ppsspp/UI/NativeApp.cpp

1057 lines
30 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>
// Linux doesn't like using std::find with std::vector<int> without this :/
#if !defined(MOBILE_DEVICE)
#include <algorithm>
#endif
#include <memory>
#if defined(_WIN32)
#include "Windows/DSoundStream.h"
#include "Windows/MainWindow.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 "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 "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/FileLoaders/DiskCachingFileLoader.h"
#include "Core/Host.h"
#include "Core/Reporting.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 "GPU/GPUInterface.h"
#include "ui_atlas.h"
#include "UI/EmuScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/HostTypes.h"
#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.h"
#include "UI/TiltEventProcessor.h"
#include "UI/BackgroundAudio.h"
#include "UI/TextureUtil.h"
#if !defined(MOBILE_DEVICE)
#include "Common/KeyMap.h"
#endif
// The new UI framework, for initialization
static UI::Theme ui_theme;
#if defined(ARM) && defined(__ANDROID__)
#include "../../android/jni/ArmEmitterTest.h"
#elif defined(ARM64) && defined(__ANDROID__)
#include "../../android/jni/Arm64EmitterTest.h"
#endif
#ifdef IOS
#include "ios/iOSCoreAudio.h"
#elif defined(__APPLE__)
#include <mach-o/dyld.h>
#endif
// https://github.com/richq/android-ndk-profiler
#ifdef ANDROID_NDK_PROFILER
#include <stdlib.h>
#include "android/android-ndk-profiler/prof.h"
#endif
ManagedTexture *uiTexture;
ScreenManager *screenManager;
std::string config_filename;
#ifdef IOS
bool iosCanUseJit;
bool targetIsJailbroken;
#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<PendingMessage> pendingMessages;
static Draw::DrawContext *g_draw;
static Draw::Pipeline *colorPipeline;
static Draw::Pipeline *texColorPipeline;
static UIContext *uiContext;
static std::vector<std::string> inputboxValue;
#ifdef _WIN32
WindowsAudioBackend *winAudioBackend;
#endif
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") {
ILOG("g_Config.screenRotation = %d", g_Config.iScreenRotation);
snprintf(temp, sizeof(temp), "%d", 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;
snprintf(temp, sizeof(temp), "%d", std::min(scale, max_res));
return std::string(temp);
} else if (query == "force44khz") {
return std::string("0");
} else if (query == "androidJavaGL") {
// If we're using Vulkan, we say no... need C++ to use Vulkan.
if (GetGPUBackend() == GPUBackend::VULKAN) {
return "false";
}
// Otherwise, some devices prefer the Java init so play it safe.
return "true";
} 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
}
#ifdef _WIN32
bool CheckFontIsUsable(const wchar_t *fontFace) {
wchar_t actualFontFace[1024] = { 0 };
HFONT f = CreateFont(0, 0, 0, 0, FW_LIGHT, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, fontFace);
if (f != nullptr) {
HDC hdc = CreateCompatibleDC(nullptr);
if (hdc != nullptr) {
SelectObject(hdc, f);
GetTextFace(hdc, 1024, actualFontFace);
DeleteDC(hdc);
}
DeleteObject(f);
}
// If we were able to get the font name, did it load?
if (actualFontFace[0] != 0) {
return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
}
return false;
}
#endif
void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir, 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_dir;
pendingMessages.clear();
#ifdef IOS
user_data_path += "/";
#endif
// We want this to be FIRST.
#ifdef USING_QT_UI
VFSRegister("", new AssetsAssetReader());
#elif defined(IOS)
// Packed assets are included in app
VFSRegister("", new DirectoryAssetReader(external_dir));
#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/"));
#endif
VFSRegister("", new DirectoryAssetReader("assets/"));
VFSRegister("", new DirectoryAssetReader(savegame_dir));
#if defined(MOBILE_DEVICE) || !defined(USING_QT_UI)
host = new NativeHost();
#endif
#if defined(__ANDROID__)
g_Config.internalDataDirectory = savegame_dir;
// 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_dir) + "/";
g_Config.flash0Directory = std::string(external_dir) + "/flash0/";
#elif defined(IOS)
g_Config.memStickDirectory = user_data_path;
g_Config.flash0Directory = std::string(external_dir) + "/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
if (cache_dir && strlen(cache_dir)) {
DiskCachingFileLoaderCache::SetCacheDir(cache_dir);
g_Config.appCacheDirectory = cache_dir;
}
#ifndef _WIN32
logger = new AndroidLogger();
LogManager::Init();
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_dir;
#endif
LogManager *logman = LogManager::GetInstance();
#ifdef __ANDROID__
// On Android, create a PSP directory tree in the external_dir,
// to hopefully reduce confusion a bit.
ILOG("Creating %s", (g_Config.memStickDirectory + "PSP").c_str());
File::CreateDir((g_Config.memStickDirectory + "PSP").c_str());
File::CreateDir((g_Config.memStickDirectory + "PSP/SAVEDATA").c_str());
File::CreateDir((g_Config.memStickDirectory + "PSP/GAME").c_str());
#endif
const char *fileToLog = 0;
const char *stateToLoad = 0;
// 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 'v':
// Enable verbose logging
// Note that you must also change the max log level in Log.h.
logLevel = LogTypes::LVERBOSE;
break;
case 'j':
g_Config.iCpuCore = CPU_CORE_JIT;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.iCpuCore = CPU_CORE_INTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'r':
g_Config.iCpuCore = CPU_CORE_IRJIT;
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 (!strncmp(argv[1], "--PS3", strlen("--PS3")))
g_Config.bPS3Controller = true;
#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];
#ifdef _WIN32
boot_filename = ReplaceAll(boot_filename, "\\", "/");
#endif
skipLogo = true;
std::unique_ptr<FileLoader> 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_dir;
#elif defined(IOS) || defined(_WIN32)
g_Config.currentDirectory = savegame_dir;
#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, logLevel);
#ifdef __ANDROID__
logman->AddListener(type, logger);
#endif
}
#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);
// The font goes by two names, let's allow either one.
if (CheckFontIsUsable(L"Roboto Condensed")) {
g_Config.sFont = des->T("Font", "Roboto Condensed");
} else {
g_Config.sFont = des->T("Font", "Roboto");
}
#endif
if (!boot_filename.empty() && stateToLoad != NULL) {
SaveState::Load(stateToLoad, [](bool status, const std::string &message, void *) {
if (!message.empty()) {
osm.Show(message, 2.0);
}
});
}
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.
SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
if (GetGPUBackend() == GPUBackend::OPENGL) {
gl_lost_manager_init();
}
}
void NativeInitGraphics(GraphicsContext *graphicsContext) {
using namespace Draw;
Core_SetGraphicsContext(graphicsContext);
g_draw = graphicsContext->GetDrawContext();
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
uiTexture = CreateTextureFromFile(g_draw, "ui_atlas.zim", ImageFileType::ZIM);
if (!uiTexture) {
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;
Draw::InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
Draw::BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
Draw::DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
Draw::RasterState *rasterNoCull = g_draw->CreateRasterState({});
PipelineDesc colorDesc{
Primitive::TRIANGLE_LIST,
{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
};
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc);
// Release these now, reference counting should ensure that they get completely released
// once we delete both pipelines.
inputLayout->Release();
rasterNoCull->Release();
blendNormal->Release();
depth->Release();
ui_draw2d.Init(g_draw, texColorPipeline);
ui_draw2d_front.Init(g_draw, texColorPipeline);
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
RasterStateDesc desc;
desc.cull = CullMode::NONE;
desc.frontFace = Facing::CCW;
if (uiContext->Text())
uiContext->Text()->SetFont("Tahoma", 20, 0);
screenManager->setUIContext(uiContext);
screenManager->setDrawContext(g_draw);
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
#endif
g_gameInfoCache = new GameInfoCache();
}
void NativeShutdownGraphics() {
#ifdef _WIN32
delete winAudioBackend;
winAudioBackend = NULL;
#endif
screenManager->deviceLost();
delete g_gameInfoCache;
g_gameInfoCache = nullptr;
delete uiTexture;
uiTexture = nullptr;
delete uiContext;
uiContext = NULL;
ui_draw2d.Shutdown();
ui_draw2d_front.Shutdown();
colorPipeline->Release();
texColorPipeline->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_OUTPUT);
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<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();
}
void NativeRender(GraphicsContext *graphicsContext) {
g_GameManager.Update();
// If uitexture gets reloaded, make sure we use the latest one.
uiContext->FrameSetup(uiTexture->GetTexture());
float xres = dp_xres;
float yres = dp_yres;
// Apply the UIContext bounds as a 2D transformation matrix.
Matrix4x4 ortho;
switch (GetGPUBackend()) {
case GPUBackend::VULKAN:
ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
break;
case GPUBackend::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;
break;
case GPUBackend::DIRECT3D11:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
case GPUBackend::OPENGL:
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
}
ui_draw2d.SetDrawMatrix(ortho);
ui_draw2d_front.SetDrawMatrix(ortho);
screenManager->render();
if (screenManager->getUIContext()->Text()) {
screenManager->getUIContext()->Text()->OncePerFrame();
}
// At this point, the vulkan context has been "ended" already, no more drawing can be done in this frame.
// TODO: Integrate the download overlay with the screen system
// DrawDownloadsOverlay(*screenManager->getUIContext());
if (g_TakeScreenshot) {
TakeScreenshot();
}
if (resized) {
resized = false;
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
}
graphicsContext->Resize();
screenManager->resized();
// TODO: Move this to new GraphicsContext objects for each backend.
#ifndef _WIN32
if (GetGPUBackend() == GPUBackend::OPENGL) {
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
NativeMessageReceived("gpu resized", "");
}
#endif
}
}
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
if (msg == "inputDeviceConnected") {
KeyMap::NotifyPadConnected(value);
}
if (msg == "inputbox_completed") {
SplitString(value, ':', inputboxValue);
std::string setString = inputboxValue.size() > 1 ? inputboxValue[1] : "";
if (inputboxValue[0] == "IP")
g_Config.proAdhocServer = setString;
if (inputboxValue[0] == "nickname")
g_Config.sNickName = setString;
inputboxValue.clear();
}
if (msg == "savestate_displayslot") {
I18NCategory *sy = GetI18NCategory("System");
std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
// Show for the same duration as the preview.
osm.Show(msg, 2.0f, 0xFFFFFF, -1, true, "savestate_slot");
}
if (msg == "gpu resized" || msg == "gpu clear cache") {
if (gpu) {
gpu->ClearCacheNextFrame();
gpu->Resized();
}
Reporting::UpdateConfig();
}
if (msg == "core_powerSaving") {
if (value != "false") {
I18NCategory *sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
Core_SetPowerSaving(value != "false");
}
}
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() {
if (g_gameInfoCache)
g_gameInfoCache->Clear();
screenManager->deviceLost();
if (GetGPUBackend() == GPUBackend::OPENGL) {
gl_lost();
}
}
void NativeDeviceRestore() {
NativeDeviceLost();
screenManager->deviceRestore();
if (GetGPUBackend() == GPUBackend::OPENGL) {
gl_restore();
}
}
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<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 &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);
TranslateTiltToInput(trueTilt);
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() {
// NativeResized can come from any thread so we just set a flag, then process it later.
resized = true;
}
void NativeShutdown() {
if (GetGPUBackend() == GPUBackend::OPENGL) {
gl_lost_manager_shutdown();
}
screenManager->shutdown();
delete screenManager;
screenManager = 0;
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
}
void NativePermissionStatus(SystemPermission permission, PermissionStatus status) {
// TODO: Send this through the screen system? Nicer than listening to string messages
}