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.
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#include "ppsspp_config.h"
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
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#include <algorithm>
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#include <memory>
#include <mutex>
#include <thread>
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#if defined(_WIN32)
#include "Windows/WindowsAudio.h"
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#include "Windows/MainWindow.h"
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#include "Windows/CaptureDevice.h"
#endif
#include "base/display.h"
#include "base/timeutil.h"
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#include "base/logging.h"
#include "base/NativeApp.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "net/http_client.h"
#include "net/resolve.h"
#include "gfx/texture_atlas.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/gpu_features.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 "profiler/profiler.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"
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#include "Common/MemArena.h"
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#include "Common/GraphicsContext.h"
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#include "Common/OSVersion.h"
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#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Core.h"
#include "Core/FileLoaders/DiskCachingFileLoader.h"
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#include "Core/Host.h"
#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/Screenshot.h"
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#include "Core/System.h"
#include "Core/HLE/__sceAudio.h"
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#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbGps.h"
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#include "Core/HLE/proAdhoc.h"
#include "Core/Util/GameManager.h"
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#include "Core/Util/AudioFormat.h"
#include "Core/WebServer.h"
#include "GPU/GPUInterface.h"
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#include "UI/BackgroundAudio.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DiscordIntegration.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GPUDriverTestScreen.h"
#include "UI/HostTypes.h"
#include "UI/MiscScreens.h"
#include "UI/OnScreenDisplay.h"
#include "UI/RemoteISOScreen.h"
#include "UI/TiltEventProcessor.h"
#include "UI/TextureUtil.h"
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#if !defined(MOBILE_DEVICE)
#include "Common/KeyMap.h"
#endif
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
#include "Qt/QtHost.h"
#endif
#if defined(USING_QT_UI)
#include <QFontDatabase>
#endif
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#if PPSSPP_PLATFORM(UWP)
#include <dwrite_3.h>
#endif
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// The new UI framework, for initialization
static UI::Theme ui_theme;
Atlas g_ui_atlas;
#if defined(ARM) && defined(__ANDROID__)
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#include "../../android/jni/ArmEmitterTest.h"
#elif defined(ARM64) && defined(__ANDROID__)
#include "../../android/jni/Arm64EmitterTest.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
ScreenManager *screenManager;
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std::string config_filename;
// 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;
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static bool resized = false;
static bool restarting = false;
static bool askedForStoragePermission = false;
static int renderCounter = 0;
struct PendingMessage {
std::string msg;
std::string value;
};
struct PendingInputBox {
std::function<void(bool, const std::string &)> cb;
bool result;
std::string value;
};
static std::mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static std::vector<PendingInputBox> pendingInputBoxes;
static Draw::DrawContext *g_draw;
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static Draw::Pipeline *colorPipeline;
static Draw::Pipeline *texColorPipeline;
static UIContext *uiContext;
#ifdef _WIN32
WindowsAudioBackend *winAudioBackend;
#endif
std::thread *graphicsLoadThread;
class AndroidLogger : public LogListener {
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public:
void Log(const LogMessage &message) override {
// Log with simplified headers as Android already provides timestamp etc.
switch (message.level) {
case LogTypes::LVERBOSE:
case LogTypes::LDEBUG:
case LogTypes::LINFO:
ILOG("[%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LERROR:
ELOG("[%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LWARNING:
WLOG("[%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LNOTICE:
default:
ILOG("[%s] !!! %s", message.log, message.msg.c_str());
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
static AndroidLogger *logger = nullptr;
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std::string boot_filename = "";
void NativeHost::InitSound() {
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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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}
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
void QtHost::InitSound() { }
void QtHost::ShutdownSound() { }
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#endif
std::string NativeQueryConfig(std::string query) {
char temp[128];
if (query == "screenRotation") {
ILOG("g_Config.screenRotation = %d", g_Config.iScreenRotation);
snprintf(temp, sizeof(temp), "%d", 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;
// Override hw scale for TV type devices.
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_TV)
scale = 0;
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;
}
int max_res = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 1;
snprintf(temp, sizeof(temp), "%d", std::min(scale, max_res));
return std::string(temp);
} else if (query == "force44khz") {
return std::string("0");
} else if (query == "androidJavaGL") {
// If we're using Vulkan, we say no... need C++ to use Vulkan.
if (GetGPUBackend() == GPUBackend::VULKAN) {
return "false";
}
// Otherwise, some devices prefer the Java init so play it safe.
return "true";
} else if (query == "sustainedPerformanceMode") {
return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
} else {
return "";
}
}
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int NativeMix(short *audio, int num_samples) {
if (GetUIState() != UISTATE_INGAME) {
PlayBackgroundAudio();
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}
int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
#ifdef _WIN32
winAudioBackend->Update();
#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, std::string *version) {
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*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
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*version = PPSSPP_GIT_VERSION;
#if defined(ARM) && defined(__ANDROID__)
ArmEmitterTest();
#elif defined(ARM64) && defined(__ANDROID__)
Arm64EmitterTest();
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#endif
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}
#if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
static bool CheckFontIsUsable(const wchar_t *fontFace) {
wchar_t actualFontFace[1024] = { 0 };
HFONT f = CreateFont(0, 0, 0, 0, FW_LIGHT, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, fontFace);
if (f != nullptr) {
HDC hdc = CreateCompatibleDC(nullptr);
if (hdc != nullptr) {
SelectObject(hdc, f);
GetTextFace(hdc, 1024, actualFontFace);
DeleteDC(hdc);
}
DeleteObject(f);
}
// If we were able to get the font name, did it load?
if (actualFontFace[0] != 0) {
return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
}
return false;
}
#endif
static void PostLoadConfig() {
// On Windows, we deal with currentDirectory in InitSysDirectories().
#ifndef _WIN32
if (g_Config.currentDirectory.empty()) {
#if defined(__ANDROID__)
g_Config.currentDirectory = g_Config.externalDirectory;
#elif defined(IOS)
g_Config.currentDirectory = g_Config.internalDataDirectory;
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#elif PPSSPP_PLATFORM(SWITCH)
g_Config.currentDirectory = "/";
#else
if (getenv("HOME") != nullptr)
g_Config.currentDirectory = getenv("HOME");
else
g_Config.currentDirectory = "./";
#endif
}
#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 = GetSysDirectory(DIRECTORY_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);
}
void CreateDirectoriesAndroid() {
// On Android, create a PSP directory tree in the external_dir,
// to hopefully reduce confusion a bit.
ILOG("Creating %s", (g_Config.memStickDirectory + "PSP").c_str());
File::CreateFullPath(g_Config.memStickDirectory + "PSP");
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
// and in the root PSP directory as well.
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) + ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) + ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) + ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) + ".nomedia");
}
static void CheckFailedGPUBackends() {
#ifdef _DEBUG
// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
WARN_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
return;
#endif
// We only want to do this once per process run and backend, to detect process crashes.
// If NativeShutdown is called before we finish, we might call this multiple times.
static int lastBackend = -1;
if (lastBackend == g_Config.iGPUBackend) {
return;
}
lastBackend = g_Config.iGPUBackend;
std::string cache = GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt";
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
std::string data;
if (readFileToString(true, cache.c_str(), data))
g_Config.sFailedGPUBackends = data;
}
// Use this if you want to debug a graphics crash...
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
else if (!g_Config.sFailedGPUBackends.empty())
ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
// Okay, let's not try a backend in the failed list.
g_Config.iGPUBackend = g_Config.NextValidBackend();
if (lastBackend != g_Config.iGPUBackend) {
std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
System_SendMessage("graphics_failedBackend", param.c_str());
WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
}
// And then let's - for now - add the current to the failed list.
if (g_Config.sFailedGPUBackends.empty()) {
g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
}
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
// Let's try to create, in case it doesn't exist.
if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
writeStringToFile(true, g_Config.sFailedGPUBackends, cache.c_str());
} else {
// Just save immediately, since we have storage.
g_Config.Save("got storage permission");
}
}
static void ClearFailedGPUBackends() {
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
// We've successfully started graphics without crashing, hurray.
// In case they update drivers and have totally different problems much later, clear the failed list.
g_Config.sFailedGPUBackends.clear();
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt");
} else {
g_Config.Save("clearFailedGPUBackends");
}
}
void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
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net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
InitFastMath(cpu_info.bNEON);
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SetupAudioFormats();
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g_Discord.SetPresenceMenu();
// Make sure UI state is MENU.
ResetUIState();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_dir;
pendingMessages.clear();
pendingInputBoxes.clear();
#ifdef IOS
user_data_path += "/";
#endif
// We want this to be FIRST.
#if defined(IOS)
// Packed assets are included in app
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VFSRegister("", new DirectoryAssetReader(external_dir));
#endif
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#if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str()));
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str()));
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VFSRegister("", new DirectoryAssetReader("/usr/local/share/ppsspp/assets/"));
VFSRegister("", new DirectoryAssetReader("/usr/local/share/games/ppsspp/assets/"));
VFSRegister("", new DirectoryAssetReader("/usr/share/ppsspp/assets/"));
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VFSRegister("", new DirectoryAssetReader("/usr/share/games/ppsspp/assets/"));
#endif
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#if PPSSPP_PLATFORM(SWITCH)
std::string assetPath = user_data_path + "assets/";
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VFSRegister("", new DirectoryAssetReader(assetPath.c_str()));
#else
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VFSRegister("", new DirectoryAssetReader("assets/"));
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#endif
VFSRegister("", new DirectoryAssetReader(savegame_dir));
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#if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP)
if (host == nullptr) {
host = new NativeHost();
}
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#endif
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g_Config.internalDataDirectory = savegame_dir;
g_Config.externalDirectory = external_dir;
#if defined(__ANDROID__)
// 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.memStickDirectory = std::string(external_dir) + "/";
g_Config.flash0Directory = std::string(external_dir) + "/flash0/";
std::string memstickDirFile = g_Config.internalDataDirectory + "/memstick_dir.txt";
if (File::Exists(memstickDirFile)) {
std::string memstickDir;
readFileToString(true, memstickDirFile.c_str(), memstickDir);
if (!memstickDir.empty() && File::Exists(memstickDir)) {
g_Config.memStickDirectory = memstickDir + "/";
}
}
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#elif defined(IOS)
g_Config.memStickDirectory = user_data_path;
g_Config.flash0Directory = std::string(external_dir) + "/flash0/";
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#elif PPSSPP_PLATFORM(SWITCH)
g_Config.memStickDirectory = g_Config.internalDataDirectory + "config/ppsspp/";
g_Config.flash0Directory = g_Config.internalDataDirectory + "assets/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.memStickDirectory = config + "/ppsspp/";
g_Config.flash0Directory = File::GetExeDirectory() + "/assets/flash0/";
#endif
if (cache_dir && strlen(cache_dir)) {
DiskCachingFileLoaderCache::SetCacheDir(cache_dir);
g_Config.appCacheDirectory = cache_dir;
}
if (!LogManager::GetInstance())
LogManager::Init();
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#ifndef _WIN32
g_Config.AddSearchPath(user_data_path);
g_Config.AddSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.SetDefaultPath(GetSysDirectory(DIRECTORY_SYSTEM));
// Note that if we don't have storage permission here, loading the config will
// fail and it will be set to the default. Later, we load again when we get permission.
g_Config.Load();
#endif
LogManager *logman = LogManager::GetInstance();
#ifdef __ANDROID__
// On early versions of Android we don't need to ask permission.
CreateDirectoriesAndroid();
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#endif
const char *fileToLog = 0;
const char *stateToLoad = 0;
bool gotBootFilename = false;
bool gotoGameSettings = false;
bool gotoTouchScreenTest = false;
boot_filename = "";
// 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;
case 'v':
// Enable verbose logging
// Note that you must also change the max log level in Log.h.
logLevel = LogTypes::LVERBOSE;
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break;
case 'j':
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g_Config.iCpuCore = (int)CPUCore::JIT;
g_Config.bSaveSettings = false;
break;
case 'i':
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g_Config.iCpuCore = (int)CPUCore::INTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'r':
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g_Config.iCpuCore = (int)CPUCore::IR_JIT;
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
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if (!strncmp(argv[i], "--pause-menu-exit", strlen("--pause-menu-exit")))
g_Config.bPauseMenuExitsEmulator = true;
if (!strcmp(argv[i], "--fullscreen"))
g_Config.bFullScreen = true;
if (!strcmp(argv[i], "--touchscreentest"))
gotoTouchScreenTest = true;
if (!strcmp(argv[i], "--gamesettings"))
gotoGameSettings = true;
break;
}
} else {
// This parameter should be a boot filename. Only accept it if we
// don't already have one.
if (!gotBootFilename) {
gotBootFilename = true;
ILOG("Boot filename found in args: '%s'", argv[i]);
bool okToLoad = true;
bool okToCheck = true;
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
if (status == PERMISSION_STATUS_DENIED) {
ELOG("Storage permission denied. Launching without argument.");
okToLoad = false;
okToCheck = false;
} else if (status != PERMISSION_STATUS_GRANTED) {
ELOG("Storage permission not granted. Launching without argument check.");
okToCheck = false;
} else {
ILOG("Storage permission granted.");
}
}
if (okToLoad) {
boot_filename = argv[i];
#ifdef _WIN32
boot_filename = ReplaceAll(boot_filename, "\\", "/");
#endif
skipLogo = true;
}
if (okToLoad && okToCheck) {
std::unique_ptr<FileLoader> fileLoader(ConstructFileLoader(boot_filename));
if (!fileLoader->Exists()) {
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
}
} else {
fprintf(stderr, "Can only boot one file");
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
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}
}
if (fileToLog)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
PostLoadConfig();
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#if defined(__ANDROID__) || (defined(MOBILE_DEVICE) && !defined(_DEBUG))
// Enable basic logging for any kind of mobile device, since LogManager doesn't.
// The MOBILE_DEVICE/_DEBUG condition matches LogManager.cpp.
logger = new AndroidLogger();
logman->AddListener(logger);
#endif
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
if (System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE) != PERMISSION_STATUS_GRANTED) {
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
}
}
auto des = 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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#if PPSSPP_PLATFORM(UWP)
// Roboto font is loaded in TextDrawerUWP.
g_Config.sFont = des->T("Font", "Roboto");
#elif defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
// 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);
// The font goes by two names, let's allow either one.
if (CheckFontIsUsable(L"Roboto Condensed")) {
g_Config.sFont = des->T("Font", "Roboto Condensed");
} else {
g_Config.sFont = des->T("Font", "Roboto");
}
#elif defined(USING_QT_UI)
size_t fontSize = 0;
uint8_t *fontData = VFSReadFile("Roboto-Condensed.ttf", &fontSize);
if (fontData) {
int fontID = QFontDatabase::addApplicationFontFromData(QByteArray((const char *)fontData, fontSize));
delete [] fontData;
QStringList fontsFound = QFontDatabase::applicationFontFamilies(fontID);
if (fontsFound.size() >= 1) {
// Might be "Roboto" or "Roboto Condensed".
g_Config.sFont = des->T("Font", fontsFound.at(0).toUtf8().constData());
}
} else {
// Let's try for it being a system font.
g_Config.sFont = des->T("Font", "Roboto Condensed");
}
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#endif
if (!boot_filename.empty() && stateToLoad != NULL) {
SaveState::Load(stateToLoad, -1, [](SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
});
}
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screenManager = new ScreenManager();
if (gotoGameSettings) {
screenManager->switchScreen(new LogoScreen(true));
} else if (gotoTouchScreenTest) {
screenManager->switchScreen(new MainScreen());
screenManager->push(new TouchTestScreen());
} else if (skipLogo) {
screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen());
}
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// Easy testing
// screenManager->push(new GPUDriverTestScreen());
if (g_Config.bRemoteShareOnStartup && g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::ALL);
else if (g_Config.bRemoteShareOnStartup)
StartWebServer(WebServerFlags::DISCS);
else if (g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::DEBUGGER);
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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(nullptr, g_Config.bFullScreen);
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mainWindow->show();
if (host == nullptr) {
host = new QtHost(mainWindow);
}
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#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.
CheckFailedGPUBackends();
SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
renderCounter = 0;
// Must be done restarting by now.
restarting = false;
}
static UI::Style MakeStyle(uint32_t fg, uint32_t bg) {
UI::Style s;
s.background = UI::Drawable(bg);
s.fgColor = fg;
return s;
}
static void UIThemeInit() {
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#if defined(USING_WIN_UI) || PPSSPP_PLATFORM(UWP) || defined(USING_QT_UI)
ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 22);
ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 15);
ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 12);
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#else
ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), "", 20);
ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), "", 14);
ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), "", 11);
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#endif
ui_theme.checkOn = ImageID("I_CHECKEDBOX");
ui_theme.checkOff = ImageID("I_SQUARE");
ui_theme.whiteImage = ImageID("I_SOLIDWHITE");
ui_theme.sliderKnob = ImageID("I_CIRCLE");
ui_theme.dropShadow4Grid = ImageID("I_DROP_SHADOW");
ui_theme.itemStyle = MakeStyle(g_Config.uItemStyleFg, g_Config.uItemStyleBg);
ui_theme.itemFocusedStyle = MakeStyle(g_Config.uItemFocusedStyleFg, g_Config.uItemFocusedStyleBg);
ui_theme.itemDownStyle = MakeStyle(g_Config.uItemDownStyleFg, g_Config.uItemDownStyleBg);
ui_theme.itemDisabledStyle = MakeStyle(g_Config.uItemDisabledStyleFg, g_Config.uItemDisabledStyleBg);
ui_theme.itemHighlightedStyle = MakeStyle(g_Config.uItemHighlightedStyleFg, g_Config.uItemHighlightedStyleBg);
ui_theme.buttonStyle = MakeStyle(g_Config.uButtonStyleFg, g_Config.uButtonStyleBg);
ui_theme.buttonFocusedStyle = MakeStyle(g_Config.uButtonFocusedStyleFg, g_Config.uButtonFocusedStyleBg);
ui_theme.buttonDownStyle = MakeStyle(g_Config.uButtonDownStyleFg, g_Config.uButtonDownStyleBg);
ui_theme.buttonDisabledStyle = MakeStyle(g_Config.uButtonDisabledStyleFg, g_Config.uButtonDisabledStyleBg);
ui_theme.buttonHighlightedStyle = MakeStyle(g_Config.uButtonHighlightedStyleFg, g_Config.uButtonHighlightedStyleBg);
ui_theme.headerStyle.fgColor = g_Config.uHeaderStyleFg;
ui_theme.infoStyle = MakeStyle(g_Config.uInfoStyleFg, g_Config.uInfoStyleBg);
ui_theme.popupTitle.fgColor = g_Config.uPopupTitleStyleFg;
ui_theme.popupStyle = MakeStyle(g_Config.uPopupStyleFg, g_Config.uPopupStyleBg);
}
void RenderOverlays(UIContext *dc, void *userdata);
bool NativeInitGraphics(GraphicsContext *graphicsContext) {
ILOG("NativeInitGraphics");
_assert_msg_(G3D, graphicsContext, "No graphics context!");
// We set this now so any resize during init is processed later.
resized = false;
using namespace Draw;
Core_SetGraphicsContext(graphicsContext);
g_draw = graphicsContext->GetDrawContext();
_assert_msg_(G3D, g_draw, "No draw context available!");
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_assert_msg_(G3D, g_draw->GetVshaderPreset(VS_COLOR_2D) != nullptr, "Failed to compile presets");
// Load the atlas.
size_t atlas_data_size = 0;
if (!g_ui_atlas.IsMetadataLoaded()) {
const uint8_t *atlas_data = VFSReadFile("ui_atlas.meta", &atlas_data_size);
bool load_success = atlas_data != nullptr && g_ui_atlas.Load(atlas_data, atlas_data_size);
_assert_msg_(G3D, load_success, "Failed to load ui_atlas.meta");
delete[] atlas_data;
}
ui_draw2d.SetAtlas(&g_ui_atlas);
ui_draw2d_front.SetAtlas(&g_ui_atlas);
UIThemeInit();
uiContext = new UIContext();
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uiContext->theme = &ui_theme;
Draw::InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
Draw::BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
Draw::DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
Draw::RasterState *rasterNoCull = g_draw->CreateRasterState({});
PipelineDesc colorDesc{
Primitive::TRIANGLE_LIST,
{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
};
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colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc);
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_assert_(colorPipeline);
_assert_(texColorPipeline);
// Release these now, reference counting should ensure that they get completely released
// once we delete both pipelines.
inputLayout->Release();
rasterNoCull->Release();
blendNormal->Release();
depth->Release();
ui_draw2d.Init(g_draw, texColorPipeline);
ui_draw2d_front.Init(g_draw, texColorPipeline);
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
RasterStateDesc desc;
desc.cull = CullMode::NONE;
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desc.frontFace = Facing::CCW;
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
screenManager->setUIContext(uiContext);
screenManager->setDrawContext(g_draw);
screenManager->setPostRenderCallback(&RenderOverlays, nullptr);
screenManager->deviceRestored();
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#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
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#if PPSSPP_PLATFORM(UWP)
winAudioBackend->Init(0, &Win32Mix, 44100);
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#else
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
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#endif
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#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
if (IsWin7OrHigher()) {
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winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO);
winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
}
#endif
g_gameInfoCache = new GameInfoCache();
if (gpu)
gpu->DeviceRestore();
ILOG("NativeInitGraphics completed");
return true;
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}
void NativeShutdownGraphics() {
screenManager->deviceLost();
if (gpu)
gpu->DeviceLost();
ILOG("NativeShutdownGraphics");
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#ifdef _WIN32
delete winAudioBackend;
winAudioBackend = nullptr;
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#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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if (winCamera) {
winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::SHUTDOWN, nullptr });
while (!winCamera->isShutDown()) {};// Wait for shutting down.
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delete winCamera;
winCamera = nullptr;
}
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#endif
UIBackgroundShutdown();
delete g_gameInfoCache;
g_gameInfoCache = nullptr;
delete uiContext;
uiContext = nullptr;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
if (colorPipeline) {
colorPipeline->Release();
colorPipeline = nullptr;
}
if (texColorPipeline) {
texColorPipeline->Release();
texColorPipeline = nullptr;
}
ILOG("NativeShutdownGraphics done");
}
void TakeScreenshot() {
g_TakeScreenshot = false;
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std::string path = GetSysDirectory(DIRECTORY_SCREENSHOT);
while (path.length() > 0 && path.back() == '/') {
path.resize(path.size() - 1);
}
if (!File::Exists(path)) {
File::CreateDir(path);
}
// First, find a free filename.
int i = 0;
std::string gameId = g_paramSFO.GetDiscID();
char filename[2048];
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while (i < 10000){
if (g_Config.bScreenshotsAsPNG)
snprintf(filename, sizeof(filename), "%s/%s_%05d.png", path.c_str(), gameId.c_str(), i);
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else
snprintf(filename, sizeof(filename), "%s/%s_%05d.jpg", path.c_str(), gameId.c_str(), i);
FileInfo info;
if (!getFileInfo(filename, &info))
break;
i++;
}
bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
if (success) {
osm.Show(filename);
} else {
auto err = GetI18NCategory("Error");
osm.Show(err->T("Could not save screenshot file"));
}
}
void RenderOverlays(UIContext *dc, void *userdata) {
// Thin bar at the top of the screen like Chrome.
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
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if (!progress.empty()) {
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->Flush();
}
if (g_TakeScreenshot) {
TakeScreenshot();
}
}
void NativeRender(GraphicsContext *graphicsContext) {
g_GameManager.Update();
if (GetUIState() != UISTATE_INGAME) {
// Note: We do this from NativeRender so that the graphics context is
// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
UpdateBackgroundAudio();
}
float xres = dp_xres;
float yres = dp_yres;
// Apply the UIContext bounds as a 2D transformation matrix.
// TODO: This should be moved into the draw context...
Matrix4x4 ortho;
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switch (GetGPUBackend()) {
case GPUBackend::VULKAN:
ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
break;
case GPUBackend::DIRECT3D9:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
Matrix4x4 translation;
// Account for the small window adjustment.
translation.setTranslation(Vec3(-0.5f * g_dpi_scale_x / g_dpi_scale_real_x, -0.5f * g_dpi_scale_y / g_dpi_scale_real_y, 0.0f));
ortho = translation * ortho;
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break;
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case GPUBackend::DIRECT3D11:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
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case GPUBackend::OPENGL:
default:
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
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break;
}
// Compensate for rotated display if needed.
if (g_display_rotation != DisplayRotation::ROTATE_0) {
ortho = ortho * g_display_rot_matrix;
}
ui_draw2d.PushDrawMatrix(ortho);
ui_draw2d_front.PushDrawMatrix(ortho);
// All actual rendering happen in here.
screenManager->render();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
if (resized) {
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ILOG("Resized flag set - recalculating bounds");
resized = false;
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) {
// uiTexture->Load("ui_atlas.zim");
dp_xres_old = dp_xres;
}
#endif
}
graphicsContext->Resize();
screenManager->resized();
// TODO: Move this to new GraphicsContext objects for each backend.
#ifndef _WIN32
if (GetGPUBackend() == GPUBackend::OPENGL) {
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
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NativeMessageReceived("gpu_resized", "");
}
#endif
}
ui_draw2d.PopDrawMatrix();
ui_draw2d_front.PopDrawMatrix();
if (renderCounter < 10 && ++renderCounter == 10) {
// We're rendering fine, clear out failure info.
ClearFailedGPUBackends();
}
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}
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "inputDeviceConnected") {
KeyMap::NotifyPadConnected(value);
}
if (msg == "bgImage_updated") {
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if (!value.empty()) {
std::string dest = GetSysDirectory(DIRECTORY_SYSTEM) + (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png");
File::Copy(value, dest);
}
UIBackgroundShutdown();
UIBackgroundInit(*uiContext);
}
if (msg == "savestate_displayslot") {
auto sy = GetI18NCategory("System");
std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
// Show for the same duration as the preview.
osm.Show(msg, 2.0f, 0xFFFFFF, -1, true, "savestate_slot");
}
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if (msg == "gpu_resized" || msg == "gpu_clearCache") {
if (gpu) {
gpu->ClearCacheNextFrame();
gpu->Resized();
}
Reporting::UpdateConfig();
}
if (msg == "core_powerSaving") {
if (value != "false") {
auto sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
Core_SetPowerSaving(value != "false");
}
if (msg == "permission_granted" && value == "storage") {
#ifdef __ANDROID__
CreateDirectoriesAndroid();
#endif
// We must have failed to load the config before, so load it now to avoid overwriting the old config
// with a freshly generated one.
// NOTE: If graphics backend isn't what's in the config (due to error fallback, or not matching the default
// and then getting permission), it will get out of sync. So we save and restore g_Config.iGPUBackend.
// Ideally we should simply reinitialize graphics to the mode from the config, but there are potential issues
// and I can't risk it before 1.9.0.
int gpuBackend = g_Config.iGPUBackend;
ILOG("Reloading config after storage permission grant.");
g_Config.Reload();
PostLoadConfig();
g_Config.iGPUBackend = gpuBackend;
}
}
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void NativeUpdate() {
PROFILE_END_FRAME();
std::vector<PendingMessage> toProcess;
std::vector<PendingInputBox> inputToProcess;
{
std::lock_guard<std::mutex> lock(pendingMutex);
toProcess = std::move(pendingMessages);
inputToProcess = std::move(pendingInputBoxes);
pendingMessages.clear();
pendingInputBoxes.clear();
}
for (const auto &item : toProcess) {
HandleGlobalMessage(item.msg, item.value);
screenManager->sendMessage(item.msg.c_str(), item.value.c_str());
}
for (const auto &item : inputToProcess) {
item.cb(item.result, item.value);
}
g_DownloadManager.Update();
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screenManager->update();
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g_Discord.Update();
}
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bool NativeIsAtTopLevel() {
// This might need some synchronization?
if (!screenManager) {
ELOG("No screen manager active");
return false;
}
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) {
// Brute force prevent NaNs from getting into the UI system
if (my_isnan(touch.x) || my_isnan(touch.y)) {
return false;
}
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
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) {
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//TODO: make this generic.
case JOYSTICK_AXIS_ACCELEROMETER_X:
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if (g_Config.TiltVertical) // use Z axis instead
return false;
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:
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if (!g_Config.TiltVertical) // use X axis instead
return false;
if (portrait) {
currentTilt.x_ = axis.value;
} else {
currentTilt.y_ = axis.value;
}
break;
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:
// Don't take over completely!
return screenManager->axis(axis);
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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);
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TranslateTiltToInput(trueTilt);
return true;
}
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void NativeMessageReceived(const char *message, const char *value) {
// We can only have one message queued.
std::lock_guard<std::mutex> lock(pendingMutex);
PendingMessage pendingMessage;
pendingMessage.msg = message;
pendingMessage.value = value;
pendingMessages.push_back(pendingMessage);
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}
void NativeInputBoxReceived(std::function<void(bool, const std::string &)> cb, bool result, const std::string &value) {
std::lock_guard<std::mutex> lock(pendingMutex);
PendingInputBox pendingMessage;
pendingMessage.cb = cb;
pendingMessage.result = result;
pendingMessage.value = value;
pendingInputBoxes.push_back(pendingMessage);
}
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void NativeResized() {
// NativeResized can come from any thread so we just set a flag, then process it later.
ILOG("NativeResized - setting flag");
resized = true;
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}
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void NativeSetRestarting() {
restarting = true;
}
bool NativeIsRestarting() {
return restarting;
}
void NativeShutdown() {
if (screenManager)
screenManager->shutdown();
delete screenManager;
screenManager = nullptr;
host->ShutdownGraphics();
#if !PPSSPP_PLATFORM(UWP)
delete host;
host = nullptr;
#endif
g_Config.Save("NativeShutdown");
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// Avoid shutting this down when restarting core.
if (!restarting)
LogManager::Shutdown();
#ifdef ANDROID_NDK_PROFILER
moncleanup();
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#endif
ILOG("NativeShutdown called");
ShutdownWebServer();
System_SendMessage("finish", "");
net::Shutdown();
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g_Discord.Shutdown();
delete logger;
logger = nullptr;
// Previously we did exit() here on Android but that makes it hard to do things like restart on backend change.
// I think we handle most globals correctly or correct-enough now.
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}