ppsspp/UI/NativeApp.cpp

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// 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.
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// 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
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// 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.
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
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// Linux doesn't like using std::find with std::vector<int> without this :/
#if !defined(MOBILE_DEVICE)
#include <algorithm>
#endif
#if defined(_WIN32)
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#include <libpng17/png.h>
#include "ext/jpge/jpge.h"
#include "Windows/DSoundStream.h"
#include "Windows/WndMainWindow.h"
#endif
#include "base/display.h"
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#include "base/logging.h"
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#include "base/mutex.h"
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#include "base/NativeApp.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "thread/thread.h"
#include "net/http_client.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/draw_buffer.h"
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#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "i18n/i18n.h"
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#include "input/input_state.h"
#include "math/fast/fast_math.h"
#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
#include "ui/ui.h"
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#include "ui/screen.h"
#include "ui/ui_context.h"
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#include "ui/view.h"
#include "util/text/utf8.h"
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#include "Common/CPUDetect.h"
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#include "Common/FileUtil.h"
#include "Common/LogManager.h"
#include "Core/Config.h"
#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/PSPMixer.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/Util/GameManager.h"
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#include "Common/MemArena.h"
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#include "ui_atlas.h"
#include "EmuScreen.h"
#include "GameInfoCache.h"
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#include "UIShader.h"
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#include "HostTypes.h"
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#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.h"
#include "UI/TiltEventProcessor.h"
#include "UI/BackgroundAudio.h"
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#if !defined(MOBILE_DEVICE)
#include "Common/KeyMap.h"
#endif
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// The new UI framework, for initialization
static UI::Theme ui_theme;
#ifdef ARM
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#include "../../android/jni/ArmEmitterTest.h"
#endif
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#ifdef IOS
#include "ios/iOSCoreAudio.h"
#elif defined(__APPLE__)
#include <mach-o/dyld.h>
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#endif
// https://github.com/richq/android-ndk-profiler
#ifdef ANDROID_NDK_PROFILER
#include <stdlib.h>
#include "android/android-ndk-profiler/prof.h"
#endif
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Texture *uiTexture;
ScreenManager *screenManager;
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std::string config_filename;
#ifdef IOS
bool iosCanUseJit;
#endif
// Really need to clean this mess of globals up... but instead I add more :P
bool g_TakeScreenshot;
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static bool isOuya;
struct PendingMessage {
std::string msg;
std::string value;
};
static recursive_mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static UIContext *uiContext;
std::thread *graphicsLoadThread;
class AndroidLogger : public LogListener {
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public:
void Log(LogTypes::LOG_LEVELS level, const char *msg) {
switch (level) {
case LogTypes::LVERBOSE:
case LogTypes::LDEBUG:
case LogTypes::LINFO:
ILOG("%s", msg);
break;
case LogTypes::LERROR:
ELOG("%s", msg);
break;
case LogTypes::LWARNING:
WLOG("%s", msg);
break;
case LogTypes::LNOTICE:
default:
ILOG("%s", msg);
break;
}
}
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};
#ifdef _WIN32
int Win32Mix(short *buffer, int numSamples, int bits, int rate, int channels) {
return NativeMix(buffer, numSamples);
}
#endif
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// globals
PMixer *g_mixer = 0;
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#ifndef _WIN32
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static AndroidLogger *logger = 0;
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#endif
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std::string boot_filename = "";
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void NativeHost::InitSound(PMixer *mixer) {
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g_mixer = mixer;
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#ifdef IOS
iOSCoreAudioInit();
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#endif
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}
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void NativeHost::ShutdownSound() {
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#ifdef IOS
iOSCoreAudioShutdown();
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#endif
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g_mixer = 0;
}
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
void QtHost::InitSound(PMixer *mixer) { g_mixer = mixer; }
void QtHost::ShutdownSound() { g_mixer = 0; }
#endif
std::string NativeQueryConfig(std::string query) {
char temp[128];
if (query == "screenRotation") {
sprintf(temp, "%i", 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;
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;
}
sprintf(temp, "%i", scale);
return std::string(temp);
} else {
return std::string("");
}
}
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int NativeMix(short *audio, int num_samples) {
if (g_mixer && GetUIState() == UISTATE_INGAME) {
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num_samples = g_mixer->Mix(audio, num_samples);
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} else {
MixBackgroundAudio(audio, num_samples);
// memset(audio, 0, num_samples * 2 * sizeof(short));
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}
#ifdef _WIN32
DSound::DSound_UpdateSound();
#endif
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return num_samples;
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}
// This is called before NativeInit so we do a little bit of initialization here.
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape) {
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*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
#if defined(ARM) && defined(ANDROID)
ArmEmitterTest();
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#endif
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}
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void NativeInit(int argc, const char *argv[],
const char *savegame_directory, const char *external_directory, const char *installID) {
#ifdef ANDROID_NDK_PROFILER
setenv("CPUPROFILE_FREQUENCY", "500", 1);
setenv("CPUPROFILE", "/sdcard/gmon.out", 1);
monstartup("ppsspp_jni.so");
#endif
InitFastMath(cpu_info.bNEON);
// Sets both FZ and DefaultNaN on ARM, flipping some ARM implementations into "RunFast" mode for VFP.
// http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0274h/Babffifj.html
// Do we need to do this on all threads?
// Also, the FZ thing may actually be a little bit dangerous, I'm not sure how compliant the MIPS
// CPU is with denormal handling. Needs testing. Default-NAN should be reasonably safe though.
FPU_SetFastMode();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_directory;
pendingMessages.clear();
#ifdef IOS
user_data_path += "/";
#endif
// We want this to be FIRST.
#ifdef USING_QT_UI
VFSRegister("", new AssetsAssetReader());
#elif defined(BLACKBERRY) || defined(IOS)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(external_directory));
#elif defined(__APPLE__) || (defined(__linux__) && !defined(ANDROID))
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str()));
VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str()));
#else
VFSRegister("", new DirectoryAssetReader("assets/"));
#endif
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VFSRegister("", new DirectoryAssetReader(savegame_directory));
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#if defined(MOBILE_DEVICE) || !defined(USING_QT_UI)
host = new NativeHost();
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#endif
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#if defined(ANDROID)
g_Config.internalDataDirectory = savegame_directory;
// 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.memCardDirectory = std::string(external_directory) + "/";
g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS)
g_Config.memCardDirectory = user_data_path;
g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
#elif !defined(_WIN32)
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.memCardDirectory = config + "/ppsspp/";
g_Config.flash0Directory = File::GetExeDirectory() + "/flash0/";
#endif
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#ifndef _WIN32
logger = new AndroidLogger();
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LogManager::Init();
LogManager *logman = LogManager::GetInstance();
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g_Config.AddSearchPath(user_data_path);
g_Config.AddSearchPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
g_Config.SetDefaultPath(g_Config.memCardDirectory + "PSP/SYSTEM/");
g_Config.Load();
g_Config.externalDirectory = external_directory;
#endif
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#ifdef ANDROID
// On Android, create a PSP directory tree in the external_directory,
// to hopefully reduce confusion a bit.
ILOG("Creating %s", (g_Config.memCardDirectory + "PSP").c_str());
mkDir((g_Config.memCardDirectory + "PSP").c_str());
mkDir((g_Config.memCardDirectory + "PSP/SAVEDATA").c_str());
mkDir((g_Config.memCardDirectory + "PSP/GAME").c_str());
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#endif
const char *fileToLog = 0;
const char *stateToLoad = 0;
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bool gfxLog = false;
// Parse command line
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
switch (argv[i][1]) {
case 'd':
// Enable debug logging
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// Note that you must also change the max log level in Log.h.
logLevel = LogTypes::LDEBUG;
break;
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case 'g':
gfxLog = true;
break;
case 'j':
g_Config.bJit = true;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.bJit = false;
g_Config.bSaveSettings = false;
break;
case '-':
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 = argv[i] + strlen("--state=");
#if !defined(MOBILE_DEVICE)
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if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
g_Config.bPauseExitsEmulator = true;
#endif
break;
}
} else {
if (boot_filename.empty()) {
boot_filename = argv[i];
skipLogo = true;
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FileInfo info;
if (!getFileInfo(boot_filename.c_str(), &info) || info.exists == false) {
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
exit(1);
}
} else {
fprintf(stderr, "Can only boot one file");
exit(1);
}
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}
}
if (fileToLog != NULL)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
#ifndef _WIN32
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if (g_Config.currentDirectory == "") {
#if defined(ANDROID)
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g_Config.currentDirectory = external_directory;
#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS) || defined(_WIN32)
g_Config.currentDirectory = savegame_directory;
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#else
if (getenv("HOME") != NULL)
g_Config.currentDirectory = getenv("HOME");
else
g_Config.currentDirectory = "./";
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#endif
}
for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++)
{
LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
logman->SetEnable(type, true);
logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel);
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#ifdef ANDROID
logman->AddListener(type, logger);
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#endif
}
// Special hack for G3D as it's very spammy. Need to make a flag for this.
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if (!gfxLog)
logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR);
#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 std::string langOverridePath = g_Config.memCardDirectory + "PSP/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);
I18NCategory *d = 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.
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// Only add it to your own personal copies of PPSSPP.
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#ifdef _WIN32
// 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);
g_Config.sFont = d->T("Font", "Roboto");
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#endif
if (!boot_filename.empty() && stateToLoad != NULL)
SaveState::Load(stateToLoad);
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g_gameInfoCache.Init();
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screenManager = new ScreenManager();
if (skipLogo) {
screenManager->switchScreen(new EmuScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen());
}
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std::string sysName = System_GetProperty(SYSPROP_NAME);
isOuya = KeyMap::IsOuya(sysName);
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
MainWindow* mainWindow = new MainWindow(0);
mainWindow->show();
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.
gl_lost_manager_init();
}
void NativeInitGraphics() {
FPU_SetFastMode();
CheckGLExtensions();
ui_draw2d.SetAtlas(&ui_atlas);
ui_draw2d_front.SetAtlas(&ui_atlas);
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UIShader_Init();
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// memset(&ui_theme, 0, sizeof(ui_theme));
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// New style theme
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#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);
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#else
ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20);
ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14);
ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11);
#endif
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ui_theme.checkOn = I_CHECKEDBOX;
ui_theme.checkOff = I_SQUARE;
ui_theme.whiteImage = I_SOLIDWHITE;
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ui_theme.sliderKnob = I_CIRCLE;
ui_theme.dropShadow4Grid = I_DROP_SHADOW;
/*
ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
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ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
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ui_theme.buttonStyle.image = I_BUTTON;
ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
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ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
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ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
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ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
*/
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);
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ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF);
ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE;
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ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39);
ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF;
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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.buttonHighlightedStyle = ui_theme.itemHighlightedStyle;
ui_theme.popupTitle.fgColor = 0xFFE3BE59;
#ifdef GOLD
ui_theme.itemFocusedStyle.background = UI::Drawable(0xFF4cc2ed);
ui_theme.itemDownStyle.background = UI::Drawable(0xFF39a9ee);
ui_theme.itemDisabledStyle.background = UI::Drawable(0x55AFD4E0);
ui_theme.itemHighlightedStyle.background = UI::Drawable(0x5539BBbd);
ui_theme.popupTitle.fgColor = 0xFF59BEE3;
#endif
ui_draw2d.Init();
ui_draw2d_front.Init();
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uiTexture = new Texture();
#ifdef USING_QT_UI
if (!uiTexture->Load("ui_atlas_lowmem.zim")) {
#else
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if (!uiTexture->Load("ui_atlas.zim")) {
#endif
PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
ELOG("Failed to load ui_atlas.zim");
}
uiTexture->Bind(0);
uiContext = new UIContext();
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uiContext->theme = &ui_theme;
uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
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);
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#ifdef _WIN32
DSound::DSound_StartSound(MainWindow::GetHWND(), &Win32Mix);
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#endif
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}
void NativeShutdownGraphics() {
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#ifdef _WIN32
DSound::DSound_StopSound();
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#endif
screenManager->deviceLost();
g_gameInfoCache.Clear();
delete uiTexture;
uiTexture = NULL;
delete uiContext;
uiContext = NULL;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
UIShader_Shutdown();
}
void TakeScreenshot() {
g_TakeScreenshot = false;
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#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT");
// First, find a free filename.
int i = 0;
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (gameId.empty()) {
gameId = "MENU";
}
char filename[256];
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while (i < 10000){
if (g_Config.bScreenshotsAsPNG)
sprintf(filename, "%s/PSP/SCREENSHOT/%s_%05d.png", g_Config.memCardDirectory.c_str(), gameId.c_str(), i);
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else
sprintf(filename, "%s/PSP/SCREENSHOT/%s_%05d.jpg", g_Config.memCardDirectory.c_str(), gameId.c_str(), i);
FileInfo info;
if (!getFileInfo(filename, &info))
break;
i++;
}
// Okay, allocate a buffer.
u8 *buffer = new u8[3 * pixel_xres * pixel_yres];
glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGB, GL_UNSIGNED_BYTE, buffer);
#ifdef USING_QT_UI
QImage image(buffer, pixel_xres, pixel_yres, QImage::Format_RGB888);
image = image.mirrored();
image.save(filename, g_Config.bScreenshotsAsPNG ? "PNG" : "JPG");
#else
// Silly openGL reads upside down, we flip to another buffer for simplicity.
u8 *flipbuffer = new u8[3 * pixel_xres * pixel_yres];
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, filename, 0, flipbuffer, pixel_xres * 3, NULL);
png_image_free(&png);
} else {
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jpge::params params;
params.m_quality = 90;
compress_image_to_jpeg_file(filename, pixel_xres, pixel_yres, 3, flipbuffer, params);
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}
delete [] flipbuffer;
#endif
delete [] buffer;
osm.Show(filename);
#endif
}
void DrawDownloadsOverlay(UIContext &dc) {
// Thin bar at the top of the screen like Chrome.
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
if (progress.empty()) {
return;
}
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.End();
dc.Flush();
}
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void NativeRender() {
g_GameManager.Update();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// 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(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
glstate.Restore();
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float xres = dp_xres;
float yres = dp_yres;
// Apply the UIContext bounds as a 2D transformation matrix.
Matrix4x4 ortho;
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
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glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
screenManager->render();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
DrawDownloadsOverlay(*screenManager->getUIContext());
if (g_TakeScreenshot) {
TakeScreenshot();
}
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}
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "inputDeviceConnected") {
KeyMap::NotifyPadConnected(value);
}
}
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void NativeUpdate(InputState &input) {
{
lock_guard lock(pendingMutex);
for (size_t i = 0; i < pendingMessages.size(); i++) {
HandleGlobalMessage(pendingMessages[i].msg, pendingMessages[i].value);
screenManager->sendMessage(pendingMessages[i].msg.c_str(), pendingMessages[i].value.c_str());
}
pendingMessages.clear();
}
g_DownloadManager.Update();
screenManager->update(input);
}
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void NativeDeviceLost() {
g_gameInfoCache.Clear();
screenManager->deviceLost();
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gl_lost();
glstate.Restore();
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// Should dirty EVERYTHING
}
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bool NativeIsAtTopLevel() {
Screen *currentScreen = screenManager->topScreen();
if (currentScreen) {
bool top = currentScreen->isTopLevel();
ILOG("Screen toplevel: %i", (int)top);
return currentScreen->isTopLevel();
} else {
ELOG("No current screen");
return false;
}
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}
bool NativeTouch(const TouchInput &touch) {
if (screenManager) {
screenManager->touch(touch);
return true;
} else {
return false;
}
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}
bool NativeKey(const KeyInput &key) {
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// ILOG("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
g_buttonTracker.Process(key);
bool retval = false;
if (screenManager)
retval = screenManager->key(key);
return retval;
}
bool NativeAxis(const AxisInput &key) {
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.
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if (screenManager) {
screenManager->axis(key);
return true;
} else {
return false;
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}
}
//create the base coordinate tilt system from the calibration data.
//This is static for no particular reason, can be un-static'ed
static 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;
switch (key.axisId) {
case JOYSTICK_AXIS_ACCELEROMETER_X:
//x and y are flipped due to 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
currentTilt.y_ = key.value;
break;
case JOYSTICK_AXIS_ACCELEROMETER_Y:
currentTilt.x_ = key.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:
return false;
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}
//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);
//now send the appropriate tilt event
switch (g_Config.iTiltInputType) {
case TILT_ANALOG:
GenerateAnalogStickEvent(trueTilt);
break;
case TILT_DPAD:
GenerateDPadEvent(trueTilt);
break;
case TILT_ACTION_BUTTON:
GenerateActionButtonEvent(trueTilt);
break;
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}
return true;
}
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void NativeMessageReceived(const char *message, const char *value) {
// We can only have one message queued.
lock_guard lock(pendingMutex);
PendingMessage pendingMessage;
pendingMessage.msg = message;
pendingMessage.value = value;
pendingMessages.push_back(pendingMessage);
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}
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void NativeResized() {
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));
}
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}
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void NativeShutdown() {
gl_lost_manager_shutdown();
screenManager->shutdown();
delete screenManager;
screenManager = 0;
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g_gameInfoCache.Shutdown();
delete host;
host = 0;
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g_Config.Save();
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#ifndef _WIN32
LogManager::Shutdown();
#endif
#ifdef ANDROID_NDK_PROFILER
moncleanup();
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#endif
ILOG("NativeShutdown called");
System_SendMessage("finish", "");
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// 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
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exit(0);
#endif
#ifdef _WIN32
RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
#endif
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}