ppsspp/UI/NativeApp.cpp
Henrik Rydgård 80a99a67d9 Control: Change internal interfaces to batch-process input axis updates
These naturally come in bunches on many platforms like Android, so lay
some groundwork to also handle them in bunches to minimize locking in
the future.

Linux buildfix
2023-08-31 11:55:53 +02:00

1483 lines
47 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// NativeApp implementation for platforms that will use that framework, like:
// Android, Linux, MacOSX.
//
// Native is a cross platform framework. It's not very mature and mostly
// just built according to the needs of my own apps.
//
// Windows has its own code that bypasses the framework entirely.
#include "ppsspp_config.h"
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
#include <algorithm>
#include <cstdlib>
#include <memory>
#include <mutex>
#include <thread>
#if defined(_WIN32)
#include "Windows/WindowsAudio.h"
#include "Windows/MainWindow.h"
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#include "Windows/CaptureDevice.h"
#endif
#include "Common/Net/HTTPClient.h"
#include "Common/Net/Resolve.h"
#include "Common/Net/URL.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/Render/Text/draw_text.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/GPU/thin3d.h"
#include "Common/UI/UI.h"
#include "Common/UI/Screen.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/IconCache.h"
#include "android/jni/app-android.h"
#include "Common/System/Display.h"
#include "Common/System/Request.h"
#include "Common/System/System.h"
#include "Common/System/OSD.h"
#include "Common/System/NativeApp.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Math/math_util.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/VFS/ZipFileReader.h"
#include "Common/File/VFS/DirectoryReader.h"
#include "Common/CPUDetect.h"
#include "Common/File/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Common/LogManager.h"
#include "Common/MemArena.h"
#include "Common/GraphicsContext.h"
#include "Common/OSVersion.h"
#include "Common/GPU/ShaderTranslation.h"
#include "Common/VR/PPSSPPVR.h"
#include "Core/ControlMapper.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Core.h"
#include "Core/FileLoaders/DiskCachingFileLoader.h"
#include "Core/FrameTiming.h"
#include "Core/KeyMap.h"
#include "Core/Reporting.h"
#include "Core/RetroAchievements.h"
#include "Core/SaveState.h"
#include "Core/Screenshot.h"
#include "Core/System.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceUsbCam.h"
#include "Core/HLE/sceUsbGps.h"
#include "Core/HLE/proAdhoc.h"
#include "Core/HW/MemoryStick.h"
#include "Core/Util/GameManager.h"
#include "Core/Util/PortManager.h"
#include "Core/Util/AudioFormat.h"
#include "Core/WebServer.h"
#include "Core/TiltEventProcessor.h"
#include "Core/ThreadPools.h"
#include "GPU/GPUInterface.h"
#include "UI/AudioCommon.h"
#include "UI/BackgroundAudio.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DiscordIntegration.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/GPUDriverTestScreen.h"
#include "UI/MiscScreens.h"
#include "UI/MemStickScreen.h"
#include "UI/OnScreenDisplay.h"
#include "UI/RemoteISOScreen.h"
#include "UI/Theme.h"
#if defined(USING_QT_UI)
#include <QFontDatabase>
#endif
#if PPSSPP_PLATFORM(UWP)
#include <dwrite_3.h>
#include "UWP/UWPHelpers/InputHelpers.h"
#endif
#if PPSSPP_PLATFORM(ANDROID)
#include "android/jni/app-android.h"
#endif
#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
#include "../../android/jni/ArmEmitterTest.h"
#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
#include "../../android/jni/Arm64EmitterTest.h"
#endif
#if PPSSPP_PLATFORM(IOS)
#include "ios/iOSCoreAudio.h"
#elif defined(__APPLE__)
#include <mach-o/dyld.h>
#endif
#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
#include "UI/DarwinFileSystemServices.h"
#endif
#include <Core/HLE/Plugins.h>
bool HandleGlobalMessage(const std::string &msg, const std::string &value);
ScreenManager *g_screenManager;
std::string config_filename;
// Really need to clean this mess of globals up... but instead I add more :P
bool g_TakeScreenshot;
static bool isOuya;
static bool resized = false;
static bool restarting = false;
static int renderCounter = 0;
struct PendingMessage {
std::string msg;
std::string value;
};
static std::mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static Draw::DrawContext *g_draw;
static Draw::Pipeline *colorPipeline;
static Draw::Pipeline *texColorPipeline;
static UIContext *uiContext;
#ifdef _WIN32
WindowsAudioBackend *winAudioBackend;
#endif
std::thread *graphicsLoadThread;
class PrintfLogger : public LogListener {
public:
void Log(const LogMessage &message) override {
// Log with simplified headers as Android already provides timestamp etc.
switch (message.level) {
case LogLevel::LVERBOSE:
case LogLevel::LDEBUG:
case LogLevel::LINFO:
printf("INFO [%s] %s", message.log, message.msg.c_str());
break;
case LogLevel::LERROR:
printf("ERR [%s] %s", message.log, message.msg.c_str());
break;
case LogLevel::LWARNING:
printf("WARN [%s] %s", message.log, message.msg.c_str());
break;
case LogLevel::LNOTICE:
default:
printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
break;
}
}
};
// globals
static LogListener *logger = nullptr;
Path boot_filename;
std::string NativeQueryConfig(std::string query) {
char temp[128];
if (query == "screenRotation") {
INFO_LOG(G3D, "g_Config.screenRotation = %d", g_Config.iScreenRotation);
snprintf(temp, sizeof(temp), "%d", g_Config.iScreenRotation);
return std::string(temp);
} else if (query == "immersiveMode") {
return std::string(g_Config.bImmersiveMode ? "1" : "0");
} else if (query == "hwScale") {
int scale = g_Config.iAndroidHwScale;
// Override hw scale for TV type devices.
if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_TV)
scale = 0;
if (scale == 1) {
// If g_Config.iInternalResolution is also set to Auto (1), we fall back to "Device resolution" (0). It works out.
scale = g_Config.iInternalResolution;
} else if (scale >= 2) {
scale -= 1;
}
int max_res = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 1;
snprintf(temp, sizeof(temp), "%d", std::min(scale, max_res));
return std::string(temp);
} else if (query == "sustainedPerformanceMode") {
return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
} else if (query == "androidJavaGL") {
// If we're using Vulkan, we say no... need C++ to use Vulkan.
if (GetGPUBackend() == GPUBackend::VULKAN) {
return "false";
}
// Otherwise, some devices prefer the Java init so play it safe.
return "true";
} else {
return "";
}
}
int NativeMix(short *audio, int numSamples, int sampleRateHz) {
return __AudioMix(audio, numSamples, sampleRateHz);
}
// This is called before NativeInit so we do a little bit of initialization here.
void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) {
*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
*version = PPSSPP_GIT_VERSION;
#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
ArmEmitterTest();
#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
Arm64EmitterTest();
#endif
}
#if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
static bool CheckFontIsUsable(const wchar_t *fontFace) {
wchar_t actualFontFace[1024] = { 0 };
HFONT f = CreateFont(0, 0, 0, 0, FW_LIGHT, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, fontFace);
if (f != nullptr) {
HDC hdc = CreateCompatibleDC(nullptr);
if (hdc != nullptr) {
SelectObject(hdc, f);
GetTextFace(hdc, 1024, actualFontFace);
DeleteDC(hdc);
}
DeleteObject(f);
}
// If we were able to get the font name, did it load?
if (actualFontFace[0] != 0) {
return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
}
return false;
}
#endif
void PostLoadConfig() {
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
}
// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
// test new languages without recompiling the entire app, which is a hassle).
const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
g_i18nrepo.LoadIni(g_Config.sLanguageIni);
else
g_i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
#if !PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(UWP)
CreateSysDirectories();
#endif
}
static void CheckFailedGPUBackends() {
#ifdef _DEBUG
// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
NOTICE_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
return;
#endif
#if PPSSPP_PLATFORM(ANDROID)
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 30) {
// In Android 11 or later, Vulkan is as stable as OpenGL, so let's not even bother.
// Have also seen unexplained issues with random fallbacks to OpenGL for no good reason,
// especially when debugging.
return;
}
#endif
// We only want to do this once per process run and backend, to detect process crashes.
// If NativeShutdown is called before we finish, we might call this multiple times.
static int lastBackend = -1;
if (lastBackend == g_Config.iGPUBackend) {
return;
}
lastBackend = g_Config.iGPUBackend;
Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt";
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
std::string data;
if (File::ReadFileToString(true, cache, data))
g_Config.sFailedGPUBackends = data;
}
// Use this if you want to debug a graphics crash...
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
else if (!g_Config.sFailedGPUBackends.empty())
ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
// Okay, let's not try a backend in the failed list.
g_Config.iGPUBackend = g_Config.NextValidBackend();
if (lastBackend != g_Config.iGPUBackend) {
std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
System_GraphicsBackendFailedAlert(param);
WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
}
// And then let's - for now - add the current to the failed list.
if (g_Config.sFailedGPUBackends.empty()) {
g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
}
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
// Let's try to create, in case it doesn't exist.
if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache);
} else {
// Just save immediately, since we have storage.
g_Config.Save("got storage permission");
}
}
static void ClearFailedGPUBackends() {
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
// We've successfully started graphics without crashing, hurray.
// In case they update drivers and have totally different problems much later, clear the failed list.
g_Config.sFailedGPUBackends.clear();
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt");
} else {
g_Config.Save("clearFailedGPUBackends");
}
}
void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
ShaderTranslationInit();
g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
// Make sure UI state is MENU.
ResetUIState();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_dir;
pendingMessages.clear();
g_requestManager.Clear();
// external_dir has all kinds of meanings depending on platform.
// on iOS it's even the path to bundled app assets. It's a mess.
// We want this to be FIRST.
#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
// Packed assets are included in app
g_VFS.Register("", new DirectoryReader(Path(external_dir)));
#endif
#if defined(ASSETS_DIR)
g_VFS.Register("", new DirectoryReader(Path(ASSETS_DIR)));
#endif
#if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
g_VFS.Register("", new DirectoryReader(File::GetExeDirectory() / "assets"));
g_VFS.Register("", new DirectoryReader(File::GetExeDirectory()));
g_VFS.Register("", new DirectoryReader(Path("/usr/local/share/ppsspp/assets")));
g_VFS.Register("", new DirectoryReader(Path("/usr/local/share/games/ppsspp/assets")));
g_VFS.Register("", new DirectoryReader(Path("/usr/share/ppsspp/assets")));
g_VFS.Register("", new DirectoryReader(Path("/usr/share/games/ppsspp/assets")));
#endif
#if PPSSPP_PLATFORM(SWITCH)
Path assetPath = Path(user_data_path) / "assets";
g_VFS.Register("", new DirectoryReader(assetPath));
#else
g_VFS.Register("", new DirectoryReader(Path("assets")));
#endif
g_VFS.Register("", new DirectoryReader(Path(savegame_dir)));
#if PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(MAC)
g_Config.defaultCurrentDirectory = Path(System_GetProperty(SYSPROP_USER_DOCUMENTS_DIR));
#else
g_Config.defaultCurrentDirectory = Path("/");
#endif
#if !PPSSPP_PLATFORM(UWP)
g_Config.internalDataDirectory = Path(savegame_dir);
#endif
#if PPSSPP_PLATFORM(ANDROID)
// In Android 12 with scoped storage, due to the above, the external directory
// is no longer the plain root of external storage, but it's an app specific directory
// on external storage (g_extFilesDir).
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
// There's no sensible default directory. Let the user browse for files.
g_Config.defaultCurrentDirectory.clear();
} else {
g_Config.memStickDirectory = Path(external_dir);
g_Config.defaultCurrentDirectory = Path(external_dir);
}
// Might also add an option to move it to internal / non-visible storage, but there's
// little point, really.
g_Config.flash0Directory = Path(external_dir) / "flash0";
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
if (File::Exists(memstickDirFile)) {
INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str());
std::string memstickDir;
if (File::ReadFileToString(true, memstickDirFile, memstickDir)) {
Path memstickPath(memstickDir);
if (!memstickPath.empty() && File::Exists(memstickPath)) {
g_Config.memStickDirectory = memstickPath;
INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str());
} else {
ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str());
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
// Ask the user to configure a memstick directory.
INFO_LOG(SYSTEM, "Asking the user.");
g_Config.memStickDirectory.clear();
}
}
}
} else {
INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str());
}
// Attempt to create directories after reading the path.
if (!System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
CreateSysDirectories();
}
#elif PPSSPP_PLATFORM(UWP) && !defined(__LIBRETRO__)
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
if (File::Exists(memstickDirFile)) {
INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str());
std::string memstickDir;
if (File::ReadFileToString(true, memstickDirFile, memstickDir)) {
Path memstickPath(memstickDir);
if (!memstickPath.empty() && File::Exists(memstickPath)) {
g_Config.memStickDirectory = memstickPath;
g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.Reload();
INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str());
} else {
ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str());
g_Config.memStickDirectory.clear();
}
}
}
else {
INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str());
}
#elif PPSSPP_PLATFORM(IOS)
g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory;
g_Config.memStickDirectory = DarwinFileSystemServices::appropriateMemoryStickDirectoryToUse();
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
#elif PPSSPP_PLATFORM(MAC)
g_Config.memStickDirectory = DarwinFileSystemServices::appropriateMemoryStickDirectoryToUse();
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
#elif PPSSPP_PLATFORM(SWITCH)
g_Config.memStickDirectory = g_Config.internalDataDirectory / "config/ppsspp";
g_Config.flash0Directory = g_Config.internalDataDirectory / "assets/flash0";
#elif !PPSSPP_PLATFORM(WINDOWS)
std::string config;
if (getenv("XDG_CONFIG_HOME") != NULL)
config = getenv("XDG_CONFIG_HOME");
else if (getenv("HOME") != NULL)
config = getenv("HOME") + std::string("/.config");
else // Just in case
config = "./config";
g_Config.memStickDirectory = Path(config) / "ppsspp";
g_Config.flash0Directory = File::GetExeDirectory() / "assets/flash0";
if (getenv("HOME") != nullptr) {
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
} else {
// Hm, should probably actually explicitly set the current directory..
// Though it's not many platforms that'll land us here.
g_Config.currentDirectory = Path(".");
}
#endif
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
}
if (cache_dir && strlen(cache_dir)) {
g_Config.appCacheDirectory = Path(cache_dir);
DiskCachingFileLoaderCache::SetCacheDir(g_Config.appCacheDirectory);
}
if (!LogManager::GetInstance()) {
LogManager::Init(&g_Config.bEnableLogging);
}
#if !PPSSPP_PLATFORM(WINDOWS)
g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
// Note that if we don't have storage permission here, loading the config will
// fail and it will be set to the default. Later, we load again when we get permission.
g_Config.Load();
#endif
LogManager *logman = LogManager::GetInstance();
const char *fileToLog = 0;
Path stateToLoad;
bool gotBootFilename = false;
bool gotoGameSettings = false;
bool gotoTouchScreenTest = false;
boot_filename.clear();
// Parse command line
LogLevel logLevel = LogLevel::LINFO;
bool forceLogLevel = false;
const auto setLogLevel = [&logLevel, &forceLogLevel](LogLevel level) {
logLevel = level;
forceLogLevel = true;
};
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
#if defined(__APPLE__)
// On Apple system debugged executable may get -NSDocumentRevisionsDebugMode YES in argv.
if (!strcmp(argv[i], "-NSDocumentRevisionsDebugMode") && argc - 1 > i) {
i++;
continue;
}
#endif
switch (argv[i][1]) {
case 'd':
// Enable debug logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogLevel::LDEBUG);
break;
case 'v':
// Enable verbose logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogLevel::LVERBOSE);
break;
case 'j':
g_Config.iCpuCore = (int)CPUCore::JIT;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.iCpuCore = (int)CPUCore::INTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'r':
g_Config.iCpuCore = (int)CPUCore::IR_INTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'J':
g_Config.iCpuCore = (int)CPUCore::JIT_IR;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strncmp(argv[i], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel="))
setLogLevel(static_cast<LogLevel>(std::atoi(argv[i] + strlen("--loglevel="))));
if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
fileToLog = argv[i] + strlen("--log=");
if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
stateToLoad = Path(std::string(argv[i] + strlen("--state=")));
#if !defined(MOBILE_DEVICE)
if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
g_Config.bPauseExitsEmulator = true;
#endif
if (!strncmp(argv[i], "--pause-menu-exit", strlen("--pause-menu-exit")))
g_Config.bPauseMenuExitsEmulator = true;
if (!strcmp(argv[i], "--fullscreen")) {
g_Config.iForceFullScreen = 1;
System_ToggleFullscreenState("1");
}
if (!strcmp(argv[i], "--windowed")) {
g_Config.iForceFullScreen = 0;
System_ToggleFullscreenState("0");
}
if (!strcmp(argv[i], "--touchscreentest"))
gotoTouchScreenTest = true;
if (!strcmp(argv[i], "--gamesettings"))
gotoGameSettings = true;
if (!strncmp(argv[i], "--appendconfig=", strlen("--appendconfig=")) && strlen(argv[i]) > strlen("--appendconfig=")) {
g_Config.SetAppendedConfigIni(Path(std::string(argv[i] + strlen("--appendconfig="))));
g_Config.LoadAppendedConfig();
}
break;
}
} else {
// This parameter should be a boot filename. Only accept it if we
// don't already have one.
if (!gotBootFilename) {
gotBootFilename = true;
INFO_LOG(SYSTEM, "Boot filename found in args: '%s'", argv[i]);
bool okToLoad = true;
bool okToCheck = true;
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
if (status == PERMISSION_STATUS_DENIED) {
ERROR_LOG(IO, "Storage permission denied. Launching without argument.");
okToLoad = false;
okToCheck = false;
} else if (status != PERMISSION_STATUS_GRANTED) {
ERROR_LOG(IO, "Storage permission not granted. Launching without argument check.");
okToCheck = false;
} else {
INFO_LOG(IO, "Storage permission granted.");
}
}
if (okToLoad) {
std::string str = std::string(argv[i]);
// Handle file:/// URIs, since you get those when creating shortcuts on some Android systems.
if (startsWith(str, "file:///")) {
str = UriDecode(str.substr(7));
INFO_LOG(IO, "Decoding '%s' to '%s'", argv[i], str.c_str());
}
boot_filename = Path(str);
skipLogo = true;
}
if (okToLoad && okToCheck) {
std::unique_ptr<FileLoader> fileLoader(ConstructFileLoader(boot_filename));
if (!fileLoader->Exists()) {
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
}
} else {
fprintf(stderr, "Can only boot one file");
#if defined(_WIN32) || defined(__ANDROID__)
// Ignore and proceed.
#else
// Bail.
exit(1);
#endif
}
}
}
if (fileToLog)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
if (forceLogLevel)
LogManager::GetInstance()->SetAllLogLevels(logLevel);
PostLoadConfig();
#if PPSSPP_PLATFORM(ANDROID)
logger = new AndroidLogger();
logman->AddListener(logger);
#elif (defined(MOBILE_DEVICE) && !defined(_DEBUG))
// Enable basic logging for any kind of mobile device, since LogManager doesn't.
// The MOBILE_DEVICE/_DEBUG condition matches LogManager.cpp.
logger = new PrintfLogger();
logman->AddListener(logger);
#endif
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
if (System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE) != PERMISSION_STATUS_GRANTED) {
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
}
}
auto des = GetI18NCategory(I18NCat::DESKTOPUI);
// Note to translators: do not translate this/add this to PPSSPP-lang's files.
// It's intended to be custom for every user.
// Only add it to your own personal copies of PPSSPP.
#if PPSSPP_PLATFORM(UWP)
// Roboto font is loaded in TextDrawerUWP.
g_Config.sFont = des->T("Font", "Roboto");
#elif defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
// TODO: Could allow a setting to specify a font file to load?
// TODO: Make this a constant if we can sanely load the font on other systems?
AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
// The font goes by two names, let's allow either one.
if (CheckFontIsUsable(L"Roboto Condensed")) {
g_Config.sFont = des->T("Font", "Roboto Condensed");
} else {
g_Config.sFont = des->T("Font", "Roboto");
}
#elif defined(USING_QT_UI)
size_t fontSize = 0;
uint8_t *fontData = g_VFS.ReadFile("Roboto-Condensed.ttf", &fontSize);
if (fontData) {
int fontID = QFontDatabase::addApplicationFontFromData(QByteArray((const char *)fontData, fontSize));
delete [] fontData;
QStringList fontsFound = QFontDatabase::applicationFontFamilies(fontID);
if (fontsFound.size() >= 1) {
// Might be "Roboto" or "Roboto Condensed".
g_Config.sFont = des->T("Font", fontsFound.at(0).toUtf8().constData());
}
} else {
// Let's try for it being a system font.
g_Config.sFont = des->T("Font", "Roboto Condensed");
}
#endif
// TODO: Load these in the background instead of synchronously.
g_BackgroundAudio.SFX().LoadSamples();
if (!boot_filename.empty() && stateToLoad.Valid()) {
SaveState::Load(stateToLoad, -1, [](SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
g_OSD.Show(status == SaveState::Status::SUCCESS ? OSDType::MESSAGE_SUCCESS : OSDType::MESSAGE_ERROR,
message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
});
}
if (g_Config.bAchievementsEnable) {
FILE *iconCacheFile = File::OpenCFile(GetSysDirectory(DIRECTORY_CACHE) / "icon.cache", "rb");
if (iconCacheFile) {
g_iconCache.LoadFromFile(iconCacheFile);
fclose(iconCacheFile);
}
}
DEBUG_LOG(SYSTEM, "ScreenManager!");
g_screenManager = new ScreenManager();
if (g_Config.memStickDirectory.empty()) {
INFO_LOG(SYSTEM, "No memstick directory! Asking for one to be configured.");
g_screenManager->switchScreen(new LogoScreen(AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP));
} else if (gotoGameSettings) {
g_screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS));
} else if (gotoTouchScreenTest) {
g_screenManager->switchScreen(new MainScreen());
g_screenManager->push(new TouchTestScreen(Path()));
} else if (skipLogo) {
g_screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
g_screenManager->switchScreen(new LogoScreen(AfterLogoScreen::DEFAULT));
}
g_screenManager->SetOverlayScreen(new OSDOverlayScreen());
// Easy testing
// screenManager->push(new GPUDriverTestScreen());
if (g_Config.bRemoteShareOnStartup && g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::ALL);
else if (g_Config.bRemoteShareOnStartup)
StartWebServer(WebServerFlags::DISCS);
else if (g_Config.bRemoteDebuggerOnStartup)
StartWebServer(WebServerFlags::DEBUGGER);
std::string sysName = System_GetProperty(SYSPROP_NAME);
isOuya = KeyMap::IsOuya(sysName);
// We do this here, instead of in NativeInitGraphics, because the display may be reset.
// When it's reset we don't want to forget all our managed things.
CheckFailedGPUBackends();
SetGPUBackend((GPUBackend)g_Config.iGPUBackend);
renderCounter = 0;
// Initialize retro achievements runtime.
Achievements::Initialize();
// Must be done restarting by now.
restarting = false;
}
void CallbackPostRender(UIContext *dc, void *userdata);
bool CreateGlobalPipelines();
bool NativeInitGraphics(GraphicsContext *graphicsContext) {
INFO_LOG(SYSTEM, "NativeInitGraphics");
_assert_(g_screenManager);
// We set this now so any resize during init is processed later.
resized = false;
Core_SetGraphicsContext(graphicsContext);
g_draw = graphicsContext->GetDrawContext();
_assert_(g_draw);
if (!CreateGlobalPipelines()) {
ERROR_LOG(G3D, "Failed to create global pipelines");
return false;
}
ui_draw2d.SetAtlas(GetUIAtlas());
ui_draw2d.SetFontAtlas(GetFontAtlas());
ui_draw2d_front.SetAtlas(GetUIAtlas());
ui_draw2d_front.SetFontAtlas(GetFontAtlas());
uiContext = new UIContext();
uiContext->theme = GetTheme();
UpdateTheme(uiContext);
ui_draw2d.Init(g_draw, texColorPipeline);
ui_draw2d_front.Init(g_draw, texColorPipeline);
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
g_screenManager->setUIContext(uiContext);
g_screenManager->setDrawContext(g_draw);
g_screenManager->setPostRenderCallback(&CallbackPostRender, nullptr);
g_screenManager->deviceRestored();
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
#if PPSSPP_PLATFORM(UWP)
winAudioBackend->Init(0, &NativeMix, 44100);
#else
winAudioBackend->Init(MainWindow::GetHWND(), &NativeMix, 44100);
#endif
#endif
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
if (IsWin7OrHigher()) {
winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO);
winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
winMic = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::AUDIO);
winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
}
#endif
g_gameInfoCache = new GameInfoCache();
if (gpu) {
PSP_CoreParameter().pixelWidth = g_display.pixel_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres;
gpu->DeviceRestore(g_draw);
}
INFO_LOG(SYSTEM, "NativeInitGraphics completed");
return true;
}
bool CreateGlobalPipelines() {
using namespace Draw;
ShaderModule *vs_color_2d = g_draw->GetVshaderPreset(VS_COLOR_2D);
ShaderModule *fs_color_2d = g_draw->GetFshaderPreset(FS_COLOR_2D);
ShaderModule *vs_texture_color_2d = g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
ShaderModule *fs_texture_color_2d = g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
if (!vs_color_2d || !fs_color_2d || !vs_texture_color_2d || !fs_texture_color_2d) {
ERROR_LOG(G3D, "Failed to get shader preset");
return false;
}
InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
RasterState *rasterNoCull = g_draw->CreateRasterState({});
PipelineDesc colorDesc{
Primitive::TRIANGLE_LIST,
{ vs_color_2d, fs_color_2d },
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ vs_texture_color_2d, fs_texture_color_2d },
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
};
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc, "global_color");
if (!colorPipeline) {
// Something really critical is wrong, don't care much about correct releasing of the states.
return false;
}
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc, "global_texcolor");
if (!texColorPipeline) {
// Something really critical is wrong, don't care much about correct releasing of the states.
return false;
}
// Release these now, reference counting should ensure that they get completely released
// once we delete both pipelines.
inputLayout->Release();
rasterNoCull->Release();
blendNormal->Release();
depth->Release();
return true;
}
void NativeShutdownGraphics() {
INFO_LOG(SYSTEM, "NativeShutdownGraphics");
if (g_screenManager) {
g_screenManager->deviceLost();
}
if (gpu)
gpu->DeviceLost();
#if PPSSPP_PLATFORM(WINDOWS)
delete winAudioBackend;
winAudioBackend = nullptr;
#endif
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
if (winCamera) {
winCamera->waitShutDown();
delete winCamera;
winCamera = nullptr;
}
if (winMic) {
winMic->waitShutDown();
delete winMic;
winMic = nullptr;
}
#endif
UIBackgroundShutdown();
delete g_gameInfoCache;
g_gameInfoCache = nullptr;
delete uiContext;
uiContext = nullptr;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
if (colorPipeline) {
colorPipeline->Release();
colorPipeline = nullptr;
}
if (texColorPipeline) {
texColorPipeline->Release();
texColorPipeline = nullptr;
}
INFO_LOG(SYSTEM, "NativeShutdownGraphics done");
}
static void TakeScreenshot() {
Path path = GetSysDirectory(DIRECTORY_SCREENSHOT);
if (!File::Exists(path)) {
File::CreateDir(path);
}
// First, find a free filename.
int i = 0;
std::string gameId = g_paramSFO.GetDiscID();
Path filename;
while (i < 10000){
if (g_Config.bScreenshotsAsPNG)
filename = path / StringFromFormat("%s_%05d.png", gameId.c_str(), i);
else
filename = path / StringFromFormat("%s_%05d.jpg", gameId.c_str(), i);
File::FileInfo info;
if (!File::Exists(filename))
break;
i++;
}
bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
if (success) {
g_OSD.Show(OSDType::MESSAGE_FILE_LINK, filename.ToString());
} else {
auto err = GetI18NCategory(I18NCat::ERRORS);
g_OSD.Show(OSDType::MESSAGE_ERROR, err->T("Could not save screenshot file"));
}
}
void CallbackPostRender(UIContext *dc, void *userdata) {
if (g_TakeScreenshot) {
TakeScreenshot();
g_TakeScreenshot = false;
}
}
static Matrix4x4 ComputeOrthoMatrix(float xres, float yres) {
// TODO: Should be able to share the y-flip logic here with the one in postprocessing/presentation, for example.
Matrix4x4 ortho;
switch (GetGPUBackend()) {
case GPUBackend::VULKAN:
ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
break;
case GPUBackend::DIRECT3D9:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
Matrix4x4 translation;
// Account for the small window adjustment.
translation.setTranslation(Vec3(
-0.5f * g_display.dpi_scale_x / g_display.dpi_scale_real_x,
-0.5f * g_display.dpi_scale_y / g_display.dpi_scale_real_y, 0.0f));
ortho = translation * ortho;
break;
case GPUBackend::DIRECT3D11:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
case GPUBackend::OPENGL:
default:
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
}
// Compensate for rotated display if needed.
if (g_display.rotation != DisplayRotation::ROTATE_0) {
ortho = ortho * g_display.rot_matrix;
}
return ortho;
}
void NativeFrame(GraphicsContext *graphicsContext) {
PROFILE_END_FRAME();
std::vector<PendingMessage> toProcess;
{
std::lock_guard<std::mutex> lock(pendingMutex);
toProcess = std::move(pendingMessages);
pendingMessages.clear();
}
for (const auto &item : toProcess) {
if (HandleGlobalMessage(item.msg, item.value)) {
INFO_LOG(SYSTEM, "Handled global message: %s / %s", item.msg.c_str(), item.value.c_str());
}
g_screenManager->sendMessage(item.msg.c_str(), item.value.c_str());
}
g_requestManager.ProcessRequests();
// it's ok to call this redundantly with DoFrame from EmuScreen
Achievements::Idle();
g_DownloadManager.Update();
g_screenManager->update();
g_Discord.Update();
g_BackgroundAudio.Play();
g_OSD.Update();
UI::SetSoundEnabled(g_Config.bUISound);
_dbg_assert_(graphicsContext != nullptr);
_dbg_assert_(g_screenManager != nullptr);
g_GameManager.Update();
if (GetUIState() != UISTATE_INGAME) {
// Note: We do this from NativeFrame so that the graphics context is
// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
g_BackgroundAudio.Update();
}
// Apply the UIContext bounds as a 2D transformation matrix.
// TODO: This should be moved into the draw context...
Matrix4x4 ortho = ComputeOrthoMatrix(g_display.dp_xres, g_display.dp_yres);
Draw::DebugFlags debugFlags = Draw::DebugFlags::NONE;
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::GPU_PROFILE)
debugFlags |= Draw::DebugFlags::PROFILE_TIMESTAMPS;
if (g_Config.bGpuLogProfiler)
debugFlags |= Draw::DebugFlags::PROFILE_SCOPES;
g_frameTiming.Reset(g_draw);
g_draw->BeginFrame(debugFlags);
ui_draw2d.PushDrawMatrix(ortho);
ui_draw2d_front.PushDrawMatrix(ortho);
g_screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation);
// All actual rendering happen in here.
g_screenManager->render();
if (g_screenManager->getUIContext()->Text()) {
g_screenManager->getUIContext()->Text()->OncePerFrame();
}
ui_draw2d.PopDrawMatrix();
ui_draw2d_front.PopDrawMatrix();
g_draw->EndFrame();
// This, between EndFrame and Present, is where we should actually wait to do present time management.
// There might not be a meaningful distinction here for all backends..
if (renderCounter < 10 && ++renderCounter == 10) {
// We're rendering fine, clear out failure info.
ClearFailedGPUBackends();
}
int interval;
Draw::PresentMode presentMode = ComputePresentMode(g_draw, &interval);
g_draw->Present(presentMode, interval);
if (resized) {
INFO_LOG(G3D, "Resized flag set - recalculating bounds");
resized = false;
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, g_display.dp_xres, g_display.dp_yres));
// OSX 10.6 and SDL 1.2 bug.
#if defined(__APPLE__) && !defined(USING_QT_UI)
static int dp_xres_old = g_display.dp_xres;
if (g_display.dp_xres != dp_xres_old) {
dp_xres_old = g_display.dp_xres;
}
#endif
}
graphicsContext->Resize();
g_screenManager->resized();
// TODO: Move this to the GraphicsContext objects for each backend.
#if !PPSSPP_PLATFORM(WINDOWS) && !defined(ANDROID)
PSP_CoreParameter().pixelWidth = g_display.pixel_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres;
System_PostUIMessage("gpu_displayResized", "");
#endif
} else {
// INFO_LOG(G3D, "Polling graphics context");
graphicsContext->Poll();
}
}
bool HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "savestate_displayslot") {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
// Show for the same duration as the preview.
g_OSD.Show(OSDType::MESSAGE_INFO, msg, 2.0f, "savestate_slot");
return true;
}
else if (msg == "gpu_displayResized") {
if (gpu) {
gpu->NotifyDisplayResized();
}
return true;
}
else if (msg == "gpu_renderResized") {
if (gpu) {
gpu->NotifyRenderResized();
}
return true;
}
else if (msg == "gpu_configChanged") {
if (gpu) {
gpu->NotifyConfigChanged();
}
Reporting::UpdateConfig();
return true;
}
else if (msg == "core_powerSaving") {
if (value != "false") {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
#if PPSSPP_PLATFORM(ANDROID)
g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Android battery save mode is on"), 2.0f, "core_powerSaving");
#else
g_OSD.Show(OSDType::MESSAGE_WARNING, sy->T("WARNING: Battery save mode is on"), 2.0f, "core_powerSaving");
#endif
}
Core_SetPowerSaving(value != "false");
return true;
}
else if (msg == "permission_granted" && value == "storage") {
CreateSysDirectories();
// We must have failed to load the config before, so load it now to avoid overwriting the old config
// with a freshly generated one.
// NOTE: If graphics backend isn't what's in the config (due to error fallback, or not matching the default
// and then getting permission), it will get out of sync. So we save and restore g_Config.iGPUBackend.
// Ideally we should simply reinitialize graphics to the mode from the config, but there are potential issues.
int gpuBackend = g_Config.iGPUBackend;
INFO_LOG(IO, "Reloading config after storage permission grant.");
g_Config.Reload();
PostLoadConfig();
g_Config.iGPUBackend = gpuBackend;
return true;
} else if (msg == "app_resumed" || msg == "got_focus") {
// Assume that the user may have modified things.
MemoryStick_NotifyWrite();
return true;
} else {
return false;
}
}
bool NativeIsAtTopLevel() {
// This might need some synchronization?
if (!g_screenManager) {
ERROR_LOG(SYSTEM, "No screen manager active");
return false;
}
Screen *currentScreen = g_screenManager->topScreen();
if (currentScreen) {
bool top = currentScreen->isTopLevel();
INFO_LOG(SYSTEM, "Screen toplevel: %i", (int)top);
return currentScreen->isTopLevel();
} else {
ERROR_LOG(SYSTEM, "No current screen");
return false;
}
}
void NativeTouch(const TouchInput &touch) {
if (!g_screenManager) {
return;
}
// Brute force prevent NaNs from getting into the UI system.
// Don't think this is actually necessary in practice.
if (my_isnan(touch.x) || my_isnan(touch.y)) {
return;
}
g_screenManager->touch(touch);
}
bool NativeKey(const KeyInput &key) {
// VR actions
if (IsVREnabled() && !UpdateVRKeys(key)) {
return false;
}
#if PPSSPP_PLATFORM(UWP)
// Ignore if key sent from OnKeyDown/OnKeyUp/XInput while text edit active
// it's already handled by `OnCharacterReceived`
if (IgnoreInput(key.keyCode) && !(key.flags & KEY_CHAR)) {
return false;
}
#endif
// INFO_LOG(SYSTEM, "Key code: %i flags: %i", key.keyCode, key.flags);
#if !defined(MOBILE_DEVICE)
if (g_Config.bPauseExitsEmulator) {
std::vector<int> pspKeys;
pspKeys.clear();
if (KeyMap::InputMappingToPspButton(InputMapping(key.deviceId, key.keyCode), &pspKeys)) {
if (std::find(pspKeys.begin(), pspKeys.end(), VIRTKEY_PAUSE) != pspKeys.end()) {
System_ExitApp();
return true;
}
}
}
#endif
bool retval = false;
if (g_screenManager) {
HLEPlugins::SetKey(key.keyCode, (key.flags & KEY_DOWN) ? 1 : 0);
retval = g_screenManager->key(key);
}
// The Mode key can have weird consequences on some devices, see #17245.
if (key.keyCode == NKCODE_BUTTON_MODE) {
// Tell the caller that we handled the key.
retval = true;
}
return retval;
}
static void ProcessOneAxisEvent(const AxisInput &axis) {
// VR actions
if (IsVREnabled() && !UpdateVRAxis(axis)) {
return;
}
if (!g_screenManager) {
// Too early.
return;
}
// only do special handling of tilt events if tilt is enabled.
HLEPlugins::PluginDataAxis[axis.axisId] = axis.value;
g_screenManager->axis(axis);
}
void NativeAxis(const AxisInput *axes, size_t count) {
// 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 float tiltX;
static float tiltY;
static float tiltZ;
for (size_t i = 0; i < count; i++) {
ProcessOneAxisEvent(axes[i]);
switch (axes[i].axisId) {
case JOYSTICK_AXIS_ACCELEROMETER_X: tiltX = axes[i].value; break;
case JOYSTICK_AXIS_ACCELEROMETER_Y: tiltY = axes[i].value; break;
case JOYSTICK_AXIS_ACCELEROMETER_Z: tiltZ = axes[i].value; break;
default: break;
}
}
if (g_Config.iTiltInputType == TILT_NULL) {
// if tilt events are disabled, don't do anything special.
return;
}
// create the base coordinate tilt system from the calibration data.
float tiltBaseAngleY = g_Config.fTiltBaseAngleY;
// 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 precise 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;
// x and y are flipped if we are in 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
bool landscape = g_display.dp_yres < g_display.dp_xres;
// now transform out current tilt to the calibrated coordinate system
TiltEventProcessor::ProcessTilt(landscape, tiltBaseAngleY, tiltX, tiltY, tiltZ,
g_Config.bInvertTiltX, g_Config.bInvertTiltY,
xSensitivity, ySensitivity);
}
void System_PostUIMessage(const std::string &message, const std::string &value) {
std::lock_guard<std::mutex> lock(pendingMutex);
PendingMessage pendingMessage;
pendingMessage.msg = message;
pendingMessage.value = value;
pendingMessages.push_back(pendingMessage);
}
void NativeResized() {
// NativeResized can come from any thread so we just set a flag, then process it later.
VERBOSE_LOG(G3D, "NativeResized - setting flag");
resized = true;
}
void NativeSetRestarting() {
restarting = true;
}
bool NativeIsRestarting() {
return restarting;
}
void NativeShutdown() {
Achievements::Shutdown();
if (g_Config.bAchievementsEnable) {
FILE *iconCacheFile = File::OpenCFile(GetSysDirectory(DIRECTORY_CACHE) / "icon.cache", "wb");
if (iconCacheFile) {
g_iconCache.SaveToFile(iconCacheFile);
fclose(iconCacheFile);
}
}
if (g_screenManager) {
g_screenManager->shutdown();
delete g_screenManager;
g_screenManager = nullptr;
}
g_Config.Save("NativeShutdown");
INFO_LOG(SYSTEM, "NativeShutdown called");
g_i18nrepo.LogMissingKeys();
ShutdownWebServer();
#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS)
System_ExitApp();
#endif
g_PortManager.Shutdown();
net::Shutdown();
g_Discord.Shutdown();
ShaderTranslationShutdown();
// Avoid shutting this down when restarting core.
if (!restarting)
LogManager::Shutdown();
if (logger) {
delete logger;
logger = nullptr;
}
g_threadManager.Teardown();
#if !(PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(IOS))
System_ExitApp();
#endif
// Previously we did exit() here on Android but that makes it hard to do things like restart on backend change.
// I think we handle most globals correctly or correct-enough now.
}
// In the future, we might make this more sophisticated, such as storing in the app private directory on Android.
// Right now we just store secrets in separate files next to ppsspp.ini. The important thing is keeping them out of it
// since we often ask people to post or send the ini for debugging.
static Path GetSecretPath(const char *nameOfSecret) {
return GetSysDirectory(DIRECTORY_SYSTEM) / ("ppsspp_" + std::string(nameOfSecret) + ".dat");
}
// name should be simple alphanumerics to avoid problems on Windows.
void NativeSaveSecret(const char *nameOfSecret, const std::string &data) {
Path path = GetSecretPath(nameOfSecret);
if (!File::WriteDataToFile(false, data.data(), (unsigned int)data.size(), path)) {
WARN_LOG(SYSTEM, "Failed to write secret '%s' to path '%s'", nameOfSecret, path.c_str());
}
}
std::string NativeLoadSecret(const char *nameOfSecret) {
Path path = GetSecretPath(nameOfSecret);
std::string data;
if (!File::ReadFileToString(false, path, data)) {
WARN_LOG(SYSTEM, "Failed to read secret '%s' from path '%s'", nameOfSecret, path.c_str());
}
return data;
}