mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
571 lines
15 KiB
Plaintext
571 lines
15 KiB
Plaintext
//
|
|
// ViewController.m
|
|
//
|
|
// Created by rock88
|
|
// Modified by xSacha
|
|
//
|
|
|
|
#import "AppDelegate.h"
|
|
#import "ViewController.h"
|
|
#import "DisplayManager.h"
|
|
#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/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<bool> exitRenderLoop;
|
|
static std::atomic<bool> renderLoopRunning;
|
|
static std::thread g_renderLoopThread;
|
|
|
|
id<PPSSPPViewController> 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
|
|
|
|
-(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 {
|
|
return YES;
|
|
}
|
|
|
|
- (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(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];
|
|
[self hideKeyboard];
|
|
}
|
|
|
|
- (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];
|
|
|
|
UIScreenEdgePanGestureRecognizer *mBackGestureRecognizer = [[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:) ];
|
|
[mBackGestureRecognizer setEdges:UIRectEdgeLeft];
|
|
[[self view] addGestureRecognizer:mBackGestureRecognizer];
|
|
|
|
// 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");
|
|
}
|
|
}
|
|
|
|
- (void)appWillTerminate:(NSNotification *)notification
|
|
{
|
|
[self shutdown];
|
|
}
|
|
|
|
- (void)didBecomeActive {
|
|
INFO_LOG(SYSTEM, "didBecomeActive begin");
|
|
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];
|
|
|
|
// Stop accelerometer updates
|
|
if (self.motionManager.accelerometerActive) {
|
|
INFO_LOG(G3D, "Stopping accelerometer updates");
|
|
[self.motionManager stopAccelerometerUpdates];
|
|
}
|
|
INFO_LOG(SYSTEM, "willResignActive end");
|
|
}
|
|
|
|
- (void)shutdown
|
|
{
|
|
INFO_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(SYSTEM, "Done shutting down GL");
|
|
}
|
|
|
|
- (void)dealloc
|
|
{
|
|
INFO_LOG(SYSTEM, "dealloc GL");
|
|
}
|
|
|
|
- (NSUInteger)supportedInterfaceOrientations
|
|
{
|
|
return UIInterfaceOrientationMaskLandscape;
|
|
}
|
|
|
|
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
|
|
{
|
|
if (!renderLoopRunning) {
|
|
INFO_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<UITouch *> *)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(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];
|
|
}
|
|
|
|
- (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<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
|
|
|
|
// 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([text UTF8String]);
|
|
INFO_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(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(){};
|