// 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 // Linux doesn't like using std::find with std::vector without this :/ #if !defined(MOBILE_DEVICE) #include #endif #include #include #include #if defined(_WIN32) #include "Windows/DSoundStream.h" #include "Windows/MainWindow.h" #endif #include "base/display.h" #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_es2/draw_text.h" #include "gfx_es2/gpu_features.h" #include "gfx/gl_lost_manager.h" #include "i18n/i18n.h" #include "input/input_state.h" #include "math/fast/fast_math.h" #include "math/math_util.h" #include "math/lin/matrix4x4.h" #include "profiler/profiler.h" #include "thin3d/thin3d.h" #include "ui/ui.h" #include "ui/screen.h" #include "ui/ui_context.h" #include "ui/view.h" #include "util/text/utf8.h" #include "Common/CPUDetect.h" #include "Common/FileUtil.h" #include "Common/LogManager.h" #include "Common/MemArena.h" #include "Common/GraphicsContext.h" #include "Core/Config.h" #include "Core/Core.h" #include "Core/FileLoaders/DiskCachingFileLoader.h" #include "Core/Host.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/Util/GameManager.h" #include "Core/Util/AudioFormat.h" #include "GPU/GPUInterface.h" #include "ui_atlas.h" #include "UI/EmuScreen.h" #include "UI/GameInfoCache.h" #include "UI/HostTypes.h" #include "UI/OnScreenDisplay.h" #include "UI/MiscScreens.h" #include "UI/TiltEventProcessor.h" #include "UI/BackgroundAudio.h" #include "UI/TextureUtil.h" #if !defined(MOBILE_DEVICE) #include "Common/KeyMap.h" #endif // The new UI framework, for initialization static UI::Theme ui_theme; #if defined(ARM) && defined(__ANDROID__) #include "../../android/jni/ArmEmitterTest.h" #elif defined(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 std::unique_ptr uiTexture; ScreenManager *screenManager; std::string config_filename; #ifdef IOS bool iosCanUseJit; bool targetIsJailbroken; #endif // Really need to clean this mess of globals up... but instead I add more :P bool g_TakeScreenshot; static bool isOuya; static bool resized = false; static bool restarting = false; struct PendingMessage { std::string msg; std::string value; }; static std::mutex pendingMutex; static std::vector pendingMessages; static Draw::DrawContext *g_draw; static Draw::Pipeline *colorPipeline; static Draw::Pipeline *texColorPipeline; static UIContext *uiContext; static std::vector inputboxValue; #ifdef _WIN32 WindowsAudioBackend *winAudioBackend; #endif std::thread *graphicsLoadThread; class AndroidLogger : 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: 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; } } }; #ifdef _WIN32 int Win32Mix(short *buffer, int numSamples, int bits, int rate, int channels) { return NativeMix(buffer, numSamples); } #endif // globals #ifndef _WIN32 static AndroidLogger *logger = 0; #endif 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") { 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; 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 { return ""; } } int NativeMix(short *audio, int num_samples) { if (GetUIState() != UISTATE_INGAME) { PlayBackgroundAudio(); } 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 defined(ARM) && defined(__ANDROID__) ArmEmitterTest(); #elif defined(ARM64) && defined(__ANDROID__) Arm64EmitterTest(); #endif } #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) 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 void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir, bool fs) { #ifdef ANDROID_NDK_PROFILER setenv("CPUPROFILE_FREQUENCY", "500", 1); setenv("CPUPROFILE", "/sdcard/gmon.out", 1); monstartup("ppsspp_jni.so"); #endif 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(); bool skipLogo = false; setlocale( LC_ALL, "C" ); std::string user_data_path = savegame_dir; pendingMessages.clear(); #ifdef IOS user_data_path += "/"; #endif // We want this to be FIRST. #ifdef USING_QT_UI VFSRegister("", new AssetsAssetReader()); #elif defined(IOS) // Packed assets are included in app VFSRegister("", new DirectoryAssetReader(external_dir)); #endif #if !defined(MOBILE_DEVICE) && !defined(_WIN32) VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str())); VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str())); VFSRegister("", new DirectoryAssetReader("/usr/share/ppsspp/assets/")); #endif VFSRegister("", new DirectoryAssetReader("assets/")); VFSRegister("", new DirectoryAssetReader(savegame_dir)); #if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP) if (host == nullptr) { host = new NativeHost(); } #endif #if defined(__ANDROID__) g_Config.internalDataDirectory = savegame_dir; // 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/"; #elif defined(IOS) g_Config.memStickDirectory = user_data_path; g_Config.flash0Directory = std::string(external_dir) + "/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(); #ifndef _WIN32 logger = new AndroidLogger(); g_Config.AddSearchPath(user_data_path); g_Config.AddSearchPath(g_Config.memStickDirectory + "PSP/SYSTEM/"); g_Config.SetDefaultPath(g_Config.memStickDirectory + "PSP/SYSTEM/"); g_Config.Load(); g_Config.externalDirectory = external_dir; #endif LogManager *logman = LogManager::GetInstance(); #ifdef __ANDROID__ // TODO: This is also done elsewhere. Remove? // 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::CreateDir((g_Config.memStickDirectory + "PSP").c_str()); File::CreateDir((g_Config.memStickDirectory + "PSP/SAVEDATA").c_str()); File::CreateDir((g_Config.memStickDirectory + "PSP/GAME").c_str()); #endif const char *fileToLog = 0; const char *stateToLoad = 0; // 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 (!strncmp(argv[1], "--PS3", strlen("--PS3"))) g_Config.bPS3Controller = true; #if !defined(MOBILE_DEVICE) if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit"))) g_Config.bPauseExitsEmulator = true; #endif break; } } else { if (boot_filename.empty()) { boot_filename = argv[i]; #ifdef _WIN32 boot_filename = ReplaceAll(boot_filename, "\\", "/"); #endif skipLogo = true; std::unique_ptr fileLoader(ConstructFileLoader(boot_filename)); if (!fileLoader->Exists()) { fprintf(stderr, "File not found: %s\n", boot_filename.c_str()); exit(1); } } else { fprintf(stderr, "Can only boot one file"); exit(1); } } } if (fileToLog != NULL) LogManager::GetInstance()->ChangeFileLog(fileToLog); #ifndef _WIN32 if (g_Config.currentDirectory == "") { #if defined(__ANDROID__) g_Config.currentDirectory = external_dir; #elif defined(IOS) || defined(_WIN32) g_Config.currentDirectory = savegame_dir; #else if (getenv("HOME") != NULL) g_Config.currentDirectory = getenv("HOME"); else g_Config.currentDirectory = "./"; #endif } #endif // Hard reset the logs. TODO: Get rid of this and read from config. #ifndef _WIN32 for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++) { LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i; logman->SetEnabled(type, true); logman->SetLogLevel(type, logLevel); } #ifdef __ANDROID__ logman->AddListener(logger); #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 = g_Config.memStickDirectory + "PSP/SYSTEM/lang/"; // If we run into the unlikely case that "lang" is actually a file, just use the built-in translations. if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath)) i18nrepo.LoadIni(g_Config.sLanguageIni); else i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath); I18NCategory *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 defined(_WIN32) && !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"); } #endif if (!boot_filename.empty() && stateToLoad != NULL) { SaveState::Load(stateToLoad, [](bool status, const std::string &message, void *) { if (!message.empty()) { osm.Show(message, 2.0); } }); } screenManager = new ScreenManager(); if (skipLogo) { screenManager->switchScreen(new EmuScreen(boot_filename)); } else { screenManager->switchScreen(new LogoScreen()); } std::string sysName = System_GetProperty(SYSPROP_NAME); isOuya = KeyMap::IsOuya(sysName); #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI) MainWindow* mainWindow = new MainWindow(0,fs); 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. SetGPUBackend((GPUBackend) g_Config.iGPUBackend); if (GetGPUBackend() == GPUBackend::OPENGL) { gl_lost_manager_init(); } // 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(_WIN32) && !PPSSPP_PLATFORM(UWP) ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22); ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15); ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12); #else ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20); ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14); ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11); #endif ui_theme.checkOn = I_CHECKEDBOX; ui_theme.checkOff = I_SQUARE; ui_theme.whiteImage = I_SOLIDWHITE; ui_theme.sliderKnob = I_CIRCLE; ui_theme.dropShadow4Grid = 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); void NativeInitGraphics(GraphicsContext *graphicsContext) { ILOG("NativeInitGraphics"); using namespace Draw; Core_SetGraphicsContext(graphicsContext); g_draw = graphicsContext->GetDrawContext(); ui_draw2d.SetAtlas(&ui_atlas); ui_draw2d_front.SetAtlas(&ui_atlas); UIThemeInit(); uiTexture = CreateTextureFromFile(g_draw, "ui_atlas.zim", ImageFileType::ZIM); if (!uiTexture) { PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory."); ELOG("Failed to load ui_atlas.zim"); #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP) UINT ExitCode = 0; ExitProcess(ExitCode); #endif } uiContext = new UIContext(); 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, }; colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc); texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc); // 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; desc.frontFace = Facing::CCW; if (uiContext->Text()) uiContext->Text()->SetFont("Tahoma", 20, 0); screenManager->setUIContext(uiContext); screenManager->setDrawContext(g_draw); screenManager->setPostRenderCallback(&RenderOverlays, nullptr); UIBackgroundInit(*uiContext); #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 g_gameInfoCache = new GameInfoCache(); ILOG("NativeInitGraphics completed"); } void NativeShutdownGraphics() { ILOG("NativeShutdownGraphics"); #ifdef _WIN32 delete winAudioBackend; winAudioBackend = nullptr; #endif delete g_gameInfoCache; g_gameInfoCache = nullptr; UIBackgroundShutdown(); uiTexture.reset(nullptr); delete uiContext; uiContext = nullptr; ui_draw2d.Shutdown(); ui_draw2d_front.Shutdown(); colorPipeline->Release(); texColorPipeline->Release(); ILOG("NativeShutdownGraphics done"); } void TakeScreenshot() { g_TakeScreenshot = false; #if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE)) 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.GetValueString("DISC_ID"); if (gameId.empty()) { gameId = g_paramSFO.GenerateFakeID(); } 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 ? SCREENSHOT_PNG : SCREENSHOT_JPG, SCREENSHOT_OUTPUT); if (success) { osm.Show(filename); } else { I18NCategory *err = GetI18NCategory("Error"); osm.Show(err->T("Could not save screenshot file")); } #endif } 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->End(); dc->Flush(); } if (g_TakeScreenshot) { TakeScreenshot(); } } void NativeRender(GraphicsContext *graphicsContext) { g_GameManager.Update(); // If uitexture gets reloaded, make sure we use the latest one. // Not sure this happens anymore now that we tear down all graphics on app switches... uiContext->FrameSetup(uiTexture->GetTexture()); 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; translation.setTranslation(Vec3(-0.5f, -0.5f, 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: ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); break; } 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) { 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; NativeMessageReceived("gpu_resized", ""); } #endif } ui_draw2d.PopDrawMatrix(); ui_draw2d_front.PopDrawMatrix(); } void HandleGlobalMessage(const std::string &msg, const std::string &value) { if (msg == "inputDeviceConnected") { KeyMap::NotifyPadConnected(value); } if (msg == "inputbox_completed") { SplitString(value, ':', inputboxValue); std::string setString = inputboxValue.size() > 1 ? inputboxValue[1] : ""; if (inputboxValue[0] == "IP") g_Config.proAdhocServer = setString; if (inputboxValue[0] == "nickname") g_Config.sNickName = setString; inputboxValue.clear(); } 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") { I18NCategory *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") { I18NCategory *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"); } } void NativeUpdate() { PROFILE_END_FRAME(); { std::lock_guard lock(pendingMutex); for (size_t i = 0; i < pendingMessages.size(); i++) { HandleGlobalMessage(pendingMessages[i].msg, pendingMessages[i].value); screenManager->sendMessage(pendingMessages[i].msg.c_str(), pendingMessages[i].value.c_str()); } pendingMessages.clear(); } g_DownloadManager.Update(); screenManager->update(); } void NativeDeviceLost() { ILOG("NativeDeviceLost"); // We start by calling gl_lost - this lets objects zero their native GL objects // so they then don't try to delete them as well. if (GetGPUBackend() == GPUBackend::OPENGL) { gl_lost(); } if (g_gameInfoCache) g_gameInfoCache->Clear(); screenManager->deviceLost(); } void NativeDeviceRestore() { ILOG("NativeDeviceRestore"); if (GetGPUBackend() == GPUBackend::OPENGL) { gl_restore(); } screenManager->deviceRestore(); } bool NativeIsAtTopLevel() { Screen *currentScreen = screenManager->topScreen(); if (currentScreen) { bool top = currentScreen->isTopLevel(); ILOG("Screen toplevel: %i", (int)top); return currentScreen->isTopLevel(); } else { ELOG("No current screen"); return false; } } 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) { // ILOG("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 NativeResized() { // NativeResized can come from any thread so we just set a flag, then process it later. resized = true; } void NativeSetRestarting() { restarting = true; } bool NativeIsRestarting() { return restarting; } void NativeShutdown() { screenManager->shutdown(); delete screenManager; screenManager = nullptr; host->ShutdownGraphics(); if (GetGPUBackend() == GPUBackend::OPENGL) { gl_lost_manager_shutdown(); } #if !PPSSPP_PLATFORM(UWP) delete host; host = nullptr; #endif g_Config.Save(); // Avoid shutting this down when restaring core. if (!restarting) LogManager::Shutdown(); #ifdef ANDROID_NDK_PROFILER moncleanup(); #endif ILOG("NativeShutdown called"); System_SendMessage("finish", ""); net::Shutdown(); // 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. } void NativePermissionStatus(SystemPermission permission, PermissionStatus status) { // TODO: Send this through the screen system? Nicer than listening to string messages }