ppsspp/UWP/App.cpp
Henrik Rydgård 19e4de5088 Change global UI messages to use an enum instead of strings.
Makes it easier to add new ones and delete outdated ones without missing
any uses.
2023-09-30 11:37:02 +02:00

365 lines
14 KiB
C++

#include "ppsspp_config.h"
#include "pch.h"
#include "App.h"
#include <ppltasks.h>
#include <mutex>
#include "Common/Net/HTTPClient.h"
#include "Common/Net/Resolve.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/VFS/DirectoryReader.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Input/InputState.h"
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Common/LogManager.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "UWPHelpers/LaunchItem.h"
#include <UWPUtil.h>
using namespace UWP;
using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^) {
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
IFrameworkView^ Direct3DApplicationSource::CreateView() {
return ref new App();
}
App::App() :
m_windowClosed(false),
m_windowVisible(true)
{
}
void App::InitialPPSSPP() {
// Initial net
net::Init();
// Get install location
auto packageDirectory = Package::Current->InstalledPath;
const Path& exePath = Path(FromPlatformString(packageDirectory));
g_VFS.Register("", new DirectoryReader(exePath / "Content"));
g_VFS.Register("", new DirectoryReader(exePath));
// Mount a filesystem
g_Config.flash0Directory = exePath / "assets/flash0";
// Prepare for initialization
std::wstring internalDataFolderW = ApplicationData::Current->LocalFolder->Path->Data();
g_Config.internalDataDirectory = Path(internalDataFolderW);
g_Config.memStickDirectory = g_Config.internalDataDirectory;
// On Win32 it makes more sense to initialize the system directories here
// because the next place it was called was in the EmuThread, and it's too late by then.
CreateSysDirectories();
LogManager::Init(&g_Config.bEnableLogging);
// Set the config path to local state by default
// it will be overrided by `NativeInit` if there is custom memStick
g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.Load();
if (g_Config.bFirstRun) {
// Clear `memStickDirectory` to show memory stick screen on first start
g_Config.memStickDirectory.clear();
}
// Since we don't have any async operation in `NativeInit`
// it's better to call it here
const char* argv[2] = { "fake", nullptr };
std::string cacheFolder = ConvertWStringToUTF8(ApplicationData::Current->TemporaryFolder->Path->Data());
// We will not be able to use `argv`
// since launch parameters usually handled by `OnActivated`
// and `OnActivated` will be invoked later, even after `PPSSPP_UWPMain(..)`
// so we are handling launch cases using `LaunchItem`
NativeInit(1, argv, "", "", cacheFolder.c_str());
// Override backend, `DIRECT3D11` is the only way for UWP apps
g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D11;
// Calling `NativeInit` before will help us to deal with custom configs
// such as custom adapter, so it's better to initial render device here
m_deviceResources = std::make_shared<DX::DeviceResources>();
m_deviceResources->CreateWindowSizeDependentResources();
}
// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView) {
// Register event handlers for app lifecycle. This example includes Activated, so that we
// can make the CoreWindow active and start rendering on the window.
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window) {
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
window->CharacterReceived += ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &App::OnCharacterReceived);
window->PointerMoved += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerMoved);
window->PointerEntered += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerEntered);
window->PointerExited += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerExited);
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerReleased);
window->PointerCaptureLost += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerCaptureLost);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
if (Windows::Foundation::Metadata::ApiInformation::IsTypePresent("Windows.Phone.UI.Input.HardwareButtons")) {
m_hardwareButtons.insert(HardwareButton::BACK);
}
if (Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily == "Windows.Mobile") {
m_isPhone = true;
}
Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->
BackRequested += ref new Windows::Foundation::EventHandler<
Windows::UI::Core::BackRequestedEventArgs^>(
this, &App::App_BackRequested);
InitialPPSSPP();
}
bool App::HasBackButton() {
if (m_hardwareButtons.count(HardwareButton::BACK) != 0)
return true;
else
return false;
}
void App::App_BackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ e) {
if (m_isPhone) {
e->Handled = m_main->OnHardwareButton(HardwareButton::BACK);
} else {
e->Handled = true;
}
}
void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) {
m_main->OnKeyDown(args->KeyStatus.ScanCode, args->VirtualKey, args->KeyStatus.RepeatCount);
}
void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) {
m_main->OnKeyUp(args->KeyStatus.ScanCode, args->VirtualKey);
}
void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args) {
m_main->OnCharacterReceived(args->KeyStatus.ScanCode, args->KeyCode);
}
void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
int pointerId = touchMap_.TouchId(args->CurrentPoint->PointerId);
if (pointerId < 0)
return;
float X = args->CurrentPoint->Position.X;
float Y = args->CurrentPoint->Position.Y;
int64_t timestamp = args->CurrentPoint->Timestamp;
m_main->OnTouchEvent(TOUCH_MOVE, pointerId, X, Y, (double)timestamp);
}
void App::OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
}
void App::OnPointerExited(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
}
void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
int pointerId = touchMap_.TouchId(args->CurrentPoint->PointerId);
if (pointerId < 0)
pointerId = touchMap_.AddNewTouch(args->CurrentPoint->PointerId);
float X = args->CurrentPoint->Position.X;
float Y = args->CurrentPoint->Position.Y;
int64_t timestamp = args->CurrentPoint->Timestamp;
m_main->OnTouchEvent(TOUCH_DOWN|TOUCH_MOVE, pointerId, X, Y, (double)timestamp);
if (!m_isPhone) {
sender->SetPointerCapture();
}
}
void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
int pointerId = touchMap_.RemoveTouch(args->CurrentPoint->PointerId);
if (pointerId < 0)
return;
float X = args->CurrentPoint->Position.X;
float Y = args->CurrentPoint->Position.Y;
int64_t timestamp = args->CurrentPoint->Timestamp;
m_main->OnTouchEvent(TOUCH_UP|TOUCH_MOVE, pointerId, X, Y, (double)timestamp);
if (!m_isPhone) {
sender->ReleasePointerCapture();
}
}
void App::OnPointerCaptureLost(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
}
void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
int pointerId = 0; // irrelevant
float delta = (float)args->CurrentPoint->GetCurrentPoint(args->CurrentPoint->PointerId)->Properties->MouseWheelDelta;
m_main->OnMouseWheel(delta);
}
// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint) {
if (m_main == nullptr) {
m_main = std::unique_ptr<PPSSPP_UWPMain>(new PPSSPP_UWPMain(this, m_deviceResources));
}
}
// This method is called after the window becomes active.
void App::Run() {
while (!m_windowClosed) {
if (m_windowVisible) {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_main->Render();
// TODO: Adopt some practices from m_deviceResources->Present();
} else {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
// Required for IFrameworkView.
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize() {
}
// Application lifecycle event handlers.
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) {
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
// On mobile, we force-enter fullscreen mode.
if (m_isPhone)
g_Config.iForceFullScreen = 1;
if (g_Config.UseFullScreen())
Windows::UI::ViewManagement::ApplicationView::GetForCurrentView()->TryEnterFullScreenMode();
//Detect if app started or activated by launch item (file, uri)
DetectLaunchItem(args);
}
void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args) {
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
auto app = this;
create_task([app, deferral]() {
g_Config.Save("App::OnSuspending");
app->m_deviceResources->Trim();
deferral->Complete();
});
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args) {
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
// Insert your code here.
}
// Window event handlers.
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) {
auto view = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView();
g_Config.bFullScreen = view->IsFullScreenMode;
g_Config.iForceFullScreen = -1;
float width = sender->Bounds.Width;
float height = sender->Bounds.Height;
float scale = m_deviceResources->GetDpi() / 96.0f;
m_deviceResources->SetLogicalSize(Size(width, height));
if (m_main) {
m_main->CreateWindowSizeDependentResources();
}
PSP_CoreParameter().pixelWidth = (int)(width * scale);
PSP_CoreParameter().pixelHeight = (int)(height * scale);
if (UpdateScreenScale((int)width, (int)height)) {
System_PostUIMessage(UIMessage::GPU_DISPLAY_RESIZED);
}
}
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) {
m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) {
m_windowClosed = true;
}
// DisplayInformation event handlers.
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args) {
// Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
// if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
// you should always retrieve it using the GetDpi method.
// See DeviceResources.cpp for more details.
m_deviceResources->SetDpi(sender->LogicalDpi);
m_main->CreateWindowSizeDependentResources();
}
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args) {
m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
m_main->CreateWindowSizeDependentResources();
}
void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args) {
m_deviceResources->ValidateDevice();
}