ppsspp/base/PCMain.cpp
Aapo Rantalainen 762d096cc0 Maemo5: SDL_ShowCursor(SDL_DISABLE);
Cursor flickered. And there are no use of cursor with touch screen.
2013-03-25 20:45:39 +02:00

581 lines
15 KiB
C++

// PC implementation of the framework.
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <ShellAPI.h>
#else
#include <pwd.h>
#include <unistd.h>
#endif
#include <string>
#ifdef _WIN32
#include "SDL/SDL.h"
#include "SDL/SDL_timer.h"
#include "SDL/SDL_audio.h"
#include "SDL/SDL_video.h"
#else
#include "SDL.h"
#include "SDL_timer.h"
#include "SDL_audio.h"
#include "SDL_video.h"
#endif
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/glsl_program.h"
#include "file/zip_read.h"
#include "input/input_state.h"
#include "base/NativeApp.h"
#include "net/resolve.h"
#ifdef MAEMO
#define EGL
#endif
#ifdef PANDORA
#define EGL
#endif
#ifdef EGL
#include "EGL/egl.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include "SDL_syswm.h"
SDL_Joystick *ljoy = NULL;
SDL_Joystick *rjoy = NULL;
EGLDisplay g_eglDisplay = NULL;
EGLContext g_eglContext = NULL;
EGLSurface g_eglSurface = NULL;
Display* g_Display = NULL;
NativeWindowType g_Window = (NativeWindowType)NULL;
int8_t CheckEGLErrors(const std::string& file, uint16_t line) {
EGLenum error;
std::string errortext;
error = eglGetError();
switch (error)
{
case EGL_SUCCESS: case 0: return 0;
case EGL_NOT_INITIALIZED: errortext = "EGL_NOT_INITIALIZED"; break;
case EGL_BAD_ACCESS: errortext = "EGL_BAD_ACCESS"; break;
case EGL_BAD_ALLOC: errortext = "EGL_BAD_ALLOC"; break;
case EGL_BAD_ATTRIBUTE: errortext = "EGL_BAD_ATTRIBUTE"; break;
case EGL_BAD_CONTEXT: errortext = "EGL_BAD_CONTEXT"; break;
case EGL_BAD_CONFIG: errortext = "EGL_BAD_CONFIG"; break;
case EGL_BAD_CURRENT_SURFACE: errortext = "EGL_BAD_CURRENT_SURFACE"; break;
case EGL_BAD_DISPLAY: errortext = "EGL_BAD_DISPLAY"; break;
case EGL_BAD_SURFACE: errortext = "EGL_BAD_SURFACE"; break;
case EGL_BAD_MATCH: errortext = "EGL_BAD_MATCH"; break;
case EGL_BAD_PARAMETER: errortext = "EGL_BAD_PARAMETER"; break;
case EGL_BAD_NATIVE_PIXMAP: errortext = "EGL_BAD_NATIVE_PIXMAP"; break;
case EGL_BAD_NATIVE_WINDOW: errortext = "EGL_BAD_NATIVE_WINDOW"; break;
default: errortext = "unknown"; break;
}
printf( "ERROR: EGL Error detected in file %s at line %d: %s (0x%X)\n", file.c_str(), line, errortext.c_str(), error );
return 1;
}
#define EGL_ERROR(str, check) { \
if (check) CheckEGLErrors( __FILE__, __LINE__ ); \
printf("EGL ERROR: " str "\n"); \
return 1; \
}
int8_t EGL_Open() {
if ((g_Display = XOpenDisplay(NULL)) == NULL)
EGL_ERROR("Unable to get display!", false);
if ((g_eglDisplay = eglGetDisplay((NativeDisplayType)g_Display)) == EGL_NO_DISPLAY)
EGL_ERROR("Unable to create EGL display.", true);
if (eglInitialize(g_eglDisplay, NULL, NULL) != EGL_TRUE)
EGL_ERROR("Unable to initialize EGL display.", true);
return 0;
}
int8_t EGL_Init() {
EGLConfig g_eglConfig; //[1] = {NULL};
EGLint g_numConfigs = 0;
EGLint attrib_list[]= {
#ifdef PANDORA
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
#endif
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SAMPLE_BUFFERS, 0,
EGL_SAMPLES, 0,
#ifdef MAEMO
EGL_BUFFER_SIZE, 16,
#endif
EGL_NONE};
const EGLint attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
EGLBoolean result = eglChooseConfig(g_eglDisplay, attrib_list, &g_eglConfig, 1, &g_numConfigs);
if (result != EGL_TRUE || g_numConfigs == 0) EGL_ERROR("Unable to query for available configs.", true);
g_eglContext = eglCreateContext(g_eglDisplay, g_eglConfig, NULL, attributes );
if (g_eglContext == EGL_NO_CONTEXT) EGL_ERROR("Unable to create GLES context!", true);
// Get the SDL window handle
SDL_SysWMinfo sysInfo; //Will hold our Window information
SDL_VERSION(&sysInfo.version); //Set SDL version
if(SDL_GetWMInfo(&sysInfo) <= 0)
{
printf("EGL ERROR: Unable to get SDL window handle: %s\n", SDL_GetError());
return 1;
}
g_Window = (NativeWindowType)sysInfo.info.x11.window;
g_eglSurface = eglCreateWindowSurface(g_eglDisplay, g_eglConfig, g_Window, 0);
if (g_eglSurface == EGL_NO_SURFACE) EGL_ERROR("Unable to create EGL surface!", true);
if (eglMakeCurrent(g_eglDisplay, g_eglSurface, g_eglSurface, g_eglContext) != EGL_TRUE)
EGL_ERROR("Unable to make GLES context current.", true);
return 0;
}
void EGL_Close() {
if (g_eglDisplay != NULL)
{
eglMakeCurrent(g_eglDisplay, NULL, NULL, EGL_NO_CONTEXT);
if (g_eglContext != NULL) {
eglDestroyContext(g_eglDisplay, g_eglContext);
}
if (g_eglSurface != NULL) {
eglDestroySurface(g_eglDisplay, g_eglSurface);
}
eglTerminate(g_eglDisplay);
g_eglDisplay = NULL;
}
if (g_Display != NULL) {
XCloseDisplay(g_Display);
g_Display = NULL;
}
g_eglSurface = NULL;
g_eglContext = NULL;
}
#endif
// Simple implementations of System functions
void SystemToast(const char *text) {
#ifdef _WIN32
MessageBox(0, text, "Toast!", MB_ICONINFORMATION);
#else
puts(text);
#endif
}
void ShowAd(int x, int y, bool center_x) {
// Ignore ads on PC
}
void ShowKeyboard() {
// Irrelevant on PC
}
void Vibrate(int length_ms) {
// Ignore on PC
}
void System_InputBox(const char *title, const char *defaultValue) {
// Stub
NativeMessageReceived((std::string("INPUTBOX:") + title).c_str(), "TestFile");
}
void LaunchBrowser(const char *url)
{
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#else
ILOG("Would have gone to %s but LaunchBrowser is not implemented on this platform", url);
#endif
}
void LaunchMarket(const char *url)
{
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#else
ILOG("Would have gone to %s but LaunchMarket is not implemented on this platform", url);
#endif
}
void LaunchEmail(const char *email_address)
{
#ifdef _WIN32
ShellExecute(NULL, "open", (std::string("mailto:") + email_address).c_str(), NULL, NULL, SW_SHOWNORMAL);
#else
ILOG("Would have opened your email client for %s but LaunchEmail is not implemented on this platform", email_address);
#endif
}
const int buttonMappings[14] = {
#ifdef PANDORA
SDLK_PAGEDOWN, //X => cross
SDLK_END, //B => circle
SDLK_HOME, //A => box
SDLK_PAGEUP, //Y => triangle
SDLK_RSHIFT, //LBUMPER
SDLK_RCTRL, //RBUMPER
SDLK_LALT, //START
SDLK_LCTRL, //SELECT
#else
SDLK_z, //A
SDLK_x, //B
SDLK_a, //X
SDLK_s, //Y
SDLK_w, //LBUMPER
SDLK_q, //RBUMPER
SDLK_SPACE, //START
SDLK_v, //SELECT
#endif
SDLK_UP, //UP
SDLK_DOWN, //DOWN
SDLK_LEFT, //LEFT
SDLK_RIGHT, //RIGHT
SDLK_m, //MENU
SDLK_BACKSPACE, //BACK
};
void SimulateGamepad(const uint8 *keys, InputState *input) {
input->pad_buttons = 0;
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
for (int b = 0; b < 14; b++) {
if (keys[buttonMappings[b]])
input->pad_buttons |= (1<<b);
}
#ifdef PANDORA
if ((ljoy)||(rjoy)) {
SDL_JoystickUpdate();
if (ljoy) {
input->pad_lstick_x = SDL_JoystickGetAxis(ljoy, 0) / 32768.0f;
input->pad_lstick_y = SDL_JoystickGetAxis(ljoy, 1) / 32768.0f;
}
if (rjoy) {
input->pad_rstick_x = SDL_JoystickGetAxis(rjoy, 0) / 32768.0f;
input->pad_rstick_y = SDL_JoystickGetAxis(rjoy, 1) / 32768.0f;
}
}
#else
if (keys[SDLK_i])
input->pad_lstick_y=1;
else if (keys[SDLK_k])
input->pad_lstick_y=-1;
if (keys[SDLK_j])
input->pad_lstick_x=-1;
else if (keys[SDLK_l])
input->pad_lstick_x=1;
if (keys[SDLK_KP8])
input->pad_rstick_y=1;
else if (keys[SDLK_KP2])
input->pad_rstick_y=-1;
if (keys[SDLK_KP4])
input->pad_rstick_x=-1;
else if (keys[SDLK_KP6])
input->pad_rstick_x=1;
#endif
}
extern void mixaudio(void *userdata, Uint8 *stream, int len) {
NativeMix((short *)stream, len / 4);
}
#ifdef _WIN32
#undef main
#endif
int main(int argc, char *argv[]) {
std::string app_name;
std::string app_name_nice;
float zoom = 1.0f;
bool tablet = false;
bool aspect43 = false;
const char *zoomenv = getenv("ZOOM");
const char *tabletenv = getenv("TABLET");
const char *ipad = getenv("IPAD");
if (zoomenv) {
zoom = atof(zoomenv);
}
if (tabletenv) {
tablet = atoi(tabletenv) ? true : false;
}
if (ipad) aspect43 = true;
bool landscape;
NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
// Change these to temporarily test other resolutions.
aspect43 = false;
tablet = false;
float density = 1.0f;
//zoom = 1.5f;
if (landscape) {
if (tablet) {
pixel_xres = 1280 * zoom;
pixel_yres = 800 * zoom;
} else if (aspect43) {
pixel_xres = 1024 * zoom;
pixel_yres = 768 * zoom;
} else {
pixel_xres = 800 * zoom;
pixel_yres = 480 * zoom;
}
} else {
// PC development hack for more space
//pixel_xres = 1580 * zoom;
//pixel_yres = 1000 * zoom;
if (tablet) {
pixel_xres = 800 * zoom;
pixel_yres = 1280 * zoom;
} else if (aspect43) {
pixel_xres = 768 * zoom;
pixel_yres = 1024 * zoom;
} else {
pixel_xres = 480 * zoom;
pixel_yres = 800 * zoom;
}
}
net::Init();
#ifdef __APPLE__
// Make sure to request a somewhat modern GL context at least - the
// latest supported by MacOSX (really, really sad...)
// Requires SDL 2.0 (which is even more sad, as that hasn't been released yet)
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#endif
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
#ifdef EGL
if (EGL_Open())
return 1;
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
if (SDL_SetVideoMode(pixel_xres, pixel_yres, 0,
#ifdef USING_GLES2
SDL_SWSURFACE | SDL_FULLSCREEN
#else
SDL_OPENGL
#endif
) == NULL) {
fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
return(2);
}
#ifdef EGL
EGL_Init();
#endif
SDL_WM_SetCaption(app_name_nice.c_str(), NULL);
#ifdef MAEMO
SDL_ShowCursor(SDL_DISABLE);
#endif
#ifndef USING_GLES2
if (GLEW_OK != glewInit()) {
printf("Failed to initialize glew!\n");
return 1;
}
if (GLEW_VERSION_2_0) {
printf("OpenGL 2.0 or higher.\n");
} else {
printf("Sorry, this program requires OpenGL 2.0.\n");
return 1;
}
#endif
#ifdef _MSC_VER
// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
TCHAR path[MAX_PATH];
SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
PathAppend(path, (app_name + "\\").c_str());
#else
// Mac / Linux
char path[512];
const char *the_path = getenv("HOME");
if (!the_path) {
struct passwd* pwd = getpwuid(getuid());
if (pwd)
the_path = pwd->pw_dir;
}
strcpy(path, the_path);
if (path[strlen(path)-1] != '/')
strcat(path, "/");
#endif
#ifdef _WIN32
NativeInit(argc, (const char **)argv, path, "D:\\", "BADCOFFEE");
#else
NativeInit(argc, (const char **)argv, path, "/tmp", "BADCOFFEE");
#endif
dp_xres = (float)pixel_xres * density / zoom;
dp_yres = (float)pixel_yres * density / zoom;
pixel_in_dps = (float)pixel_xres / dp_xres;
NativeInitGraphics();
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
float dp_xscale = (float)dp_xres / pixel_xres;
float dp_yscale = (float)dp_yres / pixel_yres;
printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);
SDL_AudioSpec fmt;
fmt.freq = 44100;
fmt.format = AUDIO_S16;
fmt.channels = 2;
fmt.samples = 1024;
fmt.callback = &mixaudio;
fmt.userdata = (void *)0;
if (SDL_OpenAudio(&fmt, NULL) < 0) {
ELOG("Failed to open audio: %s", SDL_GetError());
return 1;
}
// Audio must be unpaused _after_ NativeInit()
SDL_PauseAudio(0);
#ifdef PANDORA
// Joysticks init, we the nubs if setup as Joystick
int numjoys = SDL_NumJoysticks();
if (numjoys>0)
for (int i=0; i<numjoys; i++)
{
if (strncmp(SDL_JoystickName(i), "nub0", 4) == 0)
ljoy=SDL_JoystickOpen(i);
if (strncmp(SDL_JoystickName(i), "nub1", 4) == 0)
rjoy=SDL_JoystickOpen(i);
}
#endif
InputState input_state;
int framecount = 0;
bool nextFrameMD = 0;
float t = 0, lastT = 0;
while (true) {
input_state.accelerometer_valid = false;
input_state.mouse_valid = true;
int quitRequested = 0;
SDL_Event event;
while (SDL_PollEvent(&event)) {
float mx = event.motion.x * dp_xscale;
float my = event.motion.y * dp_yscale;
if (event.type == SDL_QUIT) {
quitRequested = 1;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
quitRequested = 1;
}
} else if (event.type == SDL_MOUSEMOTION) {
input_state.pointer_x[0] = mx;
input_state.pointer_y[0] = my;
NativeTouch(0, mx, my, 0, TOUCH_MOVE);
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.button.button == SDL_BUTTON_LEFT) {
//input_state.mouse_buttons_down = 1;
input_state.pointer_down[0] = true;
nextFrameMD = true;
NativeTouch(0, mx, my, 0, TOUCH_DOWN);
}
} else if (event.type == SDL_MOUSEBUTTONUP) {
if (event.button.button == SDL_BUTTON_LEFT) {
input_state.pointer_down[0] = false;
nextFrameMD = false;
//input_state.mouse_buttons_up = 1;
NativeTouch(0, mx, my, 0, TOUCH_UP);
}
}
}
if (quitRequested)
break;
const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
if (keys[SDLK_ESCAPE])
break;
SimulateGamepad(keys, &input_state);
UpdateInputState(&input_state);
NativeUpdate(input_state);
NativeRender();
EndInputState(&input_state);
if (framecount % 60 == 0) {
// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
}
#ifdef EGL
eglSwapBuffers(g_eglDisplay, g_eglSurface);
#else
if (!keys[SDLK_TAB] || t - lastT >= 1.0/60.0)
{
SDL_GL_SwapBuffers();
lastT = t;
}
#endif
// Simple frame rate limiting
// while (time_now() < t + 1.0f/60.0f) {
// sleep_ms(0);
// time_update();
// }
time_update();
t = time_now();
framecount++;
}
// Faster exit, thanks to the OS. Remove this if you want to debug shutdown
// The speed difference is only really noticable on Linux. On Windows you do notice it though
#ifdef _WIN32
exit(0);
#endif
NativeShutdownGraphics();
SDL_PauseAudio(1);
SDL_CloseAudio();
NativeShutdown();
#ifdef EGL
EGL_Close();
#endif
SDL_Quit();
net::Shutdown();
exit(0);
return 0;
}