// 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. // 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 // 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. #include "ppsspp_config.h" // Background worker threads should be spawned in NativeInit and joined // in NativeShutdown. #include #include #include #include #include #if defined(_WIN32) #include "Windows/WindowsAudio.h" #include "Windows/MainWindow.h" #endif #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) #include "Windows/CaptureDevice.h" #endif #include "Common/Net/HTTPClient.h" #include "Common/Net/Resolve.h" #include "gfx/texture_atlas.h" #include "gfx_es2/draw_text.h" #include "gfx_es2/gpu_features.h" #include "thin3d/thin3d.h" #include "Common/UI/UI.h" #include "Common/UI/Screen.h" #include "Common/UI/Context.h" #include "Common/UI/View.h" #include "android/jni/app-android.h" #include "Common/System/Display.h" #include "Common/System/System.h" #include "Common/System/NativeApp.h" #include "Common/Data/Text/I18n.h" #include "Common/Input/InputState.h" #include "Common/Math/fast/fast_math.h" #include "Common/Math/math_util.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Profiler/Profiler.h" #include "Common/Data/Encoding/Utf8.h" #include "Common/File/VFS/VFS.h" #include "Common/File/VFS/AssetReader.h" #include "Common/CPUDetect.h" #include "Common/File/FileUtil.h" #include "Common/TimeUtil.h" #include "Common/StringUtils.h" #include "Common/LogManager.h" #include "Common/MemArena.h" #include "Common/GraphicsContext.h" #include "Common/OSVersion.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/Core.h" #include "Core/FileLoaders/DiskCachingFileLoader.h" #include "Core/Host.h" #include "Core/KeyMap.h" #include "Core/Reporting.h" #include "Core/SaveState.h" #include "Core/Screenshot.h" #include "Core/System.h" #include "Core/HLE/__sceAudio.h" #include "Core/HLE/sceCtrl.h" #include "Core/HLE/sceUsbCam.h" #include "Core/HLE/sceUsbGps.h" #include "Core/HLE/proAdhoc.h" #include "Core/Util/GameManager.h" #include "Core/Util/AudioFormat.h" #include "Core/WebServer.h" #include "GPU/GPUInterface.h" #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" #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI) #include "Qt/QtHost.h" #endif #if defined(USING_QT_UI) #include #endif #if PPSSPP_PLATFORM(UWP) #include #endif // The new UI framework, for initialization static UI::Theme ui_theme; Atlas g_ui_atlas; #if PPSSPP_ARCH(ARM) && defined(__ANDROID__) #include "../../android/jni/ArmEmitterTest.h" #elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__) #include "../../android/jni/Arm64EmitterTest.h" #endif #ifdef IOS #include "ios/iOSCoreAudio.h" #elif defined(__APPLE__) #include #endif // https://github.com/richq/android-ndk-profiler #ifdef ANDROID_NDK_PROFILER #include #include "android/android-ndk-profiler/prof.h" #endif ScreenManager *screenManager; std::string config_filename; // Really need to clean this mess of globals up... but instead I add more :P bool g_TakeScreenshot; bool g_ShaderNameListChanged = false; static bool isOuya; 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 cb; bool result; std::string value; }; static std::mutex pendingMutex; static std::vector pendingMessages; static std::vector pendingInputBoxes; static Draw::DrawContext *g_draw; static Draw::Pipeline *colorPipeline; static Draw::Pipeline *texColorPipeline; static UIContext *uiContext; #ifdef _WIN32 WindowsAudioBackend *winAudioBackend; #endif std::thread *graphicsLoadThread; class PrintfLogger : public LogListener { 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: printf("INFO [%s] %s", message.log, message.msg.c_str()); break; case LogTypes::LERROR: printf("ERR [%s] %s", message.log, message.msg.c_str()); break; case LogTypes::LWARNING: printf("WARN [%s] %s", message.log, message.msg.c_str()); break; case LogTypes::LNOTICE: default: printf("NOTE [%s] !!! %s", message.log, message.msg.c_str()); break; } } }; #ifdef _WIN32 int Win32Mix(short *buffer, int numSamples, int bits, int rate, int channels) { return NativeMix(buffer, numSamples); } #endif // globals static LogListener *logger = nullptr; std::string boot_filename = ""; void NativeHost::InitSound() { #ifdef IOS iOSCoreAudioInit(); #endif } void NativeHost::ShutdownSound() { #ifdef IOS iOSCoreAudioShutdown(); #endif } #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI) void QtHost::InitSound() { } void QtHost::ShutdownSound() { } #endif std::string NativeQueryConfig(std::string query) { char temp[128]; if (query == "screenRotation") { INFO_LOG(G3D, "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 == "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 ""; } } int NativeMix(short *audio, int num_samples) { if (GetUIState() != UISTATE_INGAME) { g_BackgroundAudio.Play(); } 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 return num_samples; } // This is called before NativeInit so we do a little bit of initialization here. void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) { *app_nice_name = "PPSSPP"; *app_dir_name = "ppsspp"; *landscape = true; *version = PPSSPP_GIT_VERSION; #if PPSSPP_ARCH(ARM) && defined(__ANDROID__) ArmEmitterTest(); #elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__) Arm64EmitterTest(); #endif } #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; #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. INFO_LOG(IO, "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)); File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS)); // 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"); File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) + ".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. NOTICE_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) { 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); SetupAudioFormats(); 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 VFSRegister("", new DirectoryAssetReader(external_dir)); #endif #if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH) VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str())); VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str())); VFSRegister("", new DirectoryAssetReader("/usr/local/share/ppsspp/assets/")); VFSRegister("", new DirectoryAssetReader("/usr/local/share/games/ppsspp/assets/")); VFSRegister("", new DirectoryAssetReader("/usr/share/ppsspp/assets/")); VFSRegister("", new DirectoryAssetReader("/usr/share/games/ppsspp/assets/")); #endif #if PPSSPP_PLATFORM(SWITCH) std::string assetPath = user_data_path + "assets/"; VFSRegister("", new DirectoryAssetReader(assetPath.c_str())); #else VFSRegister("", new DirectoryAssetReader("assets/")); #endif VFSRegister("", new DirectoryAssetReader(savegame_dir)); #if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP) if (host == nullptr) { host = new NativeHost(); } #endif 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 + "/"; } } #elif defined(IOS) g_Config.memStickDirectory = user_data_path; g_Config.flash0Directory = std::string(external_dir) + "/flash0/"; #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(&g_Config.bEnableLogging); #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(); #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 // 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; break; case 'j': g_Config.iCpuCore = (int)CPUCore::JIT; g_Config.bSaveSettings = false; break; case 'i': g_Config.iCpuCore = (int)CPUCore::INTERPRETER; g_Config.bSaveSettings = false; break; case 'r': 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) if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit"))) g_Config.bPauseExitsEmulator = true; #endif 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; INFO_LOG(SYSTEM, "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) { ERROR_LOG(IO, "Storage permission denied. Launching without argument."); okToLoad = false; okToCheck = false; } else if (status != PERMISSION_STATUS_GRANTED) { ERROR_LOG(IO, "Storage permission not granted. Launching without argument check."); okToCheck = false; } else { INFO_LOG(IO, "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(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 } } } if (fileToLog) LogManager::GetInstance()->ChangeFileLog(fileToLog); PostLoadConfig(); #if PPSSPP_PLATFORM(ANDROID) logger = new AndroidLogger(); logman->AddListener(logger); #elif (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 PrintfLogger(); 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. // Only add it to your own personal copies of PPSSPP. #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"); } #endif // TODO: Load these in the background instead of synchronously. g_BackgroundAudio.LoadSamples(); 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); } }); } 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()); } // 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); std::string sysName = System_GetProperty(SYSPROP_NAME); isOuya = KeyMap::IsOuya(sysName); #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI) MainWindow *mainWindow = new MainWindow(nullptr, g_Config.bFullScreen); mainWindow->show(); if (host == nullptr) { 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. 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() { #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); #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); #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 CreateGlobalPipelines(); bool NativeInitGraphics(GraphicsContext *graphicsContext) { INFO_LOG(SYSTEM, "NativeInitGraphics"); // We set this now so any resize during init is processed later. resized = false; Core_SetGraphicsContext(graphicsContext); g_draw = graphicsContext->GetDrawContext(); if (!CreateGlobalPipelines()) { ERROR_LOG(G3D, "Failed to create global pipelines"); return false; } // 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); if (!load_success) { ERROR_LOG(G3D, "Failed to load ui_atlas.meta - graphics will be broken."); // Stumble along with broken visuals instead of dying. } delete[] atlas_data; } ui_draw2d.SetAtlas(&g_ui_atlas); ui_draw2d_front.SetAtlas(&g_ui_atlas); UIThemeInit(); uiContext = new UIContext(); uiContext->theme = &ui_theme; ui_draw2d.Init(g_draw, texColorPipeline); ui_draw2d_front.Init(g_draw, texColorPipeline); uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front); if (uiContext->Text()) uiContext->Text()->SetFont("Tahoma", 20, 0); screenManager->setUIContext(uiContext); screenManager->setDrawContext(g_draw); screenManager->setPostRenderCallback(&RenderOverlays, nullptr); screenManager->deviceRestored(); #ifdef _WIN32 winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend); #if PPSSPP_PLATFORM(UWP) winAudioBackend->Init(0, &Win32Mix, 44100); #else winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100); #endif #endif #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) if (IsWin7OrHigher()) { winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO); winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr }); winMic = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::AUDIO); winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr }); } #endif g_gameInfoCache = new GameInfoCache(); if (gpu) { gpu->DeviceRestore(); } INFO_LOG(SYSTEM, "NativeInitGraphics completed"); return true; } bool CreateGlobalPipelines() { using namespace Draw; InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw); BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA }); DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS }); 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, }; colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc); if (!colorPipeline) { // Something really critical is wrong, don't care much about correct releasing of the states. return false; } texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc); if (!texColorPipeline) { // Something really critical is wrong, don't care much about correct releasing of the states. return false; } // 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(); return true; } void NativeShutdownGraphics() { screenManager->deviceLost(); if (gpu) gpu->DeviceLost(); INFO_LOG(SYSTEM, "NativeShutdownGraphics"); #if PPSSPP_PLATFORM(WINDOWS) delete winAudioBackend; winAudioBackend = nullptr; #endif #if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP) if (winCamera) { winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::SHUTDOWN, nullptr }); while (!winCamera->isShutDown()) {};// Wait for shutting down. delete winCamera; winCamera = nullptr; } if (winMic) { winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::SHUTDOWN, nullptr }); while (!winMic->isShutDown()) {};// Wait for shutting down. delete winMic; winMic = nullptr; } #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; } INFO_LOG(SYSTEM, "NativeShutdownGraphics done"); } void TakeScreenshot() { g_TakeScreenshot = false; 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]; while (i < 10000){ if (g_Config.bScreenshotsAsPNG) snprintf(filename, sizeof(filename), "%s/%s_%05d.png", path.c_str(), gameId.c_str(), i); 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 progress = g_DownloadManager.GetCurrentProgress(); 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. g_BackgroundAudio.Update(); } 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; 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; break; case GPUBackend::DIRECT3D11: ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); break; case GPUBackend::OPENGL: default: ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); 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) { INFO_LOG(G3D, "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 the GraphicsContext objects for each backend. #if !PPSSPP_PLATFORM(WINDOWS) && !defined(ANDROID) PSP_CoreParameter().pixelWidth = pixel_xres; PSP_CoreParameter().pixelHeight = pixel_yres; NativeMessageReceived("gpu_resized", ""); #endif } else { // INFO_LOG(G3D, "Polling graphics context"); graphicsContext->Poll(); } ui_draw2d.PopDrawMatrix(); ui_draw2d_front.PopDrawMatrix(); if (renderCounter < 10 && ++renderCounter == 10) { // We're rendering fine, clear out failure info. ClearFailedGPUBackends(); } } void HandleGlobalMessage(const std::string &msg, const std::string &value) { if (msg == "inputDeviceConnected") { KeyMap::NotifyPadConnected(value); } if (msg == "bgImage_updated") { 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"); } 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"); #if PPSSPP_PLATFORM(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") { #if PPSSPP_PLATFORM(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; INFO_LOG(IO, "Reloading config after storage permission grant."); g_Config.Reload(); PostLoadConfig(); g_Config.iGPUBackend = gpuBackend; } } void NativeUpdate() { PROFILE_END_FRAME(); std::vector toProcess; std::vector inputToProcess; { std::lock_guard 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(); screenManager->update(); g_Discord.Update(); UI::SetSoundEnabled(g_Config.bUISound); } bool NativeIsAtTopLevel() { // This might need some synchronization? if (!screenManager) { ERROR_LOG(SYSTEM, "No screen manager active"); return false; } Screen *currentScreen = screenManager->topScreen(); if (currentScreen) { bool top = currentScreen->isTopLevel(); INFO_LOG(SYSTEM, "Screen toplevel: %i", (int)top); return currentScreen->isTopLevel(); } else { ERROR_LOG(SYSTEM, "No current screen"); return false; } } 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; } } bool NativeKey(const KeyInput &key) { // INFO_LOG(SYSTEM, "Key code: %i flags: %i", key.keyCode, key.flags); #if !defined(MOBILE_DEVICE) if (g_Config.bPauseExitsEmulator) { static std::vector 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. if (screenManager) { return screenManager->axis(axis); } else { return false; } } // 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: // Don't take over completely! return screenManager->axis(axis); } //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); TranslateTiltToInput(trueTilt); return true; } void NativeMessageReceived(const char *message, const char *value) { // We can only have one message queued. std::lock_guard lock(pendingMutex); PendingMessage pendingMessage; pendingMessage.msg = message; pendingMessage.value = value; pendingMessages.push_back(pendingMessage); } void NativeInputBoxReceived(std::function cb, bool result, const std::string &value) { std::lock_guard lock(pendingMutex); PendingInputBox pendingMessage; pendingMessage.cb = cb; pendingMessage.result = result; pendingMessage.value = value; pendingInputBoxes.push_back(pendingMessage); } void NativeResized() { // NativeResized can come from any thread so we just set a flag, then process it later. INFO_LOG(G3D, "NativeResized - setting flag"); resized = true; } 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"); // Avoid shutting this down when restarting core. if (!restarting) LogManager::Shutdown(); #ifdef ANDROID_NDK_PROFILER moncleanup(); #endif INFO_LOG(SYSTEM, "NativeShutdown called"); ShutdownWebServer(); System_SendMessage("finish", ""); net::Shutdown(); g_Discord.Shutdown(); if (logger) { 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. }