ppsspp/ios/ViewControllerMetal.mm
Henrik Rydgård e01ca5b057
Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00

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#import "AppDelegate.h"
#import "ViewControllerMetal.h"
#import "DisplayManager.h"
#include "Controls.h"
#import "iOSCoreAudio.h"
#include "Common/Log.h"
#include "Common/GPU/Vulkan/VulkanLoader.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/Data/Text/Parsers.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/OSD.h"
#include "Common/System/NativeApp.h"
#include "Common/GraphicsContext.h"
#include "Common/Thread/ThreadUtil.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbGps.h"
// ViewController lifecycle:
// https://www.progressconcepts.com/blog/ios-appdelegate-viewcontroller-method-order/
// TODO: Share this between backends.
static uint32_t FlagsFromConfig() {
uint32_t flags;
if (g_Config.bVSync) {
flags = VULKAN_FLAG_PRESENT_FIFO;
} else {
flags = VULKAN_FLAG_PRESENT_MAILBOX | VULKAN_FLAG_PRESENT_IMMEDIATE;
}
return flags;
}
enum class GraphicsContextState {
PENDING,
INITIALIZED,
FAILED_INIT,
SHUTDOWN,
};
class IOSVulkanContext : public GraphicsContext {
public:
IOSVulkanContext();
~IOSVulkanContext() {
delete g_Vulkan;
g_Vulkan = nullptr;
}
bool InitAPI();
bool InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY);
void ShutdownFromRenderThread(); // Inverses InitFromRenderThread.
void Shutdown();
void Resize();
void *GetAPIContext() { return g_Vulkan; }
Draw::DrawContext *GetDrawContext() { return draw_; }
private:
VulkanContext *g_Vulkan = nullptr;
Draw::DrawContext *draw_ = nullptr;
GraphicsContextState state_ = GraphicsContextState::PENDING;
};
IOSVulkanContext::IOSVulkanContext() {}
bool IOSVulkanContext::InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY) {
INFO_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: desiredwidth=%d desiredheight=%d", desiredBackbufferSizeX, desiredBackbufferSizeY);
if (!g_Vulkan) {
ERROR_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: No Vulkan context");
return false;
}
VkResult res = g_Vulkan->InitSurface(WINDOWSYSTEM_METAL_EXT, (__bridge void *)layer, nullptr);
if (res != VK_SUCCESS) {
ERROR_LOG(Log::G3D, "g_Vulkan->InitSurface failed: '%s'", VulkanResultToString(res));
return false;
}
bool success = true;
if (g_Vulkan->InitSwapchain()) {
bool useMultiThreading = g_Config.bRenderMultiThreading;
if (g_Config.iInflightFrames == 1) {
useMultiThreading = false;
}
draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, useMultiThreading);
SetGPUBackend(GPUBackend::VULKAN);
success = draw_->CreatePresets(); // Doesn't fail, we ship the compiler.
_assert_msg_(success, "Failed to compile preset shaders");
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
renderManager->SetInflightFrames(g_Config.iInflightFrames);
success = renderManager->HasBackbuffers();
} else {
success = false;
}
INFO_LOG(Log::G3D, "IOSVulkanContext::Init completed, %s", success ? "successfully" : "but failed");
if (!success) {
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
g_Vulkan->DestroyDevice();
g_Vulkan->DestroyInstance();
}
return success;
}
void IOSVulkanContext::ShutdownFromRenderThread() {
INFO_LOG(Log::G3D, "IOSVulkanContext::Shutdown");
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
delete draw_;
draw_ = nullptr;
g_Vulkan->WaitUntilQueueIdle();
g_Vulkan->PerformPendingDeletes();
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
INFO_LOG(Log::G3D, "Done with ShutdownFromRenderThread");
}
void IOSVulkanContext::Shutdown() {
INFO_LOG(Log::G3D, "Calling NativeShutdownGraphics");
g_Vulkan->DestroyDevice();
g_Vulkan->DestroyInstance();
// We keep the g_Vulkan context around to avoid invalidating a ton of pointers around the app.
finalize_glslang();
INFO_LOG(Log::G3D, "IOSVulkanContext::Shutdown completed");
}
void IOSVulkanContext::Resize() {
INFO_LOG(Log::G3D, "IOSVulkanContext::Resize begin (oldsize: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
g_Vulkan->UpdateFlags(FlagsFromConfig());
g_Vulkan->ReinitSurface();
g_Vulkan->InitSwapchain();
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
INFO_LOG(Log::G3D, "IOSVulkanContext::Resize end (final size: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
}
bool IOSVulkanContext::InitAPI() {
INFO_LOG(Log::G3D, "IOSVulkanContext::Init");
init_glslang();
g_LogOptions.breakOnError = true;
g_LogOptions.breakOnWarning = true;
g_LogOptions.msgBoxOnError = false;
INFO_LOG(Log::G3D, "Creating Vulkan context");
Version gitVer(PPSSPP_GIT_VERSION);
std::string errorStr;
if (!VulkanLoad(&errorStr)) {
ERROR_LOG(Log::G3D, "Failed to load Vulkan driver library: %s", errorStr.c_str());
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
if (!g_Vulkan) {
// TODO: Assert if g_Vulkan already exists here?
g_Vulkan = new VulkanContext();
}
VulkanContext::CreateInfo info{};
info.app_name = "PPSSPP";
info.app_ver = gitVer.ToInteger();
info.flags = FlagsFromConfig();
if (!g_Vulkan->CreateInstanceAndDevice(info)) {
delete g_Vulkan;
g_Vulkan = nullptr;
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
g_Vulkan->SetCbGetDrawSize([]() {
return VkExtent2D {(uint32_t)g_display.pixel_xres, (uint32_t)g_display.pixel_yres};
});
INFO_LOG(Log::G3D, "Vulkan device created!");
state_ = GraphicsContextState::INITIALIZED;
return true;
}
#pragma mark -
#pragma mark PPSSPPViewControllerMetal
static std::atomic<bool> exitRenderLoop;
static std::atomic<bool> renderLoopRunning;
static std::thread g_renderLoopThread;
@interface PPSSPPViewControllerMetal () {
ICadeTracker g_iCadeTracker;
TouchTracker g_touchTracker;
IOSVulkanContext *graphicsContext;
LocationHelper *locationHelper;
CameraHelper *cameraHelper;
}
@property (nonatomic) GCController *gameController __attribute__((weak_import));
@property (strong, nonatomic) CMMotionManager *motionManager;
@property (strong, nonatomic) NSOperationQueue *accelerometerQueue;
@end // @interface
@implementation PPSSPPViewControllerMetal {
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;
}
- (void)appWillTerminate:(NSNotification *)notification
{
[self shutdown];
}
// Should be very similar to the Android one, probably mergeable.
void VulkanRenderLoop(IOSVulkanContext *graphicsContext, CAMetalLayer *metalLayer) {
SetCurrentThreadName("EmuThreadVulkan");
INFO_LOG(Log::G3D, "Entering EmuThreadVulkan");
if (!graphicsContext) {
ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
renderLoopRunning = false;
exitRenderLoop = false;
return;
}
if (exitRenderLoop) {
WARN_LOG(Log::G3D, "runVulkanRenderLoop: ExitRenderLoop requested at start, skipping the whole thing.");
renderLoopRunning = false;
exitRenderLoop = false;
return;
}
// This is up here to prevent race conditions, in case we pause during init.
renderLoopRunning = true;
int desiredBackbufferSizeX = g_display.pixel_xres;
int desiredBackbufferSizeY = g_display.pixel_yres;
//WARN_LOG(G3D, "runVulkanRenderLoop. desiredBackbufferSizeX=%d desiredBackbufferSizeY=%d",
// desiredBackbufferSizeX, desiredBackbufferSizeY);
if (!graphicsContext->InitFromRenderThread(metalLayer, desiredBackbufferSizeX, desiredBackbufferSizeY)) {
// On Android, if we get here, really no point in continuing.
// The UI is supposed to render on any device both on OpenGL and Vulkan. If either of those don't work
// on a device, we blacklist it. Hopefully we should have already failed in InitAPI anyway and reverted to GL back then.
ERROR_LOG(Log::G3D, "Failed to initialize graphics context.");
System_Toast("Failed to initialize graphics context.");
delete graphicsContext;
graphicsContext = nullptr;
renderLoopRunning = false;
return;
}
if (!exitRenderLoop) {
if (!NativeInitGraphics(graphicsContext)) {
ERROR_LOG(Log::G3D, "Failed to initialize graphics.");
// Gonna be in a weird state here..
}
graphicsContext->ThreadStart();
while (!exitRenderLoop) {
NativeFrame(graphicsContext);
}
INFO_LOG(Log::G3D, "Leaving Vulkan main loop.");
} else {
INFO_LOG(Log::G3D, "Not entering main loop.");
}
NativeShutdownGraphics();
graphicsContext->ThreadEnd();
// Shut the graphics context down to the same state it was in when we entered the render thread.
INFO_LOG(Log::G3D, "Shutting down graphics context...");
graphicsContext->ShutdownFromRenderThread();
renderLoopRunning = false;
exitRenderLoop = false;
WARN_LOG(Log::G3D, "Render loop function exited.");
}
- (bool)runVulkanRenderLoop {
INFO_LOG(Log::G3D, "runVulkanRenderLoop");
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;
}
CAMetalLayer *metalLayer = (CAMetalLayer *)self.view.layer;
g_renderLoopThread = std::thread(VulkanRenderLoop, graphicsContext, metalLayer);
return true;
}
- (void)requestExitVulkanRenderLoop {
INFO_LOG(Log::G3D, "requestExitVulkanRenderLoop");
if (!renderLoopRunning) {
ERROR_LOG(Log::System, "Render loop already exited");
return;
}
_assert_(g_renderLoopThread.joinable());
exitRenderLoop = true;
g_renderLoopThread.join();
_assert_(!g_renderLoopThread.joinable());
}
// These two are forwarded from the appDelegate
- (void)didBecomeActive {
INFO_LOG(Log::G3D, "didBecomeActive GL");
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.");
}
// Spin up the emu thread. It will in turn spin up the Vulkan render thread
// on its own.
[self runVulkanRenderLoop];
}
- (void)willResignActive {
INFO_LOG(Log::G3D, "willResignActive GL");
[self requestExitVulkanRenderLoop];
// Stop accelerometer updates
if (self.motionManager.accelerometerActive) {
INFO_LOG(Log::G3D, "Stopping accelerometer updates");
[self.motionManager stopAccelerometerUpdates];
}
}
- (void)shutdown
{
INFO_LOG(Log::System, "shutdown VK");
g_Config.Save("shutdown vk");
_dbg_assert_(sharedViewController != nil);
sharedViewController = nil;
[[NSNotificationCenter defaultCenter] removeObserver:self];
self.gameController = nil;
if (graphicsContext) {
graphicsContext->Shutdown();
delete graphicsContext;
graphicsContext = NULL;
}
}
- (void)dealloc
{
INFO_LOG(Log::System, "dealloc VK");
}
- (void)loadView {
INFO_LOG(Log::G3D, "Creating metal view");
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, screenWidth,screenHeight)];
self.view = metalView;
}
- (void)viewDidLoad {
[super viewDidLoad];
[self hideKeyboard];
[[DisplayManager shared] setupDisplayListener];
INFO_LOG(Log::System, "Metal viewDidLoad");
UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen];
self.view.frame = [screen bounds];
self.view.multipleTouchEnabled = YES;
graphicsContext = new IOSVulkanContext();
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
if (!graphicsContext->InitAPI()) {
_assert_msg_(false, "Failed to init Vulkan");
}
if ([[GCController controllers] count] > 0) {
[self setupController:[[GCController controllers] firstObject]];
}
INFO_LOG(Log::G3D, "Detected size: %dx%d", g_display.pixel_xres, g_display.pixel_yres);
cameraHelper = [[CameraHelper alloc] init];
[cameraHelper setDelegate:self];
locationHelper = [[LocationHelper alloc] init];
[locationHelper setDelegate:self];
// Initialize the motion manager for accelerometer control.
self.motionManager = [[CMMotionManager alloc] init];
}
// Allow device rotation to resize the swapchain
-(void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id)coordinator {
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
// TODO: Handle resizing properly.
}
- (UIView *)getView {
return [self view];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
INFO_LOG(Log::G3D, "viewWillAppear");
self.view.contentScaleFactor = UIScreen.mainScreen.nativeScale;
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
INFO_LOG(Log::G3D, "viewWillDisappear");
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear: animated];
INFO_LOG(Log::G3D, "viewWillDisappear");
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
INFO_LOG(Log::G3D, "viewDidAppear");
[self hideKeyboard];
[self updateGesture];
}
- (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;
}
}
// 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.
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];
}
}
- (void)bindDefaultFBO
{
// Do nothing
}
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskLandscape;
}
- (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)buttonDown:(iCadeState)button
{
g_iCadeTracker.ButtonDown(button);
}
- (void)buttonUp:(iCadeState)button
{
g_iCadeTracker.ButtonUp(button);
}
// See PPSSPPUIApplication.mm for the other method
#if PPSSPP_PLATFORM(IOS_APP_STORE)
- (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
KeyboardPressesBegan(presses, event);
}
- (void)pressesEnded:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
KeyboardPressesEnded(presses, event);
}
- (void)pressesCancelled:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
KeyboardPressesEnded(presses, event);
}
#endif
- (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]];
}
}
}
- (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 */);
}
- (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");
}
}
// 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");
}
-(BOOL) hasText
{
return YES;
}
-(void) insertText:(NSString *)text
{
std::string str([text UTF8String]);
INFO_LOG(Log::System, "Chars: %s", str.c_str());
SendKeyboardChars(str);
}
-(BOOL) canBecomeFirstResponder
{
return YES;
}
-(void) showKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
[self becomeFirstResponder];
});
}
-(void) hideKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
[self resignFirstResponder];
});
}
@end
@implementation PPSSPPMetalView
/** Returns a Metal-compatible layer. */
+(Class) layerClass { return [CAMetalLayer class]; }
@end