RetroArch/ios/RetroArch/main.m

438 lines
13 KiB
Objective-C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2013 - Jason Fetters
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <pthread.h>
#include <string.h>
#import "RetroArch_iOS.h"
#import "views.h"
#include "rarch_wrapper.h"
#include "input/ios_input.h"
#include "input/keycode.h"
#include "input/BTStack/btpad.h"
#include "input/BTStack/btdynamic.h"
#include "input/BTStack/btpad.h"
#include "file.h"
//#define HAVE_DEBUG_FILELOG
static bool use_tv_mode;
// Input helpers: This is kept here because it needs objective-c
static void handle_touch_event(NSArray* touches)
{
const int numTouches = [touches count];
const float scale = [[UIScreen mainScreen] scale];
g_current_input_data.touch_count = 0;
for(int i = 0; i != numTouches && g_current_input_data.touch_count < MAX_TOUCHES; i ++)
{
UITouch* touch = [touches objectAtIndex:i];
const CGPoint coord = [touch locationInView:touch.view];
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
{
g_current_input_data.touches[g_current_input_data.touch_count ].screen_x = coord.x * scale;
g_current_input_data.touches[g_current_input_data.touch_count ++].screen_y = coord.y * scale;
}
}
}
@interface RApplication : UIApplication
@end
@implementation RApplication
#define GSEVENT_TYPE_KEYDOWN 10
#define GSEVENT_TYPE_KEYUP 11
- (void)sendEvent:(UIEvent *)event
{
[super sendEvent:event];
if ([[event allTouches] count])
handle_touch_event(event.allTouches.allObjects);
else if ([event respondsToSelector:@selector(_gsEvent)])
{
// Stolen from: http://nacho4d-nacho4d.blogspot.com/2012/01/catching-keyboard-events-in-ios.html
uint8_t* eventMem = (uint8_t*)(void*)CFBridgingRetain([event performSelector:@selector(_gsEvent)]);
int eventType = eventMem ? *(int*)&eventMem[8] : 0;
if (eventType == GSEVENT_TYPE_KEYDOWN || eventType == GSEVENT_TYPE_KEYUP)
ios_input_handle_key_event(*(uint16_t*)&eventMem[0x3C], eventType == GSEVENT_TYPE_KEYDOWN);
CFBridgingRelease(eventMem);
}
}
@end
int main(int argc, char *argv[])
{
@autoreleasepool {
#if defined(HAVE_DEBUG_FILELOG) && (TARGET_IPHONE_SIMULATOR == 0)
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *logPath = [documentsDirectory stringByAppendingPathComponent:@"console_stdout.log"];
freopen([logPath cStringUsingEncoding:NSASCIIStringEncoding], "a", stdout);
freopen([logPath cStringUsingEncoding:NSASCIIStringEncoding], "a", stderr);
#endif
return UIApplicationMain(argc, argv, NSStringFromClass([RApplication class]), NSStringFromClass([RetroArch_iOS class]));
}
}
// From frontend/frontend_ios.c
extern void* rarch_main_ios(void* args);
extern void ios_frontend_post_event(void (*fn)(void*), void* userdata);
// These are based on the tag property of the button used to trigger the event
enum basic_event_t { RESET = 1, LOAD_STATE = 2, SAVE_STATE = 3, QUIT = 4 };
static void event_basic_command(void* userdata)
{
switch ((enum basic_event_t)userdata)
{
case RESET: rarch_game_reset(); return;
case LOAD_STATE: rarch_load_state(); return;
case SAVE_STATE: rarch_save_state(); return;
case QUIT: g_extern.system.shutdown = true; return;
}
}
static void event_set_state_slot(void* userdata)
{
g_extern.state_slot = (uint32_t)userdata;
}
static void event_show_rgui(void* userdata)
{
const bool in_menu = g_extern.lifecycle_mode_state & (1 << MODE_MENU);
g_extern.lifecycle_mode_state &= ~(1ULL << (in_menu ? MODE_MENU : MODE_GAME));
g_extern.lifecycle_mode_state |= (1ULL << (in_menu ? MODE_GAME : MODE_MENU));
}
static void event_reload_config(void* userdata)
{
ios_clear_config_hack();
uninit_drivers();
config_load();
init_drivers();
}
@implementation RetroArch_iOS
{
UIWindow* _window;
pthread_t _retroThread;
bool _isGameTop;
bool _isPaused;
bool _isRunning;
uint32_t _settingMenusInBackStack;
uint32_t _enabledOrientations;
RAModuleInfo* _module;
}
+ (RetroArch_iOS*)get
{
return (RetroArch_iOS*)[[UIApplication sharedApplication] delegate];
}
// UIApplicationDelegate
- (void)applicationDidFinishLaunching:(UIApplication *)application
{
self.delegate = self;
// Setup window
_window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
_window.rootViewController = self;
[_window makeKeyAndVisible];
// Build system paths and test permissions
self.documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"];
self.systemDirectory = [self.documentsDirectory stringByAppendingPathComponent:@".RetroArch"];
self.systemConfigPath = [self.systemDirectory stringByAppendingPathComponent:@"frontend.cfg"];
if (!path_make_and_check_directory(self.documentsDirectory.UTF8String, 0755, R_OK | W_OK | X_OK))
ios_display_alert([NSString stringWithFormat:@"Failed to create or access base directory: %@", self.documentsDirectory], 0);
else if (!path_make_and_check_directory(self.systemDirectory.UTF8String, 0755, R_OK | W_OK | X_OK))
ios_display_alert([NSString stringWithFormat:@"Failed to create or access system directory: %@", self.systemDirectory], 0);
else
{
[self pushViewController:[RADirectoryList directoryListAtBrowseRoot] animated:YES];
[self refreshSystemConfig];
if (use_tv_mode)
[self runGame:nil withModule:nil];
}
// Warn if there are no cores present
if ([RAModuleInfo getModules].count == 0)
ios_display_alert(@"No libretro cores were found. You will not be able to play any games.", 0);
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
[RAGameView.get resume];
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
[RAGameView.get suspend];
}
// UINavigationControllerDelegate
- (void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
_isGameTop = [viewController isKindOfClass:[RAGameView class]];
[[UIApplication sharedApplication] setStatusBarHidden:_isGameTop withAnimation:UIStatusBarAnimationNone];
[[UIApplication sharedApplication] setIdleTimerDisabled:_isGameTop];
self.navigationBarHidden = _isGameTop;
self.topViewController.navigationItem.rightBarButtonItem = [self createSettingsButton];
}
// UINavigationController: Never animate when pushing onto, or popping, an RAGameView
- (void)pushViewController:(UIViewController*)theView animated:(BOOL)animated
{
if ([theView respondsToSelector:@selector(isSettingsView)] && [(id)theView isSettingsView])
_settingMenusInBackStack ++;
[super pushViewController:theView animated:animated && !_isGameTop];
}
- (UIViewController*)popViewControllerAnimated:(BOOL)animated
{
if ([self.topViewController respondsToSelector:@selector(isSettingsView)] && [(id)self.topViewController isSettingsView])
_settingMenusInBackStack --;
return [super popViewControllerAnimated:animated && !_isGameTop];
}
// NOTE: This version only runs on iOS6
- (NSUInteger)supportedInterfaceOrientations
{
return _isGameTop ? _enabledOrientations
: UIInterfaceOrientationMaskAll;
}
// NOTE: This version runs on iOS2-iOS5, but not iOS6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if (_isGameTop)
switch (interfaceOrientation)
{
case UIInterfaceOrientationPortrait:
return (_enabledOrientations & UIInterfaceOrientationMaskPortrait);
case UIInterfaceOrientationPortraitUpsideDown:
return (_enabledOrientations & UIInterfaceOrientationMaskPortraitUpsideDown);
case UIInterfaceOrientationLandscapeLeft:
return (_enabledOrientations & UIInterfaceOrientationMaskLandscapeLeft);
case UIInterfaceOrientationLandscapeRight:
return (_enabledOrientations & UIInterfaceOrientationMaskLandscapeRight);
}
return YES;
}
#pragma mark EMULATION
- (void)runGame:(NSString*)path withModule:(RAModuleInfo*)module
{
if (!_isRunning)
{
[self pushViewController:RAGameView.get animated:NO];
_isRunning = true;
_module = module;
[RASettingsList refreshModuleConfig:_module];
btpad_set_inquiry_state(false);
struct rarch_main_wrap* load_data = malloc(sizeof(struct rarch_main_wrap));
memset(load_data, 0, sizeof(struct rarch_main_wrap));
load_data->sram_path = strdup(self.systemDirectory.UTF8String);
load_data->state_path = strdup(self.systemDirectory.UTF8String);
if (path && module)
{
load_data->libretro_path = strdup(_module.path.UTF8String);
load_data->rom_path = strdup(path.UTF8String);
load_data->config_path = strdup(_module.configPath.UTF8String);
}
else
load_data->config_path = strdup(RAModuleInfo.globalConfigPath.UTF8String);
if (pthread_create(&_retroThread, 0, rarch_main_ios, load_data))
{
[self rarchExited:NO];
return;
}
pthread_detach(_retroThread);
[self refreshSystemConfig];
}
}
- (void)rarchExited:(BOOL)successful
{
if (!successful)
ios_display_alert(@"Failed to load game.", 0);
if (_isRunning)
{
_isRunning = false;
//
[self popToViewController:[RAGameView get] animated:NO];
[self popViewControllerAnimated:NO];
btpad_set_inquiry_state(true);
}
if (use_tv_mode)
[self runGame:nil withModule:nil];
_module = nil;
}
- (void)refreshConfig
{
if (_isRunning)
ios_frontend_post_event(&event_reload_config, 0);
else
ios_clear_config_hack();
}
- (void)refreshSystemConfig
{
// Read load time settings
config_file_t* conf = config_file_new([self.systemConfigPath UTF8String]);
if (conf)
{
// Get enabled orientations
static const struct { const char* setting; uint32_t orientation; } orientationSettings[4] =
{
{ "ios_allow_portrait", UIInterfaceOrientationMaskPortrait },
{ "ios_allow_portrait_upside_down", UIInterfaceOrientationMaskPortraitUpsideDown },
{ "ios_allow_landscape_left", UIInterfaceOrientationMaskLandscapeLeft },
{ "ios_allow_landscape_right", UIInterfaceOrientationMaskLandscapeRight }
};
_enabledOrientations = 0;
for (int i = 0; i < 4; i ++)
{
bool enabled = false;
bool found = config_get_bool(conf, orientationSettings[i].setting, &enabled);
if (!found || enabled)
_enabledOrientations |= orientationSettings[i].orientation;
}
//
bool val;
ios_input_enable_icade(config_get_bool(conf, "ios_use_icade", &val) && val);
btstack_set_poweron(config_get_bool(conf, "ios_use_btstack", &val) && val);
use_tv_mode = config_get_bool(conf, "ios_tv_mode", & val) && val;
config_file_free(conf);
}
}
#pragma mark PAUSE MENU
- (UIBarButtonItem*)createSettingsButton
{
if (_settingMenusInBackStack == 0)
return [[UIBarButtonItem alloc]
initWithTitle:@"Settings"
style:UIBarButtonItemStyleBordered
target:[RetroArch_iOS get]
action:@selector(showSystemSettings)];
else
return nil;
}
- (IBAction)showPauseMenu:(id)sender
{
if (_isRunning && !_isPaused && _isGameTop)
{
_isPaused = true;
[[RAGameView get] openPauseMenu];
btpad_set_inquiry_state(true);
}
}
- (IBAction)basicEvent:(id)sender
{
if (_isRunning)
ios_frontend_post_event(&event_basic_command, ((UIView*)sender).tag);
[self closePauseMenu:sender];
}
- (IBAction)chooseState:(id)sender
{
if (_isRunning)
ios_frontend_post_event(event_set_state_slot, (void*)((UISegmentedControl*)sender).selectedSegmentIndex);
}
- (IBAction)showRGUI:(id)sender
{
if (_isRunning)
ios_frontend_post_event(event_show_rgui, 0);
[self closePauseMenu:sender];
}
- (IBAction)closePauseMenu:(id)sender
{
[[RAGameView get] closePauseMenu];
_isPaused = false;
btpad_set_inquiry_state(false);
}
- (IBAction)showSettings
{
[self pushViewController:[[RASettingsList alloc] initWithModule:_module] animated:YES];
}
- (IBAction)showSystemSettings
{
[self pushViewController:[RASystemSettingsList new] animated:YES];
}
@end
void ios_rarch_exited(void* result)
{
[[RetroArch_iOS get] rarchExited:result ? NO : YES];
}
char* ios_get_rarch_system_directory()
{
return strdup([RetroArch_iOS.get.systemDirectory UTF8String]);
}