mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-25 17:19:42 +00:00
499 lines
12 KiB
C++
499 lines
12 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// NativeApp implementation for platforms that will use that framework, like:
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// Android, Linux, MacOSX.
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//
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// Native is a cross platform framework. It's not very mature and mostly
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// just built according to the needs of my own apps.
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//
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// Windows has its own code that bypasses the framework entirely.
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// Background worker threads should be spawned in NativeInit and joined
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// in NativeShutdown.
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#include "base/logging.h"
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#include "base/NativeApp.h"
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#include "file/vfs.h"
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#include "file/zip_read.h"
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#include "gfx_es2/gl_state.h"
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#include "gfx/gl_lost_manager.h"
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#include "gfx/texture.h"
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#include "i18n/i18n.h"
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#include "input/input_state.h"
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#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
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#include "ui/screen.h"
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#include "ui/ui.h"
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#include "ui/ui_context.h"
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#include "base/mutex.h"
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#include "FileUtil.h"
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#include "LogManager.h"
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#include "../../Core/PSPMixer.h"
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#include "../../Core/CPU.h"
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#include "../../Core/Config.h"
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#include "../../Core/HLE/sceCtrl.h"
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#include "../../Core/Host.h"
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#include "../../Core/SaveState.h"
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#include "../../Common/MemArena.h"
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#include "ui_atlas.h"
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#include "EmuScreen.h"
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#include "MenuScreens.h"
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#include "GameInfoCache.h"
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#include "UIShader.h"
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#ifdef ARM
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#include "../../android/jni/ArmEmitterTest.h"
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#endif
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#if defined(__APPLE__) && !defined(IOS)
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#include <mach-o/dyld.h>
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#endif
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Texture *uiTexture;
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ScreenManager *screenManager;
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std::string config_filename;
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std::string game_title;
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recursive_mutex pendingMutex;
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static bool isMessagePending;
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static std::string pendingMessage;
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static std::string pendingValue;
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static UIContext *uiContext;
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std::thread *graphicsLoadThread;
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class AndroidLogger : public LogListener
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{
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public:
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void Log(LogTypes::LOG_LEVELS level, const char *msg)
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{
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switch (level)
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{
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case LogTypes::LVERBOSE:
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case LogTypes::LDEBUG:
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case LogTypes::LINFO:
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ILOG("%s", msg);
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break;
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case LogTypes::LERROR:
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ELOG("%s", msg);
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break;
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case LogTypes::LWARNING:
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WLOG("%s", msg);
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break;
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case LogTypes::LNOTICE:
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default:
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ILOG("%s", msg);
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break;
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}
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}
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};
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// TODO: Get rid of this junk
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class NativeHost : public Host
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{
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public:
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NativeHost() {
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// hasRendered = false;
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}
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virtual void UpdateUI() {}
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virtual void UpdateMemView() {}
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virtual void UpdateDisassembly() {}
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virtual void SetDebugMode(bool mode) { }
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virtual bool InitGL(std::string *error_message) { return true; }
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virtual void ShutdownGL() {}
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virtual void InitSound(PMixer *mixer);
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virtual void UpdateSound() {}
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virtual void ShutdownSound();
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// this is sent from EMU thread! Make sure that Host handles it properly!
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virtual void BootDone() {}
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virtual bool IsDebuggingEnabled() {return false;}
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virtual bool AttemptLoadSymbolMap() {return false;}
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virtual void ResetSymbolMap() {}
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virtual void AddSymbol(std::string name, u32 addr, u32 size, int type=0) {}
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virtual void SetWindowTitle(const char *message) {
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game_title = message;
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}
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};
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// globals
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static PMixer *g_mixer = 0;
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#ifndef _WIN32
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static AndroidLogger *logger = 0;
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#endif
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std::string boot_filename = "";
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void NativeHost::InitSound(PMixer *mixer)
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{
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g_mixer = mixer;
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}
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void NativeHost::ShutdownSound()
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{
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g_mixer = 0;
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}
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int NativeMix(short *audio, int num_samples)
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{
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if (g_mixer)
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{
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return g_mixer->Mix(audio, num_samples);
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}
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else
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{
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//memset(audio, 0, numSamples * 2);
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return 0;
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}
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}
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape)
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{
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*app_nice_name = "PPSSPP";
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*app_dir_name = "ppsspp";
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*landscape = true;
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#if defined(ARM) && defined(ANDROID)
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ArmEmitterTest();
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#endif
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}
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void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID)
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{
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EnableFZ();
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std::string user_data_path = savegame_directory;
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isMessagePending = false;
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// We want this to be FIRST.
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#ifndef USING_QT_UI
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#ifdef BLACKBERRY
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// Packed assets are included in app/native/ dir
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VFSRegister("", new DirectoryAssetReader("app/native/assets/"));
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#elif defined(IOS)
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VFSRegister("", new DirectoryAssetReader(external_directory));
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user_data_path += "/";
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#elif defined(__APPLE__)
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char program_path[4090];
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uint32_t program_path_size = sizeof(program_path);
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_NSGetExecutablePath(program_path,&program_path_size);
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*(strrchr(program_path, '/')+1) = '\0';
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char assets_path[4096];
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sprintf(assets_path,"%sassets/",program_path);
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VFSRegister("", new DirectoryAssetReader(assets_path));
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VFSRegister("", new DirectoryAssetReader("assets/"));
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#else
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VFSRegister("", new DirectoryAssetReader("assets/"));
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#endif
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VFSRegister("", new DirectoryAssetReader(user_data_path.c_str()));
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#endif
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host = new NativeHost();
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#ifndef _WIN32
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logger = new AndroidLogger();
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LogManager::Init();
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LogManager *logman = LogManager::GetInstance();
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ILOG("Logman: %p", logman);
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config_filename = user_data_path + "/ppsspp.ini";
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g_Config.Load(config_filename.c_str());
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#endif
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const char *fileToLog = 0;
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const char *stateToLoad = 0;
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bool gfxLog = false;
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// Parse command line
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LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
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for (int i = 1; i < argc; i++) {
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if (argv[i][0] == '-') {
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switch (argv[i][1]) {
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case 'd':
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// Enable debug logging
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// Note that you must also change the max log level in Log.h.
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logLevel = LogTypes::LDEBUG;
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break;
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case 'g':
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gfxLog = true;
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break;
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case 'j':
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g_Config.bJit = true;
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g_Config.bSaveSettings = false;
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break;
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case 'i':
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g_Config.bJit = false;
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g_Config.bSaveSettings = false;
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break;
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case '-':
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if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
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fileToLog = argv[i] + strlen("--log=");
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if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
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stateToLoad = argv[i] + strlen("--state=");
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break;
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}
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} else {
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if (boot_filename.empty()) {
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boot_filename = argv[i];
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if (!File::Exists(boot_filename))
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{
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fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
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exit(1);
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}
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} else {
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fprintf(stderr, "Can only boot one file");
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exit(1);
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}
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}
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}
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if (fileToLog != NULL)
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LogManager::GetInstance()->ChangeFileLog(fileToLog);
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#ifndef _WIN32
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if (g_Config.currentDirectory == "") {
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#if defined(ANDROID)
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g_Config.currentDirectory = external_directory;
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#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32)
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g_Config.currentDirectory = savegame_directory;
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#else
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g_Config.currentDirectory = getenv("HOME");
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#endif
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}
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#if defined(ANDROID)
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// Maybe there should be an option to use internal memory instead, but I think
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// that for most people, using external memory (SDCard/USB Storage) makes the
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// most sense.
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g_Config.memCardDirectory = std::string(external_directory) + "/";
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g_Config.flashDirectory = std::string(external_directory)+"/flash/";
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#elif defined(BLACKBERRY) || defined(__SYMBIAN32__) || defined(MEEGO_EDITION_HARMATTAN) || defined(IOS) || defined(_WIN32)
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g_Config.memCardDirectory = user_data_path;
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#ifdef BLACKBERRY
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g_Config.flashDirectory = "app/native/assets/flash/";
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#elif defined(IOS)
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g_Config.flashDirectory = std::string(external_directory) + "flash0/";
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#elif defined(MEEGO_EDITION_HARMATTAN)
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g_Config.flashDirectory = "/opt/PPSSPP/flash/";
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#else
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g_Config.flashDirectory = user_data_path+"/flash/";
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#endif
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#else
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g_Config.memCardDirectory = std::string(getenv("HOME"))+"/.ppsspp/";
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g_Config.flashDirectory = g_Config.memCardDirectory+"/flash/";
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#endif
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for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++)
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{
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LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
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logman->SetEnable(type, true);
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logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel);
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#ifdef ANDROID
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logman->AddListener(type, logger);
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#endif
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}
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#ifdef __SYMBIAN32__
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g_Config.bHardwareTransform = true;
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g_Config.bUseVBO = false;
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#endif
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// Special hack for G3D as it's very spammy. Need to make a flag for this.
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if (!gfxLog)
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logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR);
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INFO_LOG(BOOT, "Logger inited.");
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#endif
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i18nrepo.LoadIni(g_Config.languageIni);
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if (!boot_filename.empty() && stateToLoad != NULL)
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SaveState::Load(stateToLoad);
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g_gameInfoCache.Init();
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}
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void NativeInitGraphics()
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{
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gl_lost_manager_init();
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ui_draw2d.SetAtlas(&ui_atlas);
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screenManager = new ScreenManager();
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if (boot_filename.empty()) {
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screenManager->switchScreen(new LogoScreen(boot_filename));
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} else {
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// Go directly into the game.
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screenManager->switchScreen(new EmuScreen(boot_filename));
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}
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// screenManager->switchScreen(new FileSelectScreen());
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UIShader_Init();
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UITheme theme = {0};
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theme.uiFont = UBUNTU24;
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theme.uiFontSmall = UBUNTU24;
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theme.uiFontSmaller = UBUNTU24;
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theme.buttonImage = I_BUTTON;
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theme.buttonSelected = I_BUTTON_SELECTED;
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theme.checkOn = I_CHECKEDBOX;
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theme.checkOff = I_SQUARE;
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ui_draw2d.Init();
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ui_draw2d_front.Init();
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UIInit(&ui_atlas, theme);
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uiTexture = new Texture();
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if (!uiTexture->Load("ui_atlas.zim"))
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{
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PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
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ELOG("Failed to load ui_atlas.zim");
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}
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uiTexture->Bind(0);
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uiContext = new UIContext();
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uiContext->Init(UIShader_Get(), UIShader_GetPlain(), uiTexture, &ui_draw2d, &ui_draw2d_front);
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screenManager->setUIContext(uiContext);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
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}
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void NativeRender()
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{
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EnableFZ();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// 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.
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glClearColor(0,0,0,1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
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glstate.Restore();
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Matrix4x4 ortho;
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ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
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glsl_bind(UIShader_Get());
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glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
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screenManager->render();
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}
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void NativeUpdate(InputState &input)
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{
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{
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lock_guard lock(pendingMutex);
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if (isMessagePending) {
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screenManager->sendMessage(pendingMessage.c_str(), pendingValue.c_str());
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isMessagePending = false;
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}
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}
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UIUpdateMouse(0, input.pointer_x[0], input.pointer_y[0], input.pointer_down[0]);
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screenManager->update(input);
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}
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void NativeDeviceLost()
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{
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g_gameInfoCache.Clear();
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screenManager->deviceLost();
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gl_lost();
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glstate.Restore();
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// Should dirty EVERYTHING
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}
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bool NativeIsAtTopLevel()
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{
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// TODO
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return false;
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}
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void NativeTouch(int finger, float x, float y, double time, TouchEvent event)
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{
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switch (event) {
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case TOUCH_DOWN:
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break;
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case TOUCH_MOVE:
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break;
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case TOUCH_UP:
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break;
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}
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}
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void NativeMessageReceived(const char *message, const char *value)
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{
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// We can only have one message queued.
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lock_guard lock(pendingMutex);
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if (!isMessagePending) {
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pendingMessage = message;
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pendingValue = value;
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isMessagePending = true;
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}
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}
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void NativeShutdownGraphics()
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{
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delete uiTexture;
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uiTexture = NULL;
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screenManager->shutdown();
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delete screenManager;
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screenManager = 0;
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ui_draw2d.Shutdown();
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ui_draw2d_front.Shutdown();
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UIShader_Shutdown();
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gl_lost_manager_shutdown();
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}
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void NativeShutdown()
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{
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i18nrepo.SaveIni("D:\\lang.ini");
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g_gameInfoCache.Shutdown();
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delete host;
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host = 0;
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g_Config.Save();
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#ifndef _WIN32
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LogManager::Shutdown();
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#endif
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// This means that the activity has been completely destroyed. PPSSPP does not
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// boot up correctly with "dirty" global variables currently, so we hack around that
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// by simply exiting.
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#ifdef ANDROID
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exit(0);
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#endif
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}
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