ppsspp/Qt/QtHost.cpp
Xele02 69b837f18b Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
2013-02-10 17:33:34 +01:00

266 lines
5.4 KiB
C++

// This file is Qt's equivalent of NativeApp.cpp
#include <QFileInfo>
#include <QDebug>
#include "QtHost.h"
#include "LogManager.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/Config.h"
#include "base/NativeApp.h"
#include "android/jni/MenuScreens.h"
#include "android/jni/EmuScreen.h"
#include "android/jni/UIShader.h"
#include "android/jni/ui_atlas.h"
#include "EmuThread.h"
std::string boot_filename = "";
Texture *uiTexture;
ScreenManager *screenManager;
std::string config_filename;
std::string game_title;
event m_hGPUStepEvent;
recursive_mutex m_hGPUStepMutex;
QtHost::QtHost(MainWindow *mainWindow_)
: mainWindow(mainWindow_)
, m_GPUStep(false)
{
QObject::connect(this,SIGNAL(BootDoneSignal()),mainWindow,SLOT(Boot()));
}
void QtHost::InitGL()
{
}
void QtHost::ShutdownGL()
{
}
void QtHost::SetWindowTitle(const char *message)
{
QString title = "PPSSPP " + QString(PPSSPP_VERSION_STR) + " - " + QString::fromUtf8(message);
mainWindow->setWindowTitle(title);
}
void QtHost::UpdateUI()
{
mainWindow->Update();
mainWindow->UpdateMenus();
}
void QtHost::UpdateMemView()
{
if(mainWindow->GetDialogMemory())
mainWindow->GetDialogMemory()->Update();
}
void QtHost::UpdateDisassembly()
{
if(mainWindow->GetDialogDisasm())
{
mainWindow->GetDialogDisasm()->GotoPC();
mainWindow->GetDialogDisasm()->Update();
}
}
void QtHost::SetDebugMode(bool mode)
{
if(mainWindow->GetDialogDisasm())
mainWindow->GetDialogDisasm()->SetDebugMode(mode);
}
void QtHost::BeginFrame()
{
}
void QtHost::EndFrame()
{
}
void QtHost::InitSound(PMixer *mixer)
{
g_mixer = mixer;
}
void QtHost::ShutdownSound()
{
g_mixer = 0;
}
void QtHost::BootDone()
{
symbolMap.SortSymbols();
emit BootDoneSignal();
}
static QString SymbolMapFilename(QString currentFilename)
{
std::string result = currentFilename.toStdString();
size_t dot = result.rfind('.');
if (dot == result.npos)
return (result + ".map").c_str();
result.replace(dot, result.npos, ".map");
return result.c_str();
}
bool QtHost::AttemptLoadSymbolMap()
{
return symbolMap.LoadSymbolMap(SymbolMapFilename(GetCurrentFilename()).toStdString().c_str());
}
void QtHost::PrepareShutdown()
{
symbolMap.SaveSymbolMap(SymbolMapFilename(GetCurrentFilename()).toStdString().c_str());
}
void QtHost::AddSymbol(std::string name, u32 addr, u32 size, int type=0)
{
symbolMap.AddSymbol(name.c_str(), addr, size, (SymbolType)type);
}
bool QtHost::IsDebuggingEnabled()
{
#ifdef _DEBUG
return true;
#else
return false;
#endif
}
void QtHost::SendCoreWait(bool isWaiting)
{
mainWindow->CoreEmitWait(isWaiting);
}
bool QtHost::GpuStep()
{
return m_GPUStep;
}
void QtHost::SendGPUWait()
{
EmuThread_LockDraw(false);
mainWindow->GetDialogDisasm()->UpdateDisplayList();
m_hGPUStepEvent.wait(m_hGPUStepMutex);
EmuThread_LockDraw(true);
}
void QtHost::SetGPUStep(bool value)
{
m_GPUStep = value;
}
void QtHost::NextGPUStep()
{
m_hGPUStepEvent.notify_one();
}
void NativeMix(short *audio, int num_samples)
{
if (g_mixer)
g_mixer->Mix(audio, num_samples);
}
void NativeInitGraphics()
{
INFO_LOG(BOOT, "NativeInitGraphics - should only be called once!");
gl_lost_manager_init();
ui_draw2d.SetAtlas(&ui_atlas);
screenManager = new ScreenManager();
if (boot_filename.empty()) {
screenManager->switchScreen(new LogoScreen(boot_filename));
} else {
// Go directly into the game.
screenManager->switchScreen(new EmuScreen(boot_filename));
}
// screenManager->switchScreen(new FileSelectScreen());
UIShader_Init();
UITheme theme = {0};
theme.uiFont = UBUNTU24;
theme.uiFontSmall = UBUNTU24;
theme.uiFontSmaller = UBUNTU24;
theme.buttonImage = I_BUTTON;
theme.buttonSelected = I_BUTTON_SELECTED;
theme.checkOn = I_CHECKEDBOX;
theme.checkOff = I_SQUARE;
UIInit(&ui_atlas, theme);
uiTexture = new Texture();
if (!uiTexture->Load("ui_atlas.zim"))
{
qDebug() << "Failed to load texture";
}
uiTexture->Bind(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
void NativeRender()
{
EnableFZ();
// Clearing the screen at the start of the frame is an optimization for tiled mobile GPUs, as it then doesn't need to keep it around between frames.
glClearColor(0,0,0,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glstate.Restore();
glViewport(0, 0, pixel_xres, pixel_yres);
Matrix4x4 ortho;
ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
screenManager->render();
}
void NativeUpdate(InputState &input)
{
UIUpdateMouse(0, input.pointer_x[0], input.pointer_y[0], input.pointer_down[0]);
screenManager->update(input);
}
void NativeShutdownGraphics()
{
delete uiTexture;
uiTexture = NULL;
screenManager->shutdown();
delete screenManager;
screenManager = 0;
UIShader_Shutdown();
gl_lost_manager_shutdown();
}
void NativeShutdown()
{
delete host;
host = 0;
g_Config.Save();
LogManager::Shutdown();
// This means that the activity has been completely destroyed. PPSSPP does not
// boot up correctly with "dirty" global variables currently, so we hack around that
// by simply exiting.
#ifdef ANDROID
exit(0);
#endif
}