mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 08:50:33 +00:00
482 lines
14 KiB
C++
482 lines
14 KiB
C++
#include "pch.h"
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#include "PPSSPP_UWPMain.h"
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#include <cassert>
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#include <mutex>
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#include "base/basictypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Log.h"
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#include "Common/LogManager.h"
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#include "Core/System.h"
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#include "Core/Loaders.h"
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#include "base/NativeApp.h"
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#include "base/timeutil.h"
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#include "input/input_state.h"
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#include "file/vfs.h"
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#include "file/zip_read.h"
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#include "file/file_util.h"
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#include "net/http_client.h"
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#include "net/resolve.h"
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#include "base/display.h"
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#include "thread/threadutil.h"
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#include "thin3d/thin3d_create.h"
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#include "util/text/utf8.h"
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#include "Common/DirectXHelper.h"
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#include "NKCodeFromWindowsSystem.h"
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#include "XAudioSoundStream.h"
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#include "UWPHost.h"
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#include "UWPUtil.h"
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#include "StorageFileLoader.h"
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#include "App.h"
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using namespace UWP;
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using namespace Windows::Foundation;
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using namespace Windows::Storage;
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using namespace Windows::Storage::Streams;
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using namespace Windows::System::Threading;
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using namespace Windows::ApplicationModel::DataTransfer;
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using namespace Concurrency;
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// UGLY!
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PPSSPP_UWPMain *g_main;
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extern WindowsAudioBackend *winAudioBackend;
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// TODO: Use Microsoft::WRL::ComPtr<> for D3D11 objects?
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// TODO: See https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/WindowsAudioSession for WASAPI with UWP
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// TODO: Low latency input: https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/LowLatencyInput/cpp
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// Loads and initializes application assets when the application is loaded.
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PPSSPP_UWPMain::PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResources>& deviceResources) :
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app_(app),
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m_deviceResources(deviceResources)
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{
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g_main = this;
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net::Init();
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host = new UWPHost();
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// Register to be notified if the Device is lost or recreated
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m_deviceResources->RegisterDeviceNotify(this);
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// create_task(KnownFolders::GetFolderForUserAsync(nullptr, KnownFolderId::RemovableDevices)).then([this](StorageFolder ^));
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// TODO: Change the timer settings if you want something other than the default variable timestep mode.
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// e.g. for 60 FPS fixed timestep update logic, call:
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/*
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m_timer.SetFixedTimeStep(true);
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m_timer.SetTargetElapsedSeconds(1.0 / 60);
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*/
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ctx_.reset(new UWPGraphicsContext(deviceResources));
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const std::string &exePath = File::GetExeDirectory();
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VFSRegister("", new DirectoryAssetReader((exePath + "/Content/").c_str()));
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VFSRegister("", new DirectoryAssetReader(exePath.c_str()));
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wchar_t lcCountry[256];
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std::string langRegion;
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if (0 != GetLocaleInfoEx(LOCALE_NAME_USER_DEFAULT, LOCALE_SNAME, lcCountry, 256)) {
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langRegion = ConvertWStringToUTF8(lcCountry);
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for (size_t i = 0; i < langRegion.size(); i++) {
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if (langRegion[i] == '-')
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langRegion[i] = '_';
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}
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} else {
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langRegion = "en_US";
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}
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char configFilename[MAX_PATH] = { 0 };
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char controlsConfigFilename[MAX_PATH] = { 0 };
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std::wstring memstickFolderW = ApplicationData::Current->LocalFolder->Path->Data();
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g_Config.memStickDirectory = ReplaceAll(ConvertWStringToUTF8(memstickFolderW), "\\", "/");
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if (g_Config.memStickDirectory.back() != '/')
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g_Config.memStickDirectory += "/";
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// On Win32 it makes more sense to initialize the system directories here
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// because the next place it was called was in the EmuThread, and it's too late by then.
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InitSysDirectories();
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LogManager::Init();
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// Load config up here, because those changes below would be overwritten
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// if it's not loaded here first.
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g_Config.AddSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
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g_Config.SetDefaultPath(GetSysDirectory(DIRECTORY_SYSTEM));
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g_Config.Load(configFilename, controlsConfigFilename);
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bool debugLogLevel = false;
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g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D11;
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if (debugLogLevel) {
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LogManager::GetInstance()->SetAllLogLevels(LogTypes::LDEBUG);
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}
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const char *argv[2] = { "fake", nullptr };
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std::string cacheFolder = ConvertWStringToUTF8(ApplicationData::Current->LocalFolder->Path->Data());
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NativeInit(1, argv, "", "", cacheFolder.c_str(), false);
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NativeInitGraphics(ctx_.get());
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NativeResized();
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int width = m_deviceResources->GetScreenViewport().Width;
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int height = m_deviceResources->GetScreenViewport().Height;
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
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InputDevice::BeginPolling();
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}
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PPSSPP_UWPMain::~PPSSPP_UWPMain() {
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InputDevice::StopPolling();
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
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NativeShutdownGraphics();
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NativeShutdown();
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// Deregister device notification
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m_deviceResources->RegisterDeviceNotify(nullptr);
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net::Shutdown();
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}
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// Updates application state when the window size changes (e.g. device orientation change)
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void PPSSPP_UWPMain::CreateWindowSizeDependentResources() {
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
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NativeResized();
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int width = m_deviceResources->GetScreenViewport().Width;
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int height = m_deviceResources->GetScreenViewport().Height;
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
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}
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// Renders the current frame according to the current application state.
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// Returns true if the frame was rendered and is ready to be displayed.
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bool PPSSPP_UWPMain::Render() {
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::PRESENTED, 0, 0, nullptr, nullptr);
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NativeUpdate();
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static bool hasSetThreadName = false;
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if (!hasSetThreadName) {
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setCurrentThreadName("UWPRenderThread");
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hasSetThreadName = true;
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}
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time_update();
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auto context = m_deviceResources->GetD3DDeviceContext();
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auto bounds = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView()->VisibleBounds;
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int boundTop = bounds.Top;
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int boundLeft = bounds.Left;
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int boundedWidth = bounds.Width;
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int boundedHeight = bounds.Height;
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switch (m_deviceResources->ComputeDisplayRotation()) {
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case DXGI_MODE_ROTATION_IDENTITY: g_display_rotation = DisplayRotation::ROTATE_0; break;
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case DXGI_MODE_ROTATION_ROTATE90: g_display_rotation = DisplayRotation::ROTATE_90; break;
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case DXGI_MODE_ROTATION_ROTATE180: g_display_rotation = DisplayRotation::ROTATE_180; break;
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case DXGI_MODE_ROTATION_ROTATE270: g_display_rotation = DisplayRotation::ROTATE_270; break;
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}
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// Not super elegant but hey.
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memcpy(&g_display_rot_matrix, &m_deviceResources->GetOrientationTransform3D(), sizeof(float) * 16);
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// Reset the viewport to target the whole screen.
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auto viewport = m_deviceResources->GetScreenViewport();
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pixel_xres = viewport.Width;
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pixel_yres = viewport.Height;
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if (g_display_rotation == DisplayRotation::ROTATE_90 || g_display_rotation == DisplayRotation::ROTATE_270) {
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// We need to swap our width/height.
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std::swap(pixel_xres, pixel_yres);
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}
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g_dpi = m_deviceResources->GetActualDpi();
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pixel_xres = (g_dpi / 96.0f) * boundedWidth;
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pixel_yres = (g_dpi / 96.0f) * boundedHeight;
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if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_MOBILE) {
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// Boost DPI a bit to look better.
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g_dpi *= 96.0f / 136.0f;
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}
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g_dpi_scale_x = 96.0f / g_dpi;
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g_dpi_scale_y = 96.0f / g_dpi;
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pixel_in_dps_x = 1.0f / g_dpi_scale_x;
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pixel_in_dps_y = 1.0f / g_dpi_scale_y;
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dp_xres = pixel_xres * g_dpi_scale_x;
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dp_yres = pixel_yres * g_dpi_scale_y;
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context->RSSetViewports(1, &viewport);
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NativeRender(ctx_.get());
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return true;
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}
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// Notifies renderers that device resources need to be released.
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void PPSSPP_UWPMain::OnDeviceLost() {
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_DEVICE, 0, 0, nullptr);
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}
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// Notifies renderers that device resources may now be recreated.
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void PPSSPP_UWPMain::OnDeviceRestored() {
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CreateWindowSizeDependentResources();
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_DEVICE, 0, 0, nullptr);
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}
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void PPSSPP_UWPMain::OnKeyDown(int scanCode, Windows::System::VirtualKey virtualKey, int repeatCount) {
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auto iter = virtualKeyCodeToNKCode.find(virtualKey);
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if (iter != virtualKeyCodeToNKCode.end()) {
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KeyInput key{};
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key.deviceId = DEVICE_ID_KEYBOARD;
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key.keyCode = iter->second;
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key.flags = KEY_DOWN | (repeatCount > 1 ? KEY_IS_REPEAT : 0);
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NativeKey(key);
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}
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}
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void PPSSPP_UWPMain::OnKeyUp(int scanCode, Windows::System::VirtualKey virtualKey) {
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auto iter = virtualKeyCodeToNKCode.find(virtualKey);
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if (iter != virtualKeyCodeToNKCode.end()) {
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KeyInput key{};
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key.deviceId = DEVICE_ID_KEYBOARD;
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key.keyCode = iter->second;
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key.flags = KEY_UP;
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NativeKey(key);
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}
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}
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void PPSSPP_UWPMain::OnMouseWheel(float delta) {
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int key = NKCODE_EXT_MOUSEWHEEL_UP;
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if (delta < 0) {
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key = NKCODE_EXT_MOUSEWHEEL_DOWN;
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} else if (delta == 0) {
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return;
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}
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KeyInput keyInput{};
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keyInput.keyCode = key;
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keyInput.deviceId = DEVICE_ID_MOUSE;
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keyInput.flags = KEY_DOWN | KEY_UP;
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NativeKey(keyInput);
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}
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bool PPSSPP_UWPMain::OnHardwareButton(HardwareButton button) {
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KeyInput keyInput{};
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keyInput.deviceId = DEVICE_ID_KEYBOARD;
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keyInput.flags = KEY_DOWN | KEY_UP;
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switch (button) {
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case HardwareButton::BACK:
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keyInput.keyCode = NKCODE_BACK;
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return NativeKey(keyInput);
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default:
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return false;
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}
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}
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void PPSSPP_UWPMain::OnTouchEvent(int touchEvent, int touchId, float x, float y, double timestamp) {
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// We get the coordinate in Windows' device independent pixels already. So let's undo that,
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// and then apply our own "dpi".
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float dpiFactor_x = m_deviceResources->GetActualDpi() / 96.0f;
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float dpiFactor_y = dpiFactor_x;
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dpiFactor_x /= pixel_in_dps_x;
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dpiFactor_y /= pixel_in_dps_y;
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TouchInput input{};
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input.id = touchId;
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input.x = x * dpiFactor_x;
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input.y = y * dpiFactor_y;
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input.flags = touchEvent;
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input.timestamp = timestamp;
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NativeTouch(input);
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KeyInput key{};
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key.deviceId = DEVICE_ID_MOUSE;
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if (touchEvent & TOUCH_DOWN) {
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key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
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key.flags = KEY_DOWN;
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NativeKey(key);
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}
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if (touchEvent & TOUCH_UP) {
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key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
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key.flags = KEY_UP;
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NativeKey(key);
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}
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}
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void PPSSPP_UWPMain::OnSuspend() {
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// TODO
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}
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void PPSSPP_UWPMain::LoadStorageFile(StorageFile ^file) {
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std::unique_ptr<FileLoaderFactory> factory(new StorageFileLoaderFactory(file, IdentifiedFileType::PSP_ISO));
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RegisterFileLoaderFactory("override://", std::move(factory));
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NativeMessageReceived("boot", "override://");
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}
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UWPGraphicsContext::UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources) {
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draw_ = Draw::T3DCreateD3D11Context(
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resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetDeviceFeatureLevel(), 0);
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bool success = draw_->CreatePresets();
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assert(success);
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}
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void UWPGraphicsContext::Shutdown() {
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delete draw_;
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}
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void UWPGraphicsContext::SwapInterval(int interval) {
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}
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std::string System_GetProperty(SystemProperty prop) {
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static bool hasCheckedGPUDriverVersion = false;
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switch (prop) {
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case SYSPROP_NAME:
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return "Windows 10 Universal";
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case SYSPROP_LANGREGION:
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return "en_US"; // TODO UWP
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case SYSPROP_CLIPBOARD_TEXT:
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/* TODO: Need to either change this API or do this on a thread in an ugly fashion.
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DataPackageView ^view = Clipboard::GetContent();
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if (view) {
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string text = await view->GetTextAsync();
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}
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*/
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return "";
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case SYSPROP_GPUDRIVER_VERSION:
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return "";
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default:
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return "";
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}
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}
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int System_GetPropertyInt(SystemProperty prop) {
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switch (prop) {
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case SYSPROP_AUDIO_SAMPLE_RATE:
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return winAudioBackend ? winAudioBackend->GetSampleRate() : -1;
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case SYSPROP_DISPLAY_REFRESH_RATE:
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return 60000;
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case SYSPROP_DEVICE_TYPE:
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// TODO: Detect touch screen instead.
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#ifdef _M_ARM
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return DEVICE_TYPE_MOBILE;
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#else
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return DEVICE_TYPE_DESKTOP;
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#endif
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default:
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return -1;
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}
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}
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bool VulkanMayBeAvailable() {
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return false;
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}
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bool System_GetPropertyBool(SystemProperty prop) {
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switch (prop) {
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case SYSPROP_HAS_FILE_BROWSER:
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return true;
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case SYSPROP_HAS_IMAGE_BROWSER:
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return false;
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case SYSPROP_HAS_BACK_BUTTON:
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return true;
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case SYSPROP_APP_GOLD:
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#ifdef GOLD
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return true;
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#else
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return false;
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#endif
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default:
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return false;
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}
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}
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void System_SendMessage(const char *command, const char *parameter) {
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using namespace concurrency;
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if (!strcmp(command, "finish")) {
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// Not really supposed to support this under UWP.
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} else if (!strcmp(command, "browse_file")) {
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auto picker = ref new Windows::Storage::Pickers::FileOpenPicker();
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picker->ViewMode = Pickers::PickerViewMode::List;
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// These are single files that can be loaded directly using StorageFileLoader.
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picker->FileTypeFilter->Append(".cso");
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picker->FileTypeFilter->Append(".iso");
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// Can't load these this way currently, they require mounting the underlying folder.
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// picker->FileTypeFilter->Append(".bin");
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// picker->FileTypeFilter->Append(".elf");
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picker->SuggestedStartLocation = Pickers::PickerLocationId::DocumentsLibrary;
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create_task(picker->PickSingleFileAsync()).then([](StorageFile ^file){
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if (file) {
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g_main->LoadStorageFile(file);
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}
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});
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}
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}
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void LaunchBrowser(const char *url) {
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auto uri = ref new Windows::Foundation::Uri(ToPlatformString(url));
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create_task(Windows::System::Launcher::LaunchUriAsync(uri)).then([](bool b) {});
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}
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void Vibrate(int length_ms) {
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#if _M_ARM
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if (length_ms == -1 || length_ms == -3)
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length_ms = 50;
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else if (length_ms == -2)
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length_ms = 25;
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else
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return;
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auto timeSpan = Windows::Foundation::TimeSpan();
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timeSpan.Duration = length_ms * 10000;
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// TODO: Can't use this?
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// Windows::Phone::Devices::Notification::VibrationDevice::GetDefault()->Vibrate(timeSpan);
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#endif
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}
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void System_AskForPermission(SystemPermission permission) {
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// Do nothing
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}
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PermissionStatus System_GetPermissionStatus(SystemPermission permission) {
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return PERMISSION_STATUS_GRANTED;
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}
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bool System_InputBoxGetString(const char *title, const char *defaultValue, char *outValue, size_t outLength) {
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return false;
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}
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bool System_InputBoxGetWString(const wchar_t *title, const std::wstring &defaultvalue, std::wstring &outvalue) {
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return false;
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}
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// Emulation of TlsAlloc for Windows 10. Used by glslang. Doesn't actually seem to work, other than fixing the linking errors?
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extern "C" {
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DWORD WINAPI __imp_TlsAlloc() {
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return FlsAlloc(nullptr);
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}
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BOOL WINAPI __imp_TlsFree(DWORD index) {
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return FlsFree(index);
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}
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BOOL WINAPI __imp_TlsSetValue(DWORD dwTlsIndex, LPVOID lpTlsValue) {
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return FlsSetValue(dwTlsIndex, lpTlsValue);
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}
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LPVOID WINAPI __imp_TlsGetValue(DWORD dwTlsIndex) {
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return FlsGetValue(dwTlsIndex);
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}
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}
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