Update scheme management plist to adjust order hints for iOS and macOS schemes
- Changed orderHint for yaze_ios.xcscheme from 12 to 10 - Changed orderHint for yaze_macos.xcscheme from 5 to 11
This commit is contained in:
162
src/ios/main.mm
162
src/ios/main.mm
@@ -1,5 +1,19 @@
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// yaze iOS Application
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// Uses SDL2 and ImGui
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//
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// This file implements the iOS-specific entry point and UI management for yaze.
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// It integrates with the modern Controller API and EditorManager infrastructure.
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//
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// Key components:
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// - AppViewController: Main view controller managing the MTKView and Controller lifecycle
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// - AppDelegate: iOS app lifecycle management and document picker integration
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// - Touch gesture handlers: Maps iOS gestures to ImGui input events
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//
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// Updated to use:
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// - Modern Controller::OnEntry/OnLoad/DoRender API
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// - EditorManager for ROM management (no SharedRom singleton)
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// - Proper SDL2 initialization for iOS
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// - Updated ImGui backends (SDL2 renderer, not Metal directly)
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#import <Foundation/Foundation.h>
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@@ -11,12 +25,17 @@
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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 <string>
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#include <vector>
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#include <algorithm>
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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 "app/core/platform/font_loader.h"
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#include "app/core/window.h"
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#include "app/rom.h"
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#include <SDL.h>
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@@ -25,7 +44,8 @@
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#endif
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#include "app/core/platform/view_controller.h"
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#include "imgui/backends/imgui_impl_metal.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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// ----------------------------------------------------------------------------
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@@ -46,20 +66,13 @@
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abort();
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}
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_controller = new yaze::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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yaze::gui::ColorsYaze();
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// Initialize SDL for iOS
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SDL_SetMainReady();
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#if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
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SDL_iOSSetEventPump(SDL_TRUE);
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#endif
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// Parse command line arguments
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int argc = NSProcessInfo.processInfo.arguments.count;
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char **argv = new char *[argc];
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for (int i = 0; i < argc; i++) {
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@@ -73,20 +86,29 @@
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if (argc > 1) {
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rom_filename = argv[1];
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}
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// Clean up argv
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for (int i = 0; i < argc; i++) {
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delete[] argv[i];
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}
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delete[] argv;
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#if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
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SDL_iOSSetEventPump(SDL_FALSE);
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#endif
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// Enable native IME.
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// Enable native IME
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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ImGui_ImplSDL2_InitForSDLRenderer(_controller->window(),
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yaze::core::Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_Init(yaze::core::Renderer::Get().renderer());
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if (!LoadPackageFonts().ok()) {
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// Create and initialize controller with modern API
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_controller = new yaze::core::Controller();
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auto init_status = _controller->OnEntry(rom_filename);
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if (!init_status.ok()) {
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NSLog(@"Failed to initialize controller: %s", init_status.message().data());
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abort();
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}
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_controller->set_active(true);
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// Setup gesture recognizers
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_hoverGestureRecognizer =
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[[UIHoverGestureRecognizer alloc] initWithTarget:self action:@selector(HoverGesture:)];
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[self.view addGestureRecognizer:_hoverGestureRecognizer];
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@@ -104,6 +126,7 @@
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_swipeRecognizer.direction =
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UISwipeGestureRecognizerDirectionRight | UISwipeGestureRecognizerDirectionLeft;
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[self.view addGestureRecognizer:_swipeRecognizer];
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return self;
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}
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@@ -120,48 +143,29 @@
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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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if (!_controller->active()) return;
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if (!_controller->IsActive()) return;
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// Handle SDL input events
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_controller->OnInput();
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// Update ImGui display size for iOS
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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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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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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)) {
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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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// Process frame and render using Controller's API
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auto load_status = _controller->OnLoad();
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if (!load_status.ok()) {
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NSLog(@"Controller OnLoad failed: %s", load_status.message().data());
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return;
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}
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ImGui::End();
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_controller->DoRender();
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}
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@@ -172,20 +176,7 @@
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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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#if !TARGET_OS_OSX
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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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@@ -317,10 +308,13 @@
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_Quit();
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// Controller OnExit handles cleanup
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AppViewController *viewController = (AppViewController *)self.window.rootViewController;
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if (viewController.controller) {
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viewController.controller->OnExit();
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delete viewController.controller;
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viewController.controller = nullptr;
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}
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}
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- (void)PresentDocumentPickerWithCompletionHandler:
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@@ -350,21 +344,35 @@
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[selectedFileURL startAccessingSecurityScopedResource];
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auto data = [NSData dataWithContentsOfURL:selectedFileURL];
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// Cast NSData* to uint8_t*
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uint8_t *bytes = (uint8_t *)[data bytes];
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// Size of the data
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size_t size = [data length];
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std::vector<uint8_t> rom_data;
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rom_data.resize(size);
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std::copy(bytes, bytes + size, rom_data.begin());
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// TODO: Re-implmenent this without the SharedRom singleton
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// PRINT_IF_ERROR(yaze::SharedRom::shared_rom_->LoadFromData(rom_data));
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std::string filename = std::string([selectedFileURL.path UTF8String]);
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// yaze::SharedRom::shared_rom_->set_filename(filename);
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// Load ROM using modern API
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// Get the AppViewController which has the controller
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AppViewController *viewController = (AppViewController *)self.window.rootViewController;
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if (viewController && viewController.controller) {
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// Access the controller's EditorManager to get the current ROM
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auto* current_rom = viewController.controller->GetCurrentRom();
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if (current_rom) {
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auto load_status = current_rom->LoadFromData(rom_data);
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if (load_status.ok()) {
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current_rom->set_filename(fileName);
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NSLog(@"ROM loaded successfully from %s", fileName.c_str());
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} else {
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NSLog(@"Failed to load ROM: %s", load_status.message().data());
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}
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} else {
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NSLog(@"No ROM instance available");
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}
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} else {
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NSLog(@"Controller not available");
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}
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[selectedFileURL stopAccessingSecurityScopedResource];
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} else {
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self.completionHandler(@"");
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}
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