ppsspp/UI/NativeApp.cpp
2013-10-31 11:06:54 +01:00

692 lines
19 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/stb_image_write/stb_image_writer.h"
#include "native/ext/jpge/jpge.h"
#include "native/util/text/utf8.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/draw_buffer.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/ui.h"
#include "ui/screen.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 "Common/MemArena.h"
#include "ui_atlas.h"
#include "EmuScreen.h"
#include "GameInfoCache.h"
#include "UIShader.h"
#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.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;
static bool isOuya;
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) {
if (message)
game_title = message;
else
game_title = "";
}
};
// 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
}
const std::string NativeProgramPath() {
#if (defined(__APPLE__) && !defined(IOS)) || defined(__linux__)
char program_path[4096];
uint32_t program_path_size = sizeof(program_path) - 1;
#if defined(__linux__)
if (readlink("/proc/self/exe", program_path, 4095) > 0) {
#elif defined(__APPLE__) && !defined(IOS)
if (_NSGetExecutablePath(program_path, &program_path_size) == 0) {
#else
#error Unmatched ifdef.
#endif
program_path[sizeof(program_path) - 1] = '\0';
char *last_slash = strrchr(program_path, '/');
if (last_slash != NULL)
*(last_slash + 1) = '\0';
return program_path;
}
#endif
return "";
}
void NativeInit(int argc, const char *argv[],
const char *savegame_directory, const char *external_directory, const char *installID) {
bool skipLogo = false;
EnableFZ();
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_directory;
isMessagePending = false;
#ifdef IOS
user_data_path += "/";
#elif defined(__APPLE__)
if (File::Exists(NativeProgramPath() + "assets"))
VFSRegister("", new DirectoryAssetReader((NativeProgramPath() + "assets/").c_str()));
// It's common to be in a build-xyz/ directory.
else
VFSRegister("", new DirectoryAssetReader((NativeProgramPath() + "../assets/").c_str()));
#endif
// We want this to be FIRST.
#ifndef USING_QT_UI
#if defined(BLACKBERRY) || defined(IOS)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(external_directory));
#else
VFSRegister("", new DirectoryAssetReader("assets/"));
#endif
#endif
VFSRegister("", new DirectoryAssetReader(savegame_directory));
host = new NativeHost();
#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(MEEGO_EDITION_HARMATTAN) || defined(IOS)
g_Config.memCardDirectory = user_data_path;
g_Config.flash0Directory = std::string(external_directory) + "/flash0/";
#elif !defined(_WIN32)
g_Config.memCardDirectory = std::string(getenv("HOME")) + "/.ppsspp/";
std::string program_path = NativeProgramPath();
if (program_path.empty())
g_Config.flash0Directory = g_Config.memCardDirectory + "/flash0/";
else if (File::Exists(program_path + "flash0"))
g_Config.flash0Directory = program_path + "flash0/";
// It's common to be in a build-xyz/ directory.
else
g_Config.flash0Directory = program_path + "../flash0/";
#endif
#ifndef _WIN32
logger = new AndroidLogger();
LogManager::Init();
LogManager *logman = LogManager::GetInstance();
ILOG("Logman: %p", logman);
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
#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());
#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];
skipLogo = true;
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);
}
}
}
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
}
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.bSeparateCPUThread = false;
g_Config.bSeparateIOThread = 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.");
#endif
i18nrepo.LoadIni(g_Config.sLanguageIni);
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.
// 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 = d->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(boot_filename));
}
std::string sysName = System_GetProperty(SYSPROP_NAME);
isOuya = KeyMap::IsOuya(sysName);
}
void NativeInitGraphics() {
CheckGLExtensions();
gl_lost_manager_init();
ui_draw2d.SetAtlas(&ui_atlas);
ui_draw2d_front.SetAtlas(&ui_atlas);
UIShader_Init();
// 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.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(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;
ui_draw2d.Init();
ui_draw2d_front.Init();
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);
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);
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
}
void NativeShutdownGraphics() {
screenManager->deviceLost();
g_gameInfoCache.Clear();
delete uiTexture;
uiTexture = NULL;
delete uiContext;
uiContext = NULL;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
UIShader_Shutdown();
gl_lost_manager_shutdown();
}
void TakeScreenshot() {
#ifdef _WIN32
g_TakeScreenshot = false;
mkDir(g_Config.memCardDirectory + "/PSP/SCREENSHOT");
// First, find a free filename.
int i = 0;
char temp[256];
while (i < 10000){
if(g_Config.bScreenshotsAsPNG)
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.png", g_Config.memCardDirectory.c_str(), i);
else
sprintf(temp, "%s/PSP/SCREENSHOT/screen%05d.jpg", g_Config.memCardDirectory.c_str(), 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);
}
if(g_Config.bScreenshotsAsPNG)
stbi_write_png(temp, pixel_xres, pixel_yres, 4, flipbuffer, pixel_xres * 4);
else
{
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() {
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 (screenManager->getUIContext()->Text())
screenManager->getUIContext()->Text()->OncePerFrame();
if (g_TakeScreenshot) {
TakeScreenshot();
}
}
void NativeUpdate(InputState &input) {
{
lock_guard lock(pendingMutex);
if (isMessagePending) {
screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str());
isMessagePending = false;
}
}
screenManager->update(input);
}
void NativeDeviceLost() {
g_gameInfoCache.Clear();
screenManager->deviceLost();
gl_lost();
glstate.Restore();
// 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;
}
}
void NativeTouch(const TouchInput &touch) {
if (screenManager)
screenManager->touch(touch);
}
void NativeKey(const KeyInput &key) {
// ILOG("Key code: %i flags: %i", key.keyCode, key.flags);
g_buttonTracker.Process(key);
if (screenManager)
screenManager->key(key);
}
void NativeAxis(const AxisInput &key) {
// ILOG("Axis id: %i value: %f", (int)key.axisId, key.value);
if (key.axisId >= JOYSTICK_AXIS_ACCELEROMETER_X && key.axisId <= JOYSTICK_AXIS_ACCELEROMETER_Z) {
// Disable accelerometer as an axis for now.
return;
}
if (isOuya && key.axisId >= JOYSTICK_AXIS_OUYA_UNKNOWN1 && key.axisId <= JOYSTICK_AXIS_OUYA_UNKNOWN4) {
return;
}
if (screenManager)
screenManager->axis(key);
}
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 NativeShutdown() {
screenManager->shutdown();
delete screenManager;
screenManager = 0;
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
ILOG("NativeShutdown called");
exit(0);
#endif
#ifdef _WIN32
RemoveFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
#endif
}