// 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 #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 "Common/Net/URL.h" #include "Common/Render/TextureAtlas.h" #include "Common/Render/Text/draw_text.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/GPU/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/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 "Common/GPU/ShaderTranslation.h" #include "Common/VR/PPSSPPVR.h" #include "Core/ControlMapper.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/HW/MemoryStick.h" #include "Core/Util/GameManager.h" #include "Core/Util/AudioFormat.h" #include "Core/WebServer.h" #include "Core/ThreadPools.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/MemStickScreen.h" #include "UI/OnScreenDisplay.h" #include "UI/RemoteISOScreen.h" #include "UI/TiltEventProcessor.h" #include "UI/Theme.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 #if PPSSPP_PLATFORM(ANDROID) #include "android/jni/app-android.h" #endif #if PPSSPP_ARCH(ARM) && defined(__ANDROID__) #include "../../android/jni/ArmEmitterTest.h" #elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__) #include "../../android/jni/Arm64EmitterTest.h" #endif #if PPSSPP_PLATFORM(IOS) #include "ios/iOSCoreAudio.h" #elif defined(__APPLE__) #include #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; static bool isOuya; static bool resized = false; static bool restarting = 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) { return NativeMix(buffer, numSamples); } #endif // globals static LogListener *logger = nullptr; Path boot_filename; void NativeHost::InitSound() { #if PPSSPP_PLATFORM(IOS) iOSCoreAudioInit(); #endif } void NativeHost::ShutdownSound() { #if PPSSPP_PLATFORM(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 == "sustainedPerformanceMode") { return std::string(g_Config.bSustainedPerformanceMode ? "1" : "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) { 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 bool CreateDirectoriesAndroid(); void PostLoadConfig() { // On Windows, we deal with currentDirectory in InitSysDirectories(). #if !PPSSPP_PLATFORM(WINDOWS) if (g_Config.currentDirectory.empty()) { g_Config.currentDirectory = g_Config.defaultCurrentDirectory; } #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 Path 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); #if PPSSPP_PLATFORM(ANDROID) CreateDirectoriesAndroid(); #endif } bool CreateDirectoriesAndroid() { // TODO: We should probably simply use this as the shared function to create memstick directories. Path pspDir = g_Config.memStickDirectory; if (pspDir.GetFilename() != "PSP") { pspDir /= "PSP"; } INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str()); File::CreateFullPath(pspDir); if (!File::Exists(pspDir)) { INFO_LOG(IO, "Not a workable memstick directory. Giving up"); return false; } File::CreateFullPath(GetSysDirectory(DIRECTORY_CHEATS)); 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"); return true; } 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 #if PPSSPP_PLATFORM(ANDROID) if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 30) { // In Android 11 or later, Vulkan is as stable as OpenGL, so let's not even bother. // Have also seen unexplained issues with random fallbacks to OpenGL for no good reason, // especially when debugging. 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; Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt"; if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) { std::string data; if (File::ReadFileToString(true, cache, 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)); File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache); } 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) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) { 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. ShaderTranslationInit(); g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count); 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(); // external_dir has all kinds of meanings depending on platform. // on iOS it's even the path to bundled app assets. It's a mess. // We want this to be FIRST. #if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC) // Packed assets are included in app VFSRegister("", new DirectoryAssetReader(Path(external_dir))); #endif #if defined(ASSETS_DIR) VFSRegister("", new DirectoryAssetReader(Path(ASSETS_DIR))); #endif #if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH) VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory() / "assets")); VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory())); VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets"))); VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets"))); VFSRegister("", new DirectoryAssetReader(Path("/usr/share/ppsspp/assets"))); VFSRegister("", new DirectoryAssetReader(Path("/usr/share/games/ppsspp/assets"))); #endif #if PPSSPP_PLATFORM(SWITCH) Path assetPath = Path(user_data_path) / "assets"; VFSRegister("", new DirectoryAssetReader(assetPath)); #else VFSRegister("", new DirectoryAssetReader(Path("assets"))); #endif VFSRegister("", new DirectoryAssetReader(Path(savegame_dir))); #if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP) if (host == nullptr) { host = new NativeHost(); } #endif g_Config.defaultCurrentDirectory = Path("/"); g_Config.internalDataDirectory = Path(savegame_dir); #if PPSSPP_PLATFORM(ANDROID) // In Android 12 with scoped storage, due to the above, the external directory // is no longer the plain root of external storage, but it's an app specific directory // on external storage (g_extFilesDir). if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) { // There's no sensible default directory. Let the user browse for files. g_Config.defaultCurrentDirectory.clear(); } else { g_Config.memStickDirectory = Path(external_dir); g_Config.defaultCurrentDirectory = Path(external_dir); } // Might also add an option to move it to internal / non-visible storage, but there's // little point, really. g_Config.flash0Directory = Path(external_dir) / "flash0"; Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt"; if (File::Exists(memstickDirFile)) { INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str()); std::string memstickDir; if (File::ReadFileToString(true, memstickDirFile, memstickDir)) { Path memstickPath(memstickDir); if (!memstickPath.empty() && File::Exists(memstickPath)) { g_Config.memStickDirectory = memstickPath; INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str()); } else { ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str()); if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) { // Ask the user to configure a memstick directory. INFO_LOG(SYSTEM, "Asking the user."); g_Config.memStickDirectory.clear(); } } } } else { INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str()); } // Attempt to create directories after reading the path. if (!System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) { CreateDirectoriesAndroid(); } #elif PPSSPP_PLATFORM(IOS) g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory; g_Config.memStickDirectory = Path(user_data_path); g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0"; #elif PPSSPP_PLATFORM(MAC) g_Config.defaultCurrentDirectory = Path(getenv("HOME")); g_Config.memStickDirectory = g_Config.defaultCurrentDirectory / ".config/ppsspp"; g_Config.flash0Directory = Path(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 !PPSSPP_PLATFORM(WINDOWS) 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 = Path(config) / "ppsspp"; g_Config.flash0Directory = File::GetExeDirectory() / "assets/flash0"; if (getenv("HOME") != nullptr) { g_Config.defaultCurrentDirectory = Path(getenv("HOME")); } else { // Hm, should probably actually explicitly set the current directory.. // Though it's not many platforms that'll land us here. g_Config.currentDirectory = Path("."); } #endif #if (PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)) || PPSSPP_PLATFORM(MAC) if (g_Config.currentDirectory.empty()) { g_Config.currentDirectory = Path("/"); } #endif if (cache_dir && strlen(cache_dir)) { g_Config.appCacheDirectory = Path(cache_dir); DiskCachingFileLoaderCache::SetCacheDir(g_Config.appCacheDirectory); } if (!LogManager::GetInstance()) { LogManager::Init(&g_Config.bEnableLogging); } #if !PPSSPP_PLATFORM(WINDOWS) g_Config.SetSearchPath(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(); const char *fileToLog = 0; Path stateToLoad; bool gotBootFilename = false; bool gotoGameSettings = false; bool gotoTouchScreenTest = false; boot_filename.clear(); // Parse command line LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO; bool forceLogLevel = false; const auto setLogLevel = [&logLevel, &forceLogLevel](LogTypes::LOG_LEVELS level) { logLevel = level; forceLogLevel = true; }; for (int i = 1; i < argc; i++) { if (argv[i][0] == '-') { #if defined(__APPLE__) // On Apple system debugged executable may get -NSDocumentRevisionsDebugMode YES in argv. if (!strcmp(argv[i], "-NSDocumentRevisionsDebugMode") && argc - 1 > i) { i++; continue; } #endif switch (argv[i][1]) { case 'd': // Enable debug logging // Note that you must also change the max log level in Log.h. setLogLevel(LogTypes::LDEBUG); break; case 'v': // Enable verbose logging // Note that you must also change the max log level in Log.h. setLogLevel(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], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel=")) setLogLevel(static_cast(std::atoi(argv[i] + strlen("--loglevel=")))); 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 = Path(std::string(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.iForceFullScreen = 1; System_SendMessage("toggle_fullscreen", "1"); } if (!strcmp(argv[i], "--windowed")) { g_Config.iForceFullScreen = 0; System_SendMessage("toggle_fullscreen", "0"); } 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) { std::string str = std::string(argv[i]); // Handle file:/// URIs, since you get those when creating shortcuts on some Android systems. if (startsWith(str, "file:///")) { str = UriDecode(str.substr(7)); INFO_LOG(IO, "Decoding '%s' to '%s'", argv[i], str.c_str()); } boot_filename = Path(str); 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); if (forceLogLevel) LogManager::GetInstance()->SetAllLogLevels(logLevel); 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); } } if (System_GetPropertyBool(SYSPROP_CAN_JIT) == false && g_Config.iCpuCore == (int)CPUCore::JIT) { // Just gonna force it to the IR interpreter on startup. // We don't hide the option, but we make sure it's off on bootup. In case someone wants // to experiment in future iOS versions or something... jitForcedOff = true; } 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.Valid()) { 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); } }); } DEBUG_LOG(SYSTEM, "ScreenManager!"); screenManager = new ScreenManager(); if (g_Config.memStickDirectory.empty()) { INFO_LOG(SYSTEM, "No memstick directory! Asking for one to be configured."); screenManager->switchScreen(new LogoScreen(AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP)); } else if (gotoGameSettings) { screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS)); } else if (gotoTouchScreenTest) { screenManager->switchScreen(new MainScreen()); screenManager->push(new TouchTestScreen(Path())); } else if (skipLogo) { screenManager->switchScreen(new EmuScreen(boot_filename)); } else { screenManager->switchScreen(new LogoScreen(AfterLogoScreen::DEFAULT)); } // 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.UseFullScreen()); 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; } void RenderOverlays(UIContext *dc, void *userdata); bool CreateGlobalPipelines(); bool NativeInitGraphics(GraphicsContext *graphicsContext) { INFO_LOG(SYSTEM, "NativeInitGraphics"); _assert_(screenManager); // We set this now so any resize during init is processed later. resized = false; Core_SetGraphicsContext(graphicsContext); g_draw = graphicsContext->GetDrawContext(); _assert_(g_draw); if (!CreateGlobalPipelines()) { ERROR_LOG(G3D, "Failed to create global pipelines"); return false; } ui_draw2d.SetAtlas(GetUIAtlas()); ui_draw2d.SetFontAtlas(GetFontAtlas()); ui_draw2d_front.SetAtlas(GetUIAtlas()); ui_draw2d_front.SetFontAtlas(GetFontAtlas()); uiContext = new UIContext(); uiContext->theme = GetTheme(); UpdateTheme(uiContext); 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; ShaderModule *vs_color_2d = g_draw->GetVshaderPreset(VS_COLOR_2D); ShaderModule *fs_color_2d = g_draw->GetFshaderPreset(FS_COLOR_2D); ShaderModule *vs_texture_color_2d = g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D); ShaderModule *fs_texture_color_2d = g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D); if (!vs_color_2d || !fs_color_2d || !vs_texture_color_2d || !fs_texture_color_2d) { ERROR_LOG(G3D, "Failed to get shader preset"); return false; } 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, { vs_color_2d, fs_color_2d }, inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc, }; PipelineDesc texColorDesc{ Primitive::TRIANGLE_LIST, { vs_texture_color_2d, fs_texture_color_2d }, inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc, }; colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc, "global_color"); if (!colorPipeline) { // Something really critical is wrong, don't care much about correct releasing of the states. return false; } texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc, "global_texcolor"); 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() { INFO_LOG(SYSTEM, "NativeShutdownGraphics"); if (screenManager) { screenManager->deviceLost(); } if (gpu) gpu->DeviceLost(); #if PPSSPP_PLATFORM(WINDOWS) delete winAudioBackend; winAudioBackend = nullptr; #endif #if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP) if (winCamera) { winCamera->waitShutDown(); delete winCamera; winCamera = nullptr; } if (winMic) { winMic->waitShutDown(); 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; Path path = GetSysDirectory(DIRECTORY_SCREENSHOT); if (!File::Exists(path)) { File::CreateDir(path); } // First, find a free filename. int i = 0; std::string gameId = g_paramSFO.GetDiscID(); Path filename; while (i < 10000){ if (g_Config.bScreenshotsAsPNG) filename = path / StringFromFormat("%s_%05d.png", gameId.c_str(), i); else filename = path / StringFromFormat("%s_%05d.jpg", gameId.c_str(), i); File::FileInfo info; if (!File::Exists(filename)) break; i++; } bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT); if (success) { osm.Show(filename.ToVisualString()); } 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. 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) { _dbg_assert_(graphicsContext != nullptr); _dbg_assert_(screenManager != nullptr); 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); screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation); Draw::DebugFlags debugFlags = Draw::DebugFlags::NONE; if (g_Config.bShowGpuProfile) debugFlags |= Draw::DebugFlags::PROFILE_TIMESTAMPS; if (g_Config.bGpuLogProfiler) debugFlags |= Draw::DebugFlags::PROFILE_SCOPES; screenManager->getDrawContext()->SetDebugFlags(debugFlags); // 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)); // 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) { 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_displayResized", ""); #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) { int nextInputDeviceID = -1; if (msg == "inputDeviceConnectedID") { nextInputDeviceID = parseLong(value); } else if (msg == "inputDeviceConnected") { KeyMap::NotifyPadConnected(nextInputDeviceID, value); } else if (msg == "bgImage_updated") { if (!value.empty()) { Path dest = GetSysDirectory(DIRECTORY_SYSTEM) / (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png"); File::Copy(Path(value), dest); } UIBackgroundShutdown(); // It will init again automatically. We can't init outside a frame on Vulkan. } else 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"); } else if (msg == "gpu_displayResized") { if (gpu) { gpu->NotifyDisplayResized(); } } else if (msg == "gpu_renderResized") { if (gpu) { gpu->NotifyRenderResized(); } } else if (msg == "gpu_configChanged") { if (gpu) { gpu->NotifyConfigChanged(); } Reporting::UpdateConfig(); } else 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"); } else 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; } else if (msg == "app_resumed" || msg == "got_focus") { // Assume that the user may have modified things. MemoryStick_NotifyWrite(); } } 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) { // VR actions if (IsVREnabled() && !UpdateVRKeys(key)) { return false; } // 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) { // VR actions if (IsVREnabled() && !UpdateVRAxis(axis)) { return false; } if (!screenManager) { // Too early. return false; } 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. 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; // tilt on x or y? static bool verticalTilt; if (g_Config.iTiltOrientation == 0) verticalTilt = false; else if (g_Config.iTiltOrientation == 1) verticalTilt = true; // 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) { //TODO: make this generic. case JOYSTICK_AXIS_ACCELEROMETER_X: if (verticalTilt) { if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch verticalTilt = false; else return false; // Tilt on Z instead } 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: if (!verticalTilt) { if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch verticalTilt = true; else return false; // Tilt on X instead } if (portrait) { currentTilt.x_ = -axis.value; } else { currentTilt.y_ = -axis.value; } break; case JOYSTICK_AXIS_OUYA_UNKNOWN1: case JOYSTICK_AXIS_OUYA_UNKNOWN2: case JOYSTICK_AXIS_OUYA_UNKNOWN3: case JOYSTICK_AXIS_OUYA_UNKNOWN4: //Don't know how to handle these. Someone should figure it out. //Does the Ouya even have an accelerometer / gyro? I can't find any reference to these //in the Ouya docs... return false; default: // Don't take over completely! if (!screenManager) return false; 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) { 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; } if (host) { host->ShutdownGraphics(); delete host; host = nullptr; } #if !PPSSPP_PLATFORM(UWP) #endif g_Config.Save("NativeShutdown"); INFO_LOG(SYSTEM, "NativeShutdown called"); for (auto &cat : GetI18NMissingKeys()) { for (auto &key : cat.second) { INFO_LOG(SYSTEM, "Missing translation [%s]: %s", cat.first.c_str(), key.c_str()); } } ShutdownWebServer(); System_SendMessage("finish", ""); net::Shutdown(); g_Discord.Shutdown(); ShaderTranslationShutdown(); // Avoid shutting this down when restarting core. if (!restarting) LogManager::Shutdown(); if (logger) { delete logger; logger = nullptr; } g_threadManager.Teardown(); // 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. }