// // ViewController.m // // Created by rock88 // Modified by xSacha // #import "AppDelegate.h" #import "ViewController.h" #import "DisplayManager.h" #include "Controls.h" #import "iOSCoreAudio.h" #import #include #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/System/Display.h" #include "Common/System/System.h" #include "Common/System/OSD.h" #include "Common/System/NativeApp.h" #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" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/KeyMap.h" #include "Core/System.h" #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 class IOSGLESContext : public GraphicsContext { public: IOSGLESContext() { CheckGLExtensions(); draw_ = Draw::T3DCreateGLContext(false); 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"); } ~IOSGLESContext() { delete draw_; } Draw::DrawContext *GetDrawContext() override { return draw_; } void Resize() override {} void Shutdown() override {} void ThreadStart() override { renderManager_->ThreadStart(draw_); } bool ThreadFrame() override { return renderManager_->ThreadFrame(); } void ThreadEnd() override { renderManager_->ThreadEnd(); } void StartThread() { renderManager_->StartThread(); } void StopThread() override { renderManager_->StopThread(); } private: Draw::DrawContext *draw_; GLRenderManager *renderManager_; }; static std::atomic exitRenderLoop; static std::atomic renderLoopRunning; static std::thread g_renderLoopThread; id sharedViewController; @interface PPSSPPViewControllerGL () { ICadeTracker g_iCadeTracker; TouchTracker g_touchTracker; IOSGLESContext *graphicsContext; LocationHelper *locationHelper; CameraHelper *cameraHelper; } @property (nonatomic, strong) EAGLContext* context; //@property (nonatomic) iCadeReaderView* iCadeView; @property (nonatomic) GCController *gameController __attribute__((weak_import)); @property (strong, nonatomic) CMMotionManager *motionManager; @property (strong, nonatomic) NSOperationQueue *accelerometerQueue; @end @implementation PPSSPPViewControllerGL { UIScreenEdgePanGestureRecognizer *mBackGestureRecognizer; } -(id) init { self = [super init]; if (self) { sharedViewController = self; g_iCadeTracker.InitKeyMap(); [[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]; } self.accelerometerQueue = [[NSOperationQueue alloc] init]; self.accelerometerQueue.name = @"AccelerometerQueue"; self.accelerometerQueue.maxConcurrentOperationCount = 1; return self; } - (BOOL)prefersHomeIndicatorAutoHidden { if (g_Config.iAppSwitchMode == (int)AppSwitchMode::DOUBLE_SWIPE_INDICATOR) { return NO; } else { return YES; } } - (void)appSwitchModeChanged { [self setNeedsUpdateOfHomeIndicatorAutoHidden]; } - (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; - (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) g_safeInsetLeft = self.view.safeAreaInsets.left; g_safeInsetRight = self.view.safeAreaInsets.right; g_safeInsetTop = self.view.safeAreaInsets.top; g_safeInsetBottom = 0.0f; } } // 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(Log::System, "Emulation thread starting\n"); while (!exitRenderLoop) { NativeFrame(graphicsContext); } INFO_LOG(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(Log::System, "Emulation thread stopping\n"); exitRenderLoop = false; renderLoopRunning = false; } - (bool)runGLRenderLoop { if (!graphicsContext) { ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context."); return false; } if (g_renderLoopThread.joinable()) { ERROR_LOG(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(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]; INFO_LOG(Log::G3D, "viewDidAppear"); [self hideKeyboard]; [self updateGesture]; } - (void)viewDidLoad { [super viewDidLoad]; [[DisplayManager shared] setupDisplayListener]; UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen]; self.view.frame = [screen bounds]; self.view.multipleTouchEnabled = YES; 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]]; graphicsContext = new IOSGLESContext(); graphicsContext->GetDrawContext()->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) { g_OSD.Show(OSDType::MESSAGE_ERROR, details, 0.0f, "error_callback"); }, nullptr); graphicsContext->ThreadStart(); /*self.iCadeView = [[iCadeReaderView alloc] init]; [self.view addSubview:self.iCadeView]; self.iCadeView.delegate = self; 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]; // Initialize the motion manager for accelerometer control. self.motionManager = [[CMMotionManager alloc] init]; INFO_LOG(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(Log::System, "Detected back swipe"); } } - (void)appWillTerminate:(NSNotification *)notification { [self shutdown]; } - (void)didBecomeActive { INFO_LOG(Log::System, "didBecomeActive begin"); if (self.motionManager.accelerometerAvailable) { self.motionManager.accelerometerUpdateInterval = 1.0 / 60.0; INFO_LOG(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(Log::G3D, "No accelerometer available, not starting updates."); } [self runGLRenderLoop]; INFO_LOG(Log::System, "didBecomeActive end"); } - (void)willResignActive { INFO_LOG(Log::System, "willResignActive begin"); [self requestExitGLRenderLoop]; // Stop accelerometer updates if (self.motionManager.accelerometerActive) { INFO_LOG(Log::G3D, "Stopping accelerometer updates"); [self.motionManager stopAccelerometerUpdates]; } INFO_LOG(Log::System, "willResignActive end"); } - (void)shutdown { INFO_LOG(Log::System, "shutdown GL"); g_Config.Save("shutdown GL"); _dbg_assert_(graphicsContext); _dbg_assert_(sharedViewController != nil); sharedViewController = nil; if (self.context) { if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } [[NSNotificationCenter defaultCenter] removeObserver:self]; self.gameController = nil; graphicsContext->StopThread(); // Skipping GL calls here because the old context is lost. while (graphicsContext->ThreadFrame()) { continue; } graphicsContext->Shutdown(); delete graphicsContext; graphicsContext = nullptr; INFO_LOG(Log::System, "Done shutting down GL"); } - (void)dealloc { INFO_LOG(Log::System, "dealloc GL"); } - (NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskLandscape; } - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { if (!renderLoopRunning) { INFO_LOG(Log::G3D, "Ignoring drawInRect"); return; } if (sharedViewController) { 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 *)touches withEvent:(UIEvent *)event { g_touchTracker.Cancelled(touches, self.view); } - (void)bindDefaultFBO { [(GLKView*)self.view bindDrawable]; } - (void)buttonDown:(iCadeState)button { g_iCadeTracker.ButtonDown(button); } - (void)buttonUp:(iCadeState)button { g_iCadeTracker.ButtonUp(button); } - (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]; } - (void)controllerDidDisconnect:(NSNotification *)note { if (self.gameController == note.object) { self.gameController = nil; if ([[GCController controllers] count] > 0) { [self setupController:[[GCController controllers] firstObject]]; } } } // 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(Log::System, "Defer system gestures on all edges"); return UIRectEdgeAll; } else { INFO_LOG(Log::System, "Allow system gestures on the bottom"); // Allow task switching gestures to take precedence, without causing // scroll events in the UI. Otherwise, we get "ghost" scrolls when switching tasks. return UIRectEdgeTop | UIRectEdgeLeft | UIRectEdgeRight; } } - (void)uiStateChanged { [self setNeedsUpdateOfScreenEdgesDeferringSystemGestures]; [self hideKeyboard]; [self updateGesture]; } - (void)updateGesture { INFO_LOG(Log::System, "Updating swipe gesture."); if (mBackGestureRecognizer) { INFO_LOG(Log::System, "Removing swipe gesture."); [[self view] removeGestureRecognizer:mBackGestureRecognizer]; mBackGestureRecognizer = nil; } if (GetUIState() != UISTATE_INGAME) { INFO_LOG(Log::System, "Adding swipe gesture."); mBackGestureRecognizer = [[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:) ]; [mBackGestureRecognizer setEdges:UIRectEdgeLeft]; [[self view] addGestureRecognizer:mBackGestureRecognizer]; } } - (UIView *)getView { return [self view]; } - (void)setupController:(GCController *)controller { self.gameController = controller; if (!InitController(controller)) { self.gameController = nil; } } - (void)startVideo:(int)width height:(int)height { [cameraHelper startVideo:width h:height]; } - (void)stopVideo { [cameraHelper stopVideo]; } - (void)PushCameraImageIOS:(long long)len buffer:(unsigned char*)data { Camera::pushCameraImage(len, data); } - (void)startLocation { [locationHelper startLocationUpdates]; } - (void)stopLocation { [locationHelper stopLocationUpdates]; } - (void)SetGpsDataIOS:(CLLocation *)newLocation { 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 */); } // See PPSSPPUIApplication.mm for the other method #if PPSSPP_PLATFORM(IOS_APP_STORE) - (void)pressesBegan:(NSSet *)presses withEvent:(UIPressesEvent *)event { KeyboardPressesBegan(presses, event); } - (void)pressesEnded:(NSSet *)presses withEvent:(UIPressesEvent *)event { KeyboardPressesEnded(presses, event); } - (void)pressesCancelled:(NSSet *)presses withEvent:(UIPressesEvent *)event { KeyboardPressesEnded(presses, event); } #endif // 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(Log::System, "Backspace"); } -(void) insertText:(NSString *)text { std::string str([text UTF8String]); INFO_LOG(Log::System, "Chars: %s", str.c_str()); SendKeyboardChars(str); } -(BOOL) canBecomeFirstResponder { return true; } -(BOOL) hasText { return true; } -(void) showKeyboard { dispatch_async(dispatch_get_main_queue(), ^{ INFO_LOG(Log::System, "becomeFirstResponder"); [self becomeFirstResponder]; }); } -(void) hideKeyboard { dispatch_async(dispatch_get_main_queue(), ^{ INFO_LOG(Log::System, "resignFirstResponder"); [self resignFirstResponder]; }); } @end void bindDefaultFBO() { [sharedViewController bindDefaultFBO]; } void EnableFZ(){}; void DisableFZ(){};