ppsspp/UI/NativeApp.cpp
2013-06-25 16:18:16 -05:00

601 lines
16 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.
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <locale.h>
#include "base/logging.h"
#include "base/mutex.h"
#include "base/NativeApp.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "native/ext/jpge/jpge.h"
#include "gfx_es2/gl_state.h"
#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "i18n/i18n.h"
#include "input/input_state.h"
#include "math/math_util.h"
#include "math/lin/matrix4x4.h"
#include "ui/screen.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "Common/FileUtil.h"
#include "Common/LogManager.h"
#include "Core/PSPMixer.h"
#include "Core/CPU.h"
#include "Core/Config.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/Host.h"
#include "Core/SaveState.h"
#include "Core/HW/atrac3plus.h"
#include "Common/MemArena.h"
#include "ui_atlas.h"
#include "EmuScreen.h"
#include "MenuScreens.h"
#include "GameInfoCache.h"
#include "UIShader.h"
#include "UI/PluginScreen.h"
#include "UI/OnScreenDisplay.h"
// The new UI framework, for initialization
static UI::Theme ui_theme;
#ifdef ARM
#include "../../android/jni/ArmEmitterTest.h"
#endif
#if defined(__APPLE__) && !defined(IOS)
#include <mach-o/dyld.h>
#endif
#ifdef IOS
#include "ios/iOSCoreAudio.h"
#endif
Texture *uiTexture;
ScreenManager *screenManager;
std::string config_filename;
std::string game_title;
#ifdef IOS
bool isJailed;
#endif
// Really need to clean this mess of globals up... but instead I add more :P
bool g_TakeScreenshot;
recursive_mutex pendingMutex;
static bool isMessagePending;
static std::string pendingMessage;
static std::string pendingValue;
static UIContext *uiContext;
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;
}
}
};
// TODO: Get rid of this junk
class NativeHost : public Host
{
public:
NativeHost() {
// hasRendered = false;
}
virtual void UpdateUI() {}
virtual void UpdateMemView() {}
virtual void UpdateDisassembly() {}
virtual void SetDebugMode(bool mode) { }
virtual bool InitGL(std::string *error_message) { return true; }
virtual void ShutdownGL() {}
virtual void InitSound(PMixer *mixer);
virtual void UpdateSound() {}
virtual void ShutdownSound();
// this is sent from EMU thread! Make sure that Host handles it properly!
virtual void BootDone() {}
virtual bool IsDebuggingEnabled() {return false;}
virtual bool AttemptLoadSymbolMap() {return false;}
virtual void ResetSymbolMap() {}
virtual void AddSymbol(std::string name, u32 addr, u32 size, int type=0) {}
virtual void SetWindowTitle(const char *message) {
game_title = message;
}
};
// globals
static PMixer *g_mixer = 0;
#ifndef _WIN32
static AndroidLogger *logger = 0;
#endif
std::string boot_filename = "";
void NativeHost::InitSound(PMixer *mixer) {
g_mixer = mixer;
#ifdef IOS
iOSCoreAudioInit();
#endif
}
void NativeHost::ShutdownSound() {
#ifdef IOS
iOSCoreAudioShutdown();
#endif
g_mixer = 0;
}
int NativeMix(short *audio, int num_samples) {
// ILOG("Entering mixer");
if (g_mixer) {
num_samples = g_mixer->Mix(audio, num_samples);
} else {
memset(audio, 0, num_samples * 2 * sizeof(short));
}
// ILOG("Leaving mixer");
return num_samples;
}
void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape) {
*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
#if defined(ARM) && defined(ANDROID)
ArmEmitterTest();
#endif
}
void NativeInit(int argc, const char *argv[],
const char *savegame_directory, const char *external_directory, const char *installID) {
EnableFZ();
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_directory;
isMessagePending = false;
// We want this to be FIRST.
#ifndef USING_QT_UI
#ifdef BLACKBERRY
// Packed assets are included in app/native/ dir
VFSRegister("", new DirectoryAssetReader("app/native/assets/"));
#elif defined(IOS)
VFSRegister("", new DirectoryAssetReader(external_directory));
user_data_path += "/";
#elif defined(__APPLE__)
char program_path[4090];
uint32_t program_path_size = sizeof(program_path);
_NSGetExecutablePath(program_path,&program_path_size);
*(strrchr(program_path, '/')+1) = '\0';
char assets_path[4096];
sprintf(assets_path,"%sassets/",program_path);
VFSRegister("", new DirectoryAssetReader(assets_path));
VFSRegister("", new DirectoryAssetReader("assets/"));
#else
VFSRegister("", new DirectoryAssetReader("assets/"));
#endif
#endif
VFSRegister("", new DirectoryAssetReader(user_data_path.c_str()));
host = new NativeHost();
#ifndef _WIN32
logger = new AndroidLogger();
LogManager::Init();
LogManager *logman = LogManager::GetInstance();
ILOG("Logman: %p", logman);
config_filename = user_data_path + "/ppsspp.ini";
g_Config.Load(config_filename.c_str());
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.externalDirectory + "/PSP").c_str());
mkDir((g_Config.externalDirectory + "/PSP").c_str());
mkDir((g_Config.externalDirectory + "/PSP/SAVEDATA").c_str());
mkDir((g_Config.externalDirectory + "/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=");
break;
}
} else {
if (boot_filename.empty()) {
boot_filename = argv[i];
if (!File::Exists(boot_filename))
{
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(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32)
g_Config.currentDirectory = savegame_directory;
#else
g_Config.currentDirectory = getenv("HOME");
#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.memCardDirectory = std::string(external_directory) + "/";
g_Config.flashDirectory = std::string(external_directory)+"/flash/";
#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32)
g_Config.memCardDirectory = user_data_path;
#ifdef BLACKBERRY
g_Config.flashDirectory = "app/native/assets/flash/";
#elif defined(IOS)
g_Config.flashDirectory = std::string(external_directory) + "flash0/";
#elif defined(MEEGO_EDITION_HARMATTAN)
g_Config.flashDirectory = "/opt/PPSSPP/flash/";
#else
g_Config.flashDirectory = user_data_path+"/flash/";
#endif
#else
g_Config.memCardDirectory = std::string(getenv("HOME"))+"/.ppsspp/";
g_Config.flashDirectory = g_Config.memCardDirectory+"/flash/";
#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
}
#ifdef __SYMBIAN32__
g_Config.bHardwareTransform = true;
g_Config.bUseVBO = false;
#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);
INFO_LOG(BOOT, "Logger inited.");
#else
g_Config.memCardDirectory = "MemStick/";
#endif
i18nrepo.LoadIni(g_Config.languageIni);
if (!boot_filename.empty() && stateToLoad != NULL)
SaveState::Load(stateToLoad);
g_gameInfoCache.Init();
}
void NativeInitGraphics() {
gl_lost_manager_init();
ui_draw2d.SetAtlas(&ui_atlas);
screenManager = new ScreenManager();
if (boot_filename.empty()) {
#if (defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64))) || defined(ARMEABI) || defined(ARMEABI_V7A) || (defined(MACOSX) && defined(_M_IX64))
if (Atrac3plus_Decoder::CanAutoInstall()) {
Atrac3plus_Decoder::DoAutoInstall();
screenManager->switchScreen(new LogoScreen(boot_filename));
} else {
screenManager->switchScreen(new LogoScreen(boot_filename));
// If first run and can't autoinstall, let's send the user to the atrac3plus download screen.
if (g_Config.bFirstRun && !Atrac3plus_Decoder::IsInstalled())
screenManager->push(new PluginScreen());
}
#else
screenManager->switchScreen(new LogoScreen(boot_filename));
#endif
} else {
// Go directly into the game.
screenManager->switchScreen(new EmuScreen(boot_filename));
}
UIShader_Init();
// Old style theme, to be removed later
UITheme theme = {0};
theme.uiFont = UBUNTU24;
theme.uiFontSmall = UBUNTU24;
theme.uiFontSmaller = UBUNTU24;
theme.buttonImage = I_BUTTON;
theme.buttonSelected = I_BUTTON_SELECTED;
theme.checkOn = I_CHECKEDBOX;
theme.checkOff = I_SQUARE;
// memset(&ui_theme, 0, sizeof(ui_theme));
// New style theme
ui_theme.uiFont = UBUNTU24;
ui_theme.uiFontSmall = UBUNTU24;
ui_theme.uiFontSmaller = UBUNTU24;
ui_theme.checkOn = I_CHECKEDBOX;
ui_theme.checkOff = I_SQUARE;
ui_theme.whiteImage = SOLIDWHITE;
ui_theme.buttonStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON);
ui_theme.buttonStyle.fgColor = 0xFFFFFFFF;
ui_theme.buttonStyle.image = I_BUTTON;
ui_theme.buttonFocusedStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFFe0e0e0);
ui_theme.buttonFocusedStyle.fgColor = 0xFFFFFFFF;
ui_theme.buttonDownStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON_SELECTED, 0xFFFFFFFF);
ui_theme.buttonDownStyle.fgColor = 0xFFFFFFFF;
ui_theme.buttonDisabledStyle.background = UI::Drawable(UI::DRAW_4GRID, I_BUTTON, 0xFF404040);
ui_theme.buttonDisabledStyle.fgColor = 0xFF707070;
ui_theme.itemStyle.background = UI::Drawable(0x55000000);
ui_theme.itemStyle.fgColor = 0xFFFFFFFF;
ui_theme.itemFocusedStyle.background = UI::Drawable(0xCC909080);
ui_theme.itemDownStyle.background = UI::Drawable(0xFFFFc080);
ui_theme.itemDownStyle.fgColor = 0xFF000000;
ui_draw2d.Init();
ui_draw2d_front.Init();
UIInit(&ui_atlas, theme);
uiTexture = new Texture();
if (!uiTexture->Load("ui_atlas.zim")) {
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();
uiContext->theme = &ui_theme;
uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
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);
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
void TakeScreenshot() {
#ifdef _WIN32
g_TakeScreenshot = false;
mkDir("screenshots");
// First, find a free filename.
int i = 0;
char temp[256];
while (i < 10000) {
sprintf(temp, "screenshots/screen%05d.jpg", i);
FileInfo info;
if (!getFileInfo(temp, &info))
break;
i++;
}
// Okay, allocate a buffer.
u8 *buffer = new u8[4 * pixel_xres * pixel_yres];
// Silly openGL reads upside down, we flip to another buffer for simplicity.
u8 *flipbuffer = new u8[4 * pixel_xres * pixel_yres];
glReadPixels(0, 0, pixel_xres, pixel_yres, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
for (int y = 0; y < pixel_yres; y++) {
memcpy(flipbuffer + y * pixel_xres * 4, buffer + (pixel_yres - y - 1) * pixel_xres * 4, pixel_xres * 4);
}
jpge::params params;
params.m_quality = 90;
compress_image_to_jpeg_file(temp, pixel_xres, pixel_yres, 4, flipbuffer, params);
delete [] buffer;
delete [] flipbuffer;
osm.Show(temp);
#endif
}
void NativeRender() {
EnableFZ();
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(0,0,0,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
glstate.Restore();
Matrix4x4 ortho;
ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
screenManager->render();
if (g_TakeScreenshot) {
TakeScreenshot();
}
}
void NativeUpdate(InputState &input) {
{
lock_guard lock(pendingMutex);
if (isMessagePending) {
screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str());
isMessagePending = false;
}
}
UIUpdateMouse(0, input.pointer_x[0], input.pointer_y[0], input.pointer_down[0]);
screenManager->update(input);
}
void NativeDeviceLost() {
g_gameInfoCache.Clear();
screenManager->deviceLost();
gl_lost();
glstate.Restore();
// Should dirty EVERYTHING
}
bool NativeIsAtTopLevel() {
// TODO
return false;
}
void NativeTouch(const TouchInput &touch) {
if (screenManager)
screenManager->touch(touch);
}
void NativeMessageReceived(const char *message, const char *value) {
// We can only have one message queued.
lock_guard lock(pendingMutex);
if (!isMessagePending) {
pendingMessage = message;
pendingValue = value;
isMessagePending = true;
}
}
void NativeShutdownGraphics() {
delete uiTexture;
uiTexture = NULL;
screenManager->shutdown();
delete screenManager;
screenManager = 0;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
UIShader_Shutdown();
gl_lost_manager_shutdown();
}
void NativeShutdown() {
g_gameInfoCache.Shutdown();
delete host;
host = 0;
g_Config.Save();
#ifndef _WIN32
LogManager::Shutdown();
#endif
// 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
}