mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 08:50:33 +00:00
1536 lines
47 KiB
C++
1536 lines
47 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// NativeApp implementation for platforms that will use that framework, like:
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// Android, Linux, MacOSX.
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//
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// Native is a cross platform framework. It's not very mature and mostly
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// just built according to the needs of my own apps.
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//
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// Windows has its own code that bypasses the framework entirely.
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#include "ppsspp_config.h"
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// Background worker threads should be spawned in NativeInit and joined
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// in NativeShutdown.
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#include <locale.h>
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#include <algorithm>
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#include <cstdlib>
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#include <memory>
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#include <mutex>
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#include <thread>
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#if defined(_WIN32)
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#include "Windows/WindowsAudio.h"
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#include "Windows/MainWindow.h"
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#endif
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#include "Windows/CaptureDevice.h"
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#endif
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#include "Common/Net/HTTPClient.h"
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#include "Common/Net/Resolve.h"
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#include "Common/Net/URL.h"
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#include "Common/Render/TextureAtlas.h"
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#include "Common/Render/Text/draw_text.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/UI/UI.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/View.h"
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#include "android/jni/app-android.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/NativeApp.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Input/InputState.h"
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#include "Common/Math/math_util.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/File/VFS/AssetReader.h"
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#include "Common/CPUDetect.h"
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#include "Common/File/FileUtil.h"
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#include "Common/TimeUtil.h"
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#include "Common/StringUtils.h"
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#include "Common/LogManager.h"
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#include "Common/MemArena.h"
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#include "Common/GraphicsContext.h"
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#include "Common/OSVersion.h"
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#include "Common/GPU/ShaderTranslation.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Core/ControlMapper.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Core.h"
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#include "Core/FileLoaders/DiskCachingFileLoader.h"
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#include "Core/Host.h"
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#include "Core/KeyMap.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/Screenshot.h"
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#include "Core/System.h"
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#include "Core/HLE/__sceAudio.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceUsbCam.h"
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#include "Core/HLE/sceUsbGps.h"
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#include "Core/HLE/proAdhoc.h"
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#include "Core/HW/MemoryStick.h"
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#include "Core/Util/GameManager.h"
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#include "Core/Util/AudioFormat.h"
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#include "Core/WebServer.h"
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#include "Core/ThreadPools.h"
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#include "GPU/GPUInterface.h"
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#include "UI/BackgroundAudio.h"
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#include "UI/ControlMappingScreen.h"
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#include "UI/DiscordIntegration.h"
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#include "UI/EmuScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/GPUDriverTestScreen.h"
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#include "UI/HostTypes.h"
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#include "UI/MiscScreens.h"
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#include "UI/MemStickScreen.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/RemoteISOScreen.h"
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#include "UI/TiltEventProcessor.h"
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#include "UI/Theme.h"
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
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#include "Qt/QtHost.h"
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#endif
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#if defined(USING_QT_UI)
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#include <QFontDatabase>
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#endif
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#if PPSSPP_PLATFORM(UWP)
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#include <dwrite_3.h>
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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#include "android/jni/app-android.h"
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#endif
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#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
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#include "../../android/jni/ArmEmitterTest.h"
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#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
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#include "../../android/jni/Arm64EmitterTest.h"
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#endif
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#if PPSSPP_PLATFORM(IOS)
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#include "ios/iOSCoreAudio.h"
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#elif defined(__APPLE__)
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#include <mach-o/dyld.h>
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#endif
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#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
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#include "UI/DarwinMemoryStickManager.h"
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#endif
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ScreenManager *screenManager;
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std::string config_filename;
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// Really need to clean this mess of globals up... but instead I add more :P
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bool g_TakeScreenshot;
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static bool isOuya;
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static bool resized = false;
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static bool restarting = false;
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static int renderCounter = 0;
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struct PendingMessage {
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std::string msg;
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std::string value;
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};
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struct PendingInputBox {
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std::function<void(bool, const std::string &)> cb;
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bool result;
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std::string value;
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};
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static std::mutex pendingMutex;
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static std::vector<PendingMessage> pendingMessages;
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static std::vector<PendingInputBox> pendingInputBoxes;
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static Draw::DrawContext *g_draw;
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static Draw::Pipeline *colorPipeline;
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static Draw::Pipeline *texColorPipeline;
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static UIContext *uiContext;
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#ifdef _WIN32
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WindowsAudioBackend *winAudioBackend;
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#endif
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std::thread *graphicsLoadThread;
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class PrintfLogger : public LogListener {
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public:
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void Log(const LogMessage &message) override {
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// Log with simplified headers as Android already provides timestamp etc.
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switch (message.level) {
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case LogTypes::LVERBOSE:
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case LogTypes::LDEBUG:
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case LogTypes::LINFO:
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printf("INFO [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LERROR:
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printf("ERR [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LWARNING:
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printf("WARN [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LNOTICE:
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default:
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printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
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break;
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}
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}
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};
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#ifdef _WIN32
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int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
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return NativeMix(buffer, numSamples);
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}
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#endif
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// globals
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static LogListener *logger = nullptr;
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Path boot_filename;
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void NativeHost::InitSound() {
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#if PPSSPP_PLATFORM(IOS)
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iOSCoreAudioInit();
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#endif
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}
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void NativeHost::ShutdownSound() {
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#if PPSSPP_PLATFORM(IOS)
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iOSCoreAudioShutdown();
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#endif
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}
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
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void QtHost::InitSound() { }
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void QtHost::ShutdownSound() { }
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#endif
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std::string NativeQueryConfig(std::string query) {
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char temp[128];
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if (query == "screenRotation") {
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INFO_LOG(G3D, "g_Config.screenRotation = %d", g_Config.iScreenRotation);
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snprintf(temp, sizeof(temp), "%d", g_Config.iScreenRotation);
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return std::string(temp);
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} else if (query == "immersiveMode") {
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return std::string(g_Config.bImmersiveMode ? "1" : "0");
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} else if (query == "sustainedPerformanceMode") {
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return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
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} else if (query == "androidJavaGL") {
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// If we're using Vulkan, we say no... need C++ to use Vulkan.
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if (GetGPUBackend() == GPUBackend::VULKAN) {
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return "false";
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}
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// Otherwise, some devices prefer the Java init so play it safe.
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return "true";
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} else {
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return "";
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}
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}
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int NativeMix(short *audio, int num_samples) {
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if (GetUIState() != UISTATE_INGAME) {
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g_BackgroundAudio.Play();
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}
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int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
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num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
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#ifdef _WIN32
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winAudioBackend->Update();
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#endif
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return num_samples;
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}
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// This is called before NativeInit so we do a little bit of initialization here.
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) {
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*app_nice_name = "PPSSPP";
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*app_dir_name = "ppsspp";
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*landscape = true;
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*version = PPSSPP_GIT_VERSION;
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#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
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ArmEmitterTest();
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#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
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Arm64EmitterTest();
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#endif
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}
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#if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
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static bool CheckFontIsUsable(const wchar_t *fontFace) {
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wchar_t actualFontFace[1024] = { 0 };
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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);
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if (f != nullptr) {
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HDC hdc = CreateCompatibleDC(nullptr);
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if (hdc != nullptr) {
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SelectObject(hdc, f);
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GetTextFace(hdc, 1024, actualFontFace);
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DeleteDC(hdc);
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}
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DeleteObject(f);
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}
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// If we were able to get the font name, did it load?
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if (actualFontFace[0] != 0) {
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return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
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}
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return false;
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}
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#endif
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bool CreateDirectoriesAndroid();
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void PostLoadConfig() {
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// On Windows, we deal with currentDirectory in InitSysDirectories().
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#if !PPSSPP_PLATFORM(WINDOWS)
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if (g_Config.currentDirectory.empty()) {
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g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
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}
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#endif
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// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
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// test new languages without recompiling the entire app, which is a hassle).
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const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
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// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
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if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
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i18nrepo.LoadIni(g_Config.sLanguageIni);
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else
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i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
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#if PPSSPP_PLATFORM(ANDROID)
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CreateDirectoriesAndroid();
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#endif
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}
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bool CreateDirectoriesAndroid() {
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// TODO: We should probably simply use this as the shared function to create memstick directories.
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Path pspDir = g_Config.memStickDirectory;
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if (pspDir.GetFilename() != "PSP") {
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pspDir /= "PSP";
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}
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INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
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File::CreateFullPath(pspDir);
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if (!File::Exists(pspDir)) {
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INFO_LOG(IO, "Not a workable memstick directory. Giving up");
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return false;
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}
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File::CreateFullPath(GetSysDirectory(DIRECTORY_CHEATS));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS));
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// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
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// and in the root PSP directory as well.
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) / ".nomedia");
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return true;
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}
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static void CheckFailedGPUBackends() {
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#ifdef _DEBUG
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// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
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NOTICE_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
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return;
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 30) {
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// In Android 11 or later, Vulkan is as stable as OpenGL, so let's not even bother.
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// Have also seen unexplained issues with random fallbacks to OpenGL for no good reason,
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// especially when debugging.
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return;
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}
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#endif
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// We only want to do this once per process run and backend, to detect process crashes.
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// If NativeShutdown is called before we finish, we might call this multiple times.
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static int lastBackend = -1;
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if (lastBackend == g_Config.iGPUBackend) {
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return;
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}
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lastBackend = g_Config.iGPUBackend;
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Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt";
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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std::string data;
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if (File::ReadFileToString(true, cache, data))
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g_Config.sFailedGPUBackends = data;
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}
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// Use this if you want to debug a graphics crash...
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if (g_Config.sFailedGPUBackends == "IGNORE")
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return;
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else if (!g_Config.sFailedGPUBackends.empty())
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ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
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// Okay, let's not try a backend in the failed list.
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g_Config.iGPUBackend = g_Config.NextValidBackend();
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if (lastBackend != g_Config.iGPUBackend) {
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std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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System_SendMessage("graphics_failedBackend", param.c_str());
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WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
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}
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// And then let's - for now - add the current to the failed list.
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if (g_Config.sFailedGPUBackends.empty()) {
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g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
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g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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}
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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// Let's try to create, in case it doesn't exist.
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if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
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File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
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File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache);
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} else {
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// Just save immediately, since we have storage.
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g_Config.Save("got storage permission");
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}
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}
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static void ClearFailedGPUBackends() {
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if (g_Config.sFailedGPUBackends == "IGNORE")
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return;
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// We've successfully started graphics without crashing, hurray.
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// In case they update drivers and have totally different problems much later, clear the failed list.
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g_Config.sFailedGPUBackends.clear();
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
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File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt");
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} else {
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g_Config.Save("clearFailedGPUBackends");
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}
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}
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void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
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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.
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ShaderTranslationInit();
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g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
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g_Discord.SetPresenceMenu();
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// Make sure UI state is MENU.
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ResetUIState();
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bool skipLogo = false;
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setlocale( LC_ALL, "C" );
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std::string user_data_path = savegame_dir;
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pendingMessages.clear();
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pendingInputBoxes.clear();
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// external_dir has all kinds of meanings depending on platform.
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// on iOS it's even the path to bundled app assets. It's a mess.
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// We want this to be FIRST.
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#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
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// 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 = DarwinMemoryStickManager::appropriateMemoryStickDirectoryToUse();
|
|
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
|
|
#elif PPSSPP_PLATFORM(MAC)
|
|
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
|
|
g_Config.memStickDirectory = DarwinMemoryStickManager::appropriateMemoryStickDirectoryToUse();
|
|
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<LogTypes::LOG_LEVELS>(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;
|
|
if (!strncmp(argv[i], "--appendconfig=", strlen("--appendconfig=")) && strlen(argv[i]) > strlen("--appendconfig=")) {
|
|
g_Config.SetAppendedConfigIni(Path(std::string(argv[i] + strlen("--appendconfig="))));
|
|
g_Config.LoadAppendedConfig();
|
|
}
|
|
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> 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<float> 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<PendingMessage> toProcess;
|
|
std::vector<PendingInputBox> inputToProcess;
|
|
{
|
|
std::lock_guard<std::mutex> 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;
|
|
}
|
|
}
|
|
|
|
void NativeTouch(const TouchInput &touch) {
|
|
if (!screenManager) {
|
|
return;
|
|
}
|
|
|
|
// Brute force prevent NaNs from getting into the UI system.
|
|
// Don't think this is actually necessary in practice.
|
|
if (my_isnan(touch.x) || my_isnan(touch.y)) {
|
|
return;
|
|
}
|
|
screenManager->touch(touch);
|
|
}
|
|
|
|
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<int> 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;
|
|
}
|
|
|
|
void NativeAxis(const AxisInput &axis) {
|
|
// VR actions
|
|
if (IsVREnabled() && !UpdateVRAxis(axis)) {
|
|
return;
|
|
}
|
|
|
|
if (!screenManager) {
|
|
// Too early.
|
|
return;
|
|
}
|
|
|
|
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.
|
|
screenManager->axis(axis);
|
|
return;
|
|
}
|
|
|
|
// 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; // 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; // 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;
|
|
|
|
default:
|
|
// Don't take over completely!
|
|
screenManager->axis(axis);
|
|
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);
|
|
|
|
TranslateTiltToInput(trueTilt);
|
|
}
|
|
|
|
void NativeMessageReceived(const char *message, const char *value) {
|
|
std::lock_guard<std::mutex> lock(pendingMutex);
|
|
PendingMessage pendingMessage;
|
|
pendingMessage.msg = message;
|
|
pendingMessage.value = value;
|
|
pendingMessages.push_back(pendingMessage);
|
|
}
|
|
|
|
void NativeInputBoxReceived(std::function<void(bool, const std::string &)> cb, bool result, const std::string &value) {
|
|
std::lock_guard<std::mutex> 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.
|
|
}
|