add main.mm for yaze-iOS with AppViewController and AppDelegate impl
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385
src/ios/main.mm
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385
src/ios/main.mm
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// yaze iOS Application
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// Uses SDL2, ImGui and Metal
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#import <Foundation/Foundation.h>
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#if TARGET_OS_OSX
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#import <Cocoa/Cocoa.h>
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#else
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#import <UIKit/UIKit.h>
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#endif
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#import <Metal/Metal.h>
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#import <MetalKit/MetalKit.h>
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#import <MobileCoreServices/MobileCoreServices.h>
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#import <UniformTypeIdentifiers/UniformTypeIdentifiers.h>
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#include "app/core/controller.h"
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#include "app/core/platform/app_delegate.h"
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#include <SDL.h>
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#ifdef main
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#undef main
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#endif
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//#define SDL_main main
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#include "app/core/platform/app_view_controller.h"
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#include "imgui/backends/imgui_impl_metal.h"
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#include "imgui/imgui.h"
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//-----------------------------------------------------------------------------------
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// AppViewController
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//-----------------------------------------------------------------------------------
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@implementation AppViewController
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- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil
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bundle:(nullable NSBundle *)nibBundleOrNil {
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self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
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_device = MTLCreateSystemDefaultDevice();
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_commandQueue = [_device newCommandQueue];
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if (!self.device) {
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NSLog(@"Metal is not supported");
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abort();
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}
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_controller = new yaze::app::core::Controller();
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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SDL_SetMainReady();
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SDL_iOSSetEventPump(SDL_TRUE);
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// TODO: Process arguments.
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// auto argc = NSProcessInfo.processInfo.arguments.count;
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// char** argv = NSProcessInfo.processInfo.arguments.firstObject.string;
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// SDL_main(argc, argv);
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SDL_iOSSetEventPump(SDL_FALSE);
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
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printf("Error: %s\n", SDL_GetError());
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abort();
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}
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// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal
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// renderer may fail.
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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// Enable native IME.
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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// SDL_Window* window = SDL_CreateWindow("Yet Another Zelda3 Editor", SDL_WINDOWPOS_CENTERED,
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// SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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// SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED |
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// SDL_RENDERER_PRESENTVSYNC);
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if (!_controller->CreateSDL_Window().ok()) {
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printf("Error creating window: %s\n", SDL_GetError());
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abort();
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}
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if (!_controller->CreateRenderer().ok()) {
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printf("Error creating renderer: %s\n", SDL_GetError());
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abort();
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}
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// Setup Platform/Renderer backends
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CAMetalLayer *layer = (__bridge CAMetalLayer *)SDL_RenderGetMetalLayer(_controller->renderer());
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layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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// Setup Renderer backend
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ImGui_ImplMetal_Init(layer.device);
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ImGui_ImplSDL2_InitForMetal(_controller->window());
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_controller->master_editor().overworld_editor().InitializeZeml();
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if (!_controller->LoadFontFamilies().ok()) {
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abort();
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}
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_controller->SetupScreen();
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return self;
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}
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- (MTKView *)mtkView {
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return (MTKView *)self.view;
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}
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- (void)loadView {
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self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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self.mtkView.device = self.device;
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self.mtkView.delegate = self;
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#if TARGET_OS_OSX
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ImGui_ImplOSX_Init(self.view);
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[NSApp activateIgnoringOtherApps:YES];
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#endif
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}
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- (void)drawInMTKView:(MTKView *)view {
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ImGuiIO &io = ImGui::GetIO();
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io.DisplaySize.x = view.bounds.size.width;
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io.DisplaySize.y = view.bounds.size.height;
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#if TARGET_OS_OSX
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CGFloat framebufferScale =
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view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
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#else
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CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
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#endif
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io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
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MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor == nil) {
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[commandBuffer commit];
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return;
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}
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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#if TARGET_OS_OSX
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ImGui_ImplOSX_NewFrame(view);
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#endif
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImVec2 dimensions(io.DisplaySize.x, io.DisplaySize.y);
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ImGui::SetNextWindowSize(dimensions, ImGuiCond_Always);
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if (ImGui::Begin("##YazeMain", nullptr,
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_MenuBar |
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ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoTitleBar)) {
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auto controller_status = _controller->OnLoad();
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if (!controller_status.ok()) {
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abort();
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}
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ImGui::End();
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}
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ImGui::Render();
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ImDrawData *draw_data = ImGui::GetDrawData();
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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renderPassDescriptor.colorAttachments[0].clearColor =
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MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w,
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clear_color.z * clear_color.w, clear_color.w);
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id<MTLRenderCommandEncoder> renderEncoder =
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[commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
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ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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// Present
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[commandBuffer presentDrawable:view.currentDrawable];
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[commandBuffer commit];
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}
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- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size {
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}
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//-----------------------------------------------------------------------------------
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// Input processing
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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- (void)viewWillAppear {
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[super viewWillAppear];
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self.view.window.delegate = self;
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}
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- (void)windowWillClose:(NSNotification *)notification {
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ImGui_ImplMetal_Shutdown();
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ImGui_ImplOSX_Shutdown();
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ImGui::DestroyContext();
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}
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#else
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// This touch mapping is super cheesy/hacky. We treat any touch on the screen
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// as if it were a depressed left mouse button, and we don't bother handling
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// multitouch correctly at all. This causes the "cursor" to behave very erratically
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// when there are multiple active touches. But for demo purposes, single-touch
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// interaction actually works surprisingly well.
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- (void)updateIOWithTouchEvent:(UIEvent *)event {
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UITouch *anyTouch = event.allTouches.anyObject;
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CGPoint touchLocation = [anyTouch locationInView:self.view];
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ImGuiIO &io = ImGui::GetIO();
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io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
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io.AddMousePosEvent(touchLocation.x, touchLocation.y);
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BOOL hasActiveTouch = NO;
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for (UITouch *touch in event.allTouches) {
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
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hasActiveTouch = YES;
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break;
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}
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}
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io.AddMouseButtonEvent(0, hasActiveTouch);
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}
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- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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#endif
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@end
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//-----------------------------------------------------------------------------------
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// AppDelegate
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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@interface AppDelegate : NSObject <NSApplicationDelegate>
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@property(nonatomic, strong) NSWindow *window;
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@end
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@implementation AppDelegate
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- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
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return YES;
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}
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- (instancetype)init {
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if (self = [super init]) {
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NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil
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bundle:nil];
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self.window = [[NSWindow alloc]
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initWithContentRect:NSZeroRect
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styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable |
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NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
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backing:NSBackingStoreBuffered
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defer:NO];
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self.window.contentViewController = rootViewController;
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[self.window center];
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[self.window makeKeyAndOrderFront:self];
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}
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return self;
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}
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@end
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#else
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@implementation AppDelegate
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- (BOOL)application:(UIApplication *)application
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didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey, id> *)launchOptions {
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UIViewController *rootViewController = [[AppViewController alloc] init];
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self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
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self.window.rootViewController = rootViewController;
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[self.window makeKeyAndVisible];
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return YES;
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}
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- (void)presentDocumentPickerWithCompletionHandler:
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(void (^)(NSString *selectedFile))completionHandler {
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self.completionHandler = completionHandler;
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NSArray *documentTypes = @[ [UTType typeWithIdentifier:@"org.halext.sfc"] ];
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UIViewController *rootViewController = self.window.rootViewController;
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_documentPicker =
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[[UIDocumentPickerViewController alloc] initForOpeningContentTypes:documentTypes];
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_documentPicker.delegate = self;
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_documentPicker.modalPresentationStyle = UIModalPresentationFormSheet;
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[rootViewController presentViewController:_documentPicker animated:YES completion:nil];
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}
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- (void)documentPicker:(UIDocumentPickerViewController *)controller
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didPickDocumentsAtURLs:(NSArray<NSURL *> *)urls {
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NSURL *selectedFileURL = [urls firstObject];
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if (self.completionHandler) {
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if (selectedFileURL) {
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self.completionHandler(selectedFileURL.path);
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std::string fileName = std::string([selectedFileURL.path UTF8String]);
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yaze::app::SharedRom::shared_rom_->LoadFromFile(fileName);
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} else {
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self.completionHandler(@"");
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}
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}
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self.completionHandler = nil;
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[controller dismissViewControllerAnimated:YES completion:nil];
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}
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- (void)documentPickerWasCancelled:(UIDocumentPickerViewController *)controller {
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if (self.completionHandler) {
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self.completionHandler(@"");
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}
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self.completionHandler = nil;
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[controller dismissViewControllerAnimated:YES completion:nil];
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}
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@end
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#endif
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//-----------------------------------------------------------------------------------
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// Application main() function
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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int main(int argc, const char *argv[]) { return NSApplicationMain(argc, argv); }
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#else
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// int SDL_main(int argc, char*argv[]) {
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// yaze::app::core::Controller controller;
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// controller.OnEntry();
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// while (controller.IsActive()) {
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// controller.OnInput();
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// if (auto status = controller.OnLoad(); !status.ok()) {
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// std::cerr << status.message() << std::endl;
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// break;
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// }
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// controller.DoRender();
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// }
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// controller.OnExit();
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//
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// return EXIT_SUCCESS;
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//
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//
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// return 0;
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// }
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// int main(int argc, char *argv[])
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//{
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// return SDL_UIKitRunApp(argc, argv, SDL_main);
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// }
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int main(int argc, char *argv[]) {
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@autoreleasepool {
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return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
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}
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}
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#endif
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