mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
823 lines
23 KiB
C++
823 lines
23 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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// 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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#ifdef _WIN32
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#include <libpng16/png.h>
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#include "ext/jpge/jpge.h"
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#endif
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#include "base/display.h"
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#include "base/logging.h"
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#include "base/mutex.h"
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#include "base/NativeApp.h"
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#include "file/vfs.h"
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#include "file/zip_read.h"
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#include "thread/thread.h"
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#include "net/http_client.h"
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#include "gfx_es2/gl_state.h"
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#include "gfx_es2/draw_text.h"
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#include "gfx_es2/draw_buffer.h"
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#include "gfx/gl_lost_manager.h"
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#include "gfx/texture.h"
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#include "i18n/i18n.h"
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#include "input/input_state.h"
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#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
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#include "ui/ui.h"
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#include "ui/screen.h"
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#include "ui/ui_context.h"
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#include "ui/view.h"
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#include "util/text/utf8.h"
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#include "Common/FileUtil.h"
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#include "Common/LogManager.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Core/PSPMixer.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/Util/GameManager.h"
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#include "Common/MemArena.h"
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#include "ui_atlas.h"
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#include "EmuScreen.h"
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#include "GameInfoCache.h"
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#include "UIShader.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/MiscScreens.h"
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#include "UI/TiltEventProcessor.h"
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// The new UI framework, for initialization
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static UI::Theme ui_theme;
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#ifdef ARM
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#include "../../android/jni/ArmEmitterTest.h"
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#endif
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#ifdef 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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// https://github.com/richq/android-ndk-profiler
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#ifdef ANDROID_NDK_PROFILER
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#include <stdlib.h>
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#include "android/android-ndk-profiler/prof.h"
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#endif
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Texture *uiTexture;
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ScreenManager *screenManager;
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std::string config_filename;
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std::string game_title;
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#ifdef IOS
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bool iosCanUseJit;
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#endif
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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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recursive_mutex pendingMutex;
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static bool isMessagePending;
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static std::string pendingMessage;
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static std::string pendingValue;
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static UIContext *uiContext;
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std::thread *graphicsLoadThread;
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class AndroidLogger : public LogListener {
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public:
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void Log(LogTypes::LOG_LEVELS level, const char *msg) {
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switch (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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ILOG("%s", msg);
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break;
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case LogTypes::LERROR:
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ELOG("%s", msg);
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break;
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case LogTypes::LWARNING:
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WLOG("%s", msg);
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break;
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case LogTypes::LNOTICE:
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default:
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ILOG("%s", msg);
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break;
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}
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}
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};
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// TODO: Get rid of this junk
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class NativeHost : public Host {
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public:
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NativeHost() {
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// hasRendered = false;
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}
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virtual void UpdateUI() {}
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virtual void UpdateMemView() {}
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virtual void UpdateDisassembly() {}
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virtual void SetDebugMode(bool mode) { }
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virtual bool InitGL(std::string *error_message) { return true; }
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virtual void ShutdownGL() {}
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virtual void InitSound(PMixer *mixer);
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virtual void UpdateSound() {}
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virtual void ShutdownSound();
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// this is sent from EMU thread! Make sure that Host handles it properly!
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virtual void BootDone() {}
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virtual bool IsDebuggingEnabled() {return false;}
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virtual bool AttemptLoadSymbolMap() {return false;}
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virtual void ResetSymbolMap() {}
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virtual void AddSymbol(std::string name, u32 addr, u32 size, int type=0) {}
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virtual void SetWindowTitle(const char *message) {
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if (message)
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game_title = message;
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else
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game_title = "";
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}
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};
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// globals
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static PMixer *g_mixer = 0;
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#ifndef _WIN32
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static AndroidLogger *logger = 0;
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#endif
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std::string boot_filename = "";
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void NativeHost::InitSound(PMixer *mixer) {
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g_mixer = mixer;
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#ifdef 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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#ifdef IOS
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iOSCoreAudioShutdown();
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#endif
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g_mixer = 0;
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}
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std::string NativeQueryConfig(std::string query) {
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if (query == "screenRotation") {
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char temp[128];
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sprintf(temp, "%i", g_Config.iScreenRotation);
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return temp;
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} else if (query == "immersiveMode") {
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return g_Config.bImmersiveMode ? "1" : "0";
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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 (g_mixer) {
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num_samples = g_mixer->Mix(audio, num_samples);
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} else {
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memset(audio, 0, num_samples * 2 * sizeof(short));
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}
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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) {
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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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#if defined(ARM) && defined(ANDROID)
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ArmEmitterTest();
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#endif
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}
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void NativeInit(int argc, const char *argv[],
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const char *savegame_directory, const char *external_directory, const char *installID) {
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#ifdef ANDROID_NDK_PROFILER
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setenv("CPUPROFILE_FREQUENCY", "500", 1);
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setenv("CPUPROFILE", "/sdcard/gmon.out", 1);
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monstartup("ppsspp_jni.so");
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#endif
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bool skipLogo = false;
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EnableFZ();
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setlocale( LC_ALL, "C" );
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std::string user_data_path = savegame_directory;
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isMessagePending = false;
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#ifdef IOS
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user_data_path += "/";
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#endif
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// We want this to be FIRST.
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#ifdef USING_QT_UI
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VFSRegister("", new AssetsAssetReader());
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#elif defined(BLACKBERRY) || defined(IOS)
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// Packed assets are included in app
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VFSRegister("", new DirectoryAssetReader(external_directory));
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#elif defined(__APPLE__) || (defined(__linux__) && !defined(ANDROID))
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VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str()));
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VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str()));
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#else
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VFSRegister("", new DirectoryAssetReader("assets/"));
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#endif
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VFSRegister("", new DirectoryAssetReader(savegame_directory));
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host = new NativeHost();
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#if defined(ANDROID)
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g_Config.internalDataDirectory = savegame_directory;
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// Maybe there should be an option to use internal memory instead, but I think
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// that for most people, using external memory (SDCard/USB Storage) makes the
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// most sense.
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g_Config.memCardDirectory = std::string(external_directory) + "/";
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g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
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#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS)
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g_Config.memCardDirectory = user_data_path;
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g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
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#elif !defined(_WIN32)
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char* config = getenv("XDG_CONFIG_HOME");
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if (!config) {
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config = getenv("HOME");
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strcat(config, "/.config");
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}
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g_Config.memCardDirectory = std::string(config) + "/ppsspp/";
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g_Config.flash0Directory = File::GetExeDirectory() + "/flash0/";
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#endif
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#ifndef _WIN32
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logger = new AndroidLogger();
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LogManager::Init();
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LogManager *logman = LogManager::GetInstance();
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g_Config.AddSearchPath(user_data_path);
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g_Config.AddSearchPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
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g_Config.SetDefaultPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
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g_Config.Load();
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g_Config.externalDirectory = external_directory;
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#endif
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#ifdef ANDROID
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// On Android, create a PSP directory tree in the external_directory,
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// to hopefully reduce confusion a bit.
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ILOG("Creating %s", (g_Config.memCardDirectory + "PSP").c_str());
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mkDir((g_Config.memCardDirectory + "PSP").c_str());
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mkDir((g_Config.memCardDirectory + "PSP/SAVEDATA").c_str());
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mkDir((g_Config.memCardDirectory + "PSP/GAME").c_str());
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#endif
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const char *fileToLog = 0;
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const char *stateToLoad = 0;
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bool gfxLog = false;
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// Parse command line
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LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
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for (int i = 1; i < argc; i++) {
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if (argv[i][0] == '-') {
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switch (argv[i][1]) {
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case 'd':
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// Enable debug logging
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// Note that you must also change the max log level in Log.h.
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logLevel = LogTypes::LDEBUG;
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break;
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case 'g':
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gfxLog = true;
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break;
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case 'j':
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g_Config.bJit = true;
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g_Config.bSaveSettings = false;
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break;
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case 'i':
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g_Config.bJit = false;
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g_Config.bSaveSettings = false;
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break;
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case '-':
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if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
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fileToLog = argv[i] + strlen("--log=");
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if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
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stateToLoad = argv[i] + strlen("--state=");
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break;
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}
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} else {
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if (boot_filename.empty()) {
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boot_filename = argv[i];
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skipLogo = true;
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FileInfo info;
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if (!getFileInfo(boot_filename.c_str(), &info) || info.exists == false) {
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fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
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exit(1);
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}
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} else {
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fprintf(stderr, "Can only boot one file");
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exit(1);
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}
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}
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}
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if (fileToLog != NULL)
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LogManager::GetInstance()->ChangeFileLog(fileToLog);
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#ifndef _WIN32
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if (g_Config.currentDirectory == "") {
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#if defined(ANDROID)
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g_Config.currentDirectory = external_directory;
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#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32)
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g_Config.currentDirectory = savegame_directory;
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#else
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g_Config.currentDirectory = getenv("HOME");
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#endif
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}
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for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++)
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{
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LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
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logman->SetEnable(type, true);
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logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel);
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#ifdef ANDROID
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logman->AddListener(type, logger);
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#endif
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}
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// Special hack for G3D as it's very spammy. Need to make a flag for this.
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if (!gfxLog)
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logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR);
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#endif
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i18nrepo.LoadIni(g_Config.sLanguageIni);
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I18NCategory *d = GetI18NCategory("DesktopUI");
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// Note to translators: do not translate this/add this to PPSSPP-lang's files.
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// It's intended to be custom for every user.
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// Only add it to your own personal copies of PPSSPP.
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#ifdef _WIN32
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// TODO: Could allow a setting to specify a font file to load?
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// TODO: Make this a constant if we can sanely load the font on other systems?
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AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
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g_Config.sFont = d->T("Font", "Roboto");
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#endif
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if (!boot_filename.empty() && stateToLoad != NULL)
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SaveState::Load(stateToLoad);
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g_gameInfoCache.Init();
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screenManager = new ScreenManager();
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if (skipLogo) {
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screenManager->switchScreen(new EmuScreen(boot_filename));
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} else {
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screenManager->switchScreen(new LogoScreen());
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}
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std::string sysName = System_GetProperty(SYSPROP_NAME);
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isOuya = KeyMap::IsOuya(sysName);
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}
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void NativeInitGraphics() {
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CheckGLExtensions();
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gl_lost_manager_init();
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ui_draw2d.SetAtlas(&ui_atlas);
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ui_draw2d_front.SetAtlas(&ui_atlas);
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UIShader_Init();
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// memset(&ui_theme, 0, sizeof(ui_theme));
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// New style theme
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#ifdef _WIN32
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ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22);
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ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15);
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ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12);
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#else
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ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
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ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
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ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
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#endif
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ui_theme.checkOn = I_CHECKEDBOX;
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ui_theme.checkOff = I_SQUARE;
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ui_theme.whiteImage = I_SOLIDWHITE;
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ui_theme.sliderKnob = I_CIRCLE;
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ui_theme.dropShadow4Grid = I_DROP_SHADOW;
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/*
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ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
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ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonStyle.image = I_BUTTON;
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ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
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ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
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ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
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ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
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*/
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ui_theme.itemStyle.background = UI::Drawable(0x55000000);
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ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
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ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c);
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ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
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ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
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ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
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ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE;
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ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39);
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ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonStyle = ui_theme.itemStyle;
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ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle;
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ui_theme.buttonDownStyle = ui_theme.itemDownStyle;
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ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle;
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ui_theme.buttonHighlightedStyle = ui_theme.itemHighlightedStyle;
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ui_theme.popupTitle.fgColor = 0xFFE3BE59;
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#ifdef GOLD
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ui_theme.itemFocusedStyle.background = UI::Drawable(0xFF4cc2ed);
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ui_theme.itemDownStyle.background = UI::Drawable(0xFF39a9ee);
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ui_theme.itemDisabledStyle.background = UI::Drawable(0x55AFD4E0);
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ui_theme.itemHighlightedStyle.background = UI::Drawable(0x5539BBbd);
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ui_theme.popupTitle.fgColor = 0xFF59BEE3;
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#endif
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ui_draw2d.Init();
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ui_draw2d_front.Init();
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uiTexture = new Texture();
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#ifdef USING_QT_UI
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if (!uiTexture->Load("ui_atlas_lowmem.zim")) {
|
|
#else
|
|
if (!uiTexture->Load("ui_atlas.zim")) {
|
|
#endif
|
|
PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
|
|
ELOG("Failed to load ui_atlas.zim");
|
|
}
|
|
uiTexture->Bind(0);
|
|
|
|
uiContext = new UIContext();
|
|
uiContext->theme = &ui_theme;
|
|
uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
|
|
if (uiContext->Text())
|
|
uiContext->Text()->SetFont("Tahoma", 20, 0);
|
|
|
|
screenManager->setUIContext(uiContext);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
|
|
}
|
|
|
|
void NativeShutdownGraphics() {
|
|
screenManager->deviceLost();
|
|
|
|
g_gameInfoCache.Clear();
|
|
|
|
delete uiTexture;
|
|
uiTexture = NULL;
|
|
|
|
delete uiContext;
|
|
uiContext = NULL;
|
|
|
|
ui_draw2d.Shutdown();
|
|
ui_draw2d_front.Shutdown();
|
|
|
|
UIShader_Shutdown();
|
|
|
|
gl_lost_manager_shutdown();
|
|
}
|
|
|
|
void TakeScreenshot() {
|
|
g_TakeScreenshot = false;
|
|
#ifdef _WIN32
|
|
mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT");
|
|
|
|
// First, find a free filename.
|
|
int i = 0;
|
|
|
|
char temp[256];
|
|
while (i < 10000){
|
|
if(g_Config.bScreenshotsAsPNG)
|
|
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.png", g_Config.memCardDirectory.c_str(), i);
|
|
else
|
|
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.jpg", g_Config.memCardDirectory.c_str(), i);
|
|
FileInfo info;
|
|
if (!getFileInfo(temp, &info))
|
|
break;
|
|
i++;
|
|
}
|
|
|
|
// Okay, allocate a buffer.
|
|
u8 *buffer = new u8[3 * pixel_xres * pixel_yres];
|
|
// Silly openGL reads upside down, we flip to another buffer for simplicity.
|
|
u8 *flipbuffer = new u8[3 * pixel_xres * pixel_yres];
|
|
|
|
glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGB, GL_UNSIGNED_BYTE, buffer);
|
|
|
|
for (int y = 0; y < pixel_yres; y++) {
|
|
memcpy(flipbuffer + y * pixel_xres * 3, buffer + (pixel_yres - y - 1) * pixel_xres * 3, pixel_xres * 3);
|
|
}
|
|
|
|
if (g_Config.bScreenshotsAsPNG) {
|
|
png_image png;
|
|
memset(&png, 0, sizeof(png));
|
|
png.version = PNG_IMAGE_VERSION;
|
|
png.format = PNG_FORMAT_RGB;
|
|
png.width = pixel_xres;
|
|
png.height = pixel_yres;
|
|
png_image_write_to_file(&png, temp, 0, flipbuffer, pixel_xres * 3, NULL);
|
|
png_image_free(&png);
|
|
} else {
|
|
jpge::params params;
|
|
params.m_quality = 90;
|
|
compress_image_to_jpeg_file(temp, pixel_xres, pixel_yres, 3, flipbuffer, params);
|
|
}
|
|
|
|
delete [] buffer;
|
|
delete [] flipbuffer;
|
|
|
|
osm.Show(temp);
|
|
#endif
|
|
}
|
|
|
|
void DrawDownloadsOverlay(UIContext &dc) {
|
|
// Thin bar at the top of the screen like Chrome.
|
|
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
|
|
if (progress.empty()) {
|
|
return;
|
|
}
|
|
|
|
static const uint32_t colors[4] = {
|
|
0xFFFFFFFF,
|
|
0xFFCCCCCC,
|
|
0xFFAAAAAA,
|
|
0xFF777777,
|
|
};
|
|
|
|
dc.Begin();
|
|
int h = 5;
|
|
for (size_t i = 0; i < progress.size(); i++) {
|
|
float barWidth = 10 + (dc.GetBounds().w - 10) * progress[i];
|
|
Bounds bounds(0, h * i, barWidth, h);
|
|
UI::Drawable solid(colors[i & 3]);
|
|
dc.FillRect(solid, bounds);
|
|
}
|
|
dc.End();
|
|
dc.Flush();
|
|
}
|
|
|
|
void NativeRender() {
|
|
g_GameManager.Update();
|
|
|
|
glstate.depthWrite.set(GL_TRUE);
|
|
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
// Clearing the screen at the start of the frame is an optimization for tiled mobile GPUs, as it then doesn't need to keep it around between frames.
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
|
|
glstate.Restore();
|
|
|
|
float xres = dp_xres;
|
|
float yres = dp_yres;
|
|
|
|
// Apply the UIContext bounds as a 2D transformation matrix.
|
|
Matrix4x4 ortho;
|
|
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
|
|
|
|
glsl_bind(UIShader_Get());
|
|
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
|
|
|
|
screenManager->render();
|
|
if (screenManager->getUIContext()->Text()) {
|
|
screenManager->getUIContext()->Text()->OncePerFrame();
|
|
}
|
|
|
|
DrawDownloadsOverlay(*screenManager->getUIContext());
|
|
|
|
if (g_TakeScreenshot) {
|
|
TakeScreenshot();
|
|
}
|
|
}
|
|
|
|
void NativeUpdate(InputState &input) {
|
|
{
|
|
lock_guard lock(pendingMutex);
|
|
if (isMessagePending) {
|
|
screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str());
|
|
isMessagePending = false;
|
|
}
|
|
}
|
|
|
|
g_DownloadManager.Update();
|
|
screenManager->update(input);
|
|
}
|
|
|
|
void NativeDeviceLost() {
|
|
g_gameInfoCache.Clear();
|
|
screenManager->deviceLost();
|
|
gl_lost();
|
|
glstate.Restore();
|
|
// Should dirty EVERYTHING
|
|
}
|
|
|
|
bool NativeIsAtTopLevel() {
|
|
Screen *currentScreen = screenManager->topScreen();
|
|
if (currentScreen) {
|
|
bool top = currentScreen->isTopLevel();
|
|
ILOG("Screen toplevel: %i", (int)top);
|
|
return currentScreen->isTopLevel();
|
|
} else {
|
|
ELOG("No current screen");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void NativeTouch(const TouchInput &touch) {
|
|
if (screenManager)
|
|
screenManager->touch(touch);
|
|
}
|
|
|
|
void NativeKey(const KeyInput &key) {
|
|
// ILOG("Key code: %i flags: %i", key.keyCode, key.flags);
|
|
g_buttonTracker.Process(key);
|
|
if (screenManager)
|
|
screenManager->key(key);
|
|
}
|
|
|
|
void NativeAxis(const AxisInput &key) {
|
|
using namespace TiltEventProcessor;
|
|
|
|
|
|
//only handle tilt events if tilt is enabled.
|
|
if (g_Config.iTiltInputType == TILT_NULL){
|
|
|
|
//if tilt events are disabled, then run it through the usual way.
|
|
if (screenManager) {
|
|
screenManager->axis(key);
|
|
}
|
|
|
|
return;
|
|
}
|
|
//create the base coordinate tilt system from the calibration data.
|
|
//This is static for no particular reason, can be un-static'ed
|
|
static Tilt baseTilt;
|
|
baseTilt.x_ = g_Config.fTiltBaseX; baseTilt.y_ = g_Config.fTiltBaseY;
|
|
|
|
|
|
//figure out what the current tilt orientation is by checking the axis event
|
|
//This is static, since we need to remember where we last were (in terms of orientation)
|
|
static Tilt currentTilt;
|
|
|
|
switch (key.axisId) {
|
|
case JOYSTICK_AXIS_ACCELEROMETER_X:
|
|
//x and y are flipped due to landscape orientation. The events are
|
|
//sent with respect to the portrait coordinate system, while we
|
|
//take all events in landscape.
|
|
//see [http://developer.android.com/guide/topics/sensors/sensors_overview.html] for details
|
|
currentTilt.y_ = key.value;
|
|
break;
|
|
|
|
case JOYSTICK_AXIS_ACCELEROMETER_Y:
|
|
currentTilt.x_ = key.value;
|
|
break;
|
|
|
|
|
|
case JOYSTICK_AXIS_ACCELEROMETER_Z:
|
|
//don't handle this now as only landscape is enabled.
|
|
//TODO: make this generic.
|
|
return;
|
|
|
|
|
|
case JOYSTICK_AXIS_OUYA_UNKNOWN1:
|
|
case JOYSTICK_AXIS_OUYA_UNKNOWN2:
|
|
case JOYSTICK_AXIS_OUYA_UNKNOWN3:
|
|
case JOYSTICK_AXIS_OUYA_UNKNOWN4:
|
|
//Don't know how to handle these. Someone should figure it out.
|
|
//Does the Ouya even have an accelerometer / gyro? I can't find any reference to these
|
|
//in the Ouya docs...
|
|
return;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
//figure out the sensitivity of the tilt. (sensitivity is originally 0 - 100)
|
|
//We divide by 50, so that the rest of the 50 units can be used to overshoot the
|
|
//target. If you want control, you'd keep the sensitivity ~50.
|
|
//For games that don't need much control but need fast reactions,
|
|
//then a value of 70-80 is the way to go.
|
|
float xSensitivity = g_Config.iTiltSensitivityX / 50.0;
|
|
float ySensitivity = g_Config.iTiltSensitivityY / 50.0;
|
|
|
|
//now transform out current tilt to the calibrated coordinate system
|
|
Tilt trueTilt = GenTilt(baseTilt, currentTilt, g_Config.bInvertTiltX, g_Config.bInvertTiltY, g_Config.fDeadzoneRadius, xSensitivity, ySensitivity);
|
|
|
|
//now send the appropriate tilt event
|
|
switch (g_Config.iTiltInputType) {
|
|
case TILT_ANALOG:
|
|
GenerateAnalogStickEvent(trueTilt);
|
|
break;
|
|
|
|
case TILT_DPAD:
|
|
GenerateDPadEvent(trueTilt);
|
|
break;
|
|
|
|
case TILT_ACTION_BUTTON:
|
|
GenerateActionButtonEvent(trueTilt);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void NativeMessageReceived(const char *message, const char *value) {
|
|
// We can only have one message queued.
|
|
lock_guard lock(pendingMutex);
|
|
if (!isMessagePending) {
|
|
pendingMessage = message;
|
|
pendingValue = value;
|
|
isMessagePending = true;
|
|
}
|
|
}
|
|
|
|
void NativeResized() {
|
|
if (uiContext) {
|
|
// Modifying the bounds here can be used to "inset" the whole image to gain borders for TV overscan etc.
|
|
// The UI now supports any offset but not the EmuScreen yet.
|
|
uiContext->SetBounds(Bounds(0, 0, dp_xres, dp_yres));
|
|
// uiContext->SetBounds(Bounds(dp_xres/2, 0, dp_xres / 2, dp_yres / 2));
|
|
}
|
|
}
|
|
|
|
void NativeShutdown() {
|
|
screenManager->shutdown();
|
|
delete screenManager;
|
|
screenManager = 0;
|
|
|
|
g_gameInfoCache.Shutdown();
|
|
|
|
delete host;
|
|
host = 0;
|
|
g_Config.Save();
|
|
#ifndef _WIN32
|
|
LogManager::Shutdown();
|
|
#endif
|
|
#ifdef ANDROID_NDK_PROFILER
|
|
moncleanup();
|
|
#endif
|
|
|
|
ILOG("NativeShutdown called");
|
|
|
|
System_SendMessage("finish", "");
|
|
// This means that the activity has been completely destroyed. PPSSPP does not
|
|
// boot up correctly with "dirty" global variables currently, so we hack around that
|
|
// by simply exiting.
|
|
#ifdef ANDROID
|
|
exit(0);
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
|
|
#endif
|
|
}
|