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
598 lines
15 KiB
Plaintext
598 lines
15 KiB
Plaintext
//
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// ViewController.m
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//
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// Created by rock88
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// Modified by xSacha
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//
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#import "AppDelegate.h"
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#import "ViewController.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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#import <GLKit/GLKit.h>
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#include <cassert>
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#include "Common/Net/Resolve.h"
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#include "Common/UI/Screen.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/GPU/OpenGL/GLRenderManager.h"
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#include "Common/GPU/OpenGL/GLFeatures.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/File/VFS/VFS.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/KeyMap.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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#if !__has_feature(objc_arc)
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#error Must be built with ARC, please revise the flags for ViewController.mm to include -fobjc-arc.
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#endif
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class IOSGLESContext : public GraphicsContext {
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public:
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IOSGLESContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext(false);
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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SetGPUBackend(GPUBackend::OPENGL);
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bool success = draw_->CreatePresets();
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_assert_msg_(success, "Failed to compile preset shaders");
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}
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~IOSGLESContext() {
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delete draw_;
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}
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void Resize() override {}
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void Shutdown() override {}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void StartThread() {
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renderManager_->StartThread();
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}
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void StopThread() override {
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renderManager_->StopThread();
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}
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private:
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Draw::DrawContext *draw_;
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GLRenderManager *renderManager_;
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};
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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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id<PPSSPPViewController> sharedViewController;
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@interface PPSSPPViewControllerGL () {
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ICadeTracker g_iCadeTracker;
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TouchTracker g_touchTracker;
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IOSGLESContext *graphicsContext;
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LocationHelper *locationHelper;
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CameraHelper *cameraHelper;
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}
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@property (nonatomic, strong) EAGLContext* context;
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//@property (nonatomic) iCadeReaderView* iCadeView;
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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
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@implementation PPSSPPViewControllerGL {
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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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- (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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}
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- (void)appSwitchModeChanged
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{
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[self setNeedsUpdateOfHomeIndicatorAutoHidden];
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}
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- (void)shareText:(NSString *)text {
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NSArray *items = @[text];
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UIActivityViewController * viewController = [[UIActivityViewController alloc] initWithActivityItems:items applicationActivities:nil];
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dispatch_async(dispatch_get_main_queue(), ^{
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[self presentViewController:viewController animated:YES completion:nil];
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});
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}
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extern float g_safeInsetLeft;
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extern float g_safeInsetRight;
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extern float g_safeInsetTop;
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extern float g_safeInsetBottom;
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- (void)viewSafeAreaInsetsDidChange {
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if (@available(iOS 11.0, *)) {
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[super viewSafeAreaInsetsDidChange];
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// we use 0.0f instead of safeAreaInsets.bottom because the bottom overlay isn't disturbing (for now)
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g_safeInsetLeft = self.view.safeAreaInsets.left;
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g_safeInsetRight = self.view.safeAreaInsets.right;
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g_safeInsetTop = self.view.safeAreaInsets.top;
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g_safeInsetBottom = 0.0f;
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}
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}
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// The actual rendering is NOT on this thread, this is the emu thread
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// that runs game logic.
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void GLRenderLoop(IOSGLESContext *graphicsContext) {
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SetCurrentThreadName("EmuThreadGL");
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renderLoopRunning = true;
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NativeInitGraphics(graphicsContext);
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INFO_LOG(Log::System, "Emulation thread starting\n");
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while (!exitRenderLoop) {
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NativeFrame(graphicsContext);
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}
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INFO_LOG(Log::System, "Emulation thread shutting down\n");
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NativeShutdownGraphics();
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// Also ask the main thread to stop, so it doesn't hang waiting for a new frame.
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INFO_LOG(Log::System, "Emulation thread stopping\n");
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exitRenderLoop = false;
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renderLoopRunning = false;
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}
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- (bool)runGLRenderLoop {
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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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_dbg_assert_(!renderLoopRunning);
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_dbg_assert_(!exitRenderLoop);
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graphicsContext->StartThread();
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g_renderLoopThread = std::thread(GLRenderLoop, graphicsContext);
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return true;
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}
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- (void)requestExitGLRenderLoop {
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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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graphicsContext->StopThread();
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while (graphicsContext->ThreadFrame()) {
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continue;
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}
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g_renderLoopThread.join();
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_assert_(!g_renderLoopThread.joinable());
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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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- (void)viewDidLoad {
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[super viewDidLoad];
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[[DisplayManager shared] setupDisplayListener];
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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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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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if (!self.context) {
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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GLKView* view = (GLKView *)self.view;
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view.context = self.context;
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view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
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view.drawableStencilFormat = GLKViewDrawableStencilFormat8;
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[EAGLContext setCurrentContext:self.context];
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self.preferredFramesPerSecond = 60; // NOTE: We don't yet take advantage of 120hz screens
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[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
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graphicsContext = new IOSGLESContext();
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graphicsContext->GetDrawContext()->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
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g_OSD.Show(OSDType::MESSAGE_ERROR, details, 0.0f, "error_callback");
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}, nullptr);
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graphicsContext->ThreadStart();
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/*self.iCadeView = [[iCadeReaderView alloc] init];
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[self.view addSubview:self.iCadeView];
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self.iCadeView.delegate = self;
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self.iCadeView.active = YES;*/
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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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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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[self hideKeyboard];
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// Initialize the motion manager for accelerometer control.
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self.motionManager = [[CMMotionManager alloc] init];
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INFO_LOG(Log::G3D, "Done with viewDidLoad.");
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}
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- (void)handleSwipeFrom:(UIScreenEdgePanGestureRecognizer *)recognizer
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{
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if (recognizer.state == UIGestureRecognizerStateEnded) {
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KeyInput key;
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key.flags = KEY_DOWN | KEY_UP;
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key.keyCode = NKCODE_BACK;
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key.deviceId = DEVICE_ID_TOUCH;
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NativeKey(key);
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INFO_LOG(Log::System, "Detected back swipe");
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}
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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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- (void)didBecomeActive {
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INFO_LOG(Log::System, "didBecomeActive begin");
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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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[self runGLRenderLoop];
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INFO_LOG(Log::System, "didBecomeActive end");
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}
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- (void)willResignActive {
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INFO_LOG(Log::System, "willResignActive begin");
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[self requestExitGLRenderLoop];
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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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INFO_LOG(Log::System, "willResignActive end");
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}
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- (void)shutdown
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{
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INFO_LOG(Log::System, "shutdown GL");
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g_Config.Save("shutdown GL");
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_dbg_assert_(graphicsContext);
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_dbg_assert_(sharedViewController != nil);
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sharedViewController = nil;
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if (self.context) {
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if ([EAGLContext currentContext] == self.context) {
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[EAGLContext setCurrentContext:nil];
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}
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self.context = nil;
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}
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[[NSNotificationCenter defaultCenter] removeObserver:self];
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self.gameController = nil;
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graphicsContext->StopThread();
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// Skipping GL calls here because the old context is lost.
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while (graphicsContext->ThreadFrame()) {
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continue;
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}
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graphicsContext->Shutdown();
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delete graphicsContext;
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graphicsContext = nullptr;
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INFO_LOG(Log::System, "Done shutting down GL");
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}
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- (void)dealloc
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{
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INFO_LOG(Log::System, "dealloc GL");
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}
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- (NSUInteger)supportedInterfaceOrientations
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{
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return UIInterfaceOrientationMaskLandscape;
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}
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
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{
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if (!renderLoopRunning) {
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INFO_LOG(Log::G3D, "Ignoring drawInRect");
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return;
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}
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if (sharedViewController) {
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graphicsContext->ThreadFrame();
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}
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}
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
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{
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g_touchTracker.Began(touches, self.view);
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
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{
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g_touchTracker.Moved(touches, self.view);
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
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{
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g_touchTracker.Ended(touches, self.view);
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}
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- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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g_touchTracker.Cancelled(touches, self.view);
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}
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- (void)bindDefaultFBO
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{
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[(GLKView*)self.view bindDrawable];
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}
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- (void)buttonDown:(iCadeState)button
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{
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g_iCadeTracker.ButtonDown(button);
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}
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- (void)buttonUp:(iCadeState)button
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{
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g_iCadeTracker.ButtonUp(button);
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}
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- (void)controllerDidConnect:(NSNotification *)note
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{
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if (![[GCController controllers] containsObject:self.gameController]) self.gameController = nil;
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if (self.gameController != nil) return; // already have a connected controller
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[self setupController:(GCController *)note.object];
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}
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- (void)controllerDidDisconnect:(NSNotification *)note
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{
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if (self.gameController == note.object) {
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self.gameController = nil;
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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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}
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}
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// Enables tapping for edge area.
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-(UIRectEdge)preferredScreenEdgesDeferringSystemGestures
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{
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if (GetUIState() == UISTATE_INGAME) {
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// In-game, we need all the control we can get. Though, we could possibly
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// allow the top edge?
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INFO_LOG(Log::System, "Defer system gestures on all edges");
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return UIRectEdgeAll;
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} else {
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INFO_LOG(Log::System, "Allow system gestures on the bottom");
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// Allow task switching gestures to take precedence, without causing
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// scroll events in the UI. Otherwise, we get "ghost" scrolls when switching tasks.
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return UIRectEdgeTop | UIRectEdgeLeft | UIRectEdgeRight;
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}
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}
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- (void)uiStateChanged
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{
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[self setNeedsUpdateOfScreenEdgesDeferringSystemGestures];
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[self hideKeyboard];
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[self updateGesture];
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}
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- (void)updateGesture {
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INFO_LOG(Log::System, "Updating swipe gesture.");
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if (mBackGestureRecognizer) {
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INFO_LOG(Log::System, "Removing swipe gesture.");
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[[self view] removeGestureRecognizer:mBackGestureRecognizer];
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mBackGestureRecognizer = nil;
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}
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if (GetUIState() != UISTATE_INGAME) {
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INFO_LOG(Log::System, "Adding swipe gesture.");
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mBackGestureRecognizer = [[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:) ];
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[mBackGestureRecognizer setEdges:UIRectEdgeLeft];
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[[self view] addGestureRecognizer:mBackGestureRecognizer];
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}
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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)setupController:(GCController *)controller
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{
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self.gameController = controller;
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if (!InitController(controller)) {
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self.gameController = nil;
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}
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}
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- (void)startVideo:(int)width height:(int)height {
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[cameraHelper startVideo:width h:height];
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}
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- (void)stopVideo {
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[cameraHelper stopVideo];
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}
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- (void)PushCameraImageIOS:(long long)len buffer:(unsigned char*)data {
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Camera::pushCameraImage(len, data);
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}
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- (void)startLocation {
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[locationHelper startLocationUpdates];
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}
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- (void)stopLocation {
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[locationHelper stopLocationUpdates];
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}
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- (void)SetGpsDataIOS:(CLLocation *)newLocation {
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GPS::setGpsData((long long)newLocation.timestamp.timeIntervalSince1970,
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newLocation.horizontalAccuracy/5.0,
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newLocation.coordinate.latitude, newLocation.coordinate.longitude,
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newLocation.altitude,
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MAX(newLocation.speed * 3.6, 0.0), /* m/s to km/h */
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0 /* bearing */);
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}
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// See PPSSPPUIApplication.mm for the other method
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#if PPSSPP_PLATFORM(IOS_APP_STORE)
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- (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
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KeyboardPressesBegan(presses, event);
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}
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- (void)pressesEnded:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
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KeyboardPressesEnded(presses, event);
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}
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- (void)pressesCancelled:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event {
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KeyboardPressesEnded(presses, event);
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}
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#endif
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// The below is inspired by https://stackoverflow.com/questions/7253477/how-to-display-the-iphone-ipad-keyboard-over-a-full-screen-opengl-es-app
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// It's a bit limited but good enough.
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-(void) deleteBackward {
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KeyInput input{};
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input.deviceId = DEVICE_ID_KEYBOARD;
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input.flags = KEY_DOWN | KEY_UP;
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input.keyCode = NKCODE_DEL;
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NativeKey(input);
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INFO_LOG(Log::System, "Backspace");
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}
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-(void) insertText:(NSString *)text
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{
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std::string str([text UTF8String]);
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INFO_LOG(Log::System, "Chars: %s", str.c_str());
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SendKeyboardChars(str);
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}
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-(BOOL) canBecomeFirstResponder
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{
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return true;
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}
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-(BOOL) hasText
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{
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return true;
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}
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-(void) showKeyboard {
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dispatch_async(dispatch_get_main_queue(), ^{
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INFO_LOG(Log::System, "becomeFirstResponder");
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[self becomeFirstResponder];
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});
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}
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-(void) hideKeyboard {
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dispatch_async(dispatch_get_main_queue(), ^{
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INFO_LOG(Log::System, "resignFirstResponder");
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[self resignFirstResponder];
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});
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}
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@end
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void bindDefaultFBO()
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{
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[sharedViewController bindDefaultFBO];
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}
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void EnableFZ(){};
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void DisableFZ(){};
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