// 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. // Background worker threads should be spawned in NativeInit and joined // in NativeShutdown. #include // Linux doesn't like using std::find with std::vector without this :/ #if !defined(MOBILE_DEVICE) #include #endif #include #if defined(_WIN32) #include "Windows/DSoundStream.h" #include "Windows/WndMainWindow.h" #include "Windows/D3D9Base.h" #endif #include "base/display.h" #include "base/logging.h" #include "base/mutex.h" #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/draw_text.h" #include "gfx_es2/gpu_features.h" #include "gfx/gl_lost_manager.h" #include "gfx/texture.h" #include "i18n/i18n.h" #include "input/input_state.h" #include "math/fast/fast_math.h" #include "math/math_util.h" #include "math/lin/matrix4x4.h" #include "profiler/profiler.h" #include "thin3d/thin3d.h" #include "ui/ui.h" #include "ui/screen.h" #include "ui/ui_context.h" #include "ui/view.h" #include "util/text/utf8.h" #include "Common/CPUDetect.h" #include "Common/FileUtil.h" #include "Common/LogManager.h" #include "Common/MemArena.h" #include "Core/Config.h" #include "Core/Core.h" #include "Core/FileLoaders/DiskCachingFileLoader.h" #include "Core/Host.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/Util/GameManager.h" #include "Core/Util/AudioFormat.h" #include "ui_atlas.h" #include "EmuScreen.h" #include "GameInfoCache.h" #include "HostTypes.h" #include "UI/OnScreenDisplay.h" #include "UI/MiscScreens.h" #include "UI/TiltEventProcessor.h" #include "UI/BackgroundAudio.h" #if !defined(MOBILE_DEVICE) #include "Common/KeyMap.h" #endif #ifdef __SYMBIAN32__ #define unique_ptr auto_ptr #endif // The new UI framework, for initialization static UI::Theme ui_theme; #ifdef ARM #include "../../android/jni/ArmEmitterTest.h" #elif defined(ARM64) #include "../../android/jni/Arm64EmitterTest.h" #endif #ifdef IOS #include "ios/iOSCoreAudio.h" #elif defined(__APPLE__) #include #endif // https://github.com/richq/android-ndk-profiler #ifdef ANDROID_NDK_PROFILER #include #include "android/android-ndk-profiler/prof.h" #endif Thin3DTexture *uiTexture; ScreenManager *screenManager; 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; static bool isOuya; static bool resized = false; struct PendingMessage { std::string msg; std::string value; }; static recursive_mutex pendingMutex; static std::vector pendingMessages; static Thin3DContext *thin3d; static UIContext *uiContext; #ifdef _WIN32 WindowsAudioBackend *winAudioBackend; #endif Thin3DContext *GetThin3D() { return thin3d; } std::thread *graphicsLoadThread; class AndroidLogger : public LogListener { 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; } } }; #ifdef _WIN32 int Win32Mix(short *buffer, int numSamples, int bits, int rate, int channels) { return NativeMix(buffer, numSamples); } #endif // globals #ifndef _WIN32 static AndroidLogger *logger = 0; #endif std::string boot_filename = ""; void NativeHost::InitSound() { #ifdef IOS iOSCoreAudioInit(); #endif } void NativeHost::ShutdownSound() { #ifdef 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") { 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; } int max_res = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 1; sprintf(temp, "%i", std::min(scale, max_res)); return std::string(temp); } else if (query == "force44khz") { return std::string("0"); } else { return ""; } } int NativeMix(short *audio, int num_samples) { if (GetUIState() != UISTATE_INGAME) { PlayBackgroundAudio(); } 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 defined(ARM) && defined(ANDROID) ArmEmitterTest(); #elif defined(ARM64) && defined(ANDROID) Arm64EmitterTest(); #endif } void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID, bool fs) { #ifdef ANDROID_NDK_PROFILER setenv("CPUPROFILE_FREQUENCY", "500", 1); setenv("CPUPROFILE", "/sdcard/gmon.out", 1); monstartup("ppsspp_jni.so"); #endif InitFastMath(cpu_info.bNEON); SetupAudioFormats(); 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(MOBILE_DEVICE) && !defined(_WIN32) VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str())); VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str())); VFSRegister("", new DirectoryAssetReader("/usr/share/ppsspp/assets/")); #else VFSRegister("", new DirectoryAssetReader("assets/")); #endif VFSRegister("", new DirectoryAssetReader(savegame_directory)); #if defined(MOBILE_DEVICE) || !defined(USING_QT_UI) host = new NativeHost(); #endif #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.memStickDirectory = std::string(external_directory) + "/"; g_Config.flash0Directory = std::string(external_directory) + "/flash0/"; #elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS) g_Config.memStickDirectory = 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.memStickDirectory = config + "/ppsspp/"; g_Config.flash0Directory = File::GetExeDirectory() + "/flash0/"; #endif #ifndef _WIN32 logger = new AndroidLogger(); LogManager::Init(); LogManager *logman = LogManager::GetInstance(); g_Config.AddSearchPath(user_data_path); g_Config.AddSearchPath(g_Config.memStickDirectory + "PSP/SYSTEM/"); g_Config.SetDefaultPath(g_Config.memStickDirectory + "PSP/SYSTEM/"); g_Config.Load(); g_Config.externalDirectory = external_directory; #endif #ifdef ANDROID // On Android, create a PSP directory tree in the external_directory, // to hopefully reduce confusion a bit. ILOG("Creating %s", (g_Config.memStickDirectory + "PSP").c_str()); mkDir((g_Config.memStickDirectory + "PSP").c_str()); mkDir((g_Config.memStickDirectory + "PSP/SAVEDATA").c_str()); mkDir((g_Config.memStickDirectory + "PSP/GAME").c_str()); #endif const char *fileToLog = 0; const char *stateToLoad = 0; 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 // Note that you must also change the max log level in Log.h. logLevel = LogTypes::LDEBUG; break; 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) 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; std::unique_ptr fileLoader(ConstructFileLoader(boot_filename)); if (!fileLoader->Exists()) { fprintf(stderr, "File not found: %s\n", boot_filename.c_str()); exit(1); } } else { fprintf(stderr, "Can only boot one file"); exit(1); } } } if (fileToLog != NULL) LogManager::GetInstance()->ChangeFileLog(fileToLog); #ifndef _WIN32 if (g_Config.currentDirectory == "") { #if defined(ANDROID) g_Config.currentDirectory = external_directory; #elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MAEMO) || defined(IOS) || defined(_WIN32) g_Config.currentDirectory = savegame_directory; #else if (getenv("HOME") != NULL) g_Config.currentDirectory = getenv("HOME"); else g_Config.currentDirectory = "./"; #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); #ifdef ANDROID logman->AddListener(type, logger); #endif } // Special hack for G3D as it's very spammy. Need to make a flag for this. 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.memStickDirectory + "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 *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. #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 = des->T("Font", "Roboto"); #endif if (!boot_filename.empty() && stateToLoad != NULL) SaveState::Load(stateToLoad); g_gameInfoCache.Init(); screenManager = new ScreenManager(); if (skipLogo) { screenManager->switchScreen(new EmuScreen(boot_filename)); } else { screenManager->switchScreen(new LogoScreen()); } std::string sysName = System_GetProperty(SYSPROP_NAME); isOuya = KeyMap::IsOuya(sysName); #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI) MainWindow* mainWindow = new MainWindow(0,fs); 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. if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) { gl_lost_manager_init(); } } void NativeInitGraphics() { #ifndef _WIN32 // Force backend to GL g_Config.iGPUBackend = GPU_BACKEND_OPENGL; #endif if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) { thin3d = T3DCreateGLContext(); CheckGLExtensions(); } else { #ifdef _WIN32 thin3d = D3D9_CreateThin3DContext(); #endif } ui_draw2d.SetAtlas(&ui_atlas); ui_draw2d_front.SetAtlas(&ui_atlas); // memset(&ui_theme, 0, sizeof(ui_theme)); // New style theme #ifdef _WIN32 ui_theme.uiFont = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 22); ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 15); ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, g_Config.sFont.c_str(), 12); #else ui_theme.uiFont = UI::FontStyle(UBUNTU24, "", 20); ui_theme.uiFontSmall = UI::FontStyle(UBUNTU24, "", 14); ui_theme.uiFontSmaller = UI::FontStyle(UBUNTU24, "", 11); #endif ui_theme.checkOn = I_CHECKEDBOX; ui_theme.checkOff = I_SQUARE; ui_theme.whiteImage = I_SOLIDWHITE; ui_theme.sliderKnob = I_CIRCLE; ui_theme.dropShadow4Grid = I_DROP_SHADOW; ui_theme.itemStyle.background = UI::Drawable(0x55000000); ui_theme.itemStyle.fgColor = 0xFFFFFFFF; ui_theme.itemFocusedStyle.background = UI::Drawable(0xFFedc24c); ui_theme.itemDownStyle.background = UI::Drawable(0xFFbd9939); ui_theme.itemDownStyle.fgColor = 0xFFFFFFFF; ui_theme.itemDisabledStyle.background = UI::Drawable(0x55E0D4AF); ui_theme.itemDisabledStyle.fgColor = 0x80EEEEEE; ui_theme.itemHighlightedStyle.background = UI::Drawable(0x55bdBB39); ui_theme.itemHighlightedStyle.fgColor = 0xFFFFFFFF; 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(thin3d); ui_draw2d_front.Init(thin3d); #ifdef USING_QT_UI uiTexture = thin3d->CreateTextureFromFile("ui_atlas_lowmem.zim", T3DImageType::ZIM); if (!uiTexture) { #else uiTexture = thin3d->CreateTextureFromFile("ui_atlas.zim", T3DImageType::ZIM); if (!uiTexture) { #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"); #ifdef _WIN32 UINT ExitCode = 0; ExitProcess(ExitCode); #endif } uiContext = new UIContext(); uiContext->theme = &ui_theme; uiContext->Init(thin3d, thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), thin3d->GetShaderSetPreset(SS_COLOR_2D), uiTexture, &ui_draw2d, &ui_draw2d_front); if (uiContext->Text()) uiContext->Text()->SetFont("Tahoma", 20, 0); screenManager->setUIContext(uiContext); screenManager->setThin3DContext(thin3d); #ifdef _WIN32 winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend); winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100); #endif } void NativeShutdownGraphics() { #ifdef _WIN32 delete winAudioBackend; winAudioBackend = NULL; #endif screenManager->deviceLost(); g_gameInfoCache.Clear(); uiTexture->Release(); delete uiContext; uiContext = NULL; ui_draw2d.Shutdown(); ui_draw2d_front.Shutdown(); thin3d->Release(); } void TakeScreenshot() { g_TakeScreenshot = false; #if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE)) std::string path = GetSysDirectory(DIRECTORY_SCREENSHOT); while (path.length() > 0 && path.back() == '/') { path.resize(path.size() - 1); } if (!File::Exists(path)) { File::CreateDir(path); } // First, find a free filename. int i = 0; std::string gameId = g_paramSFO.GetValueString("DISC_ID"); if (gameId.empty()) { gameId = "MENU"; } char filename[2048]; while (i < 10000){ if (g_Config.bScreenshotsAsPNG) snprintf(filename, sizeof(filename), "%s/%s_%05d.png", path.c_str(), gameId.c_str(), i); else snprintf(filename, sizeof(filename), "%s/%s_%05d.jpg", path.c_str(), gameId.c_str(), i); FileInfo info; if (!getFileInfo(filename, &info)) break; i++; } bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? SCREENSHOT_PNG : SCREENSHOT_JPG, SCREENSHOT_DISPLAY); if (success) { osm.Show(filename); } else { I18NCategory *err = GetI18NCategory("Error"); osm.Show(err->T("Could not save screenshot file")); } #endif } void DrawDownloadsOverlay(UIContext &dc) { // Thin bar at the top of the screen like Chrome. std::vector 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(); } void NativeRender() { g_GameManager.Update(); thin3d->Clear(T3DClear::COLOR | T3DClear::DEPTH | T3DClear::STENCIL, 0xFF000000, 0.0f, 0); T3DViewport viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = pixel_xres; viewport.Height = pixel_yres; viewport.MaxDepth = 1.0; viewport.MinDepth = 0.0; thin3d->SetViewports(1, &viewport); thin3d->SetTargetSize(pixel_xres, pixel_yres); float xres = dp_xres; float yres = dp_yres; // Apply the UIContext bounds as a 2D transformation matrix. Matrix4x4 ortho; if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) { ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); Matrix4x4 translation; translation.setTranslation(Vec3(-0.5f, -0.5f, 0.0f)); ortho = translation * ortho; } else { ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f); } ui_draw2d.SetDrawMatrix(ortho); ui_draw2d_front.SetDrawMatrix(ortho); screenManager->render(); if (screenManager->getUIContext()->Text()) { screenManager->getUIContext()->Text()->OncePerFrame(); } DrawDownloadsOverlay(*screenManager->getUIContext()); if (g_TakeScreenshot) { TakeScreenshot(); } if (resized) { resized = false; if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) { #ifdef _WIN32 D3D9_Resize(0); #endif } } } void HandleGlobalMessage(const std::string &msg, const std::string &value) { if (msg == "inputDeviceConnected") { KeyMap::NotifyPadConnected(value); } if (msg == "cacheDir") { DiskCachingFileLoaderCache::SetCacheDir(value); } } void NativeUpdate(InputState &input) { PROFILE_END_FRAME(); { 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); } void NativeDeviceLost() { g_gameInfoCache.Clear(); screenManager->deviceLost(); if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) { gl_lost(); } // Should dirty EVERYTHING } 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; } } bool NativeTouch(const TouchInput &touch) { if (screenManager) { screenManager->touch(touch); return true; } else { return false; } } bool NativeKey(const KeyInput &key) { // ILOG("Key code: %i flags: %i", key.keyCode, key.flags); #if !defined(MOBILE_DEVICE) if (g_Config.bPauseExitsEmulator) { static std::vector 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 &axis) { 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. // 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; // 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); //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; } return true; } 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); } void NativeResized() { resized = true; 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 } } void NativeShutdown() { if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) { gl_lost_manager_shutdown(); } screenManager->shutdown(); delete screenManager; screenManager = 0; g_gameInfoCache.Shutdown(); delete host; host = 0; g_Config.Save(); #ifndef _WIN32 LogManager::Shutdown(); #endif #ifdef ANDROID_NDK_PROFILER moncleanup(); #endif ILOG("NativeShutdown called"); System_SendMessage("finish", ""); // This means that the activity has been completely destroyed. PPSSPP does not // boot up correctly with "dirty" global variables currently, so we hack around that // by simply exiting. #ifdef ANDROID exit(0); #endif #ifdef _WIN32 RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL); #endif }