ppsspp/UWP/PPSSPP_UWPMain.cpp
2017-03-23 10:02:28 +01:00

449 lines
13 KiB
C++

#include "pch.h"
#include "PPSSPP_UWPMain.h"
#include <mutex>
#include "base/basictypes.h"
#include "Common/FileUtil.h"
#include "Common/Log.h"
#include "Common/LogManager.h"
#include "Core/System.h"
#include "Core/Loaders.h"
#include "base/NativeApp.h"
#include "base/timeutil.h"
#include "input/input_state.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "file/file_util.h"
#include "net/http_client.h"
#include "net/resolve.h"
#include "base/display.h"
#include "thread/threadutil.h"
#include "util/text/utf8.h"
#include "Common/DirectXHelper.h"
#include "NKCodeFromWindowsSystem.h"
#include "XAudioSoundStream.h"
#include "UWPHost.h"
#include "UWPUtil.h"
#include "StorageFileLoader.h"
using namespace UWP;
using namespace Windows::Foundation;
using namespace Windows::Storage;
using namespace Windows::Storage::Streams;
using namespace Windows::System::Threading;
using namespace Windows::ApplicationModel::DataTransfer;
using namespace Concurrency;
// UGLY!
PPSSPP_UWPMain *g_main;
extern WindowsAudioBackend *winAudioBackend;
// TODO: Use Microsoft::WRL::ComPtr<> for D3D11 objects?
// TODO: See https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/WindowsAudioSession for WASAPI with UWP
// TODO: Low latency input: https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/LowLatencyInput/cpp
// Loads and initializes application assets when the application is loaded.
PPSSPP_UWPMain::PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResources>& deviceResources) :
app_(app),
m_deviceResources(deviceResources)
{
g_main = this;
net::Init();
host = new UWPHost();
// Register to be notified if the Device is lost or recreated
m_deviceResources->RegisterDeviceNotify(this);
// create_task(KnownFolders::GetFolderForUserAsync(nullptr, KnownFolderId::RemovableDevices)).then([this](StorageFolder ^));
// TODO: Change the timer settings if you want something other than the default variable timestep mode.
// e.g. for 60 FPS fixed timestep update logic, call:
/*
m_timer.SetFixedTimeStep(true);
m_timer.SetTargetElapsedSeconds(1.0 / 60);
*/
ctx_.reset(new UWPGraphicsContext(deviceResources));
const std::string &exePath = File::GetExeDirectory();
VFSRegister("", new DirectoryAssetReader((exePath + "/Content/").c_str()));
VFSRegister("", new DirectoryAssetReader(exePath.c_str()));
wchar_t lcCountry[256];
std::string langRegion;
if (0 != GetLocaleInfoEx(LOCALE_NAME_USER_DEFAULT, LOCALE_SNAME, lcCountry, 256)) {
langRegion = ConvertWStringToUTF8(lcCountry);
for (size_t i = 0; i < langRegion.size(); i++) {
if (langRegion[i] == '-')
langRegion[i] = '_';
}
} else {
langRegion = "en_US";
}
char configFilename[MAX_PATH] = { 0 };
char controlsConfigFilename[MAX_PATH] = { 0 };
std::wstring memstickFolderW = ApplicationData::Current->LocalFolder->Path->Data();
g_Config.memStickDirectory = ReplaceAll(ConvertWStringToUTF8(memstickFolderW), "\\", "/");
if (g_Config.memStickDirectory.back() != '/')
g_Config.memStickDirectory += "/";
// On Win32 it makes more sense to initialize the system directories here
// because the next place it was called was in the EmuThread, and it's too late by then.
InitSysDirectories();
LogManager::Init();
// Load config up here, because those changes below would be overwritten
// if it's not loaded here first.
g_Config.AddSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.SetDefaultPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.Load(configFilename, controlsConfigFilename);
bool debugLogLevel = false;
g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D11;
g_Config.bSeparateCPUThread = false;
#ifdef _DEBUG
g_Config.bEnableLogging = false;
#endif
if (debugLogLevel) {
LogManager::GetInstance()->SetAllLogLevels(LogTypes::LDEBUG);
}
const char *argv[2] = { "fake", nullptr };
std::string cacheFolder = ConvertWStringToUTF8(ApplicationData::Current->LocalFolder->Path->Data());
NativeInit(1, argv, "", "", cacheFolder.c_str(), false);
NativeInitGraphics(ctx_.get());
NativeResized();
int width = m_deviceResources->GetScreenViewport().Width;
int height = m_deviceResources->GetScreenViewport().Height;
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
}
PPSSPP_UWPMain::~PPSSPP_UWPMain() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
NativeShutdownGraphics();
NativeShutdown();
// Deregister device notification
m_deviceResources->RegisterDeviceNotify(nullptr);
net::Shutdown();
}
// Updates application state when the window size changes (e.g. device orientation change)
void PPSSPP_UWPMain::CreateWindowSizeDependentResources() {
// TODO: Replace this with the size-dependent initialization of your app's content.
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
NativeResized();
int width = m_deviceResources->GetScreenViewport().Width;
int height = m_deviceResources->GetScreenViewport().Height;
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
}
// Renders the current frame according to the current application state.
// Returns true if the frame was rendered and is ready to be displayed.
bool PPSSPP_UWPMain::Render() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::PRESENTED, 0, 0, nullptr, nullptr);
NativeUpdate();
static bool hasSetThreadName = false;
if (!hasSetThreadName) {
setCurrentThreadName("UWPRenderThread");
hasSetThreadName = true;
}
time_update();
auto context = m_deviceResources->GetD3DDeviceContext();
// Reset the viewport to target the whole screen.
auto viewport = m_deviceResources->GetScreenViewport();
switch (m_deviceResources->ComputeDisplayRotation()) {
case DXGI_MODE_ROTATION_IDENTITY: g_display_rotation = DisplayRotation::ROTATE_0; break;
case DXGI_MODE_ROTATION_ROTATE90: g_display_rotation = DisplayRotation::ROTATE_90; break;
case DXGI_MODE_ROTATION_ROTATE180: g_display_rotation = DisplayRotation::ROTATE_180; break;
case DXGI_MODE_ROTATION_ROTATE270: g_display_rotation = DisplayRotation::ROTATE_270; break;
}
// Not super elegant but hey.
memcpy(&g_display_rot_matrix, &m_deviceResources->GetOrientationTransform3D(), sizeof(float) * 16);
pixel_xres = viewport.Width;
pixel_yres = viewport.Height;
if (g_display_rotation == DisplayRotation::ROTATE_90 || g_display_rotation == DisplayRotation::ROTATE_270) {
// We need to swap our width/height.
std::swap(pixel_xres, pixel_yres);
}
g_dpi = m_deviceResources->GetDpi();
g_dpi_scale = 96.0f / g_dpi;
pixel_in_dps = 1.0f / g_dpi_scale;
dp_xres = pixel_xres * g_dpi_scale;
dp_yres = pixel_yres * g_dpi_scale;
context->RSSetViewports(1, &viewport);
ctx_->GetDrawContext()->BindBackbufferAsRenderTarget();
NativeRender(ctx_.get());
return true;
}
// Notifies renderers that device resources need to be released.
void PPSSPP_UWPMain::OnDeviceLost() {
ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_DEVICE, 0, 0, nullptr);
}
// Notifies renderers that device resources may now be recreated.
void PPSSPP_UWPMain::OnDeviceRestored() {
CreateWindowSizeDependentResources();
ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_DEVICE, 0, 0, nullptr);
}
void PPSSPP_UWPMain::OnKeyDown(int scanCode, Windows::System::VirtualKey virtualKey, int repeatCount) {
auto iter = virtualKeyCodeToNKCode.find(virtualKey);
if (iter != virtualKeyCodeToNKCode.end()) {
KeyInput key{};
key.deviceId = DEVICE_ID_KEYBOARD;
key.keyCode = iter->second;
key.flags = KEY_DOWN | (repeatCount > 1 ? KEY_IS_REPEAT : 0);
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnKeyUp(int scanCode, Windows::System::VirtualKey virtualKey) {
auto iter = virtualKeyCodeToNKCode.find(virtualKey);
if (iter != virtualKeyCodeToNKCode.end()) {
KeyInput key{};
key.deviceId = DEVICE_ID_KEYBOARD;
key.keyCode = iter->second;
key.flags = KEY_UP;
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnMouseWheel(float delta) {
int key = NKCODE_EXT_MOUSEWHEEL_UP;
if (delta < 0) {
key = NKCODE_EXT_MOUSEWHEEL_DOWN;
} else if (delta == 0) {
return;
}
KeyInput keyInput{};
keyInput.keyCode = key;
keyInput.deviceId = DEVICE_ID_MOUSE;
keyInput.flags = KEY_DOWN | KEY_UP;
NativeKey(keyInput);
}
void PPSSPP_UWPMain::RotateXYToDisplay(float &x, float &y) {
switch (m_deviceResources->ComputeDisplayRotation()) {
case DXGI_MODE_ROTATION_IDENTITY:
// Nothing to do here.
break;
case DXGI_MODE_ROTATION_ROTATE90:
// TODO
break;
case DXGI_MODE_ROTATION_ROTATE180:
x = m_deviceResources->GetScreenViewport().Width - x;
y = m_deviceResources->GetScreenViewport().Height - y;
break;
case DXGI_MODE_ROTATION_ROTATE270:
// TODO
break;
}
}
void PPSSPP_UWPMain::OnTouchEvent(int touchEvent, int touchId, float x, float y, double timestamp) {
TouchInput input{};
input.id = touchId;
RotateXYToDisplay(x, y);
input.x = x;
input.y = y;
input.flags = touchEvent;
input.timestamp = timestamp;
NativeTouch(input);
KeyInput key{};
key.deviceId = DEVICE_ID_MOUSE;
if (touchEvent & TOUCH_DOWN) {
key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
key.flags = KEY_DOWN;
NativeKey(key);
}
if (touchEvent & TOUCH_UP) {
key.keyCode = NKCODE_EXT_MOUSEBUTTON_1;
key.flags = KEY_UP;
NativeKey(key);
}
}
void PPSSPP_UWPMain::OnSuspend() {
// TODO
}
void PPSSPP_UWPMain::LoadStorageFile(StorageFile ^file) {
std::unique_ptr<FileLoaderFactory> factory(new StorageFileLoaderFactory(file, IdentifiedFileType::PSP_ISO));
RegisterFileLoaderFactory("override://", std::move(factory));
NativeMessageReceived("boot", "override://");
}
UWPGraphicsContext::UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources) {
draw_ = Draw::T3DCreateD3D11Context(
resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetDeviceFeatureLevel(), 0);
}
void UWPGraphicsContext::Shutdown() {
delete draw_;
}
void UWPGraphicsContext::SwapInterval(int interval) {
}
std::string System_GetProperty(SystemProperty prop) {
static bool hasCheckedGPUDriverVersion = false;
switch (prop) {
case SYSPROP_NAME:
return "Windows 10 Universal";
case SYSPROP_LANGREGION:
return "en_US"; // TODO UWP
case SYSPROP_CLIPBOARD_TEXT:
/* TODO: Need to either change this API or do this on a thread in an ugly fashion.
DataPackageView ^view = Clipboard::GetContent();
if (view) {
string text = await view->GetTextAsync();
}
*/
return "";
case SYSPROP_GPUDRIVER_VERSION:
return "";
default:
return "";
}
}
int System_GetPropertyInt(SystemProperty prop) {
switch (prop) {
case SYSPROP_AUDIO_SAMPLE_RATE:
return winAudioBackend ? winAudioBackend->GetSampleRate() : -1;
case SYSPROP_DISPLAY_REFRESH_RATE:
return 60000;
case SYSPROP_DEVICE_TYPE:
return DEVICE_TYPE_DESKTOP;
case SYSPROP_HAS_FILE_BROWSER:
return true;
default:
return -1;
}
}
void System_SendMessage(const char *command, const char *parameter) {
using namespace concurrency;
if (!strcmp(command, "finish")) {
// Not really supposed to support this under UWP.
} else if (!strcmp(command, "browse_file")) {
auto picker = ref new Windows::Storage::Pickers::FileOpenPicker();
picker->ViewMode = Pickers::PickerViewMode::List;
// These are single files that can be loaded directly using StorageFileLoader.
picker->FileTypeFilter->Append(".cso");
picker->FileTypeFilter->Append(".iso");
// Can't load these this way currently, they require mounting the underlying folder.
// picker->FileTypeFilter->Append(".bin");
// picker->FileTypeFilter->Append(".elf");
picker->SuggestedStartLocation = Pickers::PickerLocationId::DocumentsLibrary;
create_task(picker->PickSingleFileAsync()).then([](StorageFile ^file){
if (file) {
g_main->LoadStorageFile(file);
}
/*
std::thread([file] {
create_task(file->OpenReadAsync()).then([](IRandomAccessStreamWithContentType^ imgStream) {
imgStream->Seek(0);
IBuffer ^buffer = ref new Streams::Buffer(2048);
auto readTask = create_task(imgStream->ReadAsync(buffer, 2048, InputStreamOptions::None));
readTask.wait();
});
}).detach();
*/
});
}
}
void LaunchBrowser(const char *url) {
auto uri = ref new Windows::Foundation::Uri(ToPlatformString(url));
create_task(Windows::System::Launcher::LaunchUriAsync(uri)).then([](bool b) {});
}
void Vibrate(int length_ms) {
#if _M_ARM
if (length_ms == -1 || length_ms == -3)
length_ms = 50;
else if (length_ms == -2)
length_ms = 25;
else
return;
auto timeSpan = Windows::Foundation::TimeSpan();
timeSpan.Duration = length_ms * 10000;
// TODO: Can't use this?
// Windows::Phone::Devices::Notification::VibrationDevice::GetDefault()->Vibrate(timeSpan);
#endif
}
void System_AskForPermission(SystemPermission permission) {
// Do nothing
}
PermissionStatus System_GetPermissionStatus(SystemPermission permission) {
return PERMISSION_STATUS_GRANTED;
}
bool System_InputBoxGetString(const char *title, const char *defaultValue, char *outValue, size_t outLength) {
return false;
}
bool System_InputBoxGetWString(const wchar_t *title, const std::wstring &defaultvalue, std::wstring &outvalue) {
return false;
}
// Emulation of TlsAlloc for Windows 10. Used by glslang.
extern "C" {
DWORD WINAPI __imp_TlsAlloc() {
return FlsAlloc(nullptr);
}
BOOL WINAPI __imp_TlsFree(DWORD index) {
return FlsFree(index);
}
BOOL WINAPI __imp_TlsSetValue(DWORD dwTlsIndex, LPVOID lpTlsValue) {
return FlsSetValue(dwTlsIndex, lpTlsValue);
}
LPVOID WINAPI __imp_TlsGetValue(DWORD dwTlsIndex) {
return FlsGetValue(dwTlsIndex);
}
}