// // GameViewController.swift // Delta // // Created by Riley Testut on 5/5/15. // Copyright © 2016 Riley Testut. All rights reserved. // import UIKit import DeltaCore import Roxas private var kvoContext = 0 class GameViewController: DeltaCore.GameViewController { /// Assumed to be Delta.Game instance override var game: GameProtocol? { willSet { self.emulatorCore?.removeObserver(self, forKeyPath: #keyPath(EmulatorCore.state), context: &kvoContext) } didSet { guard let emulatorCore = self.emulatorCore else { return } self.preferredContentSize = emulatorCore.preferredRenderingSize emulatorCore.addObserver(self, forKeyPath: #keyPath(EmulatorCore.state), options: [.old], context: &kvoContext) } } // If non-nil, will override the default preview action items returned in previewActionItems() var overridePreviewActionItems: [UIPreviewActionItem]? //MARK: - Private Properties - private var pauseViewController: PauseViewController? private var pausingGameController: GameController? private var context = CIContext(options: [kCIContextWorkingColorSpace: NSNull()]) // Sustain Buttons private var updateSemaphores = Set() private var sustainedInputs = [ObjectIdentifier: [Input]]() private var reactivateSustainedInputsQueue: OperationQueue private var selectingSustainedButtons = false private var sustainButtonsContentView: UIView! private var sustainButtonsBlurView: UIVisualEffectView! private var sustainButtonsBackgroundView: RSTBackgroundView! override var previewActionItems: [UIPreviewActionItem] { if let previewActionItems = self.overridePreviewActionItems { return previewActionItems } guard let game = self.game as? Game else { return [] } let presentingViewController = self.presentingViewController let launchGameAction = UIPreviewAction(title: NSLocalizedString("Launch \(game.name)", comment: ""), style: .default) { (action, viewController) in // Delaying until next run loop prevents self from being dismissed immediately DispatchQueue.main.async { presentingViewController?.present(viewController, animated: true, completion: nil) } } return [launchGameAction] } required init() { self.reactivateSustainedInputsQueue = OperationQueue() self.reactivateSustainedInputsQueue.maxConcurrentOperationCount = 1 super.init() self.initialize() } required init?(coder aDecoder: NSCoder) { self.reactivateSustainedInputsQueue = OperationQueue() self.reactivateSustainedInputsQueue.maxConcurrentOperationCount = 1 super.init(coder: aDecoder) self.initialize() } private func initialize() { self.delegate = self NotificationCenter.default.addObserver(self, selector: #selector(GameViewController.updateControllers), name: .externalControllerDidConnect, object: nil) NotificationCenter.default.addObserver(self, selector: #selector(GameViewController.updateControllers), name: .externalControllerDidDisconnect, object: nil) } deinit { self.emulatorCore?.removeObserver(self, forKeyPath: #keyPath(EmulatorCore.state), context: &kvoContext) } // MARK: - GameControllerReceiver - override func gameController(_ gameController: GameController, didActivate input: Input) { super.gameController(gameController, didActivate: input) if gameController is ControllerView && UIDevice.current.isVibrationSupported { UIDevice.current.vibrate() } guard (input as? ControllerInput) != .menu else { return } if self.selectingSustainedButtons { self.addSustainedInput(input, for: gameController) } else if let sustainedInputs = self.sustainedInputs[ObjectIdentifier(gameController)], sustainedInputs.contains(where: { $0.isEqual(input) }) { // Perform on next run loop DispatchQueue.main.async { self.reactivateSustainedInput(input, for: gameController) } } } } //MARK: - UIViewController - /// UIViewController extension GameViewController { override func viewDidLoad() { super.viewDidLoad() self.sustainButtonsContentView = UIView(frame: CGRect(x: 0, y: 0, width: self.gameView.bounds.width, height: self.gameView.bounds.height)) self.sustainButtonsContentView.translatesAutoresizingMaskIntoConstraints = false self.sustainButtonsContentView.isHidden = true self.view.addSubview(self.sustainButtonsContentView) let blurEffect = UIBlurEffect(style: .dark) let vibrancyEffect = UIVibrancyEffect(blurEffect: blurEffect) self.sustainButtonsBlurView = UIVisualEffectView(effect: blurEffect) self.sustainButtonsBlurView.frame = CGRect(x: 0, y: 0, width: self.sustainButtonsContentView.bounds.width, height: self.sustainButtonsContentView.bounds.height) self.sustainButtonsBlurView.autoresizingMask = [.flexibleWidth, .flexibleHeight] self.sustainButtonsContentView.addSubview(self.sustainButtonsBlurView) let vibrancyView = UIVisualEffectView(effect: vibrancyEffect) vibrancyView.frame = CGRect(x: 0, y: 0, width: self.sustainButtonsBlurView.contentView.bounds.width, height: self.sustainButtonsBlurView.contentView.bounds.height) vibrancyView.autoresizingMask = [.flexibleWidth, .flexibleHeight] self.sustainButtonsBlurView.contentView.addSubview(vibrancyView) self.sustainButtonsBackgroundView = RSTBackgroundView(frame: CGRect(x: 0, y: 0, width: vibrancyView.contentView.bounds.width, height: vibrancyView.contentView.bounds.height)) self.sustainButtonsBackgroundView.autoresizingMask = [.flexibleWidth, .flexibleHeight] self.sustainButtonsBackgroundView.textLabel.text = NSLocalizedString("Select Buttons to Sustain", comment: "") self.sustainButtonsBackgroundView.detailTextLabel.text = NSLocalizedString("Press the Menu button when finished.", comment: "") self.sustainButtonsBackgroundView.alpha = 0.0 vibrancyView.contentView.addSubview(self.sustainButtonsBackgroundView) // Auto Layout self.sustainButtonsContentView.leadingAnchor.constraint(equalTo: self.gameView.leadingAnchor).isActive = true self.sustainButtonsContentView.trailingAnchor.constraint(equalTo: self.gameView.trailingAnchor).isActive = true self.sustainButtonsContentView.topAnchor.constraint(equalTo: self.gameView.topAnchor).isActive = true self.sustainButtonsContentView.bottomAnchor.constraint(equalTo: self.gameView.bottomAnchor).isActive = true self.updateControllers() } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() self.controllerView.isHidden = self.isPreviewing } // MARK: - Segues /// KVO override func prepare(for segue: UIStoryboardSegue, sender: AnyObject?) { guard let identifier = segue.identifier, identifier == "pause" else { return } guard let gameController = sender as? GameController else { fatalError("sender for pauseSegue must be the game controller that pressed the Menu button") } self.pausingGameController = gameController let pauseViewController = segue.destination as! PauseViewController pauseViewController.pauseText = (self.game as? Game)?.name ?? NSLocalizedString("Delta", comment: "") pauseViewController.emulatorCore = self.emulatorCore pauseViewController.saveStatesViewControllerDelegate = self pauseViewController.cheatsViewControllerDelegate = self pauseViewController.fastForwardItem?.selected = (self.emulatorCore?.rate != self.emulatorCore?.configuration.supportedRates.lowerBound) pauseViewController.fastForwardItem?.action = { [unowned self] item in guard let emulatorCore = self.emulatorCore else { return } emulatorCore.rate = item.selected ? emulatorCore.configuration.supportedRates.upperBound : emulatorCore.configuration.supportedRates.lowerBound } pauseViewController.sustainButtonsItem?.selected = (self.sustainedInputs[ObjectIdentifier(gameController)]?.count ?? 0) > 0 pauseViewController.sustainButtonsItem?.action = { [unowned self] item in self.resetSustainedInputs(for: gameController) if item.selected { self.showSustainButtonView() pauseViewController.dismiss() } } self.pauseViewController = pauseViewController } @IBAction private func unwindFromPauseViewController(_ segue: UIStoryboardSegue) { self.pauseViewController = nil self.pausingGameController = nil if self.resumeEmulation() { // Temporarily disable audioManager to prevent delayed audio bug when using 3D Touch Peek & Pop self.emulatorCore?.audioManager.enabled = false // Re-enable after delay DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { self.emulatorCore?.audioManager.enabled = true } } } // MARK: - KVO /// KVO override func observeValue(forKeyPath keyPath: String?, of object: AnyObject?, change: [NSKeyValueChangeKey : AnyObject]?, context: UnsafeMutablePointer?) { guard context == &kvoContext else { return super.observeValue(forKeyPath: keyPath, of: object, change: change, context: context) } guard let rawValue = change?[.oldKey] as? Int, let previousState = EmulatorCore.State(rawValue: rawValue) else { return } if previousState == .stopped { self.updateCheats() } } } //MARK: - Controllers - private extension GameViewController { @objc func updateControllers() { self.emulatorCore?.removeAllGameControllers() if let index = Settings.localControllerPlayerIndex { self.controllerView.playerIndex = index } var controllers = [GameController]() controllers.append(self.controllerView) // We need to map each item as a GameControllerProtocol due to a Swift bug controllers.append(contentsOf: ExternalControllerManager.shared.connectedControllers.map { $0 as GameController }) for controller in controllers { if let index = controller.playerIndex { // We need to place the underscore here to silence erroneous unused result warning despite annotating function with @discardableResult // Hopefully this bug won't be around for too long... _ = self.emulatorCore?.setGameController(controller, at: index) controller.addReceiver(self) } else { controller.removeReceiver(self) } } self.view.setNeedsLayout() } } //MARK: - Save States - /// Save States extension GameViewController: SaveStatesViewControllerDelegate { func saveStatesViewController(_ saveStatesViewController: SaveStatesViewController, updateSaveState saveState: SaveState) { var updatingExistingSaveState = true self.emulatorCore?.save { (temporarySaveState) in do { if FileManager.default.fileExists(atPath: saveState.fileURL.path) { try FileManager.default.replaceItem(at: saveState.fileURL, withItemAt: temporarySaveState.fileURL, backupItemName: nil, options: [], resultingItemURL: nil) } else { try FileManager.default.moveItem(at: temporarySaveState.fileURL, to: saveState.fileURL) updatingExistingSaveState = false } } catch let error as NSError { print(error) } } if let outputImage = self.gameView.outputImage, let quartzImage = self.context.createCGImage(outputImage, from: outputImage.extent), let data = UIImagePNGRepresentation(UIImage(cgImage: quartzImage)) { do { try data.write(to: saveState.imageFileURL, options: [.atomicWrite]) } catch let error as NSError { print(error) } } saveState.modifiedDate = Date() // Dismiss if updating an existing save state. // If creating a new one, don't dismiss. if updatingExistingSaveState { self.pauseViewController?.dismiss() } } func saveStatesViewController(_ saveStatesViewController: SaveStatesViewController, loadSaveState saveState: SaveStateProtocol) { do { try self.emulatorCore?.load(saveState) } catch EmulatorCore.SaveStateError.doesNotExist { print("Save State does not exist.") } catch let error as NSError { print(error) } self.updateCheats() self.pauseViewController?.dismiss() } } //MARK: - Cheats - /// Cheats extension GameViewController: CheatsViewControllerDelegate { func cheatsViewController(_ cheatsViewController: CheatsViewController, activateCheat cheat: Cheat) { self.activate(cheat) } func cheatsViewController(_ cheatsViewController: CheatsViewController, deactivateCheat cheat: Cheat) { self.emulatorCore?.deactivate(cheat) } private func activate(_ cheat: Cheat) { do { try self.emulatorCore?.activate(cheat) } catch EmulatorCore.CheatError.invalid { print("Invalid cheat:", cheat.name, cheat.code) } catch let error as NSError { print("Unknown Cheat Error:", error, cheat.name, cheat.code) } } private func updateCheats() { guard let game = self.game as? Game else { return } let running = (self.emulatorCore?.state == .running) if running { // Core MUST be paused when activating cheats, or else race conditions could crash the core self.pauseEmulation() } let backgroundContext = DatabaseManager.sharedManager.backgroundManagedObjectContext() backgroundContext.performAndWait { let predicate = NSPredicate(format: "%K == %@", Cheat.Attributes.game.rawValue, game) let cheats = Cheat.instancesWithPredicate(predicate, inManagedObjectContext: backgroundContext, type: Cheat.self) for cheat in cheats { if cheat.enabled { self.activate(cheat) } else { self.emulatorCore?.deactivate(cheat) } } } if running { self.resumeEmulation() } } } //MARK: - Sustain Buttons - private extension GameViewController { func showSustainButtonView() { self.selectingSustainedButtons = true let blurEffect = self.sustainButtonsBlurView.effect self.sustainButtonsBlurView.effect = nil self.sustainButtonsContentView.isHidden = false UIView.animate(withDuration: 0.4) { self.sustainButtonsBlurView.effect = blurEffect self.sustainButtonsBackgroundView.alpha = 1.0 } } func hideSustainButtonView() { self.selectingSustainedButtons = false let blurEffect = self.sustainButtonsBlurView.effect UIView.animate(withDuration: 0.4, animations: { self.sustainButtonsBlurView.effect = nil self.sustainButtonsBackgroundView.alpha = 0.0 }) { (finished) in self.sustainButtonsContentView.isHidden = true self.sustainButtonsBlurView.effect = blurEffect } } func resetSustainedInputs(for gameController: GameController) { if let previousInputs = self.sustainedInputs[ObjectIdentifier(gameController)] { let receivers = gameController.receivers receivers.forEach { gameController.removeReceiver($0) } // Activate previousInputs without notifying anyone so we can then deactivate them // We do this because deactivating an already deactivated input has no effect previousInputs.forEach { gameController.activate($0) } receivers.forEach { gameController.addReceiver($0) } // Deactivate previously sustained inputs previousInputs.forEach { gameController.deactivate($0) } } self.sustainedInputs[ObjectIdentifier(gameController)] = [] } func addSustainedInput(_ input: Input, for gameController: GameController) { var inputs = self.sustainedInputs[ObjectIdentifier(gameController)] ?? [] guard !inputs.contains(where: { $0.isEqual(input) }) else { return } inputs.append(input) self.sustainedInputs[ObjectIdentifier(gameController)] = inputs let receivers = gameController.receivers receivers.forEach { gameController.removeReceiver($0) } // Causes input to be considered deactivated, so gameController won't send a subsequent message to observers when user actually deactivates // However, at this point the core still thinks it is activated, and is temporarily not a receiver, thus sustaining it gameController.deactivate(input) receivers.forEach { gameController.addReceiver($0) } } func reactivateSustainedInput(_ input: Input, for gameController: GameController) { // These MUST be performed serially, or else Bad Things Happen™ if multiple inputs are reactivated at once self.reactivateSustainedInputsQueue.addOperation { // The manual activations/deactivations here are hidden implementation details, so we won't notify ourselves about them gameController.removeReceiver(self) // Must deactivate first so core recognizes a secondary activation gameController.deactivate(input) let dispatchQueue = DispatchQueue(label: "com.rileytestut.Delta.sustainButtonsQueue") dispatchQueue.async { let semaphore = DispatchSemaphore(value: 0) self.updateSemaphores.insert(semaphore) // To ensure the emulator core recognizes us activating the input again, we need to wait at least two frames // Unfortunately we cannot init DispatchSemaphore with value less than 0 // To compensate, we simply wait twice; once the first wait returns, we wait again semaphore.wait() semaphore.wait() // These MUST be performed serially, or else Bad Things Happen™ if multiple inputs are reactivated at once self.reactivateSustainedInputsQueue.addOperation { self.updateSemaphores.remove(semaphore) // Ensure we still are not a receiver (to prevent rare race conditions) gameController.removeReceiver(self) gameController.activate(input) let receivers = gameController.receivers receivers.forEach { gameController.removeReceiver($0) } // Causes input to be considered deactivated, so gameController won't send a subsequent message to observers when user actually deactivates // However, at this point the core still thinks it is activated, and is temporarily not a receiver, thus sustaining it gameController.deactivate(input) receivers.forEach { gameController.addReceiver($0) } } // More Bad Things Happen™ if we add self as observer before ALL reactivations have occurred (notable, infinite loops) self.reactivateSustainedInputsQueue.waitUntilAllOperationsAreFinished() gameController.addReceiver(self) } } } } //MARK: - GameViewControllerDelegate - /// GameViewControllerDelegate extension GameViewController: GameViewControllerDelegate { func gameViewController(_ gameViewController: DeltaCore.GameViewController, handleMenuInputFrom gameController: GameController) { if self.selectingSustainedButtons { self.hideSustainButtonView() } self.pauseEmulation() self.performSegue(withIdentifier: "pause", sender: gameController) } func gameViewControllerShouldResumeEmulation(_ gameViewController: DeltaCore.GameViewController) -> Bool { return self.pauseViewController == nil && !self.selectingSustainedButtons } func gameViewControllerDidUpdate(_ gameViewController: DeltaCore.GameViewController) { for semaphore in self.updateSemaphores { semaphore.signal() } } }