ppsspp/base/PCMain.cpp

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// PC implementation of the framework.
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <ShellAPI.h>
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#else
#include <pwd.h>
#endif
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_timer.h"
#include "SDL/SDL_audio.h"
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "gfx_es2/glsl_program.h"
#include "file/zip_read.h"
#include "input/input_state.h"
#include "base/NativeApp.h"
#include "net/resolve.h"
// Simple implementations of System functions
void SystemToast(const char *text) {
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#ifdef _WIN32
MessageBox(0, text, "Toast!", MB_ICONINFORMATION);
#else
puts(text);
#endif
}
void ShowAd(int x, int y, bool center_x) {
// Ignore ads on PC
}
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void ShowKeyboard() {
// Irrelevant on PC
}
void Vibrate(int length_ms) {
// Ignore on PC
}
void LaunchBrowser(const char *url)
{
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#else
#endif
}
void LaunchMarket(const char *url)
{
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#else
#endif
}
void LaunchEmail(const char *email_address)
{
#ifdef _WIN32
ShellExecute(NULL, "open", (std::string("mailto:") + email_address).c_str(), NULL, NULL, SW_SHOWNORMAL);
#else
#endif
}
const int buttonMappings[12] = {
SDLK_x, //A
SDLK_s, //B
SDLK_z, //X
SDLK_a, //Y
SDLK_w, //LBUMPER
SDLK_q, //RBUMPER
SDLK_1, //START
SDLK_2, //BACK
SDLK_UP, //UP
SDLK_DOWN, //DOWN
SDLK_LEFT, //LEFT
SDLK_RIGHT, //RIGHT
};
void SimulateGamepad(const uint8 *keys, InputState *input) {
input->pad_buttons = 0;
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
for (int b = 0; b < 12; b++) {
if (keys[buttonMappings[b]])
input->pad_buttons |= (1<<b);
}
if (keys['I']) input->pad_lstick_y=32000;
else if (keys['K']) input->pad_lstick_y=-32000;
if (keys['J']) input->pad_lstick_x=-32000;
else if (keys['L']) input->pad_lstick_x=32000;
if (keys['8']) input->pad_rstick_y=32000;
else if (keys['2']) input->pad_rstick_y=-32000;
if (keys['4']) input->pad_rstick_x=-32000;
else if (keys['6']) input->pad_rstick_x=32000;
}
extern void mixaudio(void *userdata, Uint8 *stream, int len) {
NativeMix((short *)stream, len / 4);
}
#ifdef _WIN32
#undef main
#endif
int main(int argc, char *argv[]) {
/* // Xoom resolution. Other common tablet resolutions: 1024x600 , 1366x768
g_xres = 1280;
g_yres = 800;
*/
std::string app_name;
std::string app_name_nice;
bool landscape;
NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
if (landscape) {
g_xres = 800;
g_yres = 480;
} else {
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#ifdef _WIN32
g_xres = 1580;
g_yres = 1000;
#endif
}
net::Init();
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
if (SDL_SetVideoMode(g_xres, g_yres, 0, SDL_OPENGL) == NULL) {
fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
return(2);
}
SDL_WM_SetCaption(app_name_nice.c_str(), NULL);
if (GLEW_OK != glewInit()) {
printf("Failed to initialize glew!\n");
return 1;
}
if (GLEW_VERSION_2_0) {
printf("OpenGL 2.0 or higher.\n");
} else {
printf("Sorry, this program requires OpenGL 2.0.\n");
return 1;
}
#ifdef _MSC_VER
// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
TCHAR path[MAX_PATH];
SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
PathAppend(path, (app_name + "\\").c_str());
#else
// Mac - what about linux? Also, ugly hardcoding.
const char *path = getenv("HOME");
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if (!path) {
struct passwd* pwd = getpwuid(getuid());
if (pwd)
path = pwd->pw_dir;
}
#endif
NativeInit(argc, (const char **)argv, path, "BADCOFFEE");
NativeInitGraphics();
SDL_AudioSpec fmt;
fmt.freq = 44100;
fmt.format = AUDIO_S16;
fmt.channels = 2;
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fmt.samples = 1024;
fmt.callback = &mixaudio;
fmt.userdata = (void *)0;
if (SDL_OpenAudio(&fmt, NULL) < 0) {
ELOG("Failed to open audio: %s", SDL_GetError());
return 1;
}
// Audio must be unpaused _after_ NativeInit()
SDL_PauseAudio(0);
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InputState input_state;
int framecount = 0;
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bool nextFrameMD = 0;
while (true) {
SDL_Event event;
input_state.accelerometer_valid = false;
input_state.mouse_valid = true;
int done = 0;
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// input_state.mouse_down[1] = nextFrameMD;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = 1;
}
} else if (event.type == SDL_MOUSEMOTION) {
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input_state.mouse_x[0] = event.motion.x;
input_state.mouse_y[0] = event.motion.y;
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input_state.mouse_x[1] = event.motion.x + 150;
input_state.mouse_y[1] = event.motion.y;
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.button.button == SDL_BUTTON_LEFT) {
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///input_state.mouse_buttons_down = 1;
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input_state.mouse_down[0] = true;
nextFrameMD = true;
}
} else if (event.type == SDL_MOUSEBUTTONUP) {
if (event.button.button == SDL_BUTTON_LEFT) {
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input_state.mouse_down[0] = false;
nextFrameMD = false;
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//input_state.mouse_buttons_up = 1;
}
}
}
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if (done) break;
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input_state.mouse_last[0] = input_state.mouse_down[0];
uint8 *keys = (uint8 *)SDL_GetKeyState(NULL);
if (keys[SDLK_ESCAPE]) {
break;
}
SimulateGamepad(keys, &input_state);
UpdateInputState(&input_state);
NativeUpdate(input_state);
NativeRender();
if (framecount % 60 == 0) {
// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
}
SDL_GL_SwapBuffers();
// Simple framerate limiting
static float t=0;
while (time_now() < t+1.0f/60.0f) {
sleep_ms(0);
time_update();
}
time_update();
t = time_now();
framecount++;
}
// Faster exit, thanks to the OS. Remove this if you want to debug shutdown
exit(0);
NativeShutdownGraphics();
SDL_PauseAudio(1);
NativeShutdown();
SDL_CloseAudio();
SDL_Quit();
return 0;
}