// 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/. #include "android/app-android.h" #include "base/logging.h" #include "gfx_es2/glsl_program.h" #include "gfx_es2/gl_state.h" #include "gfx_es2/draw_text.h" #include "gfx_es2/fbo.h" #include "input/input_state.h" #include "ui/ui.h" #include "ui/ui_context.h" #include "i18n/i18n.h" #include "Common/KeyMap.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "Core/CoreParameter.h" #include "Core/Core.h" #include "Core/Host.h" #include "Core/System.h" #include "GPU/GPUState.h" #include "GPU/GPUInterface.h" #include "Core/HLE/sceCtrl.h" #include "Core/HLE/sceDisplay.h" #include "Core/Debugger/SymbolMap.h" #include "UI/OnScreenDisplay.h" #include "UI/ui_atlas.h" #include "UI/GamepadEmu.h" #include "UI/UIShader.h" #include "UI/MainScreen.h" #include "UI/EmuScreen.h" #include "UI/DevScreens.h" #include "UI/GameInfoCache.h" #include "UI/MiscScreens.h" #include "UI/ControlMappingScreen.h" #include "UI/GameSettingsScreen.h" EmuScreen::EmuScreen(const std::string &filename) : booted_(false), gamePath_(filename), invalid_(true), pauseTrigger_(false) { } void EmuScreen::bootGame(const std::string &filename) { booted_ = true; std::string fileToStart = filename; // This is probably where we should start up the emulated PSP. INFO_LOG(BOOT, "Starting up hardware."); CoreParameter coreParam; coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER; coreParam.gpuCore = g_Config.bSoftwareRendering ? GPU_SOFTWARE : GPU_GLES; coreParam.enableSound = g_Config.bEnableSound; coreParam.fileToStart = fileToStart; coreParam.mountIso = ""; coreParam.startPaused = false; coreParam.enableDebugging = false; coreParam.printfEmuLog = false; coreParam.headLess = false; if (g_Config.iInternalResolution == 0) { coreParam.renderWidth = dp_xres; coreParam.renderHeight = dp_yres; } else { if (g_Config.iInternalResolution < 0) g_Config.iInternalResolution = 1; coreParam.renderWidth = 480 * g_Config.iInternalResolution; coreParam.renderHeight = 272 * g_Config.iInternalResolution; } coreParam.outputWidth = dp_xres; coreParam.outputHeight = dp_yres; coreParam.pixelWidth = pixel_xres; coreParam.pixelHeight = pixel_yres; std::string error_string; if (PSP_Init(coreParam, &error_string)) { invalid_ = false; } else { invalid_ = true; errorMessage_ = error_string; ERROR_LOG(BOOT, "%s", errorMessage_.c_str()); return; } globalUIState = UISTATE_INGAME; host->BootDone(); host->UpdateDisassembly(); g_gameInfoCache.FlushBGs(); NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str()); I18NCategory *s = GetI18NCategory("Screen"); #ifdef _WIN32 if (g_Config.bFirstRun) { osm.Show(s->T("PressESC", "Press ESC to open the pause menu"), 3.0f); } #endif memset(virtKeys, 0, sizeof(virtKeys)); const char *renderer = (const char*)glGetString(GL_RENDERER); if (strstr(renderer, "Chainfire3D") != 0) { osm.Show(s->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true); } } EmuScreen::~EmuScreen() { if (!invalid_) { // If we were invalid, it would already be shutdown. PSP_Shutdown(); } } void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) { // TODO: improve the way with which we got commands from PauseMenu. // DR_CANCEL means clicked on "continue", DR_OK means clicked on "back to menu", // DR_YES means a message sent to PauseMenu by NativeMessageReceived. if (result == DR_OK) { screenManager()->switchScreen(new MainScreen()); } RecreateViews(); } void EmuScreen::sendMessage(const char *message, const char *value) { // External commands, like from the Windows UI. if (!strcmp(message, "pause")) { screenManager()->push(new GamePauseScreen(gamePath_)); } else if (!strcmp(message, "stop")) { // We will push MainScreen in update(). PSP_Shutdown(); } else if (!strcmp(message, "reset")) { PSP_Shutdown(); std::string resetError; if (!PSP_Init(PSP_CoreParameter(), &resetError)) { ELOG("Error resetting: %s", resetError.c_str()); screenManager()->switchScreen(new MainScreen()); return; } host->BootDone(); host->UpdateDisassembly(); #ifdef _WIN32 if (g_Config.bAutoRun) { Core_EnableStepping(false); } else { Core_EnableStepping(true); } #endif } else if (!strcmp(message, "boot")) { PSP_Shutdown(); bootGame(value); } else if (!strcmp(message, "control mapping")) { UpdateUIState(UISTATE_MENU); screenManager()->push(new ControlMappingScreen()); } else if (!strcmp(message, "settings")) { UpdateUIState(UISTATE_MENU); screenManager()->push(new GameSettingsScreen(gamePath_)); } else if (!strcmp(message, "gpu resized")) { if (gpu) gpu->Resized(); } else if (!strcmp(message, "gpu clear cache")) { if (gpu) gpu->ClearCacheNextFrame(); } else if (!strcmp(message, "gpu dump next frame")) { if (gpu) gpu->DumpNextFrame(); } } inline float curve1(float x) { const float deadzone = 0.15f; const float factor = 1.0f / (1.0f - deadzone); if (x > deadzone) { return (x - deadzone) * (x - deadzone) * factor; } else if (x < -0.1f) { return -(x + deadzone) * (x + deadzone) * factor; } else { return 0.0f; } } inline float clamp1(float x) { if (x > 1.0f) return 1.0f; if (x < -1.0f) return -1.0f; return x; } void EmuScreen::touch(const TouchInput &touch) { if (root_) root_->Touch(touch); } void EmuScreen::onVKeyDown(int virtualKeyCode) { I18NCategory *s = GetI18NCategory("Screen"); switch (virtualKeyCode) { case VIRTKEY_UNTHROTTLE: PSP_CoreParameter().unthrottle = true; break; case VIRTKEY_SPEED_TOGGLE: if (PSP_CoreParameter().fpsLimit == 0) { PSP_CoreParameter().fpsLimit = 1; osm.Show(s->T("fixed", "Speed: alternate"), 1.0); } else if (PSP_CoreParameter().fpsLimit == 1) { PSP_CoreParameter().fpsLimit = 0; osm.Show(s->T("standard", "Speed: standard"), 1.0); } break; case VIRTKEY_PAUSE: screenManager()->push(new GamePauseScreen(gamePath_)); break; case VIRTKEY_AXIS_X_MIN: case VIRTKEY_AXIS_X_MAX: setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX); break; case VIRTKEY_AXIS_Y_MIN: case VIRTKEY_AXIS_Y_MAX: setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX); break; case VIRTKEY_AXIS_RIGHT_X_MIN: case VIRTKEY_AXIS_RIGHT_X_MAX: setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX); break; case VIRTKEY_AXIS_RIGHT_Y_MIN: case VIRTKEY_AXIS_RIGHT_Y_MAX: setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX); break; } } void EmuScreen::onVKeyUp(int virtualKeyCode) { switch (virtualKeyCode) { case VIRTKEY_UNTHROTTLE: PSP_CoreParameter().unthrottle = false; break; case VIRTKEY_AXIS_X_MIN: case VIRTKEY_AXIS_X_MAX: setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX); break; case VIRTKEY_AXIS_Y_MIN: case VIRTKEY_AXIS_Y_MAX: setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX); break; case VIRTKEY_AXIS_RIGHT_X_MIN: case VIRTKEY_AXIS_RIGHT_X_MAX: setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX); break; case VIRTKEY_AXIS_RIGHT_Y_MIN: case VIRTKEY_AXIS_RIGHT_Y_MAX: setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX); break; default: break; } } inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) { float axis = 0.0f; // The down events can repeat, so just trust the virtKeys array. if (virtKeys[virtualKeyMin - VIRTKEY_FIRST]) axis -= 1.0f; if (virtKeys[virtualKeyMax - VIRTKEY_FIRST]) axis += 1.0f; __CtrlSetAnalogX(axis, stick); } inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) { float axis = 0.0f; if (virtKeys[virtualKeyMin - VIRTKEY_FIRST]) axis -= 1.0f; if (virtKeys[virtualKeyMax - VIRTKEY_FIRST]) axis += 1.0f; __CtrlSetAnalogY(axis, stick); } void EmuScreen::key(const KeyInput &key) { if (key.keyCode == NKCODE_BACK) pauseTrigger_ = true; int result = KeyMap::KeyToPspButton(key.deviceId, key.keyCode); if (result == KEYMAP_ERROR_UNKNOWN_KEY) return; pspKey(result, key.flags); } void EmuScreen::pspKey(int pspKeyCode, int flags) { if (pspKeyCode >= VIRTKEY_FIRST) { int vk = pspKeyCode - VIRTKEY_FIRST; if (flags & KEY_DOWN) { virtKeys[vk] = true; onVKeyDown(pspKeyCode); } if (flags & KEY_UP) { virtKeys[vk] = false; onVKeyUp(pspKeyCode); } } else { // ILOG("pspKey %i %i", pspKeyCode, flags); if (flags & KEY_DOWN) __CtrlButtonDown(pspKeyCode); if (flags & KEY_UP) __CtrlButtonUp(pspKeyCode); } } void EmuScreen::axis(const AxisInput &axis) { if (axis.value > 0) { processAxis(axis, 1); } else if (axis.value < 0) { processAxis(axis, -1); } else if (axis.value == 0) { // Both directions! Prevents sticking for digital input devices that are axises (like HAT) processAxis(axis, 1); processAxis(axis, -1); } } void EmuScreen::processAxis(const AxisInput &axis, int direction) { int result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction); int resultOpposite = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction); if (result == KEYMAP_ERROR_UNKNOWN_KEY) return; switch (result) { case VIRTKEY_AXIS_X_MIN: __CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_LEFT); break; case VIRTKEY_AXIS_X_MAX: __CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_LEFT); break; case VIRTKEY_AXIS_Y_MIN: __CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_LEFT); break; case VIRTKEY_AXIS_Y_MAX: __CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_LEFT); break; case VIRTKEY_AXIS_RIGHT_X_MIN: __CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_RIGHT); break; case VIRTKEY_AXIS_RIGHT_X_MAX: __CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_RIGHT); break; case VIRTKEY_AXIS_RIGHT_Y_MIN: __CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_RIGHT); break; case VIRTKEY_AXIS_RIGHT_Y_MAX: __CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_RIGHT); break; default: if (axis.value >= AXIS_BIND_THRESHOLD || axis.value <= -AXIS_BIND_THRESHOLD) { pspKey(result, KEY_DOWN); // Also unpress the other direction. result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, axis.value >= 0 ? -1 : 1); if (result != KEYMAP_ERROR_UNKNOWN_KEY) pspKey(result, KEY_UP); } else { // Release both directions, trying to deal with some erratic controllers that can cause it to stick. pspKey(result, KEY_UP); pspKey(resultOpposite, KEY_UP); } } } // TODO: Get rid of this. static const struct { int from, to; } legacy_touch_mapping[12] = { {PAD_BUTTON_A, CTRL_CROSS}, {PAD_BUTTON_B, CTRL_CIRCLE}, {PAD_BUTTON_X, CTRL_SQUARE}, {PAD_BUTTON_Y, CTRL_TRIANGLE}, {PAD_BUTTON_START, CTRL_START}, {PAD_BUTTON_SELECT, CTRL_SELECT}, {PAD_BUTTON_LBUMPER, CTRL_LTRIGGER}, {PAD_BUTTON_RBUMPER, CTRL_RTRIGGER}, {PAD_BUTTON_UP, CTRL_UP}, {PAD_BUTTON_RIGHT, CTRL_RIGHT}, {PAD_BUTTON_DOWN, CTRL_DOWN}, {PAD_BUTTON_LEFT, CTRL_LEFT}, }; void EmuScreen::CreateViews() { root_ = CreatePadLayout(&pauseTrigger_); if (g_Config.bShowDeveloperMenu) { root_->Add(new UI::Button("DevMenu"))->OnClick.Handle(this, &EmuScreen::OnDevTools); } } UI::EventReturn EmuScreen::OnDevTools(UI::EventParams ¶ms) { screenManager()->push(new DevMenu()); return UI::EVENT_DONE; } void EmuScreen::update(InputState &input) { if (!booted_) bootGame(gamePath_); UIScreen::update(input); // Simply forcibily update to the current screen size every frame. Doesn't cost much. PSP_CoreParameter().outputWidth = dp_xres; PSP_CoreParameter().outputHeight = dp_yres; PSP_CoreParameter().pixelWidth = pixel_xres; PSP_CoreParameter().pixelHeight = pixel_yres; UpdateUIState(UISTATE_INGAME); if (errorMessage_.size()) { I18NCategory *g = GetI18NCategory("Error"); std::string errLoadingFile = g->T("Error loading file"); errLoadingFile.append(" "); errLoadingFile.append(g->T(errorMessage_.c_str())); screenManager()->push(new PromptScreen( errLoadingFile, "OK", "")); errorMessage_ = ""; return; } if (invalid_) return; float leftstick_x = 0.0f; float leftstick_y = 0.0f; float rightstick_x = 0.0f; float rightstick_y = 0.0f; // Virtual keys. __CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]); // Apply tilt to left stick // TODO: Make into an axis #ifdef USING_GLES2 if (g_Config.bAccelerometerToAnalogHoriz) { // TODO: Deadzone, etc. leftstick_x += clamp1(curve1(input.acc.y) * 2.0f) * g_Config.iTiltSensitivity / 100; __CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT); } #endif // Make sure fpsLimit starts at 0 if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) { PSP_CoreParameter().fpsLimit = 0; } // This is here to support the iOS on screen back button. if (pauseTrigger_) { pauseTrigger_ = false; screenManager()->push(new GamePauseScreen(gamePath_)); } } void EmuScreen::render() { if (invalid_) return; // Reapply the graphics state of the PSP ReapplyGfxState(); // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely. // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully... int blockTicks = usToCycles(1000000 / 10); // Run until CORE_NEXTFRAME while (coreState == CORE_RUNNING) { PSP_RunLoopFor(blockTicks); } // Hopefully coreState is now CORE_NEXTFRAME if (coreState == CORE_NEXTFRAME) { // set back to running for the next frame coreState = CORE_RUNNING; } else if (coreState == CORE_POWERDOWN) { ILOG("SELF-POWERDOWN!"); screenManager()->switchScreen(new MainScreen()); invalid_ = true; } if (invalid_) return; bool useBufferedRendering = g_Config.iRenderingMode != 0 ? 1 : 0; if (useBufferedRendering) fbo_unbind(); UIShader_Prepare(); uiTexture->Bind(0); glstate.viewport.set(0, 0, pixel_xres, pixel_yres); glstate.viewport.restore(); ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL); float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f; if (root_) { UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_); root_->Draw(*screenManager()->getUIContext()); } if (!osm.IsEmpty()) { osm.Draw(ui_draw2d); } if (g_Config.bShowDebugStats) { char statbuf[4096] = {0}; __DisplayGetDebugStats(statbuf); if (statbuf[4095]) { ELOG("Statbuf too small! :("); } ui_draw2d.SetFontScale(.7f, .7f); ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } if (g_Config.iShowFPSCounter) { float vps, fps, actual_fps; __DisplayGetFPS(&vps, &fps, &actual_fps); char fpsbuf[256]; switch (g_Config.iShowFPSCounter) { case 1: sprintf(fpsbuf, "Speed: %0.1f%%", vps / 60.0f * 100.0f); break; case 2: sprintf(fpsbuf, "FPS: %0.1f", actual_fps); break; case 3: sprintf(fpsbuf, "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / 60.0f * 100.0f); break; } ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } glsl_bind(UIShader_Get()); ui_draw2d.End(); ui_draw2d.Flush(); // Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it? #if defined(USING_GLES2) bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO if (hasDiscard) { //const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT }; //glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets); } #endif } void EmuScreen::deviceLost() { ILOG("EmuScreen::deviceLost()"); if (gpu) gpu->DeviceLost(); }