mirror of
https://github.com/hrydgard/ppsspp.git
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283 lines
7.5 KiB
Plaintext
283 lines
7.5 KiB
Plaintext
//
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// ViewController.m
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//
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// Created by rock88
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// Modified by xSacha
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// Reworked by hrydgard
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#import "ViewController.h"
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#import "iOSCoreAudio.h"
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#import <GLKit/GLKit.h>
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#import <QuartzCore/QuartzCore.h>
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#include <cassert>
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#include "Common/Net/Resolve.h"
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#include "Common/UI/Screen.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/thin3d_create.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "Common/GPU/OpenGL/OpenGLGraphicsContext.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/OSD.h"
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#include "Common/System/NativeApp.h"
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#include "Common/System/Request.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/GPU/GraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/EmuThread.h"
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#include "Core/KeyMap.h"
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#include "Core/System.h"
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#if !__has_feature(objc_arc)
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#error Must be built with ARC, please revise the flags for ViewController.mm to include -fobjc-arc.
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#endif
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static std::thread g_emuThread;
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PPSSPPBaseViewController *sharedViewController;
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@interface PPSSPPViewControllerGL () {
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GraphicsContext *graphicsContext;
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}
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@property (nonatomic, strong) EAGLContext *glContext;
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@property (nonatomic, strong) GLKView *glView;
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@property (nonatomic, strong) CADisplayLink *displayLink;
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@end
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@implementation PPSSPPViewControllerGL {}
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-(id) init {
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self = [super init];
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if (self) {
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_preferredFramesPerSecond = 60; // default
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}
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return self;
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}
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- (bool)runGLRenderLoop {
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if (!graphicsContext) {
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ERROR_LOG(Log::G3D, "runGLRenderLoop: Tried to enter without a created graphics context.");
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return false;
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}
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if (g_emuThread.joinable()) {
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ERROR_LOG(Log::G3D, "runGLRenderLoop: Already running");
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return false;
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}
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g_emuThread = EmuThread_Start(graphicsContext, new NativeApplication(), [](GraphicsContext *graphicsContext){
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NativeFrame(graphicsContext);
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return true;
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});
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return true;
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}
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- (void)requestExitGLRenderLoop {
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_assert_(g_emuThread.joinable());
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EmuThread_Join(graphicsContext, g_emuThread);
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_assert_(!g_emuThread.joinable());
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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// 1) Create GL context
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self.glContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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if (!self.glContext) {
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self.glContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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NSAssert(self.glContext != nil, @"Failed to create EAGLContext");
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// 2) Create GLKView
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self.glView = [[GLKView alloc] initWithFrame:self.view.bounds context:self.glContext];
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self.glView.delegate = self;
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self.glView.enableSetNeedsDisplay = NO; // We'll call display manually
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self.glView.drawableDepthFormat = GLKViewDrawableDepthFormat24;
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self.glView.drawableStencilFormat = GLKViewDrawableStencilFormat8;
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self.glView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
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self.glView.multipleTouchEnabled = YES;
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[self.view addSubview:self.glView];
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// self.view.insetsLayoutMarginsFromSafeArea = NO;
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// self.view.clipsToBounds = YES;
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// Put context current for initial GL setup
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[EAGLContext setCurrentContext:self.glContext];
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// Here we can do one time GL init if we want.
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// 3) Setup display link
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self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkFired:)];
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if (@available(iOS 10.0, *)) {
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self.displayLink.preferredFramesPerSecond = (NSInteger)self.preferredFramesPerSecond;
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} else {
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// older iOS: approximate with frameInterval
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self.displayLink.frameInterval = MAX(1, (NSInteger)round(60.0 / self.preferredFramesPerSecond));
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}
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[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
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self.view.multipleTouchEnabled = YES;
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graphicsContext = new OpenGLGraphicsContext();
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std::string errorMessage;
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if (!graphicsContext->InitAPI(nullptr, nullptr, &errorMessage)) {
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ERROR_LOG(Log::G3D, "InitAPI failed: %s", errorMessage.c_str());
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}
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if (!graphicsContext->InitSurface(WINDOWSYSTEM_NONE, nullptr, nullptr, &errorMessage)) {
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ERROR_LOG(Log::G3D, "InitSurface failed: %s", errorMessage.c_str());
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}
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/*self.iCadeView = [[iCadeReaderView alloc] init];
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[self.view addSubview:self.iCadeView];
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self.iCadeView.delegate = self;
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self.iCadeView.active = YES;*/
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if ([[GCController controllers] count] > 0) {
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[self setupController:[[GCController controllers] firstObject]];
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}
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[self hideKeyboard];
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INFO_LOG(Log::G3D, "Done with viewDidLoad.");
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}
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- (void)viewDidLayoutSubviews {
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[super viewDidLayoutSubviews];
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self.glView.frame = self.view.bounds;
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}
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- (void)viewWillAppear:(BOOL)animated {
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[super viewWillAppear:animated];
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INFO_LOG(Log::G3D, "viewWillAppear");
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}
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- (void)viewWillDisappear:(BOOL)animated {
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[super viewWillDisappear:animated];
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INFO_LOG(Log::G3D, "viewWillDisappear");
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}
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- (void)dealloc {
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[self.displayLink invalidate];
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self.displayLink = nil;
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if ([EAGLContext currentContext] == self.glContext) {
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[EAGLContext setCurrentContext:nil];
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}
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self.glContext = nil;
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}
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- (void)setPreferredFramesPerSecond:(NSInteger)preferredFramesPerSecond {
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_preferredFramesPerSecond = preferredFramesPerSecond;
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if (self.displayLink) {
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if (@available(iOS 10.0, *)) {
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self.displayLink.preferredFramesPerSecond = (NSInteger)preferredFramesPerSecond;
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} else {
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self.displayLink.frameInterval = MAX(1, (NSInteger)round(60.0 / preferredFramesPerSecond));
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}
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}
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}
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- (void)displayLinkFired:(CADisplayLink *)dl {
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// Ensure context is current before drawing
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[EAGLContext setCurrentContext:self.glContext];
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// Trigger GLKView draw
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[self.glView display];
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}
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
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if (!g_emuThread.joinable()) {
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INFO_LOG(Log::G3D, "Ignoring drawInRect");
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return;
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}
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if (sharedViewController) {
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if (!graphicsContext->ThreadFrame()) {
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INFO_LOG(Log::G3D, "ThreadFrame returned false");
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}
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}
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}
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- (void)didBecomeActive {
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[super didBecomeActive];
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INFO_LOG(Log::System, "didBecomeActive begin");
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[self updateResolutionWithView:self.view];
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[self runGLRenderLoop];
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INFO_LOG(Log::System, "didBecomeActive end");
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self.displayLink.paused = NO;
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}
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- (void)willResignActive {
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INFO_LOG(Log::System, "willResignActive GL");
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[self requestExitGLRenderLoop];
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self.displayLink.paused = YES;
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[super willResignActive];
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}
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- (void)shutdown {
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[super shutdown];
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INFO_LOG(Log::System, "shutdown GL");
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g_Config.Save("shutdown GL");
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_dbg_assert_(graphicsContext);
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graphicsContext->ShutdownSurface();
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graphicsContext->ShutdownAPI();
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delete graphicsContext;
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graphicsContext = nullptr;
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INFO_LOG(Log::System, "Done shutting down GL");
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}
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- (void)bindDefaultFBO
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{
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[(GLKView*)self.glView bindDrawable];
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}
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// Can't consolidate this yet.
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- (void)viewWillTransitionToSize:(CGSize)size
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withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
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[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
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[self.view endEditing:YES]; // clears any input focus
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[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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NSLog(@"Rotating to size: %@", NSStringFromCGSize(size));
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} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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NSLog(@"Rotation finished");
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// Reinitialize graphics context to match new size
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[self requestExitGLRenderLoop];
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[self updateResolutionWithView:self.view];
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[self runGLRenderLoop];
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}];
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}
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@end
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void bindDefaultFBO()
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{
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[sharedViewController bindDefaultFBO];
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}
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void EnableFZ(){};
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void DisableFZ(){};
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