ppsspp/ios/DisplayManager.mm
Henrik Rydgård 8b431b39ba
Wrap the display globals in a struct (#16998)
* Wrap the display globals in a struct

Makes it easier to search/replace these, for future refactorings.

* Some renaming

* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)

* Attempt at buildfixing ios

* UWP buildfix
2023-02-25 13:09:44 +01:00

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//
// DisplayManager.m
// native
//
// Created by xieyi on 2019/6/9.
//
#import "DisplayManager.h"
#import "ViewController.h"
#import "AppDelegate.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/NativeApp.h"
#include "Core/System.h"
#import <AVFoundation/AVFoundation.h>
#define IS_IPAD() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
@interface DisplayManager ()
@property BOOL listenerActive;
@property (atomic, retain) NSMutableArray<UIScreen *> *extDisplays;
@property CGRect originalFrame;
@property CGRect originalBounds;
@property CGAffineTransform originalTransform;
- (void)updateScreen:(UIScreen *)screen;
@end
@implementation DisplayManager
- (instancetype)init
{
self = [super init];
if (self) {
[self setListenerActive:NO];
[self setExtDisplays:[[NSMutableArray<UIScreen *> alloc] init]];
}
return self;
}
+ (DisplayManager *)shared {
static DisplayManager *sharedInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[DisplayManager alloc] init];
});
return sharedInstance;
}
- (void)setupDisplayListener {
// Disable external display by default
if ([[NSUserDefaults standardUserDefaults] boolForKey:@"enable_external_display"] == NO) {
return;
}
if ([self listenerActive]) {
NSLog(@"setupDisplayListener already called");
return;
}
NSLog(@"Setting up display manager");
[self setMainScreen:[UIScreen mainScreen]];
UIWindow *gameWindow = [(AppDelegate *)[[UIApplication sharedApplication] delegate] window];
[self setOriginalFrame: [gameWindow frame]];
[self setOriginalBounds:[gameWindow bounds]];
[self setOriginalTransform:[gameWindow transform]];
// Display connected
[[NSNotificationCenter defaultCenter] addObserverForName:UIScreenDidConnectNotification object:nil queue:nil usingBlock:^(NSNotification * _Nonnull notification) {
UIScreen *screen = (UIScreen *) notification.object;
NSLog(@"New display connected: %@", [screen debugDescription]);
[[self extDisplays] addObject:screen];
// Do not switch to second connected display
if ([self mainScreen] != [UIScreen mainScreen]) {
return;
}
// Ignore mute switch when connected to external display
NSError *error = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:&error];
[self updateScreen:screen];
}];
// Display disconnected
[[NSNotificationCenter defaultCenter] addObserverForName:UIScreenDidDisconnectNotification object:nil queue:nil usingBlock:^(NSNotification * _Nonnull notification) {
UIScreen *screen = (UIScreen *) notification.object;
NSLog(@"Display disconnected: %@", [screen debugDescription]);
if ([[self extDisplays] containsObject:screen]) {
[[self extDisplays] removeObject:screen];
}
if ([[self extDisplays] count] > 0) {
UIScreen *newScreen = [[self extDisplays] lastObject];
[self updateScreen:newScreen];
} else {
NSError *error = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:&error];
[self updateScreen:[UIScreen mainScreen]];
}
}];
[self setListenerActive:YES];
}
- (void)updateScreen:(UIScreen *)screen {
[self setMainScreen:screen];
UIWindow *gameWindow = [(AppDelegate *)[[UIApplication sharedApplication] delegate] window];
// Hide before moving window to external display, otherwise iPhone won't switch to it
[gameWindow setHidden:YES];
[gameWindow setScreen:screen];
// Set optimal resolution
// Dispatch later to prevent "no window is preset" error
dispatch_async(dispatch_get_main_queue(), ^{
if (screen != [UIScreen mainScreen]) {
NSUInteger count = [[screen availableModes] count];
UIScreenMode* mode = [screen availableModes][count - 1];
[screen setCurrentMode:mode];
mode = [screen currentMode];
// Fix overscan
// TODO: Hacky solution. Screen is still scaled even if UIScreenOverscanCompensationNone is set.
[screen setOverscanCompensation:UIScreenOverscanCompensationNone];
CGSize fullSize = mode.size;
UIEdgeInsets insets = [screen overscanCompensationInsets];
fullSize.width -= insets.left + insets.right;
fullSize.height -= insets.top + insets.bottom;
[gameWindow setFrame:CGRectMake(insets.left, insets.top, fullSize.width, fullSize.height)];
[gameWindow setBounds:CGRectMake(0, 0, fullSize.width, fullSize.height)];
[self updateResolution:screen];
[gameWindow setTransform:CGAffineTransformMakeScale(mode.size.width / fullSize.width, mode.size.height / fullSize.height)];
} else {
[gameWindow setTransform:[self originalTransform]];
[gameWindow setFrame:[self originalFrame]];
[gameWindow setBounds:[self originalBounds]];
[self updateResolution:screen];
}
[gameWindow setHidden:NO];
});
}
- (void)updateResolution:(UIScreen *)screen {
float scale = screen.scale;
if ([screen respondsToSelector:@selector(nativeScale)]) {
scale = screen.nativeScale;
}
CGSize size = screen.applicationFrame.size;
if (size.height > size.width) {
float h = size.height;
size.height = size.width;
size.width = h;
}
if (screen == [UIScreen mainScreen]) {
g_display.dpi = (IS_IPAD() ? 200.0f : 150.0f) * scale;
} else {
float diagonal = sqrt(size.height * size.height + size.width * size.width);
g_display.dpi = diagonal * scale * 0.1f;
}
g_display.dpi_scale_x = 240.0f / g_display.dpi;
g_display.dpi_scale_y = 240.0f / g_display.dpi;
g_display.dpi_scale_real_x = g_display.dpi_scale_x;
g_display.dpi_scale_real_y = g_display.dpi_scale_y;
g_display.pixel_xres = size.width * scale;
g_display.pixel_yres = size.height * scale;
g_display.dp_xres = g_display.pixel_xres * g_display.dpi_scale_x;
g_display.dp_yres = g_display.pixel_yres * g_display.dpi_scale_y;
g_display.pixel_in_dps_x = (float)g_display.pixel_xres / (float)g_display.dp_xres;
g_display.pixel_in_dps_y = (float)g_display.pixel_yres / (float)g_display.dp_yres;
[[sharedViewController view] setContentScaleFactor:scale];
// PSP native resize
PSP_CoreParameter().pixelWidth = g_display.pixel_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres;
NativeResized();
NSLog(@"Updated display resolution: (%d, %d) @%.1fx", g_display.pixel_xres, g_display.pixel_yres, scale);
}
@end