GBA002/Delta/Emulation/GameViewController.swift

769 lines
29 KiB
Swift

//
// 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
{
if self.game?.fileURL != oldValue?.fileURL
{
// Game changed, so we make sure auto save states are enabled again
self.ignoreAutoSaveStateUpdates = false
}
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]?
// Set to true to handle automatically updating auto save state
var updatesAutoSaveState = false
//MARK: - Private Properties -
private var pauseViewController: PauseViewController?
private var pausingGameController: GameController?
// Prevents the "same" save state from being saved multiple times
private var ignoreAutoSaveStateUpdates = false
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!
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)
NotificationCenter.default.addObserver(self, selector: #selector(GameViewController.didEnterBackground(with:)), name: .UIApplicationDidEnterBackground, object: UIApplication.shared)
}
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.insertSubview(self.sustainButtonsContentView, aboveSubview: self.gameView)
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.textLabel.numberOfLines = 1
self.sustainButtonsBackgroundView.textLabel.minimumScaleFactor = 0.5
self.sustainButtonsBackgroundView.textLabel.adjustsFontSizeToFitWidth = true
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 viewDidDisappear(_ animated: Bool)
{
super.viewDidDisappear(animated)
self.emulatorCore?.pause()
}
// MARK: - Segues
/// KVO
override func prepare(for segue: UIStoryboardSegue, sender: AnyObject?)
{
guard let identifier = segue.identifier else { return }
switch identifier
{
case "showGamesViewController":
let gamesViewController = (segue.destination as! UINavigationController).topViewController as! GamesViewController
gamesViewController.theme = .dark
self.updateAutoSaveState()
case "pause":
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, unowned pauseViewController] item in
self.resetSustainedInputs(for: gameController)
if item.selected
{
self.showSustainButtonView()
pauseViewController.dismiss()
}
}
self.pauseViewController = pauseViewController
default: break
}
}
@IBAction private func unwindFromPauseViewController(_ segue: UIStoryboardSegue)
{
self.pauseViewController = nil
self.pausingGameController = nil
guard let identifier = segue.identifier else { return }
switch identifier
{
case "unwindFromPauseMenu":
DispatchQueue.main.async {
if
let transitionCoordinator = self.transitionCoordinator,
let navigationController = segue.source.navigationController,
navigationController.viewControllers.count == 1
{
// If user pressed "Resume" from Pause Menu, we wait for the transition to complete before resuming emulation
transitionCoordinator.animate(alongsideTransition: nil, completion: { (context) in
self.resumeEmulation()
})
}
else
{
// Otherwise, we resume emulation immediately (such as when loading save states and the game view needs to be updated ASAP)
if self.resumeEmulation()
{
// Temporarily disable audioManager to prevent delayed audio bug when using 3D Touch Peek & Pop
self.emulatorCore?.audioManager.isEnabled = false
// Re-enable after delay
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
self.emulatorCore?.audioManager.isEnabled = true
}
}
}
}
case "unwindToGames":
DispatchQueue.main.async {
self.transitionCoordinator?.animate(alongsideTransition: nil, completion: { (context) in
self.performSegue(withIdentifier: "showGamesViewController", sender: nil)
})
}
default: break
}
}
@IBAction private func unwindFromGamesViewController(with segue: UIStoryboardSegue)
{
self.emulatorCore?.resume()
}
// MARK: - KVO
/// KVO
override func observeValue(forKeyPath keyPath: String?, of object: AnyObject?, change: [NSKeyValueChangeKey : AnyObject]?, context: UnsafeMutablePointer<Void>?)
{
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()
}
if self.emulatorCore?.state == .running
{
self.ignoreAutoSaveStateUpdates = false
}
}
}
//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
{
private func updateAutoSaveState()
{
guard !self.ignoreAutoSaveStateUpdates else { return }
// If not in view hierarchy, don't update auto save state
guard self.updatesAutoSaveState else { return }
// Ignore future update auto save state requests until we resume emulation again
// This prevents us from filling our auto save state slots with the "same" save state
self.ignoreAutoSaveStateUpdates = true
// Must be done synchronously
let backgroundContext = DatabaseManager.shared.newBackgroundContext()
backgroundContext.performAndWait {
let game = backgroundContext.object(with: (self.game as! Game).objectID) as! Game
let predicate = NSPredicate(format: "%K == %d AND %K == %@", #keyPath(SaveState.type), SaveStateType.auto.rawValue, #keyPath(SaveState.game), game)
let fetchRequest = SaveState.fetchRequest()
fetchRequest.predicate = predicate
fetchRequest.sortDescriptors = [NSSortDescriptor(key: #keyPath(SaveState.creationDate), ascending: true)]
var saveStates: [SaveState]? = nil
do
{
saveStates = try fetchRequest.execute() as? [SaveState]
}
catch
{
print(error)
}
if let saveStates = saveStates, let saveState = saveStates.first, saveStates.count >= 2
{
// If there are two or more auto save states, update the oldest one
self.update(saveState)
// Tiny hack; SaveStatesViewController sorts save states by creation date, so we update the creation date too
// Simpler than deleting old save states ¯\_()_/¯
saveState.creationDate = saveState.modifiedDate
}
else
{
// Otherwise, create a new one
let saveState = SaveState.insertIntoManagedObjectContext(backgroundContext)
saveState.type = .auto
saveState.game = game
self.update(saveState)
}
backgroundContext.saveWithErrorLogging()
}
}
private func update(_ saveState: SaveState)
{
let isRunning = (self.emulatorCore?.state == .running)
if isRunning
{
self.pauseEmulation()
}
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, resultingItemURL: nil)
}
else
{
try FileManager.default.moveItem(at: temporarySaveState.fileURL, to: saveState.fileURL)
}
}
catch
{
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
{
print(error)
}
}
saveState.modifiedDate = Date()
if isRunning
{
self.resumeEmulation()
}
}
//MARK: - SaveStatesViewControllerDelegate
func saveStatesViewController(_ saveStatesViewController: SaveStatesViewController, updateSaveState saveState: SaveState)
{
let updatingExistingSaveState = FileManager.default.fileExists(atPath: saveState.fileURL.path)
self.update(saveState)
// 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)
{
// If we're loading the auto save state, we need to create a temporary copy of saveState.
// Then, we update the auto save state, but load our copy so everything works out.
var temporarySaveState: SaveStateProtocol? = nil
if let autoSaveState = saveState as? SaveState, autoSaveState.type == .auto
{
let temporaryURL = FileManager.uniqueTemporaryURL()
do
{
try FileManager.default.moveItem(at: saveState.fileURL, to: temporaryURL)
temporarySaveState = DeltaCore.SaveState(fileURL: temporaryURL, gameType: saveState.gameType)
}
catch
{
print(error)
}
}
self.updateAutoSaveState()
do
{
if let temporarySaveState = temporarySaveState
{
try self.emulatorCore?.load(temporarySaveState)
try FileManager.default.removeItem(at: temporarySaveState.fileURL)
}
else
{
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.shared.newBackgroundContext()
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.presentedViewController == nil || self.presentedViewController?.isDisappearing == true) && !self.selectingSustainedButtons && self.view.window != nil
}
func gameViewControllerDidUpdate(_ gameViewController: DeltaCore.GameViewController)
{
for semaphore in self.updateSemaphores
{
semaphore.signal()
}
}
}
//MARK: - Notifications -
private extension GameViewController
{
@objc func didEnterBackground(with notification: Notification)
{
self.updateAutoSaveState()
}
}