ppsspp/UI/NativeApp.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// NativeApp implementation for platforms that will use that framework, like:
// Android, Linux, MacOSX.
//
// Native is a cross platform framework. It's not very mature and mostly
// just built according to the needs of my own apps.
//
// Windows has its own code that bypasses the framework entirely.
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
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// Linux doesn't like using std::find with std::vector<int> without this :/
#if !defined(MOBILE_DEVICE)
#include <algorithm>
#endif
#if defined(_WIN32)
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#include <libpng17/png.h>
#include "ext/jpge/jpge.h"
#include "Windows/DSoundStream.h"
#include "Windows/WndMainWindow.h"
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#include "Windows/D3D9Base.h"
#endif
#include "base/display.h"
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#include "base/logging.h"
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#include "base/mutex.h"
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#include "base/NativeApp.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "thread/thread.h"
#include "net/http_client.h"
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#include "gfx_es2/gl_state.h" // only for screenshot!
#include "gfx_es2/draw_text.h"
#include "gfx_es2/draw_buffer.h"
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#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "i18n/i18n.h"
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#include "input/input_state.h"
#include "math/fast/fast_math.h"
#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
#include "thin3d/thin3d.h"
#include "ui/ui.h"
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#include "ui/screen.h"
#include "ui/ui_context.h"
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#include "ui/view.h"
#include "util/text/utf8.h"
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#include "Common/CPUDetect.h"
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#include "Common/FileUtil.h"
#include "Common/LogManager.h"
#include "Core/Config.h"
#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/PSPMixer.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/Util/GameManager.h"
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#include "Common/MemArena.h"
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#include "ui_atlas.h"
#include "EmuScreen.h"
#include "GameInfoCache.h"
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#include "HostTypes.h"
#ifdef _WIN32
#include "GPU/Directx9/helper/dx_state.h"
#endif
#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.h"
#include "UI/TiltEventProcessor.h"
#include "UI/BackgroundAudio.h"
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#if !defined(MOBILE_DEVICE)
#include "Common/KeyMap.h"
#endif
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// The new UI framework, for initialization
static UI::Theme ui_theme;
#ifdef ARM
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#include "../../android/jni/ArmEmitterTest.h"
#endif
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#ifdef IOS
#include "ios/iOSCoreAudio.h"
#elif defined(__APPLE__)
#include <mach-o/dyld.h>
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#endif
// https://github.com/richq/android-ndk-profiler
#ifdef ANDROID_NDK_PROFILER
#include <stdlib.h>
#include "android/android-ndk-profiler/prof.h"
#endif
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Thin3DTexture *uiTexture;
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ScreenManager *screenManager;
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std::string config_filename;
#ifdef IOS
bool iosCanUseJit;
#endif
// Really need to clean this mess of globals up... but instead I add more :P
bool g_TakeScreenshot;
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static bool isOuya;
struct PendingMessage {
std::string msg;
std::string value;
};
static recursive_mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static Thin3DContext *thin3d;
static UIContext *uiContext;
std::thread *graphicsLoadThread;
class AndroidLogger : public LogListener {
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public:
void Log(LogTypes::LOG_LEVELS level, const char *msg) {
switch (level) {
case LogTypes::LVERBOSE:
case LogTypes::LDEBUG:
case LogTypes::LINFO:
ILOG("%s", msg);
break;
case LogTypes::LERROR:
ELOG("%s", msg);
break;
case LogTypes::LWARNING:
WLOG("%s", msg);
break;
case LogTypes::LNOTICE:
default:
ILOG("%s", msg);
break;
}
}
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};
#ifdef _WIN32
int Win32Mix(short *buffer, int numSamples, int bits, int rate, int channels) {
return NativeMix(buffer, numSamples);
}
#endif
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// globals
PMixer *g_mixer = 0;
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#ifndef _WIN32
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static AndroidLogger *logger = 0;
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#endif
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std::string boot_filename = "";
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void NativeHost::InitSound(PMixer *mixer) {
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g_mixer = mixer;
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#ifdef IOS
iOSCoreAudioInit();
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#endif
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}
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void NativeHost::ShutdownSound() {
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#ifdef IOS
iOSCoreAudioShutdown();
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#endif
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g_mixer = 0;
}
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
void QtHost::InitSound(PMixer *mixer) { g_mixer = mixer; }
void QtHost::ShutdownSound() { g_mixer = 0; }
#endif
std::string NativeQueryConfig(std::string query) {
char temp[128];
if (query == "screenRotation") {
sprintf(temp, "%i", g_Config.iScreenRotation);
return std::string(temp);
} else if (query == "immersiveMode") {
return std::string(g_Config.bImmersiveMode ? "1" : "0");
} else if (query == "hwScale") {
int scale = g_Config.iAndroidHwScale;
if (scale == 1) {
// If g_Config.iInternalResolution is also set to Auto (1), we fall back to "Device resolution" (0). It works out.
scale = g_Config.iInternalResolution;
} else if (scale >= 2) {
scale -= 1;
}
sprintf(temp, "%i", scale);
return std::string(temp);
} else {
return std::string("");
}
}
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int NativeMix(short *audio, int num_samples) {
if (g_mixer && GetUIState() == UISTATE_INGAME) {
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num_samples = g_mixer->Mix(audio, num_samples);
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} else {
MixBackgroundAudio(audio, num_samples);
// memset(audio, 0, num_samples * 2 * sizeof(short));
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}
#ifdef _WIN32
DSound::DSound_UpdateSound();
#endif
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return num_samples;
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}
// This is called before NativeInit so we do a little bit of initialization here.
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape) {
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*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
#if defined(ARM) && defined(ANDROID)
ArmEmitterTest();
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#endif
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}
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void NativeInit(int argc, const char *argv[],
const char *savegame_directory, const char *external_directory, const char *installID) {
#ifdef ANDROID_NDK_PROFILER
setenv("CPUPROFILE_FREQUENCY", "500", 1);
setenv("CPUPROFILE", "/sdcard/gmon.out", 1);
monstartup("ppsspp_jni.so");
#endif
InitFastMath(cpu_info.bNEON);
// Sets both FZ and DefaultNaN on ARM, flipping some ARM implementations into "RunFast" mode for VFP.
// http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0274h/Babffifj.html
// Do we need to do this on all threads?
// Also, the FZ thing may actually be a little bit dangerous, I'm not sure how compliant the MIPS
// CPU is with denormal handling. Needs testing. Default-NAN should be reasonably safe though.
FPU_SetFastMode();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_directory;
pendingMessages.clear();
#ifdef IOS
user_data_path += "/";
#endif
// We want this to be FIRST.
#ifdef USING_QT_UI
VFSRegister("", new AssetsAssetReader());
#elif defined(BLACKBERRY) || defined(IOS)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(external_directory));
#elif defined(__APPLE__) || (defined(__linux__) && !defined(ANDROID))
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str()));
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str()));
VFSRegister("", new DirectoryAssetReader("/usr/share/ppsspp/assets/"));
#else
VFSRegister("", new DirectoryAssetReader("assets/"));
#endif
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VFSRegister("", new DirectoryAssetReader(savegame_directory));
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#if defined(MOBILE_DEVICE) || !defined(USING_QT_UI)
host = new NativeHost();
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#endif
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#if defined(ANDROID)
g_Config.internalDataDirectory = savegame_directory;
// Maybe there should be an option to use internal memory instead, but I think
// that for most people, using external memory (SDCard/USB Storage) makes the
// most sense.
g_Config.memCardDirectory = std::string(external_directory) + "/";
g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS)
g_Config.memCardDirectory = user_data_path;
g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
#elif !defined(_WIN32)
std::string config;
if (getenv("XDG_CONFIG_HOME") != NULL)
config = getenv("XDG_CONFIG_HOME");
else if (getenv("HOME") != NULL)
config = getenv("HOME") + std::string("/.config");
else // Just in case
config = "./config";
g_Config.memCardDirectory = config + "/ppsspp/";
g_Config.flash0Directory = File::GetExeDirectory() + "/flash0/";
#endif
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#ifndef _WIN32
logger = new AndroidLogger();
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LogManager::Init();
LogManager *logman = LogManager::GetInstance();
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g_Config.AddSearchPath(user_data_path);
g_Config.AddSearchPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
g_Config.SetDefaultPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
g_Config.Load();
g_Config.externalDirectory = external_directory;
#endif
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#ifdef ANDROID
// On Android, create a PSP directory tree in the external_directory,
// to hopefully reduce confusion a bit.
ILOG("Creating %s", (g_Config.memCardDirectory + "PSP").c_str());
mkDir((g_Config.memCardDirectory + "PSP").c_str());
mkDir((g_Config.memCardDirectory + "PSP/SAVEDATA").c_str());
mkDir((g_Config.memCardDirectory + "PSP/GAME").c_str());
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#endif
const char *fileToLog = 0;
const char *stateToLoad = 0;
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bool gfxLog = false;
// Parse command line
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
switch (argv[i][1]) {
case 'd':
// Enable debug logging
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// Note that you must also change the max log level in Log.h.
logLevel = LogTypes::LDEBUG;
break;
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case 'g':
gfxLog = true;
break;
case 'j':
g_Config.bJit = true;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.bJit = false;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
fileToLog = argv[i] + strlen("--log=");
if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
stateToLoad = argv[i] + strlen("--state=");
#if !defined(MOBILE_DEVICE)
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if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
g_Config.bPauseExitsEmulator = true;
#endif
break;
}
} else {
if (boot_filename.empty()) {
boot_filename = argv[i];
skipLogo = true;
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FileInfo info;
if (!getFileInfo(boot_filename.c_str(), &info) || info.exists == false) {
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
exit(1);
}
} else {
fprintf(stderr, "Can only boot one file");
exit(1);
}
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}
}
if (fileToLog != NULL)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
#ifndef _WIN32
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if (g_Config.currentDirectory == "") {
#if defined(ANDROID)
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g_Config.currentDirectory = external_directory;
#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS) || defined(_WIN32)
g_Config.currentDirectory = savegame_directory;
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#else
if (getenv("HOME") != NULL)
g_Config.currentDirectory = getenv("HOME");
else
g_Config.currentDirectory = "./";
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#endif
}
for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++)
{
LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
logman->SetEnable(type, true);
logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel);
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#ifdef ANDROID
logman->AddListener(type, logger);
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#endif
}
// Special hack for G3D as it's very spammy. Need to make a flag for this.
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if (!gfxLog)
logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR);
#endif
// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
// test new languages without recompiling the entire app, which is a hassle).
const std::string langOverridePath = g_Config.memCardDirectory + "PSP/SYSTEM/lang/";
// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
i18nrepo.LoadIni(g_Config.sLanguageIni);
else
i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
I18NCategory *d = GetI18NCategory("DesktopUI");
// Note to translators: do not translate this/add this to PPSSPP-lang's files.
// It's intended to be custom for every user.
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// Only add it to your own personal copies of PPSSPP.
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#ifdef _WIN32
// TODO: Could allow a setting to specify a font file to load?
// TODO: Make this a constant if we can sanely load the font on other systems?
AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
g_Config.sFont = d->T("Font", "Roboto");
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#endif
if (!boot_filename.empty() && stateToLoad != NULL)
SaveState::Load(stateToLoad);
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g_gameInfoCache.Init();
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screenManager = new ScreenManager();
if (skipLogo) {
screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen());
}
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std::string sysName = System_GetProperty(SYSPROP_NAME);
isOuya = KeyMap::IsOuya(sysName);
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
MainWindow* mainWindow = new MainWindow(0);
mainWindow->show();
host = new QtHost(mainWindow);
#endif
// We do this here, instead of in NativeInitGraphics, because the display may be reset.
// When it's reset we don't want to forget all our managed things.
gl_lost_manager_init();
}
void NativeInitGraphics() {
FPU_SetFastMode();
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#ifndef _WIN32
// Force backend to GL
g_Config.iGPUBackend = GPU_BACKEND_OPENGL;
#endif
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if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
thin3d = T3DCreateGLContext();
CheckGLExtensions();
} else {
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#ifdef _WIN32
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thin3d = D3D9_CreateThin3DContext();
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#endif
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}
ui_draw2d.SetAtlas(&ui_atlas);
ui_draw2d_front.SetAtlas(&ui_atlas);
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// memset(&ui_theme, 0, sizeof(ui_theme));
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// New style theme
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#ifdef _WIN32
ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22);
ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15);
ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12);
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#else
ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
#endif
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ui_theme.checkOn = I_CHECKEDBOX;
ui_theme.checkOff = I_SQUARE;
ui_theme.whiteImage = I_SOLIDWHITE;
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ui_theme.sliderKnob = I_CIRCLE;
ui_theme.dropShadow4Grid = I_DROP_SHADOW;
ui_theme.itemStyle.background = UI::Drawable(0x55000000);
ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c);
ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
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ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE;
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ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39);
ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonStyle = ui_theme.itemStyle;
ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle;
ui_theme.buttonDownStyle = ui_theme.itemDownStyle;
ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle;
ui_theme.buttonHighlightedStyle = ui_theme.itemHighlightedStyle;
ui_theme.popupTitle.fgColor = 0xFFE3BE59;
#ifdef GOLD
ui_theme.itemFocusedStyle.background = UI::Drawable(0xFF4cc2ed);
ui_theme.itemDownStyle.background = UI::Drawable(0xFF39a9ee);
ui_theme.itemDisabledStyle.background = UI::Drawable(0x55AFD4E0);
ui_theme.itemHighlightedStyle.background = UI::Drawable(0x5539BBbd);
ui_theme.popupTitle.fgColor = 0xFF59BEE3;
#endif
ui_draw2d.Init(thin3d);
ui_draw2d_front.Init(thin3d);
#ifdef USING_QT_UI
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uiTexture = thin3d->CreateTextureFromFile("ui_atlas_lowmem.zim", T3DFileType::ZIM);
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if (!uiTexture) {
#else
uiTexture = thin3d->CreateTextureFromFile("ui_atlas.zim", T3DFileType::ZIM);
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if (!uiTexture) {
#endif
PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
ELOG("Failed to load ui_atlas.zim");
}
uiContext = new UIContext();
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uiContext->theme = &ui_theme;
uiContext->Init(thin3d, thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), thin3d->GetShaderSetPreset(SS_COLOR_2D), uiTexture, &ui_draw2d, &ui_draw2d_front);
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
screenManager->setUIContext(uiContext);
screenManager->setThin3DContext(thin3d);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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#ifdef _WIN32
DSound::DSound_StartSound(MainWindow::GetHWND(), &Win32Mix);
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#endif
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}
void NativeShutdownGraphics() {
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#ifdef _WIN32
DSound::DSound_StopSound();
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#endif
screenManager->deviceLost();
g_gameInfoCache.Clear();
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uiTexture->Release();
delete uiContext;
uiContext = NULL;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
thin3d->Release();
}
void TakeScreenshot() {
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if (g_Config.iGPUBackend != GPU_BACKEND_OPENGL) {
// Not yet supported
return;
}
g_TakeScreenshot = false;
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#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT");
// First, find a free filename.
int i = 0;
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (gameId.empty()) {
gameId = "MENU";
}
char filename[256];
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while (i < 10000){
if (g_Config.bScreenshotsAsPNG)
sprintf(filename, "%s/PSP/SCREENSHOT/%s_%05d.png", g_Config.memCardDirectory.c_str(), gameId.c_str(), i);
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else
sprintf(filename, "%s/PSP/SCREENSHOT/%s_%05d.jpg", g_Config.memCardDirectory.c_str(), gameId.c_str(), i);
FileInfo info;
if (!getFileInfo(filename, &info))
break;
i++;
}
// Okay, allocate a buffer.
u8 *buffer = new u8[3 * pixel_xres * pixel_yres];
glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGB, GL_UNSIGNED_BYTE, buffer);
#ifdef USING_QT_UI
QImage image(buffer, pixel_xres, pixel_yres, QImage::Format_RGB888);
image = image.mirrored();
image.save(filename, g_Config.bScreenshotsAsPNG ? "PNG" : "JPG");
#else
// Silly openGL reads upside down, we flip to another buffer for simplicity.
u8 *flipbuffer = new u8[3 * pixel_xres * pixel_yres];
for (int y = 0; y < pixel_yres; y++) {
memcpy(flipbuffer + y * pixel_xres * 3, buffer + (pixel_yres - y - 1) * pixel_xres * 3, pixel_xres * 3);
}
if (g_Config.bScreenshotsAsPNG) {
png_image png;
memset(&png, 0, sizeof(png));
png.version = PNG_IMAGE_VERSION;
png.format = PNG_FORMAT_RGB;
png.width = pixel_xres;
png.height = pixel_yres;
png_image_write_to_file(&png, filename, 0, flipbuffer, pixel_xres * 3, NULL);
png_image_free(&png);
} else {
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jpge::params params;
params.m_quality = 90;
compress_image_to_jpeg_file(filename, pixel_xres, pixel_yres, 3, flipbuffer, params);
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}
delete [] flipbuffer;
#endif
delete [] buffer;
osm.Show(filename);
#endif
}
void DrawDownloadsOverlay(UIContext &dc) {
// Thin bar at the top of the screen like Chrome.
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
if (progress.empty()) {
return;
}
static const uint32_t colors[4] = {
0xFFFFFFFF,
0xFFCCCCCC,
0xFFAAAAAA,
0xFF777777,
};
dc.Begin();
int h = 5;
for (size_t i = 0; i < progress.size(); i++) {
float barWidth = 10 + (dc.GetBounds().w - 10) * progress[i];
Bounds bounds(0, h * i, barWidth, h);
UI::Drawable solid(colors[i & 3]);
dc.FillRect(solid, bounds);
}
dc.End();
dc.Flush();
}
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void NativeRender() {
g_GameManager.Update();
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T3DViewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.Restore();
} else {
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#ifdef _WIN32
DX9::dxstate.depthWrite.set(true);
DX9::dxstate.colorMask.set(true, true, true, true);
DX9::dxstate.Restore();
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#endif
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}
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thin3d->Clear(T3DClear::COLOR | T3DClear::DEPTH | T3DClear::STENCIL, 0xFF000000, 0.0f, 0);
thin3d->SetTargetSize(pixel_xres, pixel_yres);
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float xres = dp_xres;
float yres = dp_yres;
// Apply the UIContext bounds as a 2D transformation matrix.
Matrix4x4 ortho;
if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
} else {
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
}
ui_draw2d.SetDrawMatrix(ortho);
ui_draw2d_front.SetDrawMatrix(ortho);
screenManager->render();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
DrawDownloadsOverlay(*screenManager->getUIContext());
if (g_TakeScreenshot) {
TakeScreenshot();
}
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}
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "inputDeviceConnected") {
KeyMap::NotifyPadConnected(value);
}
}
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void NativeUpdate(InputState &input) {
{
lock_guard lock(pendingMutex);
for (size_t i = 0; i < pendingMessages.size(); i++) {
HandleGlobalMessage(pendingMessages[i].msg, pendingMessages[i].value);
screenManager->sendMessage(pendingMessages[i].msg.c_str(), pendingMessages[i].value.c_str());
}
pendingMessages.clear();
}
g_DownloadManager.Update();
screenManager->update(input);
}
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void NativeDeviceLost() {
g_gameInfoCache.Clear();
screenManager->deviceLost();
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gl_lost();
glstate.Restore();
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// Should dirty EVERYTHING
}
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bool NativeIsAtTopLevel() {
Screen *currentScreen = screenManager->topScreen();
if (currentScreen) {
bool top = currentScreen->isTopLevel();
ILOG("Screen toplevel: %i", (int)top);
return currentScreen->isTopLevel();
} else {
ELOG("No current screen");
return false;
}
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}
bool NativeTouch(const TouchInput &touch) {
if (screenManager) {
screenManager->touch(touch);
return true;
} else {
return false;
}
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}
bool NativeKey(const KeyInput &key) {
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// ILOG("Key code: %i flags: %i", key.keyCode, key.flags);
#if !defined(MOBILE_DEVICE)
if (g_Config.bPauseExitsEmulator) {
static std::vector<int> pspKeys;
pspKeys.clear();
if (KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys)) {
if (std::find(pspKeys.begin(), pspKeys.end(), VIRTKEY_PAUSE) != pspKeys.end()) {
System_SendMessage("finish", "");
return true;
}
}
}
#endif
g_buttonTracker.Process(key);
bool retval = false;
if (screenManager)
retval = screenManager->key(key);
return retval;
}
bool NativeAxis(const AxisInput &axis) {
using namespace TiltEventProcessor;
// only handle tilt events if tilt is enabled.
if (g_Config.iTiltInputType == TILT_NULL) {
// if tilt events are disabled, then run it through the usual way.
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if (screenManager) {
return screenManager->axis(axis);
} else {
return false;
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}
}
// create the base coordinate tilt system from the calibration data.
// This is static for no particular reason, can be un-static'ed
static Tilt baseTilt;
baseTilt.x_ = g_Config.fTiltBaseX;
baseTilt.y_ = g_Config.fTiltBaseY;
// figure out what the current tilt orientation is by checking the axis event
// This is static, since we need to remember where we last were (in terms of orientation)
static Tilt currentTilt;
// x and y are flipped if we are in landscape orientation. The events are
// sent with respect to the portrait coordinate system, while we
// take all events in landscape.
// see [http://developer.android.com/guide/topics/sensors/sensors_overview.html] for details
bool portrait = dp_yres > dp_xres;
switch (axis.axisId) {
case JOYSTICK_AXIS_ACCELEROMETER_X:
if (portrait) {
currentTilt.x_ = axis.value;
} else {
currentTilt.y_ = axis.value;
}
break;
case JOYSTICK_AXIS_ACCELEROMETER_Y:
if (portrait) {
currentTilt.y_ = axis.value;
} else {
currentTilt.x_ = axis.value;
}
break;
case JOYSTICK_AXIS_ACCELEROMETER_Z:
//don't handle this now as only landscape is enabled.
//TODO: make this generic.
return false;
case JOYSTICK_AXIS_OUYA_UNKNOWN1:
case JOYSTICK_AXIS_OUYA_UNKNOWN2:
case JOYSTICK_AXIS_OUYA_UNKNOWN3:
case JOYSTICK_AXIS_OUYA_UNKNOWN4:
//Don't know how to handle these. Someone should figure it out.
//Does the Ouya even have an accelerometer / gyro? I can't find any reference to these
//in the Ouya docs...
return false;
default:
return false;
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}
//figure out the sensitivity of the tilt. (sensitivity is originally 0 - 100)
//We divide by 50, so that the rest of the 50 units can be used to overshoot the
//target. If you want control, you'd keep the sensitivity ~50.
//For games that don't need much control but need fast reactions,
//then a value of 70-80 is the way to go.
float xSensitivity = g_Config.iTiltSensitivityX / 50.0;
float ySensitivity = g_Config.iTiltSensitivityY / 50.0;
//now transform out current tilt to the calibrated coordinate system
Tilt trueTilt = GenTilt(baseTilt, currentTilt, g_Config.bInvertTiltX, g_Config.bInvertTiltY, g_Config.fDeadzoneRadius, xSensitivity, ySensitivity);
//now send the appropriate tilt event
switch (g_Config.iTiltInputType) {
case TILT_ANALOG:
GenerateAnalogStickEvent(trueTilt);
break;
case TILT_DPAD:
GenerateDPadEvent(trueTilt);
break;
case TILT_ACTION_BUTTON:
GenerateActionButtonEvent(trueTilt);
break;
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}
return true;
}
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void NativeMessageReceived(const char *message, const char *value) {
// We can only have one message queued.
lock_guard lock(pendingMutex);
PendingMessage pendingMessage;
pendingMessage.msg = message;
pendingMessage.value = value;
pendingMessages.push_back(pendingMessage);
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}
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void NativeResized() {
if (uiContext) {
// Modifying the bounds here can be used to "inset" the whole image to gain borders for TV overscan etc.
// The UI now supports any offset but not the EmuScreen yet.
uiContext->SetBounds(Bounds(0, 0, dp_xres, dp_yres));
// uiContext->SetBounds(Bounds(dp_xres/2, 0, dp_xres / 2, dp_yres / 2));
// OSX 10.6 and SDL 1.2 bug.
#if defined(__APPLE__) && !defined(USING_QT_UI)
static int dp_xres_old=dp_xres;
if (dp_xres != dp_xres_old) {
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// uiTexture->Load("ui_atlas.zim");
dp_xres_old = dp_xres;
}
#endif
}
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}
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void NativeShutdown() {
gl_lost_manager_shutdown();
screenManager->shutdown();
delete screenManager;
screenManager = 0;
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g_gameInfoCache.Shutdown();
delete host;
host = 0;
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g_Config.Save();
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#ifndef _WIN32
LogManager::Shutdown();
#endif
#ifdef ANDROID_NDK_PROFILER
moncleanup();
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#endif
ILOG("NativeShutdown called");
System_SendMessage("finish", "");
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// This means that the activity has been completely destroyed. PPSSPP does not
// boot up correctly with "dirty" global variables currently, so we hack around that
// by simply exiting.
#ifdef ANDROID
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exit(0);
#endif
#ifdef _WIN32
RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
#endif
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}