mirror of
https://github.com/hrydgard/ppsspp.git
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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"
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#import "ViewControllerMetal.h"
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#import "DisplayManager.h"
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#include "Controls.h"
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#import "iOSCoreAudio.h"
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#include "Common/Log.h"
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#include "Common/GPU/Vulkan/VulkanLoader.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/thin3d_create.h"
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#include "Common/Data/Text/Parsers.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/OSD.h"
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#include "Common/System/NativeApp.h"
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#include "Common/GraphicsContext.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/HLE/sceUsbCam.h"
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#include "Core/HLE/sceUsbGps.h"
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// ViewController lifecycle:
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// https://www.progressconcepts.com/blog/ios-appdelegate-viewcontroller-method-order/
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// TODO: Share this between backends.
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static uint32_t FlagsFromConfig() {
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uint32_t flags;
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if (g_Config.bVSync) {
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flags = VULKAN_FLAG_PRESENT_FIFO;
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} else {
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flags = VULKAN_FLAG_PRESENT_MAILBOX | VULKAN_FLAG_PRESENT_IMMEDIATE;
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}
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return flags;
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}
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enum class GraphicsContextState {
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PENDING,
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INITIALIZED,
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FAILED_INIT,
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SHUTDOWN,
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};
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class IOSVulkanContext : public GraphicsContext {
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public:
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IOSVulkanContext();
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~IOSVulkanContext() {
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delete g_Vulkan;
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g_Vulkan = nullptr;
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}
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bool InitAPI();
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bool InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY);
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void ShutdownFromRenderThread(); // Inverses InitFromRenderThread.
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void Shutdown();
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void Resize();
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void *GetAPIContext() { return g_Vulkan; }
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Draw::DrawContext *GetDrawContext() { return draw_; }
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private:
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VulkanContext *g_Vulkan = nullptr;
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Draw::DrawContext *draw_ = nullptr;
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GraphicsContextState state_ = GraphicsContextState::PENDING;
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};
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IOSVulkanContext::IOSVulkanContext() {}
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bool IOSVulkanContext::InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY) {
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INFO_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: desiredwidth=%d desiredheight=%d", desiredBackbufferSizeX, desiredBackbufferSizeY);
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if (!g_Vulkan) {
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ERROR_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: No Vulkan context");
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return false;
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}
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VkResult res = g_Vulkan->InitSurface(WINDOWSYSTEM_METAL_EXT, (__bridge void *)layer, nullptr);
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if (res != VK_SUCCESS) {
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ERROR_LOG(Log::G3D, "g_Vulkan->InitSurface failed: '%s'", VulkanResultToString(res));
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return false;
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}
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bool success = true;
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if (g_Vulkan->InitSwapchain()) {
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bool useMultiThreading = g_Config.bRenderMultiThreading;
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if (g_Config.iInflightFrames == 1) {
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useMultiThreading = false;
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}
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draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, useMultiThreading);
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SetGPUBackend(GPUBackend::VULKAN);
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success = draw_->CreatePresets(); // Doesn't fail, we ship the compiler.
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_assert_msg_(success, "Failed to compile preset shaders");
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager->SetInflightFrames(g_Config.iInflightFrames);
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success = renderManager->HasBackbuffers();
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} else {
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success = false;
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}
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INFO_LOG(Log::G3D, "IOSVulkanContext::Init completed, %s", success ? "successfully" : "but failed");
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if (!success) {
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g_Vulkan->DestroySwapchain();
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g_Vulkan->DestroySurface();
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g_Vulkan->DestroyDevice();
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g_Vulkan->DestroyInstance();
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}
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return success;
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}
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void IOSVulkanContext::ShutdownFromRenderThread() {
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INFO_LOG(Log::G3D, "IOSVulkanContext::Shutdown");
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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delete draw_;
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draw_ = nullptr;
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g_Vulkan->WaitUntilQueueIdle();
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g_Vulkan->PerformPendingDeletes();
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g_Vulkan->DestroySwapchain();
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g_Vulkan->DestroySurface();
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INFO_LOG(Log::G3D, "Done with ShutdownFromRenderThread");
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}
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void IOSVulkanContext::Shutdown() {
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INFO_LOG(Log::G3D, "Calling NativeShutdownGraphics");
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g_Vulkan->DestroyDevice();
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g_Vulkan->DestroyInstance();
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// We keep the g_Vulkan context around to avoid invalidating a ton of pointers around the app.
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finalize_glslang();
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INFO_LOG(Log::G3D, "IOSVulkanContext::Shutdown completed");
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}
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void IOSVulkanContext::Resize() {
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INFO_LOG(Log::G3D, "IOSVulkanContext::Resize begin (oldsize: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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g_Vulkan->DestroySwapchain();
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g_Vulkan->DestroySurface();
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g_Vulkan->UpdateFlags(FlagsFromConfig());
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g_Vulkan->ReinitSurface();
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g_Vulkan->InitSwapchain();
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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INFO_LOG(Log::G3D, "IOSVulkanContext::Resize end (final size: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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}
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bool IOSVulkanContext::InitAPI() {
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INFO_LOG(Log::G3D, "IOSVulkanContext::Init");
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init_glslang();
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g_LogOptions.breakOnError = true;
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g_LogOptions.breakOnWarning = true;
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g_LogOptions.msgBoxOnError = false;
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INFO_LOG(Log::G3D, "Creating Vulkan context");
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Version gitVer(PPSSPP_GIT_VERSION);
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std::string errorStr;
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if (!VulkanLoad(&errorStr)) {
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ERROR_LOG(Log::G3D, "Failed to load Vulkan driver library: %s", errorStr.c_str());
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state_ = GraphicsContextState::FAILED_INIT;
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return false;
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}
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if (!g_Vulkan) {
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// TODO: Assert if g_Vulkan already exists here?
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g_Vulkan = new VulkanContext();
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}
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VulkanContext::CreateInfo info{};
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info.app_name = "PPSSPP";
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info.app_ver = gitVer.ToInteger();
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info.flags = FlagsFromConfig();
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if (!g_Vulkan->CreateInstanceAndDevice(info)) {
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delete g_Vulkan;
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g_Vulkan = nullptr;
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state_ = GraphicsContextState::FAILED_INIT;
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return false;
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}
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g_Vulkan->SetCbGetDrawSize([]() {
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return VkExtent2D {(uint32_t)g_display.pixel_xres, (uint32_t)g_display.pixel_yres};
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});
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INFO_LOG(Log::G3D, "Vulkan device created!");
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state_ = GraphicsContextState::INITIALIZED;
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return true;
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}
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#pragma mark -
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#pragma mark PPSSPPViewControllerMetal
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static std::atomic<bool> exitRenderLoop;
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static std::atomic<bool> renderLoopRunning;
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static std::thread g_renderLoopThread;
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@interface PPSSPPViewControllerMetal () {
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ICadeTracker g_iCadeTracker;
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TouchTracker g_touchTracker;
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IOSVulkanContext *graphicsContext;
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LocationHelper *locationHelper;
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CameraHelper *cameraHelper;
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}
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@property (nonatomic) GCController *gameController __attribute__((weak_import));
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@property (strong, nonatomic) CMMotionManager *motionManager;
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@property (strong, nonatomic) NSOperationQueue *accelerometerQueue;
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@end // @interface
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@implementation PPSSPPViewControllerMetal {
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UIScreenEdgePanGestureRecognizer *mBackGestureRecognizer;
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}
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- (id)init {
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self = [super init];
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if (self) {
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sharedViewController = self;
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g_iCadeTracker.InitKeyMap();
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillTerminate:) name:UIApplicationWillTerminateNotification object:nil];
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidConnect:) name:GCControllerDidConnectNotification object:nil];
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidDisconnect:) name:GCControllerDidDisconnectNotification object:nil];
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}
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self.accelerometerQueue = [[NSOperationQueue alloc] init];
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self.accelerometerQueue.name = @"AccelerometerQueue";
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self.accelerometerQueue.maxConcurrentOperationCount = 1;
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return self;
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}
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- (void)appWillTerminate:(NSNotification *)notification
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{
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[self shutdown];
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}
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// Should be very similar to the Android one, probably mergeable.
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void VulkanRenderLoop(IOSVulkanContext *graphicsContext, CAMetalLayer *metalLayer) {
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SetCurrentThreadName("EmuThreadVulkan");
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INFO_LOG(Log::G3D, "Entering EmuThreadVulkan");
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if (!graphicsContext) {
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ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
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renderLoopRunning = false;
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exitRenderLoop = false;
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return;
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}
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if (exitRenderLoop) {
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WARN_LOG(Log::G3D, "runVulkanRenderLoop: ExitRenderLoop requested at start, skipping the whole thing.");
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renderLoopRunning = false;
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exitRenderLoop = false;
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return;
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}
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// This is up here to prevent race conditions, in case we pause during init.
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renderLoopRunning = true;
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int desiredBackbufferSizeX = g_display.pixel_xres;
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int desiredBackbufferSizeY = g_display.pixel_yres;
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//WARN_LOG(G3D, "runVulkanRenderLoop. desiredBackbufferSizeX=%d desiredBackbufferSizeY=%d",
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// desiredBackbufferSizeX, desiredBackbufferSizeY);
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if (!graphicsContext->InitFromRenderThread(metalLayer, desiredBackbufferSizeX, desiredBackbufferSizeY)) {
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// On Android, if we get here, really no point in continuing.
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// The UI is supposed to render on any device both on OpenGL and Vulkan. If either of those don't work
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// on a device, we blacklist it. Hopefully we should have already failed in InitAPI anyway and reverted to GL back then.
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ERROR_LOG(Log::G3D, "Failed to initialize graphics context.");
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System_Toast("Failed to initialize graphics context.");
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delete graphicsContext;
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graphicsContext = nullptr;
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renderLoopRunning = false;
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return;
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}
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if (!exitRenderLoop) {
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if (!NativeInitGraphics(graphicsContext)) {
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ERROR_LOG(Log::G3D, "Failed to initialize graphics.");
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// Gonna be in a weird state here..
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}
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graphicsContext->ThreadStart();
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while (!exitRenderLoop) {
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NativeFrame(graphicsContext);
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}
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INFO_LOG(Log::G3D, "Leaving Vulkan main loop.");
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} else {
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INFO_LOG(Log::G3D, "Not entering main loop.");
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}
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NativeShutdownGraphics();
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graphicsContext->ThreadEnd();
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// Shut the graphics context down to the same state it was in when we entered the render thread.
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INFO_LOG(Log::G3D, "Shutting down graphics context...");
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graphicsContext->ShutdownFromRenderThread();
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renderLoopRunning = false;
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exitRenderLoop = false;
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WARN_LOG(Log::G3D, "Render loop function exited.");
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}
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- (bool)runVulkanRenderLoop {
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INFO_LOG(Log::G3D, "runVulkanRenderLoop");
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if (!graphicsContext) {
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ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
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return false;
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}
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if (g_renderLoopThread.joinable()) {
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ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Already running");
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return false;
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}
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CAMetalLayer *metalLayer = (CAMetalLayer *)self.view.layer;
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g_renderLoopThread = std::thread(VulkanRenderLoop, graphicsContext, metalLayer);
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return true;
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}
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- (void)requestExitVulkanRenderLoop {
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INFO_LOG(Log::G3D, "requestExitVulkanRenderLoop");
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if (!renderLoopRunning) {
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ERROR_LOG(Log::System, "Render loop already exited");
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return;
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}
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_assert_(g_renderLoopThread.joinable());
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exitRenderLoop = true;
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g_renderLoopThread.join();
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_assert_(!g_renderLoopThread.joinable());
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}
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// These two are forwarded from the appDelegate
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- (void)didBecomeActive {
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INFO_LOG(Log::G3D, "didBecomeActive GL");
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if (self.motionManager.accelerometerAvailable) {
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self.motionManager.accelerometerUpdateInterval = 1.0 / 60.0;
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INFO_LOG(Log::G3D, "Starting accelerometer updates.");
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[self.motionManager startAccelerometerUpdatesToQueue:self.accelerometerQueue
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withHandler:^(CMAccelerometerData *accelerometerData, NSError *error) {
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if (error) {
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NSLog(@"Accelerometer error: %@", error);
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return;
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}
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ProcessAccelerometerData(accelerometerData);
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}];
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} else {
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INFO_LOG(Log::G3D, "No accelerometer available, not starting updates.");
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}
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// Spin up the emu thread. It will in turn spin up the Vulkan render thread
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// on its own.
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[self runVulkanRenderLoop];
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}
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- (void)willResignActive {
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INFO_LOG(Log::G3D, "willResignActive GL");
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[self requestExitVulkanRenderLoop];
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// Stop accelerometer updates
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if (self.motionManager.accelerometerActive) {
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INFO_LOG(Log::G3D, "Stopping accelerometer updates");
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[self.motionManager stopAccelerometerUpdates];
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}
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}
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- (void)shutdown
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{
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INFO_LOG(Log::System, "shutdown VK");
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g_Config.Save("shutdown vk");
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_dbg_assert_(sharedViewController != nil);
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sharedViewController = nil;
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[[NSNotificationCenter defaultCenter] removeObserver:self];
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self.gameController = nil;
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if (graphicsContext) {
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graphicsContext->Shutdown();
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delete graphicsContext;
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graphicsContext = NULL;
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}
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}
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- (void)dealloc
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{
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INFO_LOG(Log::System, "dealloc VK");
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}
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- (void)loadView {
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INFO_LOG(Log::G3D, "Creating metal view");
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CGRect screenRect = [[UIScreen mainScreen] bounds];
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CGFloat screenWidth = screenRect.size.width;
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CGFloat screenHeight = screenRect.size.height;
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PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, screenWidth,screenHeight)];
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self.view = metalView;
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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[self hideKeyboard];
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[[DisplayManager shared] setupDisplayListener];
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INFO_LOG(Log::System, "Metal viewDidLoad");
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UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen];
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self.view.frame = [screen bounds];
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self.view.multipleTouchEnabled = YES;
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graphicsContext = new IOSVulkanContext();
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[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
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if (!graphicsContext->InitAPI()) {
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_assert_msg_(false, "Failed to init Vulkan");
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}
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if ([[GCController controllers] count] > 0) {
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[self setupController:[[GCController controllers] firstObject]];
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}
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INFO_LOG(Log::G3D, "Detected size: %dx%d", g_display.pixel_xres, g_display.pixel_yres);
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cameraHelper = [[CameraHelper alloc] init];
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[cameraHelper setDelegate:self];
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locationHelper = [[LocationHelper alloc] init];
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[locationHelper setDelegate:self];
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// Initialize the motion manager for accelerometer control.
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self.motionManager = [[CMMotionManager alloc] init];
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}
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// Allow device rotation to resize the swapchain
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-(void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id)coordinator {
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[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
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// TODO: Handle resizing properly.
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}
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- (UIView *)getView {
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return [self view];
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}
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- (void)viewWillAppear:(BOOL)animated {
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[super viewWillAppear:animated];
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INFO_LOG(Log::G3D, "viewWillAppear");
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self.view.contentScaleFactor = UIScreen.mainScreen.nativeScale;
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}
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- (void)viewWillDisappear:(BOOL)animated {
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[super viewWillDisappear:animated];
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INFO_LOG(Log::G3D, "viewWillDisappear");
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}
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- (void)viewDidDisappear:(BOOL)animated {
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[super viewDidDisappear: animated];
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INFO_LOG(Log::G3D, "viewWillDisappear");
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}
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- (void)viewDidAppear:(BOOL)animated {
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[super viewDidAppear:animated];
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INFO_LOG(Log::G3D, "viewDidAppear");
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[self hideKeyboard];
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[self updateGesture];
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}
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- (BOOL)prefersHomeIndicatorAutoHidden {
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if (g_Config.iAppSwitchMode == (int)AppSwitchMode::DOUBLE_SWIPE_INDICATOR) {
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return NO;
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} else {
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return YES;
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}
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}
|
|
|
|
- (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
|