mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-22 21:09:52 +00:00
e01ca5b057
* 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
734 lines
21 KiB
Plaintext
734 lines
21 KiB
Plaintext
#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
|