ppsspp/Qt/QtHost.cpp

577 lines
14 KiB
C++

// This file is Qt Desktop's equivalent of NativeApp.cpp
#include <QFileInfo>
#include <QDebug>
#include <QDir>
#include <QCoreApplication>
#include <png.h>
#include "QtHost.h"
#include "LogManager.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/Config.h"
#include "base/NativeApp.h"
#include "i18n/i18n.h"
#include "UI/EmuScreen.h"
#include "UI/UIShader.h"
#include "UI/MiscScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/OnScreenDisplay.h"
#include "UI/ui_atlas.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
#include "gfx_es2/draw_text.h"
#include "GPU/ge_constants.h"
#include "ext/jpge/jpge.h"
static UI::Theme ui_theme;
const char *stateToLoad = NULL;
std::string boot_filename = "";
Texture *uiTexture;
UIContext *uiContext;
ScreenManager *screenManager;
std::string game_title;
event m_hGPUStepEvent;
recursive_mutex m_hGPUStepMutex;
recursive_mutex pendingMutex;
static bool isMessagePending;
static std::string pendingMessage;
static std::string pendingValue;
bool g_TakeScreenshot;
QtHost::QtHost(MainWindow *mainWindow_)
: mainWindow(mainWindow_)
, m_GPUStep(false)
, m_GPUFlag(0)
{
QObject::connect(this,SIGNAL(BootDoneSignal()),mainWindow,SLOT(Boot()));
}
bool QtHost::InitGL(std::string *error_string)
{
return true;
}
void QtHost::ShutdownGL()
{
}
void QtHost::SetWindowTitle(const char *message)
{
QString title = "PPSSPP " + QString(PPSSPP_GIT_VERSION) + " - " + QString::fromUtf8(message);
mainWindow->setWindowTitle(title);
}
void QtHost::UpdateUI()
{
mainWindow->updateMenus();
}
void QtHost::UpdateMemView()
{
if(mainWindow->GetDialogMemory())
mainWindow->GetDialogMemory()->Update();
}
void QtHost::UpdateDisassembly()
{
if(mainWindow->GetDialogDisasm())
{
mainWindow->GetDialogDisasm()->Update();
}
if(mainWindow->GetDialogDisplaylist())
{
mainWindow->GetDialogDisplaylist()->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 const char* SymbolMapFilename(std::string currentFilename)
{
std::string result = currentFilename;
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(PSP_CoreParameter().fileToStart));
}
void QtHost::PrepareShutdown()
{
symbolMap.SaveSymbolMap(SymbolMapFilename(PSP_CoreParameter().fileToStart));
}
void QtHost::AddSymbol(std::string name, u32 addr, u32 size, int type=0)
{
}
bool QtHost::IsDebuggingEnabled()
{
#ifdef _DEBUG
return true;
#else
return false;
#endif
}
bool QtHost::GPUDebuggingActive()
{
auto dialogDisplayList = mainWindow->GetDialogDisplaylist();
if (dialogDisplayList && dialogDisplayList->isVisible())
{
if (GpuStep())
SendGPUStart();
return true;
}
return false;
}
void QtHost::GPUNotifyCommand(u32 pc)
{
u32 op = Memory::ReadUnchecked_U32(pc);
u32 cmd = op >> 24;
if (GpuStep())
SendGPUWait(cmd, pc, &gstate);
}
void QtHost::SendCoreWait(bool isWaiting)
{
}
bool QtHost::GpuStep()
{
return m_GPUStep;
}
void QtHost::SendGPUStart()
{
if(m_GPUFlag == -1)
{
m_GPUFlag = 0;
}
}
void QtHost::SendGPUWait(u32 cmd, u32 addr, void *data)
{
if((m_GPUFlag == 1 && (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE)))
{
// Break after the draw
m_GPUFlag = 0;
}
else if(m_GPUFlag == 0)
{
mainWindow->GetDialogDisasm()->UpdateDisplayList();
mainWindow->GetDialogDisplaylist()->Update();
m_hGPUStepEvent.wait(m_hGPUStepMutex);
}
else if(m_GPUFlag == 2 && addr == m_GPUData)
{
mainWindow->GetDialogDisasm()->UpdateDisplayList();
mainWindow->GetDialogDisplaylist()->Update();
m_hGPUStepEvent.wait(m_hGPUStepMutex);
}
else if(m_GPUFlag == 3 && (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE))
{
GPUgstate *state = (GPUgstate*)data;
u32 texAddr = (state->texaddr[0] & 0xFFFFF0) | ((state->texbufwidth[0]<<8) & 0x0F000000);
if(texAddr == m_GPUData)
{
mainWindow->GetDialogDisasm()->UpdateDisplayList();
mainWindow->GetDialogDisplaylist()->Update();
m_hGPUStepEvent.wait(m_hGPUStepMutex);
}
}
}
void QtHost::SetGPUStep(bool value, int flag, u32 data)
{
m_GPUStep = value;
m_GPUFlag = flag;
m_GPUData = data;
}
void QtHost::NextGPUStep()
{
m_hGPUStepEvent.notify_one();
}
void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID)
{
isMessagePending = false;
std::string user_data_path = savegame_directory;
#ifdef Q_OS_LINUX
char* config = getenv("XDG_CONFIG_HOME");
if (!config) {
config = getenv("HOME");
strcat(config, "/.config");
}
std::string memcard_path = std::string(config) + "/ppsspp/";
#else
std::string memcard_path = QDir::homePath().toStdString() + "/.ppsspp/";
#endif
VFSRegister("", new DirectoryAssetReader("assets/"));
VFSRegister("", new DirectoryAssetReader(user_data_path.c_str()));
VFSRegister("", new AssetsAssetReader());
g_Config.AddSearchPath(user_data_path);
g_Config.AddSearchPath(memcard_path + "PSP/SYSTEM/");
g_Config.SetDefaultPath(memcard_path + "PSP/SYSTEM/");
g_Config.Load();
i18nrepo.LoadIni(g_Config.sLanguageIni);
const char *fileToLog = 0;
// Parse command line
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
switch (argv[i][1]) {
case 'j':
g_Config.bJit = true;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.bJit = false;
g_Config.bSaveSettings = false;
break;
case 's':
g_Config.bAutoRun = false;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strcmp(argv[i], "--log") && i < argc - 1)
fileToLog = argv[++i];
if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
fileToLog = argv[i] + strlen("--log=");
if (!strcmp(argv[i], "--state") && i < argc - 1)
stateToLoad = argv[++i];
if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
stateToLoad = argv[i] + strlen("--state=");
break;
}
}
else if (fileToStart.isNull())
{
fileToStart = QString(argv[i]);
if (!QFile::exists(fileToStart))
{
qCritical("File '%s' does not exist!", qPrintable(fileToStart));
exit(1);
}
}
else
{
qCritical("Can only boot one file. Ignoring file '%s'", qPrintable(fileToStart));
}
}
if (g_Config.currentDirectory == "")
{
g_Config.currentDirectory = QDir::homePath().toStdString();
}
g_Config.memCardDirectory = memcard_path;
#if defined(Q_OS_LINUX)
std::string program_path = QCoreApplication::applicationDirPath().toStdString();
if (File::Exists(program_path + "/flash0"))
g_Config.flash0Directory = program_path + "/flash0/";
else if (File::Exists(program_path + "/../flash0"))
g_Config.flash0Directory = program_path + "/../flash0/";
else
g_Config.flash0Directory = g_Config.memCardDirectory + "/flash0/";
#else
g_Config.flash0Directory = g_Config.memCardDirectory + "/flash0/";
#endif
LogManager::Init();
if (fileToLog != NULL)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
g_gameInfoCache.Init();
// Start Desktop UI
MainWindow* mainWindow = new MainWindow();
mainWindow->show();
}
int NativeMix(short *audio, int num_samples)
{
if (g_mixer)
return g_mixer->Mix(audio, num_samples);
else
return 0;
}
void TakeScreenshot() {
g_TakeScreenshot = false;
mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT");
// First, find a free filename.
int i = 0;
char temp[256];
while (i < 10000){
if(g_Config.bScreenshotsAsPNG)
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.png", g_Config.memCardDirectory.c_str(), i);
else
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.jpg", g_Config.memCardDirectory.c_str(), i);
FileInfo info;
if (!getFileInfo(temp, &info))
break;
i++;
}
// Okay, allocate a buffer.
u8 *buffer = new u8[3 * pixel_xres * pixel_yres];
// Silly openGL reads upside down, we flip to another buffer for simplicity.
u8 *flipbuffer = new u8[3 * pixel_xres * pixel_yres];
glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGB, GL_UNSIGNED_BYTE, buffer);
for (int y = 0; y < pixel_yres; y++) {
memcpy(flipbuffer + y * pixel_xres * 3, buffer + (pixel_yres - y - 1) * pixel_xres * 3, pixel_xres * 3);
}
if (g_Config.bScreenshotsAsPNG) {
png_image png;
memset(&png, 0, sizeof(png));
png.version = PNG_IMAGE_VERSION;
png.format = PNG_FORMAT_RGB;
png.width = pixel_xres;
png.height = pixel_yres;
png_image_write_to_file(&png, temp, 0, flipbuffer, pixel_xres * 3, NULL);
png_image_free(&png);
} else {
jpge::params params;
params.m_quality = 90;
compress_image_to_jpeg_file(temp, pixel_xres, pixel_yres, 3, flipbuffer, params);
}
delete [] buffer;
delete [] flipbuffer;
osm.Show(temp);
}
void NativeInitGraphics()
{
gl_lost_manager_init();
ui_draw2d.SetAtlas(&ui_atlas);
screenManager = new ScreenManager();
if (boot_filename.empty()) {
screenManager->switchScreen(new LogoScreen());
} else {
// Go directly into the game.
screenManager->switchScreen(new EmuScreen(boot_filename));
}
UIShader_Init();
UITheme theme = {0};
theme.uiFont = UBUNTU24;
theme.uiFontSmall = UBUNTU24;
theme.uiFontSmaller = UBUNTU24;
theme.buttonImage = I_SOLIDWHITE; // not using classic buttons
theme.buttonSelected = I_SOLIDWHITE;
theme.checkOn = I_CHECKEDBOX;
theme.checkOff = I_SQUARE;
#ifdef _WIN32
ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22);
ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15);
ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12);
#else
ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
#endif
ui_theme.checkOn = I_CHECKEDBOX;
ui_theme.checkOff = I_SQUARE;
ui_theme.whiteImage = I_SOLIDWHITE;
ui_theme.sliderKnob = I_CIRCLE;
ui_theme.dropShadow4Grid = I_DROP_SHADOW;
ui_theme.itemStyle.background = UI::Drawable(0x55000000);
ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c);
ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939);
ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
ui_theme.itemDisabledStyle.fgColor = 0xFFcccccc;
ui_theme.buttonStyle = ui_theme.itemStyle;
ui_theme.buttonFocusedStyle = ui_theme.itemFocusedStyle;
ui_theme.buttonDownStyle = ui_theme.itemDownStyle;
ui_theme.buttonDisabledStyle = ui_theme.itemDisabledStyle;
ui_theme.popupTitle.fgColor = 0xFFE3BE59;
ui_draw2d.Init();
ui_draw2d_front.Init();
UIInit(&ui_atlas, theme);
uiTexture = new Texture();
if (!uiTexture->Load("ui_atlas.zim"))
{
qDebug() << "Failed to load texture";
}
uiTexture->Bind(0);
uiContext = new UIContext();
uiContext->theme = &ui_theme;
uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
screenManager->setUIContext(uiContext);
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()
{
// 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();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
if (g_TakeScreenshot)
TakeScreenshot();
}
void NativeMessageReceived(const char *message, const char *value)
{
lock_guard lock(pendingMutex);
if (!isMessagePending) {
pendingMessage = message;
pendingValue = value;
isMessagePending = true;
}
}
void NativeUpdate(InputState &input)
{
{
lock_guard lock(pendingMutex);
if (isMessagePending) {
screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str());
isMessagePending = false;
}
}
UIUpdateMouse(0, input.pointer_x[0], input.pointer_y[0], input.pointer_down[0]);
screenManager->update(input);
}
void NativeTouch(const TouchInput &touch) {
if (screenManager)
screenManager->touch(touch);
}
void NativeKey(const KeyInput &key) {
g_buttonTracker.Process(key);
if (screenManager)
screenManager->key(key);
}
void NativeAxis(const AxisInput &key) {
if (screenManager)
screenManager->axis(key);
}
void NativeShutdownGraphics()
{
delete uiTexture;
uiTexture = NULL;
screenManager->shutdown();
delete screenManager;
screenManager = 0;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
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
}