Adds back support for Sustain Buttons

This commit is contained in:
Riley Testut 2016-07-27 14:58:36 -05:00
parent 973c0b586c
commit ddb402537e

View File

@ -10,6 +10,8 @@ import UIKit
import DeltaCore
import Roxas
private var kvoContext = 0
class GameViewController: DeltaCore.GameViewController
@ -36,8 +38,21 @@ class GameViewController: DeltaCore.GameViewController
private var context = CIContext(options: [kCIContextWorkingColorSpace: NSNull()])
// Sustain Buttons
private var updateSemaphores = Set<DispatchSemaphore>()
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!
required init()
{
self.reactivateSustainedInputsQueue = OperationQueue()
self.reactivateSustainedInputsQueue.maxConcurrentOperationCount = 1
super.init()
self.initialize()
@ -45,6 +60,9 @@ class GameViewController: DeltaCore.GameViewController
required init?(coder aDecoder: NSCoder)
{
self.reactivateSustainedInputsQueue = OperationQueue()
self.reactivateSustainedInputsQueue.maxConcurrentOperationCount = 1
super.init(coder: aDecoder)
self.initialize()
@ -72,6 +90,20 @@ class GameViewController: DeltaCore.GameViewController
{
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({ $0.isEqual(input) })
{
// Perform on next run loop
DispatchQueue.main.async {
self.reactivateSustainedInput(input, for: gameController)
}
}
}
}
@ -84,6 +116,37 @@ extension GameViewController
{
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()
}
@ -138,6 +201,18 @@ extension GameViewController
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
}
@ -356,19 +431,156 @@ extension GameViewController: CheatsViewControllerDelegate
}
}
//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({ $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", attributes: DispatchQueueAttributes.serial)
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)
{
self.pauseEmulation()
if self.selectingSustainedButtons
{
self.hideSustainButtonView()
}
self.pauseEmulation()
self.performSegue(withIdentifier: "pause", sender: gameController)
}
func gameViewControllerShouldResumeEmulation(gameViewController: DeltaCore.GameViewController) -> Bool
{
return self.pauseViewController == nil
return self.pauseViewController == nil && !self.selectingSustainedButtons
}
func gameViewControllerDidUpdate(gameViewController: DeltaCore.GameViewController)
{
for semaphore in self.updateSemaphores
{
semaphore.signal()
}
}
}