mirror of
https://github.com/libretro/RetroArch
synced 2025-04-17 02:43:03 +00:00
298 lines
7.4 KiB
Objective-C
298 lines
7.4 KiB
Objective-C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013 - Jason Fetters
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#import "RetroArch_Apple.h"
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#include "rarch_wrapper.h"
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#include "general.h"
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#ifdef IOS
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#import "views.h"
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static const float ALMOST_INVISIBLE = .021f;
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static RAGameView* g_instance;
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static GLKView* g_view;
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static EAGLContext* g_context;
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static UIView* g_pause_view;
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static UIView* g_pause_indicator_view;
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#elif defined(OSX)
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#include "apple_input.h"
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static RAGameView* g_instance;
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static NSOpenGLContext* g_context;
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#define g_view g_instance // < RAGameView is a container on iOS; on OSX these are both the same object
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#endif
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static int g_fast_forward_skips;
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static bool g_is_syncing = true;
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static float g_screen_scale = 1.0f;
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@implementation RAGameView
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+ (RAGameView*)get
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{
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if (!g_instance)
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g_instance = [RAGameView new];
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return g_instance;
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}
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#ifdef OSX
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- (id)init
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{
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static const NSOpenGLPixelFormatAttribute attributes [] = {
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NSOpenGLPFAWindow,
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NSOpenGLPFADoubleBuffer, // double buffered
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NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)16, // 16 bit depth buffer
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(NSOpenGLPixelFormatAttribute)nil
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};
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self = [super initWithFrame:CGRectMake(0, 0, 100, 100) pixelFormat:[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]];
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self.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
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g_context = self.openGLContext;
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[g_context makeCurrentContext];
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return self;
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}
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- (void)display
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{
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[self.openGLContext flushBuffer];
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}
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- (void)bindDrawable
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Stop the annoying sound when pressing a key
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- (BOOL)acceptsFirstResponder
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{
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return YES;
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}
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- (BOOL)isFlipped
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{
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return YES;
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}
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- (void)keyDown:(NSEvent*)theEvent
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{
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}
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- (void)mouseDown:(NSEvent*)theEvent
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{
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g_current_input_data.touch_count = 1;
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[self mouseDragged:theEvent];
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}
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- (void)mouseUp:(NSEvent*)theEvent
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{
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g_current_input_data.touch_count = 0;
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}
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- (void)mouseDragged:(NSEvent*)theEvent
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{
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NSPoint pos = [self convertPoint:[theEvent locationInWindow] fromView:nil];
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g_current_input_data.touches[0].screen_x = pos.x;
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g_current_input_data.touches[0].screen_y = pos.y;
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}
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#elif defined(IOS) // < iOS Pause menu and lifecycle
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- (id)init
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{
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self = [super init];
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g_screen_scale = [[UIScreen mainScreen] scale];
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UINib* xib = [UINib nibWithNibName:@"PauseView" bundle:nil];
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g_pause_view = [[xib instantiateWithOwner:[RetroArch_iOS get] options:nil] lastObject];
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xib = [UINib nibWithNibName:@"PauseIndicatorView" bundle:nil];
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g_pause_indicator_view = [[xib instantiateWithOwner:[RetroArch_iOS get] options:nil] lastObject];
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g_view = [GLKView new];
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g_view.multipleTouchEnabled = YES;
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g_view.enableSetNeedsDisplay = NO;
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[g_view addSubview:g_pause_view];
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[g_view addSubview:g_pause_indicator_view];
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self.view = g_view;
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return self;
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}
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// Pause Menus
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- (void)viewWillLayoutSubviews
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{
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UIInterfaceOrientation orientation = self.interfaceOrientation;
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CGRect screenSize = [[UIScreen mainScreen] bounds];
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const float width = ((int)orientation < 3) ? CGRectGetWidth(screenSize) : CGRectGetHeight(screenSize);
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const float height = ((int)orientation < 3) ? CGRectGetHeight(screenSize) : CGRectGetWidth(screenSize);
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float tenpctw = width / 10.0f;
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float tenpcth = height / 10.0f;
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g_pause_view.frame = CGRectMake(width / 2.0f - 150.0f, height / 2.0f - 150.0f, 300.0f, 300.0f);
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g_pause_indicator_view.frame = CGRectMake(tenpctw * 4.0f, 0.0f, tenpctw * 2.0f, tenpcth);
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[g_pause_indicator_view viewWithTag:1].frame = CGRectMake(0, 0, tenpctw * 2.0f, tenpcth);
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}
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- (void)openPauseMenu
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{
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// Setup save state selector
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UISegmentedControl* stateSelect = (UISegmentedControl*)[g_pause_view viewWithTag:10];
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stateSelect.selectedSegmentIndex = (g_extern.state_slot < 10) ? g_extern.state_slot : -1;
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g_extern.is_paused = true;
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//
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[UIView animateWithDuration:0.2
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animations:^{ g_pause_view.alpha = 1.0f; }
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completion:^(BOOL finished) { }];
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}
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- (void)closePauseMenu
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{
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[UIView animateWithDuration:0.2
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animations:^{ g_pause_view.alpha = 0.0f; }
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completion:^(BOOL finished) { }
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];
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g_extern.is_paused = false;
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}
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- (void)hidePauseButton
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{
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[UIView animateWithDuration:0.2
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animations:^{ g_pause_indicator_view.alpha = ALMOST_INVISIBLE; }
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completion:^(BOOL finished) { }
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];
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}
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- (void)suspend
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{
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g_view.context = nil;
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[EAGLContext setCurrentContext:nil];
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}
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- (void)resume
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{
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g_view.context = g_context;
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[EAGLContext setCurrentContext:g_context];
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}
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#endif
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@end
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// Realistically these functions don't create or destroy the view; just the OpenGL context.
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bool apple_init_game_view()
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{
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#ifdef IOS
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dispatch_sync(dispatch_get_main_queue(), ^{
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// Make sure the view was created
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[RAGameView get];
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g_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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[EAGLContext setCurrentContext:g_context];
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g_view.context = g_context;
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// Show pause button for a few seconds, so people know it's there
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g_pause_indicator_view.alpha = 1.0f;
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[NSObject cancelPreviousPerformRequestsWithTarget:g_instance];
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[g_instance performSelector:@selector(hidePauseButton) withObject:g_instance afterDelay:3.0f];
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});
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[EAGLContext setCurrentContext:g_context];
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#else
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[g_context makeCurrentContext];
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#endif
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return true;
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}
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void apple_destroy_game_view()
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{
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dispatch_sync(dispatch_get_main_queue(), ^{
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// Clear the view, otherwise the last frame from this game will be displayed
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// briefly on the next game.
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[g_view bindDrawable];
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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[g_view display];
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glFinish();
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#ifdef IOS
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g_view.context = nil;
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[EAGLContext setCurrentContext:nil];
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g_context = nil;
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#endif
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});
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#ifdef IOS
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[EAGLContext setCurrentContext:nil];
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#else
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[NSOpenGLContext clearCurrentContext];
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#endif
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}
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void apple_flip_game_view()
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{
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if (--g_fast_forward_skips < 0)
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{
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dispatch_sync(dispatch_get_main_queue(), ^{
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[g_view display];
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});
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g_fast_forward_skips = g_is_syncing ? 0 : 3;
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}
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}
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void apple_set_game_view_sync(unsigned interval)
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{
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#ifdef IOS // < No way to disable Vsync on iOS?
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g_is_syncing = interval ? true : false;
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g_fast_forward_skips = interval ? 0 : 3;
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#elif defined(OSX)
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GLint value = interval ? 1 : 0;
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[g_view.openGLContext setValues:&value forParameter:NSOpenGLCPSwapInterval];
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#endif
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}
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void apple_get_game_view_size(unsigned *width, unsigned *height)
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{
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*width = g_view.bounds.size.width * g_screen_scale;
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*width = *width ? *width : 640;
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*height = g_view.bounds.size.height * g_screen_scale;
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*height = *height ? *height : 480;
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}
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#ifdef IOS
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void apple_bind_game_view_fbo(void)
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{
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dispatch_sync(dispatch_get_main_queue(), ^{
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if (g_context)
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[g_view bindDrawable];
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});
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}
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#endif
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