ppsspp/ios/ViewController.mm

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//
// ViewController.m
//
// Created by rock88
// Modified by xSacha
//
#import "AppDelegate.h"
#import "ViewController.h"
#import "DisplayManager.h"
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#include "Controls.h"
#import "iOSCoreAudio.h"
#import <GLKit/GLKit.h>
#include <cassert>
#include "Common/Net/Resolve.h"
#include "Common/UI/Screen.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
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#include "Common/System/OSD.h"
#include "Common/System/NativeApp.h"
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#include "Common/File/VFS/VFS.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Common/Input/InputState.h"
#include "Common/Input/KeyCodes.h"
#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/KeyMap.h"
#include "Core/System.h"
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#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbGps.h"
#if !__has_feature(objc_arc)
#error Must be built with ARC, please revise the flags for ViewController.mm to include -fobjc-arc.
#endif
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class IOSGLESContext : public GraphicsContext {
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public:
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IOSGLESContext() {
CheckGLExtensions();
draw_ = Draw::T3DCreateGLContext(false);
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
renderManager_->SetInflightFrames(g_Config.iInflightFrames);
SetGPUBackend(GPUBackend::OPENGL);
bool success = draw_->CreatePresets();
_assert_msg_(success, "Failed to compile preset shaders");
}
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~IOSGLESContext() {
delete draw_;
}
Draw::DrawContext *GetDrawContext() override {
return draw_;
}
void Resize() override {}
void Shutdown() override {}
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void ThreadStart() override {
renderManager_->ThreadStart(draw_);
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}
bool ThreadFrame() override {
return renderManager_->ThreadFrame();
}
void ThreadEnd() override {
renderManager_->ThreadEnd();
}
void StartThread() {
renderManager_->StartThread();
}
void StopThread() override {
renderManager_->StopThread();
}
private:
Draw::DrawContext *draw_;
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GLRenderManager *renderManager_;
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};
static std::atomic<bool> exitRenderLoop;
static std::atomic<bool> renderLoopRunning;
static std::thread g_renderLoopThread;
id<PPSSPPViewController> sharedViewController;
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@interface PPSSPPViewControllerGL () {
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ICadeTracker g_iCadeTracker;
TouchTracker g_touchTracker;
IOSGLESContext *graphicsContext;
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LocationHelper *locationHelper;
CameraHelper *cameraHelper;
}
@property (nonatomic, strong) EAGLContext* context;
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//@property (nonatomic) iCadeReaderView* iCadeView;
@property (nonatomic) GCController *gameController __attribute__((weak_import));
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@property (strong, nonatomic) CMMotionManager *motionManager;
@property (strong, nonatomic) NSOperationQueue *accelerometerQueue;
@end
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@implementation PPSSPPViewControllerGL
-(id) init {
self = [super init];
if (self) {
sharedViewController = self;
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g_iCadeTracker.InitKeyMap();
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillTerminate:) name:UIApplicationWillTerminateNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidConnect:) name:GCControllerDidConnectNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidDisconnect:) name:GCControllerDidDisconnectNotification object:nil];
}
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self.accelerometerQueue = [[NSOperationQueue alloc] init];
self.accelerometerQueue.name = @"AccelerometerQueue";
self.accelerometerQueue.maxConcurrentOperationCount = 1;
return self;
}
- (BOOL)prefersHomeIndicatorAutoHidden {
return YES;
}
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- (void)shareText:(NSString *)text {
NSArray *items = @[text];
UIActivityViewController * viewController = [[UIActivityViewController alloc] initWithActivityItems:items applicationActivities:nil];
dispatch_async(dispatch_get_main_queue(), ^{
[self presentViewController:viewController animated:YES completion:nil];
});
}
extern float g_safeInsetLeft;
extern float g_safeInsetRight;
extern float g_safeInsetTop;
extern float g_safeInsetBottom;
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- (void)viewSafeAreaInsetsDidChange {
if (@available(iOS 11.0, *)) {
[super viewSafeAreaInsetsDidChange];
// we use 0.0f instead of safeAreaInsets.bottom because the bottom overlay isn't disturbing (for now)
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g_safeInsetLeft = self.view.safeAreaInsets.left;
g_safeInsetRight = self.view.safeAreaInsets.right;
g_safeInsetTop = self.view.safeAreaInsets.top;
g_safeInsetBottom = 0.0f;
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}
}
// The actual rendering is NOT on this thread, this is the emu thread
// that runs game logic.
void GLRenderLoop(IOSGLESContext *graphicsContext) {
SetCurrentThreadName("EmuThreadGL");
renderLoopRunning = true;
NativeInitGraphics(graphicsContext);
INFO_LOG(SYSTEM, "Emulation thread starting\n");
while (!exitRenderLoop) {
NativeFrame(graphicsContext);
}
INFO_LOG(SYSTEM, "Emulation thread shutting down\n");
NativeShutdownGraphics();
// Also ask the main thread to stop, so it doesn't hang waiting for a new frame.
INFO_LOG(SYSTEM, "Emulation thread stopping\n");
exitRenderLoop = false;
renderLoopRunning = false;
}
- (bool)runGLRenderLoop {
if (!graphicsContext) {
ERROR_LOG(G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
return false;
}
if (g_renderLoopThread.joinable()) {
ERROR_LOG(G3D, "runVulkanRenderLoop: Already running");
return false;
}
_dbg_assert_(!renderLoopRunning);
_dbg_assert_(!exitRenderLoop);
graphicsContext->StartThread();
g_renderLoopThread = std::thread(GLRenderLoop, graphicsContext);
return true;
}
- (void)requestExitGLRenderLoop {
if (!renderLoopRunning) {
ERROR_LOG(SYSTEM, "Render loop already exited");
return;
}
_assert_(g_renderLoopThread.joinable());
exitRenderLoop = true;
graphicsContext->StopThread();
while (graphicsContext->ThreadFrame()) {
continue;
}
g_renderLoopThread.join();
_assert_(!g_renderLoopThread.joinable());
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
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[self hideKeyboard];
}
- (void)viewDidLoad {
[super viewDidLoad];
[[DisplayManager shared] setupDisplayListener];
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UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen];
self.view.frame = [screen bounds];
self.view.multipleTouchEnabled = YES;
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
if (!self.context) {
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
GLKView* view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
view.drawableStencilFormat = GLKViewDrawableStencilFormat8;
[EAGLContext setCurrentContext:self.context];
self.preferredFramesPerSecond = 60; // NOTE: We don't yet take advantage of 120hz screens
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
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graphicsContext = new IOSGLESContext();
graphicsContext->GetDrawContext()->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
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g_OSD.Show(OSDType::MESSAGE_ERROR, details, 0.0f, "error_callback");
}, nullptr);
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graphicsContext->ThreadStart();
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/*self.iCadeView = [[iCadeReaderView alloc] init];
[self.view addSubview:self.iCadeView];
self.iCadeView.delegate = self;
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self.iCadeView.active = YES;*/
if ([[GCController controllers] count] > 0) {
[self setupController:[[GCController controllers] firstObject]];
}
cameraHelper = [[CameraHelper alloc] init];
[cameraHelper setDelegate:self];
locationHelper = [[LocationHelper alloc] init];
[locationHelper setDelegate:self];
[self hideKeyboard];
UIScreenEdgePanGestureRecognizer *mBackGestureRecognizer = [[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:) ];
[mBackGestureRecognizer setEdges:UIRectEdgeLeft];
[[self view] addGestureRecognizer:mBackGestureRecognizer];
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// Initialize the motion manager for accelerometer control.
self.motionManager = [[CMMotionManager alloc] init];
INFO_LOG(G3D, "Done with viewDidLoad.");
}
- (void)handleSwipeFrom:(UIScreenEdgePanGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateEnded) {
KeyInput key;
key.flags = KEY_DOWN | KEY_UP;
key.keyCode = NKCODE_BACK;
key.deviceId = DEVICE_ID_TOUCH;
NativeKey(key);
INFO_LOG(SYSTEM, "Detected back swipe");
}
}
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- (void)appWillTerminate:(NSNotification *)notification
{
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[self shutdown];
}
- (void)didBecomeActive {
INFO_LOG(SYSTEM, "didBecomeActive begin");
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if (self.motionManager.accelerometerAvailable) {
self.motionManager.accelerometerUpdateInterval = 1.0 / 60.0;
INFO_LOG(G3D, "Starting accelerometer updates.");
[self.motionManager startAccelerometerUpdatesToQueue:self.accelerometerQueue
withHandler:^(CMAccelerometerData *accelerometerData, NSError *error) {
if (error) {
NSLog(@"Accelerometer error: %@", error);
return;
}
ProcessAccelerometerData(accelerometerData);
}];
} else {
INFO_LOG(G3D, "No accelerometer available, not starting updates.");
}
[self runGLRenderLoop];
INFO_LOG(SYSTEM, "didBecomeActive end");
}
- (void)willResignActive {
INFO_LOG(SYSTEM, "willResignActive begin");
[self requestExitGLRenderLoop];
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// Stop accelerometer updates
if (self.motionManager.accelerometerActive) {
INFO_LOG(G3D, "Stopping accelerometer updates");
[self.motionManager stopAccelerometerUpdates];
}
INFO_LOG(SYSTEM, "willResignActive end");
}
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- (void)shutdown
{
INFO_LOG(SYSTEM, "shutdown GL");
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g_Config.Save("shutdown GL");
_dbg_assert_(graphicsContext);
_dbg_assert_(sharedViewController != nil);
sharedViewController = nil;
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if (self.context) {
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
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[[NSNotificationCenter defaultCenter] removeObserver:self];
self.gameController = nil;
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graphicsContext->StopThread();
// Skipping GL calls here because the old context is lost.
while (graphicsContext->ThreadFrame()) {
continue;
}
graphicsContext->Shutdown();
delete graphicsContext;
graphicsContext = nullptr;
INFO_LOG(SYSTEM, "Done shutting down GL");
}
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- (void)dealloc
{
INFO_LOG(SYSTEM, "dealloc GL");
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}
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskLandscape;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
if (!renderLoopRunning) {
INFO_LOG(G3D, "Ignoring drawInRect");
return;
}
if (sharedViewController) {
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graphicsContext->ThreadFrame();
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
g_touchTracker.Began(touches, self.view);
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
g_touchTracker.Moved(touches, self.view);
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
g_touchTracker.Ended(touches, self.view);
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
g_touchTracker.Cancelled(touches, self.view);
}
- (void)bindDefaultFBO
{
[(GLKView*)self.view bindDrawable];
}
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- (void)buttonDown:(iCadeState)button
{
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g_iCadeTracker.ButtonDown(button);
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}
- (void)buttonUp:(iCadeState)button
{
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g_iCadeTracker.ButtonUp(button);
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}
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- (void)controllerDidConnect:(NSNotification *)note
{
if (![[GCController controllers] containsObject:self.gameController]) self.gameController = nil;
if (self.gameController != nil) return; // already have a connected controller
[self setupController:(GCController *)note.object];
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}
- (void)controllerDidDisconnect:(NSNotification *)note
{
if (self.gameController == note.object) {
self.gameController = nil;
if ([[GCController controllers] count] > 0) {
[self setupController:[[GCController controllers] firstObject]];
}
}
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}
// Enables tapping for edge area.
-(UIRectEdge)preferredScreenEdgesDeferringSystemGestures
{
if (GetUIState() == UISTATE_INGAME) {
// In-game, we need all the control we can get. Though, we could possibly
// allow the top edge?
INFO_LOG(SYSTEM, "Defer system gestures on all edges");
return UIRectEdgeAll;
} else {
INFO_LOG(SYSTEM, "Allow system gestures on the bottom");
// Allow task switching gestures to take precedence, without causing
// scroll events in the UI.
return UIRectEdgeTop | UIRectEdgeLeft | UIRectEdgeRight;
}
}
- (void)uiStateChanged
{
[self setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
[self hideKeyboard];
}
- (UIView *)getView {
return [self view];
}
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- (void)setupController:(GCController *)controller
{
self.gameController = controller;
if (!InitController(controller)) {
self.gameController = nil;
}
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}
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- (void)startVideo:(int)width height:(int)height {
[cameraHelper startVideo:width h:height];
}
- (void)stopVideo {
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[cameraHelper stopVideo];
}
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- (void)PushCameraImageIOS:(long long)len buffer:(unsigned char*)data {
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Camera::pushCameraImage(len, data);
}
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- (void)startLocation {
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[locationHelper startLocationUpdates];
}
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- (void)stopLocation {
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[locationHelper stopLocationUpdates];
}
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- (void)SetGpsDataIOS:(CLLocation *)newLocation {
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GPS::setGpsData((long long)newLocation.timestamp.timeIntervalSince1970,
newLocation.horizontalAccuracy/5.0,
newLocation.coordinate.latitude, newLocation.coordinate.longitude,
newLocation.altitude,
MAX(newLocation.speed * 3.6, 0.0), /* m/s to km/h */
0 /* bearing */);
}
// The below is inspired by https://stackoverflow.com/questions/7253477/how-to-display-the-iphone-ipad-keyboard-over-a-full-screen-opengl-es-app
// It's a bit limited but good enough.
-(void) deleteBackward {
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.flags = KEY_DOWN | KEY_UP;
input.keyCode = NKCODE_DEL;
NativeKey(input);
INFO_LOG(SYSTEM, "Backspace");
}
-(void) insertText:(NSString *)text
{
std::string str = std::string([text UTF8String]);
INFO_LOG(SYSTEM, "Chars: %s", str.c_str());
UTF8 chars(str);
while (!chars.end()) {
uint32_t codePoint = chars.next();
INFO_LOG(SYSTEM, "Codepoint#: %d", codePoint);
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.flags = KEY_CHAR;
input.unicodeChar = codePoint;
NativeKey(input);
}
}
-(BOOL) canBecomeFirstResponder
{
return true;
}
-(BOOL) hasText
{
return true;
}
-(void) showKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
INFO_LOG(SYSTEM, "becomeFirstResponder");
[self becomeFirstResponder];
});
}
-(void) hideKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
INFO_LOG(SYSTEM, "resignFirstResponder");
[self resignFirstResponder];
});
}
@end
void bindDefaultFBO()
{
[sharedViewController bindDefaultFBO];
}
void EnableFZ(){};
void DisableFZ(){};