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>
#include <unistd.h>
#endif
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_timer.h"
#include "SDL/SDL_audio.h"
#include "SDL/SDL_video.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);
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#else
puts(text);
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#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
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ILOG("Would have gone to %s but LaunchBrowser is not implemented on this platform", url);
#endif
}
void LaunchMarket(const char *url)
{
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#else
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ILOG("Would have gone to %s but LaunchMarket is not implemented on this platform", url);
#endif
}
void LaunchEmail(const char *email_address)
{
#ifdef _WIN32
ShellExecute(NULL, "open", (std::string("mailto:") + email_address).c_str(), NULL, NULL, SW_SHOWNORMAL);
#else
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ILOG("Would have opened your email client for %s but LaunchEmail is not implemented on this platform", email_address);
#endif
}
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const int buttonMappings[14] = {
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SDLK_x, //A
SDLK_s, //B
SDLK_z, //X
SDLK_a, //Y
SDLK_w, //LBUMPER
SDLK_q, //RBUMPER
SDLK_1, //START
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SDLK_2, //SELECT
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SDLK_UP, //UP
SDLK_DOWN, //DOWN
SDLK_LEFT, //LEFT
SDLK_RIGHT, //RIGHT
SDLK_m, //MENU
SDLK_BACKSPACE, //BACK
};
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;
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for (int b = 0; b < 14; b++) {
if (keys[buttonMappings[b]])
input->pad_buttons |= (1<<b);
}
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if (keys[SDLK_i])
input->pad_lstick_y=1;
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else if (keys[SDLK_k])
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input->pad_lstick_y=-1;
if (keys[SDLK_j])
input->pad_lstick_x=-1;
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else if (keys[SDLK_l])
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input->pad_lstick_x=1;
if (keys[SDLK_KP8])
input->pad_rstick_y=1;
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else if (keys[SDLK_KP2])
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input->pad_rstick_y=-1;
if (keys[SDLK_KP4])
input->pad_rstick_x=-1;
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else if (keys[SDLK_KP6])
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input->pad_rstick_x=1;
}
extern void mixaudio(void *userdata, Uint8 *stream, int len) {
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NativeMix((short *)stream, len / 4);
}
#ifdef _WIN32
#undef main
#endif
int main(int argc, char *argv[]) {
std::string app_name;
std::string app_name_nice;
float zoom = 1.0f;
bool tablet = false;
const char *zoomenv = getenv("ZOOM");
const char *tabletenv = getenv("TABLET");
if (zoomenv) {
zoom = atof(zoomenv);
}
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if (tabletenv) {
tablet = (bool)atoi(tabletenv);
}
bool landscape;
NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
tablet = false;
if (landscape) {
if (tablet) {
pixel_xres = 1280 * zoom;
pixel_yres = 800 * zoom;
} else {
pixel_xres = 800 * zoom;
pixel_yres = 480 * zoom;
}
} else {
// PC development hack for more space
//pixel_xres = 1580 * zoom;
//pixel_yres = 1000 * zoom;
if (tablet) {
pixel_xres = 800 * zoom;
pixel_yres = 1280 * zoom;
} else {
pixel_xres = 480 * zoom;
pixel_yres = 800 * zoom;
}
}
net::Init();
#ifdef __APPLE__
// Make sure to request a somewhat modern GL context at least - the
// latest supported by MacOSX (really, really sad...)
// Requires SDL 2.0 (which is even more sad, as that hasn't been released yet)
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#endif
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(pixel_xres, pixel_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 / Linux
char path[512];
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const char *the_path = getenv("HOME");
if (!the_path) {
struct passwd* pwd = getpwuid(getuid());
if (pwd)
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the_path = pwd->pw_dir;
}
strcpy(path, the_path);
if (path[strlen(path)-1] != '/')
strcat(path, "/");
#endif
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#ifdef _WIN32
NativeInit(argc, (const char **)argv, path, "D:\\", "BADCOFFEE");
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#else
NativeInit(argc, (const char **)argv, path, "/tmp", "BADCOFFEE");
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#endif
float density = 1.0f;
dp_xres = (float)pixel_xres * density / zoom;
dp_yres = (float)pixel_yres * density / zoom;
pixel_in_dps = (float)pixel_xres / dp_xres;
NativeInitGraphics();
float dp_xscale = (float)dp_xres / pixel_xres;
float dp_yscale = (float)dp_yres / pixel_yres;
printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);
SDL_AudioSpec fmt;
fmt.freq = 44100;
fmt.format = AUDIO_S16;
fmt.channels = 2;
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);
InputState input_state;
int framecount = 0;
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bool nextFrameMD = 0;
float t = 0;
while (true) {
input_state.accelerometer_valid = false;
input_state.mouse_valid = true;
int quitRequested = 0;
SDL_Event event;
while (SDL_PollEvent(&event)) {
float mx = event.motion.x * dp_xscale;
float my = event.motion.y * dp_yscale;
if (event.type == SDL_QUIT) {
quitRequested = 1;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
quitRequested = 1;
}
} else if (event.type == SDL_MOUSEMOTION) {
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input_state.pointer_x[0] = mx;
input_state.pointer_y[0] = my;
NativeTouch(0, mx, my, 0, TOUCH_MOVE);
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.button.button == SDL_BUTTON_LEFT) {
//input_state.mouse_buttons_down = 1;
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input_state.pointer_down[0] = true;
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nextFrameMD = true;
NativeTouch(0, mx, my, 0, TOUCH_DOWN);
}
} else if (event.type == SDL_MOUSEBUTTONUP) {
if (event.button.button == SDL_BUTTON_LEFT) {
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input_state.pointer_down[0] = false;
nextFrameMD = false;
//input_state.mouse_buttons_up = 1;
NativeTouch(0, mx, my, 0, TOUCH_UP);
}
}
}
if (quitRequested)
break;
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const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
if (keys[SDLK_ESCAPE])
break;
SimulateGamepad(keys, &input_state);
UpdateInputState(&input_state);
NativeUpdate(input_state);
NativeRender();
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EndInputState(&input_state);
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if (framecount % 60 == 0) {
// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
}
SDL_GL_SwapBuffers();
// Simple frame rate limiting
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
// The speed difference is only really noticable on Linux. On Windows you do notice it though
// exit(0);
NativeShutdownGraphics();
SDL_PauseAudio(1);
SDL_CloseAudio();
NativeShutdown();
SDL_Quit();
net::Shutdown();
exit(0);
return 0;
}