// 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. // Background worker threads should be spawned in NativeInit and joined // in NativeShutdown. #include #ifdef _WIN32 #include #include "ext/jpge/jpge.h" #endif #include "base/display.h" #include "base/logging.h" #include "base/mutex.h" #include "base/NativeApp.h" #include "file/vfs.h" #include "file/zip_read.h" #include "thread/thread.h" #include "net/http_client.h" #include "gfx_es2/gl_state.h" #include "gfx_es2/draw_text.h" #include "gfx_es2/draw_buffer.h" #include "gfx/gl_lost_manager.h" #include "gfx/texture.h" #include "i18n/i18n.h" #include "input/input_state.h" #include "math/math_util.h" #include "math/lin/matrix4x4.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/FileUtil.h" #include "Common/LogManager.h" #include "Core/Config.h" #include "Core/Host.h" #include "Core/PSPMixer.h" #include "Core/SaveState.h" #include "Core/System.h" #include "Core/HLE/sceCtrl.h" #include "Core/Util/GameManager.h" #include "Common/MemArena.h" #include "ui_atlas.h" #include "EmuScreen.h" #include "GameInfoCache.h" #include "UIShader.h" #include "UI/OnScreenDisplay.h" #include "UI/MiscScreens.h" #include "UI/TiltEventProcessor.h" // The new UI framework, for initialization static UI::Theme ui_theme; #ifdef ARM #include "../../android/jni/ArmEmitterTest.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 Texture *uiTexture; ScreenManager *screenManager; std::string config_filename; std::string game_title; #ifdef IOS bool iosCanUseJit; #endif // Really need to clean this mess of globals up... but instead I add more :P bool g_TakeScreenshot; static bool isOuya; recursive_mutex pendingMutex; static bool isMessagePending; static std::string pendingMessage; static std::string pendingValue; static UIContext *uiContext; std::thread *graphicsLoadThread; class AndroidLogger : public LogListener { public: void Log(LogTypes::LOG_LEVELS level, const char *msg) { switch (level) { case LogTypes::LVERBOSE: case LogTypes::LDEBUG: case LogTypes::LINFO: ILOG("%s", msg); break; case LogTypes::LERROR: ELOG("%s", msg); break; case LogTypes::LWARNING: WLOG("%s", msg); break; case LogTypes::LNOTICE: default: ILOG("%s", msg); break; } } }; // TODO: Get rid of this junk class NativeHost : public Host { public: NativeHost() { // hasRendered = false; } virtual void UpdateUI() {} virtual void UpdateMemView() {} virtual void UpdateDisassembly() {} virtual void SetDebugMode(bool mode) { } virtual bool InitGL(std::string *error_message) { return true; } virtual void ShutdownGL() {} virtual void InitSound(PMixer *mixer); virtual void UpdateSound() {} virtual void ShutdownSound(); // this is sent from EMU thread! Make sure that Host handles it properly! virtual void BootDone() {} virtual bool IsDebuggingEnabled() {return false;} virtual bool AttemptLoadSymbolMap() {return false;} virtual void ResetSymbolMap() {} virtual void AddSymbol(std::string name, u32 addr, u32 size, int type=0) {} virtual void SetWindowTitle(const char *message) { if (message) game_title = message; else game_title = ""; } }; // globals static PMixer *g_mixer = 0; #ifndef _WIN32 static AndroidLogger *logger = 0; #endif std::string boot_filename = ""; void NativeHost::InitSound(PMixer *mixer) { g_mixer = mixer; #ifdef IOS iOSCoreAudioInit(); #endif } void NativeHost::ShutdownSound() { #ifdef IOS iOSCoreAudioShutdown(); #endif g_mixer = 0; } std::string NativeQueryConfig(std::string query) { if (query == "screenRotation") { char temp[128]; sprintf(temp, "%i", g_Config.iScreenRotation); return temp; } else if (query == "immersiveMode") { return g_Config.bImmersiveMode ? "1" : "0"; } else { return ""; } } int NativeMix(short *audio, int num_samples) { if (g_mixer) { num_samples = g_mixer->Mix(audio, num_samples); } else { memset(audio, 0, num_samples * 2 * sizeof(short)); } 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) { *app_nice_name = "PPSSPP"; *app_dir_name = "ppsspp"; *landscape = true; #if defined(ARM) && defined(ANDROID) ArmEmitterTest(); #endif } void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID) { #ifdef ANDROID_NDK_PROFILER setenv("CPUPROFILE_FREQUENCY", "500", 1); setenv("CPUPROFILE", "/sdcard/gmon.out", 1); monstartup("ppsspp_jni.so"); #endif bool skipLogo = false; EnableFZ(); setlocale( LC_ALL, "C" ); std::string user_data_path = savegame_directory; isMessagePending = false; #ifdef IOS user_data_path += "/"; #endif // We want this to be FIRST. #ifdef USING_QT_UI VFSRegister("", new AssetsAssetReader()); #elif defined(BLACKBERRY) || defined(IOS) // Packed assets are included in app VFSRegister("", new DirectoryAssetReader(external_directory)); #elif defined(__APPLE__) || (defined(__linux__) && !defined(ANDROID)) VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str())); VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str())); #else VFSRegister("", new DirectoryAssetReader("assets/")); #endif VFSRegister("", new DirectoryAssetReader(savegame_directory)); host = new NativeHost(); #if defined(ANDROID) g_Config.internalDataDirectory = savegame_directory; // Maybe there should be an option to use internal memory instead, but I think // that for most people, using external memory (SDCard/USB Storage) makes the // most sense. g_Config.memCardDirectory = std::string(external_directory) + "/"; g_Config.flash0Directory = std::string(external_directory) + "/flash0/"; #elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) g_Config.memCardDirectory = user_data_path; g_Config.flash0Directory = std::string(external_directory) + "/flash0/"; #elif !defined(_WIN32) char* config = getenv("XDG_CONFIG_HOME"); if (!config) { config = getenv("HOME"); strcat(config, "/.config"); } g_Config.memCardDirectory = std::string(config) + "/ppsspp/"; g_Config.flash0Directory = File::GetExeDirectory() + "/flash0/"; #endif #ifndef _WIN32 logger = new AndroidLogger(); LogManager::Init(); LogManager *logman = LogManager::GetInstance(); g_Config.AddSearchPath(user_data_path); g_Config.AddSearchPath(g_Config.memCardDirectory + "PSP/SYSTEM/"); g_Config.SetDefaultPath(g_Config.memCardDirectory + "PSP/SYSTEM/"); g_Config.Load(); g_Config.externalDirectory = external_directory; #endif #ifdef ANDROID // On Android, create a PSP directory tree in the external_directory, // to hopefully reduce confusion a bit. ILOG("Creating %s", (g_Config.memCardDirectory + "PSP").c_str()); mkDir((g_Config.memCardDirectory + "PSP").c_str()); mkDir((g_Config.memCardDirectory + "PSP/SAVEDATA").c_str()); mkDir((g_Config.memCardDirectory + "PSP/GAME").c_str()); #endif const char *fileToLog = 0; const char *stateToLoad = 0; bool gfxLog = false; // Parse command line LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO; for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { case 'd': // Enable debug logging // Note that you must also change the max log level in Log.h. logLevel = LogTypes::LDEBUG; break; case 'g': gfxLog = true; break; case 'j': g_Config.bJit = true; g_Config.bSaveSettings = false; break; case 'i': g_Config.bJit = false; g_Config.bSaveSettings = false; break; case '-': if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log=")) fileToLog = argv[i] + strlen("--log="); if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state=")) stateToLoad = argv[i] + strlen("--state="); break; } } else { if (boot_filename.empty()) { boot_filename = argv[i]; skipLogo = true; FileInfo info; if (!getFileInfo(boot_filename.c_str(), &info) || info.exists == false) { fprintf(stderr, "File not found: %s\n", boot_filename.c_str()); exit(1); } } else { fprintf(stderr, "Can only boot one file"); exit(1); } } } if (fileToLog != NULL) LogManager::GetInstance()->ChangeFileLog(fileToLog); #ifndef _WIN32 if (g_Config.currentDirectory == "") { #if defined(ANDROID) g_Config.currentDirectory = external_directory; #elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32) g_Config.currentDirectory = savegame_directory; #else g_Config.currentDirectory = getenv("HOME"); #endif } for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++) { LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i; logman->SetEnable(type, true); logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel); #ifdef ANDROID logman->AddListener(type, logger); #endif } // Special hack for G3D as it's very spammy. Need to make a flag for this. if (!gfxLog) logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR); #endif i18nrepo.LoadIni(g_Config.sLanguageIni); I18NCategory *d = GetI18NCategory("DesktopUI"); // Note to translators: do not translate this/add this to PPSSPP-lang's files. // It's intended to be custom for every user. // Only add it to your own personal copies of PPSSPP. #ifdef _WIN32 // TODO: Could allow a setting to specify a font file to load? // TODO: Make this a constant if we can sanely load the font on other systems? AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL); g_Config.sFont = d->T("Font", "Roboto"); #endif if (!boot_filename.empty() && stateToLoad != NULL) SaveState::Load(stateToLoad); g_gameInfoCache.Init(); 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); } void NativeInitGraphics() { CheckGLExtensions(); gl_lost_manager_init(); ui_draw2d.SetAtlas(&ui_atlas); ui_draw2d_front.SetAtlas(&ui_atlas); UIShader_Init(); // memset(&ui_theme, 0, sizeof(ui_theme)); // New style theme #ifdef _WIN32 ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22); ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15); ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12); #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.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON); ui_theme.buttonStyle.fgColor = 0xFFFFFFFF; ui_theme.buttonStyle.image = I_BUTTON; ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0); ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF; ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF); ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF; ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040); ui_theme.buttonDisabledStyle.fgColor = 0xFF707070; */ ui_theme.itemStyle.background = UI::Drawable(0x55000000); ui_theme.itemStyle.fgColor = 0xFFFFFFFF; ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c); ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939); ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF; ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF); ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE; ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39); ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF; ui_theme.buttonStyle = ui_theme.itemStyle; ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle; ui_theme.buttonDownStyle = ui_theme.itemDownStyle; ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle; ui_theme.buttonHighlightedStyle = ui_theme.itemHighlightedStyle; ui_theme.popupTitle.fgColor = 0xFFE3BE59; #ifdef GOLD ui_theme.itemFocusedStyle.background = UI::Drawable(0xFF4cc2ed); ui_theme.itemDownStyle.background = UI::Drawable(0xFF39a9ee); ui_theme.itemDisabledStyle.background = UI::Drawable(0x55AFD4E0); ui_theme.itemHighlightedStyle.background = UI::Drawable(0x5539BBbd); ui_theme.popupTitle.fgColor = 0xFF59BEE3; #endif ui_draw2d.Init(); ui_draw2d_front.Init(); uiTexture = new Texture(); #ifdef USING_QT_UI if (!uiTexture->Load("ui_atlas_lowmem.zim")) { #else if (!uiTexture->Load("ui_atlas.zim")) { #endif PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory."); ELOG("Failed to load ui_atlas.zim"); } uiTexture->Bind(0); uiContext = new UIContext(); uiContext->theme = &ui_theme; uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front); if (uiContext->Text()) uiContext->Text()->SetFont("Tahoma", 20, 0); screenManager->setUIContext(uiContext); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glstate.viewport.set(0, 0, pixel_xres, pixel_yres); } void NativeShutdownGraphics() { screenManager->deviceLost(); g_gameInfoCache.Clear(); delete uiTexture; uiTexture = NULL; delete uiContext; uiContext = NULL; ui_draw2d.Shutdown(); ui_draw2d_front.Shutdown(); UIShader_Shutdown(); gl_lost_manager_shutdown(); } void TakeScreenshot() { g_TakeScreenshot = false; #ifdef _WIN32 mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT"); // First, find a free filename. int i = 0; char temp[256]; while (i < 10000){ if(g_Config.bScreenshotsAsPNG) sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.png", g_Config.memCardDirectory.c_str(), i); else sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.jpg", g_Config.memCardDirectory.c_str(), i); FileInfo info; if (!getFileInfo(temp, &info)) break; i++; } // Okay, allocate a buffer. u8 *buffer = new u8[3 * pixel_xres * pixel_yres]; // Silly openGL reads upside down, we flip to another buffer for simplicity. u8 *flipbuffer = new u8[3 * pixel_xres * pixel_yres]; glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGB, GL_UNSIGNED_BYTE, buffer); for (int y = 0; y < pixel_yres; y++) { memcpy(flipbuffer + y * pixel_xres * 3, buffer + (pixel_yres - y - 1) * pixel_xres * 3, pixel_xres * 3); } if (g_Config.bScreenshotsAsPNG) { png_image png; memset(&png, 0, sizeof(png)); png.version = PNG_IMAGE_VERSION; png.format = PNG_FORMAT_RGB; png.width = pixel_xres; png.height = pixel_yres; png_image_write_to_file(&png, temp, 0, flipbuffer, pixel_xres * 3, NULL); png_image_free(&png); } else { jpge::params params; params.m_quality = 90; compress_image_to_jpeg_file(temp, pixel_xres, pixel_yres, 3, flipbuffer, params); } delete [] buffer; delete [] flipbuffer; osm.Show(temp); #endif } void DrawDownloadsOverlay(UIContext &dc) { // Thin bar at the top of the screen like Chrome. std::vector progress = g_DownloadManager.GetCurrentProgress(); if (progress.empty()) { return; } static const uint32_t colors[4] = { 0xFFFFFFFF, 0xFFCCCCCC, 0xFFAAAAAA, 0xFF777777, }; dc.Begin(); int h = 5; for (size_t i = 0; i < progress.size(); i++) { float barWidth = 10 + (dc.GetBounds().w - 10) * progress[i]; Bounds bounds(0, h * i, barWidth, h); UI::Drawable solid(colors[i & 3]); dc.FillRect(solid, bounds); } dc.End(); dc.Flush(); } void NativeRender() { g_GameManager.Update(); glstate.depthWrite.set(GL_TRUE); glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // Clearing the screen at the start of the frame is an optimization for tiled mobile GPUs, as it then doesn't need to keep it around between frames. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glstate.viewport.set(0, 0, pixel_xres, pixel_yres); glstate.Restore(); float xres = dp_xres; float yres = dp_yres; // Apply the UIContext bounds as a 2D transformation matrix. Matrix4x4 ortho; ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); glsl_bind(UIShader_Get()); glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr()); screenManager->render(); if (screenManager->getUIContext()->Text()) { screenManager->getUIContext()->Text()->OncePerFrame(); } DrawDownloadsOverlay(*screenManager->getUIContext()); if (g_TakeScreenshot) { TakeScreenshot(); } } void NativeUpdate(InputState &input) { { lock_guard lock(pendingMutex); if (isMessagePending) { screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str()); isMessagePending = false; } } g_DownloadManager.Update(); screenManager->update(input); } void NativeDeviceLost() { g_gameInfoCache.Clear(); screenManager->deviceLost(); gl_lost(); glstate.Restore(); // Should dirty EVERYTHING } 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; } } void NativeTouch(const TouchInput &touch) { if (screenManager) screenManager->touch(touch); } void NativeKey(const KeyInput &key) { // ILOG("Key code: %i flags: %i", key.keyCode, key.flags); g_buttonTracker.Process(key); if (screenManager) screenManager->key(key); } void NativeAxis(const AxisInput &key) { 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) { screenManager->axis(key); } return; } //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; switch (key.axisId) { case JOYSTICK_AXIS_ACCELEROMETER_X: //x and y are flipped due to 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 currentTilt.y_ = key.value; break; case JOYSTICK_AXIS_ACCELEROMETER_Y: currentTilt.x_ = key.value; break; case JOYSTICK_AXIS_ACCELEROMETER_Z: //don't handle this now as only landscape is enabled. //TODO: make this generic. return; 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; default: return; } //figure out the sensitivity of the tilt. (sensitivity is originally 0 - 100) //We divide by 50, so that the rest of the 50 units can be used to overshoot the //target. If you want control, you'd keep the sensitivity ~50. //For games that don't need much control but need fast reactions, //then a value of 70-80 is the way to go. float xSensitivity = g_Config.iTiltSensitivityX / 50.0; float ySensitivity = g_Config.iTiltSensitivityY / 50.0; //now transform out current tilt to the calibrated coordinate system Tilt trueTilt = GenTilt(baseTilt, currentTilt, g_Config.bInvertTiltX, g_Config.bInvertTiltY, g_Config.fDeadzoneRadius, xSensitivity, ySensitivity); //now send the appropriate tilt event switch (g_Config.iTiltInputType) { case TILT_ANALOG: GenerateAnalogStickEvent(trueTilt); break; case TILT_DPAD: GenerateDPadEvent(trueTilt); break; case TILT_ACTION_BUTTON: GenerateActionButtonEvent(trueTilt); break; } } void NativeMessageReceived(const char *message, const char *value) { // We can only have one message queued. lock_guard lock(pendingMutex); if (!isMessagePending) { pendingMessage = message; pendingValue = value; isMessagePending = true; } } void NativeResized() { if (uiContext) { uiContext->SetBounds(Bounds(0, 0, dp_xres, dp_yres)); } } void NativeShutdown() { screenManager->shutdown(); delete screenManager; screenManager = 0; g_gameInfoCache.Shutdown(); delete host; host = 0; g_Config.Save(); #ifndef _WIN32 LogManager::Shutdown(); #endif #ifdef ANDROID_NDK_PROFILER moncleanup(); #endif ILOG("NativeShutdown called"); System_SendMessage("finish", ""); // This means that the activity has been completely destroyed. PPSSPP does not // boot up correctly with "dirty" global variables currently, so we hack around that // by simply exiting. #ifdef ANDROID exit(0); #endif #ifdef _WIN32 RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL); #endif }