ppsspp/UI/NativeApp.cpp
Henrik Rydgård 828036f87b WASAPI: Survive switching to a mono device. Fixes #14591
It's a little flaky whether it tries to switch or not, but you can at
least use Windows' device selector to switch back and forth.

Should maybe also add an option to not follow the default device... Not
sure.
2021-07-10 01:22:34 +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/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 "android/jni/app-android.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/NativeApp.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Math/fast/fast_math.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/AssetReader.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 "Core/ControlMapper.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/Core.h"
#include "Core/FileLoaders/DiskCachingFileLoader.h"
#include "Core/Host.h"
#include "Core/KeyMap.h"
#include "Core/Reporting.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/Util/GameManager.h"
#include "Core/Util/AudioFormat.h"
#include "Core/WebServer.h"
#include "Core/ThreadPools.h"
#include "GPU/GPUInterface.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/HostTypes.h"
#include "UI/MiscScreens.h"
#include "UI/OnScreenDisplay.h"
#include "UI/RemoteISOScreen.h"
#include "UI/TiltEventProcessor.h"
#include "UI/TextureUtil.h"
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
#include "Qt/QtHost.h"
#endif
#if defined(USING_QT_UI)
#include <QFontDatabase>
#endif
#if PPSSPP_PLATFORM(UWP)
#include <dwrite_3.h>
#endif
#if PPSSPP_PLATFORM(ANDROID)
#include "android/jni/app-android.h"
#endif
// The new UI framework, for initialization
static UI::Theme ui_theme;
Atlas g_ui_atlas;
#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
ScreenManager *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;
};
struct PendingInputBox {
std::function<void(bool, const std::string &)> cb;
bool result;
std::string value;
};
static std::mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static std::vector<PendingInputBox> pendingInputBoxes;
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 LogTypes::LVERBOSE:
case LogTypes::LDEBUG:
case LogTypes::LINFO:
printf("INFO [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LERROR:
printf("ERR [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LWARNING:
printf("WARN [%s] %s", message.log, message.msg.c_str());
break;
case LogTypes::LNOTICE:
default:
printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
break;
}
}
};
#ifdef _WIN32
int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
return NativeMix(buffer, numSamples);
}
#endif
// globals
static LogListener *logger = nullptr;
Path boot_filename;
void NativeHost::InitSound() {
#if PPSSPP_PLATFORM(IOS)
iOSCoreAudioInit();
#endif
}
void NativeHost::ShutdownSound() {
#if PPSSPP_PLATFORM(IOS)
iOSCoreAudioShutdown();
#endif
}
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
void QtHost::InitSound() { }
void QtHost::ShutdownSound() { }
#endif
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 == "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 if (query == "sustainedPerformanceMode") {
return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
} else {
return "";
}
}
int NativeMix(short *audio, int num_samples) {
if (GetUIState() != UISTATE_INGAME) {
g_BackgroundAudio.Play();
}
int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
#ifdef _WIN32
winAudioBackend->Update();
#endif
return num_samples;
}
// 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
static void PostLoadConfig() {
// On Windows, we deal with currentDirectory in InitSysDirectories().
#if !PPSSPP_PLATFORM(WINDOWS)
if (g_Config.currentDirectory.empty()) {
g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
}
#endif
// 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))
i18nrepo.LoadIni(g_Config.sLanguageIni);
else
i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
}
static bool CreateDirectoriesAndroid() {
// On Android, create a PSP directory tree in the external_dir,
// to hopefully reduce confusion a bit.
Path pspDir = g_Config.memStickDirectory;
if (pspDir.GetFilename() != "PSP") {
pspDir /= "PSP";
}
INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
File::CreateFullPath(pspDir);
if (!File::Exists(pspDir)) {
INFO_LOG(IO, "Not a workable memstick directory. Giving up");
return false;
}
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS));
// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
// and in the root PSP directory as well.
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) / ".nomedia");
File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) / ".nomedia");
return true;
}
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
// 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_SendMessage("graphics_failedBackend", param.c_str());
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)) {
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();
InitFastMath(cpu_info.bNEON);
SetupAudioFormats();
g_Discord.SetPresenceMenu();
// Make sure UI state is MENU.
ResetUIState();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_dir;
pendingMessages.clear();
pendingInputBoxes.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)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(Path(external_dir)));
#endif
#if defined(ASSETS_DIR)
VFSRegister("", new DirectoryAssetReader(Path(ASSETS_DIR)));
#endif
#if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory() / "assets"));
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory()));
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/ppsspp/assets")));
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/games/ppsspp/assets")));
#endif
#if PPSSPP_PLATFORM(SWITCH)
Path assetPath = Path(user_data_path) / "assets";
VFSRegister("", new DirectoryAssetReader(assetPath));
#else
VFSRegister("", new DirectoryAssetReader(Path("assets")));
#endif
VFSRegister("", new DirectoryAssetReader(Path(savegame_dir)));
#if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP)
if (host == nullptr) {
host = new NativeHost();
}
#endif
g_Config.defaultCurrentDirectory = Path("/");
g_Config.internalDataDirectory = Path(savegame_dir);
#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)) {
g_Config.defaultCurrentDirectory = Path(g_extFilesDir);
} else {
// Maybe there should be an option to use internal memory instead, but I think
// that for most people, using external memory (SDCard/USB Storage) makes the
// most sense.
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.memStickDirectory = Path(external_dir);
g_Config.flash0Directory = Path(external_dir) / "flash0";
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
if (File::Exists(memstickDirFile)) {
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)) {
// TODO: Gotta resolve this somehow...
// I think we wanna pop up the memstick dir chooser before any other screen in this case.
// For now we just choose a default.
g_Config.memStickDirectory = g_Config.defaultCurrentDirectory;
}
}
}
} else {
INFO_LOG(SYSTEM, "No memstick directory file found. Using '%s'", memstickDirFile.c_str());
}
#elif PPSSPP_PLATFORM(IOS)
g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory;
g_Config.memStickDirectory = Path(user_data_path);
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 (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();
#if PPSSPP_PLATFORM(ANDROID)
// On early versions of Android we don't need to ask permission.
CreateDirectoriesAndroid();
#endif
const char *fileToLog = 0;
Path stateToLoad;
bool gotBootFilename = false;
bool gotoGameSettings = false;
bool gotoTouchScreenTest = false;
boot_filename.clear();
// Parse command line
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
bool forceLogLevel = false;
const auto setLogLevel = [&logLevel, &forceLogLevel](LogTypes::LOG_LEVELS level) {
logLevel = level;
forceLogLevel = true;
};
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
switch (argv[i][1]) {
case 'd':
// Enable debug logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogTypes::LDEBUG);
break;
case 'v':
// Enable verbose logging
// Note that you must also change the max log level in Log.h.
setLogLevel(LogTypes::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_JIT;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strncmp(argv[i], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel="))
setLogLevel(static_cast<LogTypes::LOG_LEVELS>(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.bFullScreen = true;
System_SendMessage("toggle_fullscreen", "1");
}
if (!strcmp(argv[i], "--windowed")) {
g_Config.bFullScreen = false;
System_SendMessage("toggle_fullscreen", "0");
}
if (!strcmp(argv[i], "--touchscreentest"))
gotoTouchScreenTest = true;
if (!strcmp(argv[i], "--gamesettings"))
gotoGameSettings = true;
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) {
boot_filename = Path(std::string(argv[i]));
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);
}
}
if (System_GetPropertyBool(SYSPROP_CAN_JIT) == false && g_Config.iCpuCore == (int)CPUCore::JIT) {
// Just gonna force it to the IR interpreter on startup.
// We don't hide the option, but we make sure it's off on bootup. In case someone wants
// to experiment in future iOS versions or something...
g_Config.iCpuCore = (int)CPUCore::IR_JIT;
}
auto des = GetI18NCategory("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 = VFSReadFile("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.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)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
});
}
screenManager = new ScreenManager();
if (gotoGameSettings) {
screenManager->switchScreen(new LogoScreen(true));
} else if (gotoTouchScreenTest) {
screenManager->switchScreen(new MainScreen());
screenManager->push(new TouchTestScreen());
} else if (skipLogo) {
screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen());
}
// 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);
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
MainWindow *mainWindow = new MainWindow(nullptr, g_Config.bFullScreen);
mainWindow->show();
if (host == nullptr) {
host = new QtHost(mainWindow);
}
#endif
// 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;
// Must be done restarting by now.
restarting = false;
}
static UI::Style MakeStyle(uint32_t fg, uint32_t bg) {
UI::Style s;
s.background = UI::Drawable(bg);
s.fgColor = fg;
return s;
}
static void UIThemeInit() {
#if defined(USING_WIN_UI) || PPSSPP_PLATFORM(UWP) || defined(USING_QT_UI)
ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 22);
ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 15);
ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 12);
#else
ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), "", 20);
ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), "", 14);
ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), "", 11);
#endif
ui_theme.checkOn = ImageID("I_CHECKEDBOX");
ui_theme.checkOff = ImageID("I_SQUARE");
ui_theme.whiteImage = ImageID("I_SOLIDWHITE");
ui_theme.sliderKnob = ImageID("I_CIRCLE");
ui_theme.dropShadow4Grid = ImageID("I_DROP_SHADOW");
ui_theme.itemStyle = MakeStyle(g_Config.uItemStyleFg, g_Config.uItemStyleBg);
ui_theme.itemFocusedStyle = MakeStyle(g_Config.uItemFocusedStyleFg, g_Config.uItemFocusedStyleBg);
ui_theme.itemDownStyle = MakeStyle(g_Config.uItemDownStyleFg, g_Config.uItemDownStyleBg);
ui_theme.itemDisabledStyle = MakeStyle(g_Config.uItemDisabledStyleFg, g_Config.uItemDisabledStyleBg);
ui_theme.itemHighlightedStyle = MakeStyle(g_Config.uItemHighlightedStyleFg, g_Config.uItemHighlightedStyleBg);
ui_theme.buttonStyle = MakeStyle(g_Config.uButtonStyleFg, g_Config.uButtonStyleBg);
ui_theme.buttonFocusedStyle = MakeStyle(g_Config.uButtonFocusedStyleFg, g_Config.uButtonFocusedStyleBg);
ui_theme.buttonDownStyle = MakeStyle(g_Config.uButtonDownStyleFg, g_Config.uButtonDownStyleBg);
ui_theme.buttonDisabledStyle = MakeStyle(g_Config.uButtonDisabledStyleFg, g_Config.uButtonDisabledStyleBg);
ui_theme.buttonHighlightedStyle = MakeStyle(g_Config.uButtonHighlightedStyleFg, g_Config.uButtonHighlightedStyleBg);
ui_theme.headerStyle.fgColor = g_Config.uHeaderStyleFg;
ui_theme.infoStyle = MakeStyle(g_Config.uInfoStyleFg, g_Config.uInfoStyleBg);
ui_theme.popupTitle.fgColor = g_Config.uPopupTitleStyleFg;
ui_theme.popupStyle = MakeStyle(g_Config.uPopupStyleFg, g_Config.uPopupStyleBg);
}
void RenderOverlays(UIContext *dc, void *userdata);
bool CreateGlobalPipelines();
bool NativeInitGraphics(GraphicsContext *graphicsContext) {
INFO_LOG(SYSTEM, "NativeInitGraphics");
// We set this now so any resize during init is processed later.
resized = false;
Core_SetGraphicsContext(graphicsContext);
g_draw = graphicsContext->GetDrawContext();
if (!CreateGlobalPipelines()) {
ERROR_LOG(G3D, "Failed to create global pipelines");
return false;
}
// Load the atlas.
size_t atlas_data_size = 0;
if (!g_ui_atlas.IsMetadataLoaded()) {
const uint8_t *atlas_data = VFSReadFile("ui_atlas.meta", &atlas_data_size);
bool load_success = atlas_data != nullptr && g_ui_atlas.Load(atlas_data, atlas_data_size);
if (!load_success) {
ERROR_LOG(G3D, "Failed to load ui_atlas.meta - graphics will be broken.");
// Stumble along with broken visuals instead of dying.
}
delete[] atlas_data;
}
ui_draw2d.SetAtlas(&g_ui_atlas);
ui_draw2d_front.SetAtlas(&g_ui_atlas);
UIThemeInit();
uiContext = new UIContext();
uiContext->theme = &ui_theme;
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);
screenManager->setUIContext(uiContext);
screenManager->setDrawContext(g_draw);
screenManager->setPostRenderCallback(&RenderOverlays, nullptr);
screenManager->deviceRestored();
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
#if PPSSPP_PLATFORM(UWP)
winAudioBackend->Init(0, &Win32Mix, 44100);
#else
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 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) {
gpu->DeviceRestore();
}
INFO_LOG(SYSTEM, "NativeInitGraphics completed");
return true;
}
bool CreateGlobalPipelines() {
using namespace Draw;
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,
{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
};
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
if (!colorPipeline) {
// Something really critical is wrong, don't care much about correct releasing of the states.
return false;
}
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc);
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() {
screenManager->deviceLost();
if (gpu)
gpu->DeviceLost();
INFO_LOG(SYSTEM, "NativeShutdownGraphics");
#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");
}
void TakeScreenshot() {
g_TakeScreenshot = false;
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) {
osm.Show(filename.ToVisualString());
} else {
auto err = GetI18NCategory("Error");
osm.Show(err->T("Could not save screenshot file"));
}
}
void RenderOverlays(UIContext *dc, void *userdata) {
// Thin bar at the top of the screen like Chrome.
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
if (!progress.empty()) {
static const uint32_t colors[4] = {
0xFFFFFFFF,
0xFFCCCCCC,
0xFFAAAAAA,
0xFF777777,
};
dc->Begin();
int h = 5;
for (size_t i = 0; i < progress.size(); i++) {
float barWidth = 10 + (dc->GetBounds().w - 10) * progress[i];
Bounds bounds(0, h * i, barWidth, h);
UI::Drawable solid(colors[i & 3]);
dc->FillRect(solid, bounds);
}
dc->Flush();
}
if (g_TakeScreenshot) {
TakeScreenshot();
}
}
void NativeRender(GraphicsContext *graphicsContext) {
_assert_(graphicsContext != nullptr);
_assert_(screenManager != nullptr);
g_GameManager.Update();
if (GetUIState() != UISTATE_INGAME) {
// Note: We do this from NativeRender so that the graphics context is
// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
g_BackgroundAudio.Update();
}
float xres = dp_xres;
float yres = dp_yres;
// Apply the UIContext bounds as a 2D transformation matrix.
// TODO: This should be moved into the draw context...
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_dpi_scale_x / g_dpi_scale_real_x, -0.5f * g_dpi_scale_y / g_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;
}
ui_draw2d.PushDrawMatrix(ortho);
ui_draw2d_front.PushDrawMatrix(ortho);
// All actual rendering happen in here.
screenManager->render();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
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, dp_xres, dp_yres));
// uiContext->SetBounds(Bounds(dp_xres/2, 0, dp_xres / 2, dp_yres / 2));
// OSX 10.6 and SDL 1.2 bug.
#if defined(__APPLE__) && !defined(USING_QT_UI)
static int dp_xres_old = dp_xres;
if (dp_xres != dp_xres_old) {
// uiTexture->Load("ui_atlas.zim");
dp_xres_old = dp_xres;
}
#endif
}
graphicsContext->Resize();
screenManager->resized();
// TODO: Move this to the GraphicsContext objects for each backend.
#if !PPSSPP_PLATFORM(WINDOWS) && !defined(ANDROID)
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
NativeMessageReceived("gpu_resized", "");
#endif
} else {
// INFO_LOG(G3D, "Polling graphics context");
graphicsContext->Poll();
}
ui_draw2d.PopDrawMatrix();
ui_draw2d_front.PopDrawMatrix();
if (renderCounter < 10 && ++renderCounter == 10) {
// We're rendering fine, clear out failure info.
ClearFailedGPUBackends();
}
}
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "inputDeviceConnected") {
KeyMap::NotifyPadConnected(value);
}
if (msg == "bgImage_updated") {
if (!value.empty()) {
Path dest = GetSysDirectory(DIRECTORY_SYSTEM) / (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png");
File::Copy(Path(value), dest);
}
UIBackgroundShutdown();
// It will init again automatically. We can't init outside a frame on Vulkan.
}
if (msg == "savestate_displayslot") {
auto sy = GetI18NCategory("System");
std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
// Show for the same duration as the preview.
osm.Show(msg, 2.0f, 0xFFFFFF, -1, true, "savestate_slot");
}
if (msg == "gpu_resized" || msg == "gpu_clearCache") {
if (gpu) {
gpu->ClearCacheNextFrame();
gpu->Resized();
}
Reporting::UpdateConfig();
}
if (msg == "core_powerSaving") {
if (value != "false") {
auto sy = GetI18NCategory("System");
#if PPSSPP_PLATFORM(ANDROID)
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
Core_SetPowerSaving(value != "false");
}
if (msg == "permission_granted" && value == "storage") {
#if PPSSPP_PLATFORM(ANDROID)
CreateDirectoriesAndroid();
#endif
// 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
// and I can't risk it before 1.9.0.
int gpuBackend = g_Config.iGPUBackend;
INFO_LOG(IO, "Reloading config after storage permission grant.");
g_Config.Reload();
PostLoadConfig();
g_Config.iGPUBackend = gpuBackend;
}
}
void NativeUpdate() {
PROFILE_END_FRAME();
std::vector<PendingMessage> toProcess;
std::vector<PendingInputBox> inputToProcess;
{
std::lock_guard<std::mutex> lock(pendingMutex);
toProcess = std::move(pendingMessages);
inputToProcess = std::move(pendingInputBoxes);
pendingMessages.clear();
pendingInputBoxes.clear();
}
for (const auto &item : toProcess) {
HandleGlobalMessage(item.msg, item.value);
screenManager->sendMessage(item.msg.c_str(), item.value.c_str());
}
for (const auto &item : inputToProcess) {
item.cb(item.result, item.value);
}
g_DownloadManager.Update();
screenManager->update();
g_Discord.Update();
UI::SetSoundEnabled(g_Config.bUISound);
}
bool NativeIsAtTopLevel() {
// This might need some synchronization?
if (!screenManager) {
ERROR_LOG(SYSTEM, "No screen manager active");
return false;
}
Screen *currentScreen = 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;
}
}
bool NativeTouch(const TouchInput &touch) {
if (screenManager) {
// Brute force prevent NaNs from getting into the UI system
if (my_isnan(touch.x) || my_isnan(touch.y)) {
return false;
}
screenManager->touch(touch);
return true;
} else {
return false;
}
}
bool NativeKey(const KeyInput &key) {
// INFO_LOG(SYSTEM, "Key code: %i flags: %i", key.keyCode, key.flags);
#if !defined(MOBILE_DEVICE)
if (g_Config.bPauseExitsEmulator) {
static std::vector<int> pspKeys;
pspKeys.clear();
if (KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys)) {
if (std::find(pspKeys.begin(), pspKeys.end(), VIRTKEY_PAUSE) != pspKeys.end()) {
System_SendMessage("finish", "");
return true;
}
}
}
#endif
bool retval = false;
if (screenManager)
retval = screenManager->key(key);
return retval;
}
bool NativeAxis(const AxisInput &axis) {
if (!screenManager) {
// Too early.
return false;
}
using namespace TiltEventProcessor;
// only handle tilt events if tilt is enabled.
if (g_Config.iTiltInputType == TILT_NULL) {
// if tilt events are disabled, then run it through the usual way.
if (screenManager) {
return screenManager->axis(axis);
} else {
return false;
}
}
// create the base coordinate tilt system from the calibration data.
Tilt baseTilt;
baseTilt.x_ = g_Config.fTiltBaseX;
baseTilt.y_ = g_Config.fTiltBaseY;
// 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 Tilt currentTilt;
// 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 portrait = dp_yres > dp_xres;
switch (axis.axisId) {
case JOYSTICK_AXIS_ACCELEROMETER_X:
if (portrait) {
currentTilt.x_ = axis.value;
} else {
currentTilt.y_ = axis.value;
}
break;
case JOYSTICK_AXIS_ACCELEROMETER_Y:
if (portrait) {
currentTilt.y_ = axis.value;
} else {
currentTilt.x_ = axis.value;
}
break;
case JOYSTICK_AXIS_ACCELEROMETER_Z:
//don't handle this now as only landscape is enabled.
//TODO: make this generic.
return false;
case JOYSTICK_AXIS_OUYA_UNKNOWN1:
case JOYSTICK_AXIS_OUYA_UNKNOWN2:
case JOYSTICK_AXIS_OUYA_UNKNOWN3:
case JOYSTICK_AXIS_OUYA_UNKNOWN4:
//Don't know how to handle these. Someone should figure it out.
//Does the Ouya even have an accelerometer / gyro? I can't find any reference to these
//in the Ouya docs...
return false;
default:
// Don't take over completely!
return screenManager->axis(axis);
}
//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 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;
//now transform out current tilt to the calibrated coordinate system
Tilt trueTilt = GenTilt(baseTilt, currentTilt, g_Config.bInvertTiltX, g_Config.bInvertTiltY, g_Config.fDeadzoneRadius, xSensitivity, ySensitivity);
TranslateTiltToInput(trueTilt);
return true;
}
void NativeMessageReceived(const char *message, const char *value) {
// We can only have one message queued.
std::lock_guard<std::mutex> lock(pendingMutex);
PendingMessage pendingMessage;
pendingMessage.msg = message;
pendingMessage.value = value;
pendingMessages.push_back(pendingMessage);
}
void NativeInputBoxReceived(std::function<void(bool, const std::string &)> cb, bool result, const std::string &value) {
std::lock_guard<std::mutex> lock(pendingMutex);
PendingInputBox pendingMessage;
pendingMessage.cb = cb;
pendingMessage.result = result;
pendingMessage.value = value;
pendingInputBoxes.push_back(pendingMessage);
}
void NativeResized() {
// NativeResized can come from any thread so we just set a flag, then process it later.
INFO_LOG(G3D, "NativeResized - setting flag");
resized = true;
}
void NativeSetRestarting() {
restarting = true;
}
bool NativeIsRestarting() {
return restarting;
}
void NativeShutdown() {
if (screenManager)
screenManager->shutdown();
delete screenManager;
screenManager = nullptr;
host->ShutdownGraphics();
#if !PPSSPP_PLATFORM(UWP)
delete host;
host = nullptr;
#endif
g_Config.Save("NativeShutdown");
INFO_LOG(SYSTEM, "NativeShutdown called");
ShutdownWebServer();
System_SendMessage("finish", "");
net::Shutdown();
g_Discord.Shutdown();
ShaderTranslationShutdown();
// Avoid shutting this down when restarting core.
if (!restarting)
LogManager::Shutdown();
if (logger) {
delete logger;
logger = nullptr;
}
// 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.
}