h"
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// Define compatibility symbols and categories
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#ifdef IOS
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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.currentContext = nil; }
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- (void)makeCurrentContext { EAGLContext.currentContext = 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 = 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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#import "views.h"
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static const float 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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static UITextField* g_text_hide;
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#elif defined(OSX)
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#include "apple_input.h"
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static bool g_has_went_fullscreen;
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static NSOpenGLPixelFormat* g_format;
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#endif
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static bool g_initialized;
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static RAGameView* g_instance;
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static GLContextClass* g_context;
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static int g_fast_forward_skips;
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static bool g_is_syncing = true;
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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.autoresizingMask = 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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- (void)mouseDown:(NSEvent*)theEvent
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{
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g_current_input_data.touch_count = 1;
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[self mouseDragged:theEvent];
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}
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- (void)mouseUp:(NSEvent*)theEvent
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{
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g_current_input_data.touch_count = 0;
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}
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- (void)mouseDragged:(NSEvent*)theEvent
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{
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NSPoint pos = [self convertPoint:[theEvent locationInWindow] fromView:nil];
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g_current_input_data.touches[0].screen_x = pos.x;
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g_current_input_data.touches[0].screen_y = pos.y;
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}
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#elif defined(IOS) // < iOS Pause menu and lifecycle
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- (id)init
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{
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self = [super init];
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UINib *xib = [UINib nibWithNibName:@"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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if (is_ios_7())
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{
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g_text_hide = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
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[g_view addSubview:g_text_hide];
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g_text_hide.hidden = YES;
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[g_text_hide becomeFirstResponder];
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}
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self.view = g_view;
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return self;
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}
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// Pause Menus
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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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const float width = ((int)orientation < 3) ? CGRectGetWidth(screenSize) : CGRectGetHeight(screenSize);
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const 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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if (is_ios_7())
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[g_text_hide becomeFirstResponder];
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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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- (void)iOS7SetiCadeMode:(bool)on
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{
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g_text_hide.enabled = on;
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[self viewWillLayoutSubviews];
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}
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#endif
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@end
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static RAScreen* get_chosen_screen()
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{
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#ifdef MAC_OS_X_VERSION_10_7
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@autoreleasepool {
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if (g_settings.video.monitor_index >= RAScreen.screens.count)
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{
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RARCH_WARN("video_monitor_index is greater than the number of connected monitors; using main screen instead.\n");
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return RAScreen.mainScreen;
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}
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NSArray *screens = [RAScreen screens];
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RAScreen *s = (RAScreen*)[screens objectAtIndex:g_settings.video.monitor_index];
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return s;
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}
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#else
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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if (g_settings.video.monitor_index >= RAScreen.screens.count)
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{
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RARCH_WARN("video_monitor_index is greater than the number of connected monitors; using main screen instead.\n");
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[pool drain];
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return RAScreen.mainScreen;
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}
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NSArray *screens = [RAScreen screens];
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RAScreen *s = (RAScreen*)[screens objectAtIndex:g_settings.video.monitor_index];
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[pool drain];
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return s;
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#endif
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}
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bool apple_gfx_ctx_init(void)
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{
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dispatch_sync(dispatch_get_main_queue(),
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^{
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// Make sure the view was created
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[RAGameView get];
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#ifdef IOS // Show pause button for a few seconds, so people know it's there
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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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#endif
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});
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g_initialized = true;
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return true;
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}
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void apple_gfx_ctx_destroy(void)
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{
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g_initialized = false;
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[GLContextClass clearCurrentContext];
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dispatch_sync(dispatch_get_main_queue(),
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^{
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#ifdef IOS
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g_view.context = nil;
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#endif
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[GLContextClass clearCurrentContext];
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g_context = nil;
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});
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}
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bool apple_gfx_ctx_bind_api(enum gfx_ctx_api api, unsigned major, unsigned minor)
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{
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if (api != GLAPIType)
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return false;
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[GLContextClass clearCurrentContext];
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dispatch_sync(dispatch_get_main_queue(),
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^{
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[GLContextClass clearCurrentContext];
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#ifdef OSX
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[g_context clearDrawable];
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g_context = nil;
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g_format = nil;
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NSOpenGLPixelFormatAttribute attributes [] = {
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NSOpenGLPFADoubleBuffer, // double buffered
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NSOpenGLPFADepthSize,
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(NSOpenGLPixelFormatAttribute)16, // 16 bit depth buffer
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#ifdef MAC_OS_X_VERSION_10_7
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(major || minor) ? NSOpenGLPFAOpenGLProfile : 0,
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(major << 12) | (minor << 8),
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#endif
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(NSOpenGLPixelFormatAttribute)nil
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};
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g_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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g_context = [[NSOpenGLContext alloc] initWithFormat:g_format shareContext:nil];
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g_context.view = g_view;
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#else
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g_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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g_view.context = g_context;
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#endif
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[g_context makeCurrentContext];
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});
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[g_context makeCurrentContext];
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return true;
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}
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void apple_gfx_ctx_swap_interval(unsigned interval)
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{
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#ifdef IOS // < No way to disable Vsync on iOS?
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// Just skip presents so fast forward still works.
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g_is_syncing = interval ? true : false;
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g_fast_forward_skips = interval ? 0 : 3;
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#elif defined(OSX)
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GLint value = interval ? 1 : 0;
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[g_context setValues:&value forParameter:NSOpenGLCPSwapInterval];
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#endif
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}
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bool apple_gfx_ctx_set_video_mode(unsigned width, unsigned height, bool fullscreen)
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{
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#ifdef OSX
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dispatch_sync(dispatch_get_main_queue(),
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^{
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// TODO: Sceen mode support
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if (fullscreen && !g_has_went_fullscreen)
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{
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[g_view enterFullScreenMode:get_chosen_screen() withOptions:nil];
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[NSCursor hide];
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}
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else if (!fullscreen && g_has_went_fullscreen)
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{
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[g_view exitFullScreenModeWithOptions:nil];
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[g_view.window makeFirstResponder:g_view];
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[NSCursor unhide];
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}
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g_has_went_fullscreen = fullscreen;
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if (!g_has_went_fullscreen)
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[g_view.window setContentSize:NSMakeSize(width, height)];
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});
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#endif
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// TODO: Maybe iOS users should be apple to show/hide the status bar here?
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return true;
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}
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void apple_gfx_ctx_get_video_size(unsigned* width, unsigned* height)
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{
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RAScreen* screen = get_chosen_screen();
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CGRect size;
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if (g_initialized)
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{
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#if defined(OSX) && !defined(MAC_OS_X_VERSION_10_7)
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CGRect cgrect = NSRectToCGRect(g_view.frame);
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size = CGRectMake(0, 0, CGRectGetWidth(cgrect), CGRectGetHeight(cgrect));
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#else
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size = g_view.bounds;
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#endif
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}
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else
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size = screen.bounds;
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*width = CGRectGetWidth(size) * screen.scale;
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*height = CGRectGetHeight(size) * screen.scale;
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}
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void apple_gfx_ctx_update_window_title(void)
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{
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static char buf[128], buf_fps[128];
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bool fps_draw = g_settings.fps_show;
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bool got_text = gfx_get_fps(buf, sizeof(buf), fps_draw ? buf_fps : NULL, sizeof(buf_fps));
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static const char* const text = buf; // < Can't access buf directly in the block
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(void)got_text;
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(void)text;
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#ifdef OSX
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if (got_text)
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{
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// NOTE: This could go bad if buf is updated again before this completes.
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// If it poses a problem it should be changed to dispatch_sync.
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dispatch_async(dispatch_get_main_queue(),
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^{
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g_view.window.title = [NSString stringWithCString:text encoding:NSUTF8StringEncoding];
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});
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}
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#endif
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if (fps_draw)
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msg_queue_push(g_extern.msg_queue, buf_fps, 1, 1);
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}
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bool apple_gfx_ctx_has_focus(void)
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{
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return APP_HAS_FOCUS;
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}
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void apple_gfx_ctx_swap_buffers()
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{
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if (--g_fast_forward_skips < 0)
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{
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dispatch_sync(dispatch_get_main_queue(),
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^{
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[g_view display];
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});
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g_fast_forward_skips = g_is_syncing ? 0 : 3;
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}
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}
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gfx_ctx_proc_t apple_gfx_ctx_get_proc_address(const char *symbol_name)
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{
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#ifdef MAC_OS_X_VERSION_10_7
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return (gfx_ctx_proc_t)CFBundleGetFunctionPointerForName(CFBundleGetBundleWithIdentifier(GLFrameworkID),
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(__bridge CFStringRef)@(symbol_name));
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#else
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return (gfx_ctx_proc_t)CFBundleGetFunctionPointerForName(CFBundleGetBundleWithIdentifier(GLFrameworkID),
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(CFStringRef)symbol_name);
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#endif
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}
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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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dispatch_sync(dispatch_get_main_queue(), ^{
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if (g_context)
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[g_view bindDrawable];
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});
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}
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#endif
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