ppsspp/Windows/WindowsHost.cpp
Unknown W. Brackets 0d4bd341e9 Windows: Separate Pause and Break actions.
It was confusing that "Pause" made PPSSPP appear to hang.

This has the side effect of making "Break on Load" work outside Windows.
2018-06-23 10:14:36 -07:00

377 lines
11 KiB
C++

// 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/.
#include "ppsspp_config.h"
#include <algorithm>
// For shell links
#include "windows.h"
#include "winnls.h"
#include "shobjidl.h"
#include "objbase.h"
#include "objidl.h"
#include "shlguid.h"
#pragma warning(push)
#pragma warning(disable:4091) // workaround bug in VS2015 headers
#include "shlobj.h"
#pragma warning(pop)
// native stuff
#include "base/display.h"
#include "base/NativeApp.h"
#include "file/file_util.h"
#include "input/input_state.h"
#include "input/keycodes.h"
#include "util/text/utf8.h"
#include "Common/StringUtils.h"
#include "Core/Core.h"
#include "Core/Config.h"
#include "Core/CoreParameter.h"
#include "Core/System.h"
#include "Core/Debugger/SymbolMap.h"
#include "Windows/EmuThread.h"
#include "Windows/DSoundStream.h"
#include "Windows/WindowsHost.h"
#include "Windows/MainWindow.h"
#include "Windows/GPU/WindowsGLContext.h"
#include "Windows/GPU/WindowsVulkanContext.h"
#include "Windows/GPU/D3D9Context.h"
#include "Windows/GPU/D3D11Context.h"
#include "Windows/Debugger/DebuggerShared.h"
#include "Windows/Debugger/Debugger_Disasm.h"
#include "Windows/Debugger/Debugger_MemoryDlg.h"
#include "Windows/DinputDevice.h"
#include "Windows/XinputDevice.h"
#include "Windows/KeyboardDevice.h"
#include "Windows/main.h"
#include "UI/OnScreenDisplay.h"
static const int numCPUs = 1;
float g_mouseDeltaX = 0;
float g_mouseDeltaY = 0;
static BOOL PostDialogMessage(Dialog *dialog, UINT message, WPARAM wParam = 0, LPARAM lParam = 0) {
return PostMessage(dialog->GetDlgHandle(), message, wParam, lParam);
}
WindowsHost::WindowsHost(HINSTANCE hInstance, HWND mainWindow, HWND displayWindow)
: gfx_(nullptr), hInstance_(hInstance),
mainWindow_(mainWindow),
displayWindow_(displayWindow)
{
g_mouseDeltaX = 0;
g_mouseDeltaY = 0;
//add first XInput device to respond
input.push_back(std::shared_ptr<InputDevice>(new XinputDevice()));
//find all connected DInput devices of class GamePad
size_t numDInputDevs = DinputDevice::getNumPads();
for (size_t i = 0; i < numDInputDevs; i++) {
input.push_back(std::shared_ptr<InputDevice>(new DinputDevice(static_cast<int>(i))));
}
keyboard = std::shared_ptr<KeyboardDevice>(new KeyboardDevice());
input.push_back(keyboard);
SetConsolePosition();
}
void WindowsHost::SetConsolePosition() {
HWND console = GetConsoleWindow();
if (console != NULL && g_Config.iConsoleWindowX != -1 && g_Config.iConsoleWindowY != -1)
SetWindowPos(console, NULL, g_Config.iConsoleWindowX, g_Config.iConsoleWindowY, 0, 0, SWP_NOSIZE | SWP_NOZORDER);
}
void WindowsHost::UpdateConsolePosition() {
RECT rc;
HWND console = GetConsoleWindow();
if (console != NULL && GetWindowRect(console, &rc) && !IsIconic(console)) {
g_Config.iConsoleWindowX = rc.left;
g_Config.iConsoleWindowY = rc.top;
}
}
bool WindowsHost::InitGraphics(std::string *error_message, GraphicsContext **ctx) {
WindowsGraphicsContext *graphicsContext = nullptr;
switch (g_Config.iGPUBackend) {
case (int)GPUBackend::OPENGL:
graphicsContext = new WindowsGLContext();
break;
case (int)GPUBackend::DIRECT3D9:
graphicsContext = new D3D9Context();
break;
case (int)GPUBackend::DIRECT3D11:
graphicsContext = new D3D11Context();
break;
case (int)GPUBackend::VULKAN:
graphicsContext = new WindowsVulkanContext();
break;
default:
return false;
}
if (graphicsContext->Init(hInstance_, displayWindow_, error_message)) {
*ctx = graphicsContext;
gfx_ = graphicsContext;
return true;
} else {
delete graphicsContext;
*ctx = nullptr;
gfx_ = nullptr;
return false;
}
}
void WindowsHost::ShutdownGraphics() {
gfx_->Shutdown();
delete gfx_;
gfx_ = nullptr;
}
void WindowsHost::SetWindowTitle(const char *message) {
#ifdef GOLD
const char *name = "PPSSPP Gold ";
#else
const char *name = "PPSSPP ";
#endif
std::wstring winTitle = ConvertUTF8ToWString(std::string(name) + PPSSPP_GIT_VERSION);
if (message != nullptr) {
winTitle.append(ConvertUTF8ToWString(" - "));
winTitle.append(ConvertUTF8ToWString(message));
}
#ifdef _DEBUG
winTitle.append(L" (debug)");
#endif
MainWindow::SetWindowTitle(winTitle.c_str());
PostMessage(mainWindow_, MainWindow::WM_USER_WINDOW_TITLE_CHANGED, 0, 0);
}
void WindowsHost::InitSound() {
}
// UGLY!
extern WindowsAudioBackend *winAudioBackend;
void WindowsHost::UpdateSound() {
if (winAudioBackend)
winAudioBackend->Update();
}
void WindowsHost::ShutdownSound() {
}
void WindowsHost::UpdateUI() {
PostMessage(mainWindow_, MainWindow::WM_USER_UPDATE_UI, 0, 0);
}
void WindowsHost::UpdateMemView() {
for (int i = 0; i < numCPUs; i++)
if (memoryWindow[i])
PostDialogMessage(memoryWindow[i], WM_DEB_UPDATE);
}
void WindowsHost::UpdateDisassembly() {
for (int i = 0; i < numCPUs; i++)
if (disasmWindow[i])
PostDialogMessage(disasmWindow[i], WM_DEB_UPDATE);
}
void WindowsHost::SetDebugMode(bool mode) {
for (int i = 0; i < numCPUs; i++)
if (disasmWindow[i])
PostDialogMessage(disasmWindow[i], WM_DEB_SETDEBUGLPARAM, 0, (LPARAM)mode);
}
void WindowsHost::PollControllers() {
bool doPad = true;
for (auto iter = this->input.begin(); iter != this->input.end(); iter++)
{
auto device = *iter;
if (!doPad && device->IsPad())
continue;
if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
doPad = false;
}
float scaleFactor_x = g_dpi_scale_x * 0.1 * g_Config.fMouseSensitivity;
float scaleFactor_y = g_dpi_scale_y * 0.1 * g_Config.fMouseSensitivity;
float mx = std::max(-1.0f, std::min(1.0f, g_mouseDeltaX * scaleFactor_x));
float my = std::max(-1.0f, std::min(1.0f, g_mouseDeltaY * scaleFactor_y));
AxisInput axisX, axisY;
axisX.axisId = JOYSTICK_AXIS_MOUSE_REL_X;
axisX.deviceId = DEVICE_ID_MOUSE;
axisX.value = mx;
axisY.axisId = JOYSTICK_AXIS_MOUSE_REL_Y;
axisY.deviceId = DEVICE_ID_MOUSE;
axisY.value = my;
// Disabled by default, needs a workaround to map to psp keys.
if (g_Config.bMouseControl){
if (GetUIState() == UISTATE_INGAME || g_Config.bMapMouse) {
if (fabsf(mx) > 0.01f) NativeAxis(axisX);
if (fabsf(my) > 0.01f) NativeAxis(axisY);
}
}
g_mouseDeltaX *= g_Config.fMouseSmoothing;
g_mouseDeltaY *= g_Config.fMouseSmoothing;
}
void WindowsHost::BootDone() {
g_symbolMap->SortSymbols();
PostMessage(mainWindow_, WM_USER + 1, 0, 0);
SetDebugMode(!g_Config.bAutoRun);
}
static std::string SymbolMapFilename(const char *currentFilename, const char* ext) {
FileInfo info;
std::string result = currentFilename;
// can't fail, definitely exists if it gets this far
getFileInfo(currentFilename, &info);
if (info.isDirectory) {
#ifdef _WIN32
const char* slash = "\\";
#else
const char* slash = "/";
#endif
if (!endsWith(result,slash))
result += slash;
return result + ".ppsspp-symbols" + ext;
} else {
size_t dot = result.rfind('.');
if (dot == result.npos)
return result + ext;
result.replace(dot, result.npos, ext);
return result;
}
}
bool WindowsHost::AttemptLoadSymbolMap() {
bool result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart.c_str(),".ppmap").c_str());
// Load the old-style map file.
if (!result1)
result1 = g_symbolMap->LoadSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart.c_str(),".map").c_str());
bool result2 = g_symbolMap->LoadNocashSym(SymbolMapFilename(PSP_CoreParameter().fileToStart.c_str(),".sym").c_str());
return result1 || result2;
}
void WindowsHost::SaveSymbolMap() {
g_symbolMap->SaveSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart.c_str(),".ppmap").c_str());
}
bool WindowsHost::IsDebuggingEnabled() {
#ifdef _DEBUG
return true;
#else
return false;
#endif
}
// http://msdn.microsoft.com/en-us/library/aa969393.aspx
HRESULT CreateLink(LPCWSTR lpszPathObj, LPCWSTR lpszArguments, LPCWSTR lpszPathLink, LPCWSTR lpszDesc) {
HRESULT hres;
IShellLink* psl;
CoInitializeEx(NULL, COINIT_MULTITHREADED);
// Get a pointer to the IShellLink interface. It is assumed that CoInitialize
// has already been called.
hres = CoCreateInstance(CLSID_ShellLink, NULL, CLSCTX_INPROC_SERVER, IID_IShellLink, (LPVOID*)&psl);
if (SUCCEEDED(hres)) {
IPersistFile* ppf;
// Set the path to the shortcut target and add the description.
psl->SetPath(lpszPathObj);
psl->SetArguments(lpszArguments);
psl->SetDescription(lpszDesc);
// Query IShellLink for the IPersistFile interface, used for saving the
// shortcut in persistent storage.
hres = psl->QueryInterface(IID_IPersistFile, (LPVOID*)&ppf);
if (SUCCEEDED(hres)) {
// Save the link by calling IPersistFile::Save.
hres = ppf->Save(lpszPathLink, TRUE);
ppf->Release();
}
psl->Release();
}
CoUninitialize();
return hres;
}
bool WindowsHost::CanCreateShortcut() {
return false; // Turn on when below function fixed
}
bool WindowsHost::CreateDesktopShortcut(std::string argumentPath, std::string gameTitle) {
// TODO: not working correctly
return false;
// Get the desktop folder
wchar_t *pathbuf = new wchar_t[MAX_PATH + gameTitle.size() + 100];
SHGetFolderPath(0, CSIDL_DESKTOPDIRECTORY, NULL, SHGFP_TYPE_CURRENT, pathbuf);
// Sanitize the game title for banned characters.
const char bannedChars[] = "<>:\"/\\|?*";
for (size_t i = 0; i < gameTitle.size(); i++) {
for (size_t c = 0; c < strlen(bannedChars); c++) {
if (gameTitle[i] == bannedChars[c]) {
gameTitle[i] = '_';
break;
}
}
}
wcscat(pathbuf, L"\\");
wcscat(pathbuf, ConvertUTF8ToWString(gameTitle).c_str());
wchar_t module[MAX_PATH];
GetModuleFileName(NULL, module, MAX_PATH);
CreateLink(module, ConvertUTF8ToWString(argumentPath).c_str(), pathbuf, ConvertUTF8ToWString(gameTitle).c_str());
delete [] pathbuf;
return false;
}
void WindowsHost::ToggleDebugConsoleVisibility() {
MainWindow::ToggleDebugConsoleVisibility();
}
void WindowsHost::NotifyUserMessage(const std::string &message, float duration, u32 color, const char *id) {
osm.Show(message, duration, color, -1, true, id);
}
void WindowsHost::SendUIMessage(const std::string &message, const std::string &value) {
NativeMessageReceived(message.c_str(), value.c_str());
}