ppsspp/base/PCMain.cpp

697 lines
18 KiB
C++

// SDL/EGL implementation of the framework.
// This is quite messy due to platform-specific implementations and #ifdef's.
// It is suggested to use the Qt implementation instead.
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <ShellAPI.h>
#include "SDL/SDL.h"
#include "SDL/SDL_timer.h"
#include "SDL/SDL_audio.h"
#include "SDL/SDL_video.h"
#else
#include <unistd.h>
#include <pwd.h>
#include "SDL.h"
#include "SDL_timer.h"
#include "SDL_audio.h"
#include "SDL_video.h"
#endif
#include <algorithm>
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "gfx_es2/gl_state.h"
#include "input/input_state.h"
#include "input/keycodes.h"
#include "net/resolve.h"
#include "base/NKCodeFromSDL.h"
#include "util/const_map.h"
#include "math/math_util.h"
#include "SDL/SDLJoystick.h"
#ifdef PPSSPP
// Bad: PPSSPP includes from native
#include "Core/Core.h"
#include "Core/Config.h"
GlobalUIState lastUIState = UISTATE_MENU;
#endif
#if defined(MAEMO) || defined(PANDORA)
#define EGL
#include "EGL/egl.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include "SDL_syswm.h"
#include "math.h"
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() {
#ifdef PANDORA
g_Display = EGL_DEFAULT_DISPLAY;
#else
if ((g_Display = XOpenDisplay(NULL)) == NULL)
EGL_ERROR("Unable to get display!", false);
#endif
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;
}
#ifdef PANDORA
g_Window = (NativeWindowType)NULL;
#else
g_Window = (NativeWindowType)sysInfo.info.x11.window;
#endif
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;
}
#else
#endif
#ifdef PANDORA
SDL_Joystick *ljoy = NULL;
SDL_Joystick *rjoy = NULL;
#else
SDLJoystick *joystick = 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 ShowKeyboard() {
// Irrelevant on PC
}
void Vibrate(int length_ms) {
// Ignore on PC
}
void System_SendMessage(const char *command, const char *parameter) {
// Log?
}
void LaunchBrowser(const char *url) {
#ifdef _WIN32
ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
#elif __linux__
std::string command = std::string("xdg-open ") + url;
system(command.c_str());
#elif __APPLE__
std::string command = std::string("open ") + url;
system(command.c_str());
#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);
#elif __linux__
std::string command = std::string("xdg-open ") + url;
system(command.c_str());
#elif __APPLE__
std::string command = std::string("open ") + url;
system(command.c_str());
#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);
#elif __linux__
std::string command = std::string("xdg-email ") + email_address;
system(command.c_str());
#elif __APPLE__
std::string command = std::string("open mailto:") + email_address;
system(command.c_str());
#else
ILOG("Would have opened your email client for %s but LaunchEmail is not implemented on this platform", email_address);
#endif
}
std::string System_GetProperty(SystemProperty prop) {
switch (prop) {
case SYSPROP_NAME:
#ifdef _WIN32
return "SDL:Windows";
#elif __linux__
return "SDL:Linux";
#elif __APPLE__
return "SDL:OSX";
#else
return "SDL:";
#endif
case SYSPROP_LANGREGION:
return "en_US";
default:
return "";
}
}
InputState input_state;
static const int legacyKeyMap[] {
NKCODE_X, //A
NKCODE_S, //B
NKCODE_Z, //X
NKCODE_A, //Y
NKCODE_W, //LBUMPER
NKCODE_Q, //RBUMPER
NKCODE_1, //START
NKCODE_2, //SELECT
NKCODE_DPAD_UP, //UP
NKCODE_DPAD_DOWN, //DOWN
NKCODE_DPAD_LEFT, //LEFT
NKCODE_DPAD_RIGHT, //RIGHT
0, //MENU (SwipeDown)
NKCODE_ESCAPE, //BACK
NKCODE_I, //JOY UP
NKCODE_K, //JOY DOWN
NKCODE_J, //JOY LEFT
NKCODE_L, //JOY RIGHT
};
void SimulateGamepad(const uint8 *keys, InputState *input) {
// Legacy key mapping.
input->pad_buttons = 0;
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
#ifdef PANDORA
if ((ljoy)||(rjoy)) {
SDL_JoystickUpdate();
if (ljoy) {
input->pad_lstick_x = max(min(SDL_JoystickGetAxis(ljoy, 0) / 32000.0f, 1.0f), -1.0f);
input->pad_lstick_y = max(min(-SDL_JoystickGetAxis(ljoy, 1) / 32000.0f, 1.0f), -1.0f);
}
if (rjoy) {
input->pad_rstick_x = max(min(SDL_JoystickGetAxis(rjoy, 0) / 32000.0f, 1.0f), -1.0f);
input->pad_rstick_y = max(min(SDL_JoystickGetAxis(rjoy, 1) / 32000.0f, 1.0f), -1.0f);
}
}
#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;
bool landscape;
NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
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
// We really should upgrade to SDL 2.0 soon.
//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 | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO) < 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_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
int mode;
#ifdef USING_GLES2
mode = SDL_SWSURFACE | SDL_FULLSCREEN;
#else
mode = SDL_OPENGL;
for (int i = 1; i < argc; i++)
if (!strcmp(argv[i],"--fullscreen"))
mode |= SDL_FULLSCREEN;
#endif
if (mode & SDL_FULLSCREEN) {
const SDL_VideoInfo* info = SDL_GetVideoInfo();
pixel_xres = info->current_w;
pixel_yres = info->current_h;
#ifdef PPSSPP
g_Config.bFullScreen = true;
#endif
} else {
// set a sensible default resolution (2x)
pixel_xres = 480 * 2;
pixel_yres = 272 * 2;
#ifdef PPSSPP
g_Config.bFullScreen = false;
#endif
}
if (!landscape) {
std::swap(pixel_xres, pixel_yres);
}
dp_xres = (float)pixel_xres;
dp_yres = (float)pixel_yres;
if (SDL_SetVideoMode(pixel_xres, pixel_yres, 0, mode) == NULL) {
fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
return(2);
}
#ifdef EGL
EGL_Init();
#endif
#ifdef PPSSPP
SDL_WM_SetCaption((app_name_nice + " " + PPSSPP_GIT_VERSION).c_str(), NULL);
#endif
#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
pixel_in_dps = (float)pixel_xres / dp_xres;
float dp_xscale = (float)dp_xres / pixel_xres;
float dp_yscale = (float)dp_yres / pixel_yres;
g_dpi_scale = dp_xres / (float)pixel_xres;
printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);
NativeInitGraphics();
SDL_AudioSpec fmt;
fmt.freq = 44100;
fmt.format = AUDIO_S16;
fmt.channels = 2;
fmt.samples = 2048;
fmt.callback = &mixaudio;
fmt.userdata = (void *)0;
if (SDL_OpenAudio(&fmt, NULL) < 0)
ELOG("Failed to open audio: %s", SDL_GetError());
// Audio must be unpaused _after_ NativeInit()
SDL_PauseAudio(0);
#ifdef PANDORA
int numjoys = SDL_NumJoysticks();
// Joysticks init, we the nubs if setup as Joystick
if (numjoys > 0) {
ljoy = SDL_JoystickOpen(0);
if (numjoys > 1)
rjoy = SDL_JoystickOpen(1);
}
#else
joystick = new SDLJoystick();
#endif
EnableFZ();
int framecount = 0;
float t = 0;
float lastT = 0;
uint32_t pad_buttons = 0; // legacy pad buttons
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;
switch (event.type) {
case SDL_QUIT:
quitRequested = 1;
break;
case SDL_KEYDOWN:
{
int k = event.key.keysym.sym;
KeyInput key;
key.flags = KEY_DOWN;
key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
key.deviceId = DEVICE_ID_KEYBOARD;
NativeKey(key);
for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
if (legacyKeyMap[i] == key.keyCode)
pad_buttons |= 1 << i;
}
break;
}
case SDL_KEYUP:
{
int k = event.key.keysym.sym;
KeyInput key;
key.flags = KEY_UP;
key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
key.deviceId = DEVICE_ID_KEYBOARD;
NativeKey(key);
for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
if (legacyKeyMap[i] == key.keyCode)
pad_buttons &= ~(1 << i);
}
break;
}
case SDL_MOUSEBUTTONDOWN:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
{
input_state.pointer_x[0] = mx;
input_state.pointer_y[0] = my;
//input_state.mouse_buttons_down = 1;
input_state.pointer_down[0] = true;
input_state.mouse_valid = true;
TouchInput input;
input.x = mx;
input.y = my;
input.flags = TOUCH_DOWN;
input.id = 0;
NativeTouch(input);
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_DOWN);
NativeKey(key);
}
break;
case SDL_BUTTON_RIGHT:
{
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_DOWN);
NativeKey(key);
}
break;
case SDL_BUTTON_WHEELUP:
{
KeyInput key;
key.deviceId = DEVICE_ID_MOUSE;
key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
key.flags = KEY_DOWN;
NativeKey(key);
}
break;
case SDL_BUTTON_WHEELDOWN:
{
KeyInput key;
key.deviceId = DEVICE_ID_MOUSE;
key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
key.flags = KEY_DOWN;
NativeKey(key);
}
break;
}
break;
case SDL_MOUSEMOTION:
if (input_state.pointer_down[0]) {
input_state.pointer_x[0] = mx;
input_state.pointer_y[0] = my;
input_state.mouse_valid = true;
TouchInput input;
input.x = mx;
input.y = my;
input.flags = TOUCH_MOVE;
input.id = 0;
NativeTouch(input);
}
break;
case SDL_MOUSEBUTTONUP:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
{
input_state.pointer_x[0] = mx;
input_state.pointer_y[0] = my;
input_state.pointer_down[0] = false;
input_state.mouse_valid = true;
//input_state.mouse_buttons_up = 1;
TouchInput input;
input.x = mx;
input.y = my;
input.flags = TOUCH_UP;
input.id = 0;
NativeTouch(input);
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_UP);
NativeKey(key);
}
break;
case SDL_BUTTON_RIGHT:
{
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_UP);
NativeKey(key);
}
break;
case SDL_BUTTON_WHEELUP:
{
KeyInput key;
key.deviceId = DEVICE_ID_DEFAULT;
key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
key.flags = KEY_UP;
NativeKey(key);
}
break;
case SDL_BUTTON_WHEELDOWN:
{
KeyInput key;
key.deviceId = DEVICE_ID_DEFAULT;
key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
key.flags = KEY_UP;
NativeKey(key);
}
break;
}
break;
default:
joystick->ProcessInput(event);
break;
}
}
if (quitRequested)
break;
const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
SimulateGamepad(keys, &input_state);
input_state.pad_buttons = pad_buttons;
UpdateInputState(&input_state, true);
NativeUpdate(input_state);
NativeRender();
#if defined(PPSSPP) && !defined(MAEMO)
if (lastUIState != globalUIState) {
lastUIState = globalUIState;
if (lastUIState == UISTATE_INGAME && g_Config.bFullScreen && !g_Config.bShowTouchControls)
SDL_ShowCursor(SDL_DISABLE);
if (lastUIState != UISTATE_INGAME && g_Config.bFullScreen)
SDL_ShowCursor(SDL_ENABLE);
}
#endif
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
time_update();
t = time_now();
framecount++;
}
#ifndef PANDORA
delete joystick;
joystick = NULL;
#endif
// 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;
}