mirror of
https://github.com/izzy2lost/ppsspp.git
synced 2026-03-10 12:43:04 -07:00
I think its benefit is absolutely tiny if any, and causes a lot more problems than it's worth. Bye. Note that this isn't the rendering resolution selector, that will of course still be there, but it's the "hardware scaler" resolution.
1528 lines
47 KiB
C++
1528 lines
47 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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#include "ppsspp_config.h"
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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 <locale.h>
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#include <algorithm>
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#include <cstdlib>
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#include <memory>
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#include <mutex>
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#include <thread>
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#if defined(_WIN32)
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#include "Windows/WindowsAudio.h"
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#include "Windows/MainWindow.h"
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#endif
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#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
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#include "Windows/CaptureDevice.h"
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#endif
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#include "Common/Net/HTTPClient.h"
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#include "Common/Net/Resolve.h"
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#include "Common/Net/URL.h"
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#include "Common/Render/TextureAtlas.h"
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#include "Common/Render/Text/draw_text.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/UI/UI.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/View.h"
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#include "android/jni/app-android.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/NativeApp.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Input/InputState.h"
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#include "Common/Math/math_util.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/File/VFS/AssetReader.h"
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#include "Common/CPUDetect.h"
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#include "Common/File/FileUtil.h"
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#include "Common/TimeUtil.h"
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#include "Common/StringUtils.h"
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#include "Common/LogManager.h"
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#include "Common/MemArena.h"
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#include "Common/GraphicsContext.h"
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#include "Common/OSVersion.h"
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#include "Common/GPU/ShaderTranslation.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Core/ControlMapper.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Core.h"
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#include "Core/FileLoaders/DiskCachingFileLoader.h"
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#include "Core/Host.h"
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#include "Core/KeyMap.h"
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#include "Core/Reporting.h"
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#include "Core/SaveState.h"
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#include "Core/Screenshot.h"
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#include "Core/System.h"
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#include "Core/HLE/__sceAudio.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceUsbCam.h"
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#include "Core/HLE/sceUsbGps.h"
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#include "Core/HLE/proAdhoc.h"
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#include "Core/HW/MemoryStick.h"
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#include "Core/Util/GameManager.h"
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#include "Core/Util/AudioFormat.h"
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#include "Core/WebServer.h"
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#include "Core/ThreadPools.h"
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#include "GPU/GPUInterface.h"
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#include "UI/BackgroundAudio.h"
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#include "UI/ControlMappingScreen.h"
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#include "UI/DiscordIntegration.h"
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#include "UI/EmuScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/GPUDriverTestScreen.h"
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#include "UI/HostTypes.h"
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#include "UI/MiscScreens.h"
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#include "UI/MemStickScreen.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/RemoteISOScreen.h"
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#include "UI/TiltEventProcessor.h"
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#include "UI/Theme.h"
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
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#include "Qt/QtHost.h"
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#endif
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#if defined(USING_QT_UI)
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#include <QFontDatabase>
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#endif
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#if PPSSPP_PLATFORM(UWP)
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#include <dwrite_3.h>
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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#include "android/jni/app-android.h"
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#endif
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#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
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#include "../../android/jni/ArmEmitterTest.h"
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#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
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#include "../../android/jni/Arm64EmitterTest.h"
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#endif
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#if PPSSPP_PLATFORM(IOS)
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#include "ios/iOSCoreAudio.h"
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#elif defined(__APPLE__)
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#include <mach-o/dyld.h>
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#endif
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ScreenManager *screenManager;
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std::string config_filename;
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// Really need to clean this mess of globals up... but instead I add more :P
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bool g_TakeScreenshot;
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static bool isOuya;
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static bool resized = false;
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static bool restarting = false;
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static int renderCounter = 0;
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struct PendingMessage {
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std::string msg;
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std::string value;
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};
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struct PendingInputBox {
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std::function<void(bool, const std::string &)> cb;
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bool result;
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std::string value;
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};
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static std::mutex pendingMutex;
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static std::vector<PendingMessage> pendingMessages;
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static std::vector<PendingInputBox> pendingInputBoxes;
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static Draw::DrawContext *g_draw;
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static Draw::Pipeline *colorPipeline;
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static Draw::Pipeline *texColorPipeline;
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static UIContext *uiContext;
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#ifdef _WIN32
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WindowsAudioBackend *winAudioBackend;
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#endif
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std::thread *graphicsLoadThread;
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class PrintfLogger : public LogListener {
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public:
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void Log(const LogMessage &message) override {
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// Log with simplified headers as Android already provides timestamp etc.
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switch (message.level) {
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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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printf("INFO [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LERROR:
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printf("ERR [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LWARNING:
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printf("WARN [%s] %s", message.log, message.msg.c_str());
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break;
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case LogTypes::LNOTICE:
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default:
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printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
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break;
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}
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}
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};
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#ifdef _WIN32
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int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
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return NativeMix(buffer, numSamples);
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}
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#endif
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// globals
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static LogListener *logger = nullptr;
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Path boot_filename;
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void NativeHost::InitSound() {
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#if PPSSPP_PLATFORM(IOS)
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iOSCoreAudioInit();
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#endif
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}
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void NativeHost::ShutdownSound() {
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#if PPSSPP_PLATFORM(IOS)
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iOSCoreAudioShutdown();
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#endif
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}
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#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
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void QtHost::InitSound() { }
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void QtHost::ShutdownSound() { }
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#endif
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std::string NativeQueryConfig(std::string query) {
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char temp[128];
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if (query == "screenRotation") {
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INFO_LOG(G3D, "g_Config.screenRotation = %d", g_Config.iScreenRotation);
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snprintf(temp, sizeof(temp), "%d", g_Config.iScreenRotation);
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return std::string(temp);
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} else if (query == "immersiveMode") {
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return std::string(g_Config.bImmersiveMode ? "1" : "0");
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} else if (query == "sustainedPerformanceMode") {
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return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
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} else if (query == "androidJavaGL") {
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// If we're using Vulkan, we say no... need C++ to use Vulkan.
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if (GetGPUBackend() == GPUBackend::VULKAN) {
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return "false";
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}
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// Otherwise, some devices prefer the Java init so play it safe.
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return "true";
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} else {
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return "";
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}
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}
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int NativeMix(short *audio, int num_samples) {
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if (GetUIState() != UISTATE_INGAME) {
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g_BackgroundAudio.Play();
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}
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int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
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num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
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#ifdef _WIN32
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winAudioBackend->Update();
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#endif
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return num_samples;
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}
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// This is called before NativeInit so we do a little bit of initialization here.
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) {
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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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*version = PPSSPP_GIT_VERSION;
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#if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
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ArmEmitterTest();
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#elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
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Arm64EmitterTest();
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#endif
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}
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#if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
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static bool CheckFontIsUsable(const wchar_t *fontFace) {
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wchar_t actualFontFace[1024] = { 0 };
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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);
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if (f != nullptr) {
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HDC hdc = CreateCompatibleDC(nullptr);
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if (hdc != nullptr) {
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SelectObject(hdc, f);
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GetTextFace(hdc, 1024, actualFontFace);
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DeleteDC(hdc);
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}
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DeleteObject(f);
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}
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// If we were able to get the font name, did it load?
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if (actualFontFace[0] != 0) {
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return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
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}
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return false;
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}
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#endif
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bool CreateDirectoriesAndroid();
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void PostLoadConfig() {
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// On Windows, we deal with currentDirectory in InitSysDirectories().
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#if !PPSSPP_PLATFORM(WINDOWS)
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if (g_Config.currentDirectory.empty()) {
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g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
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}
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#endif
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// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
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// test new languages without recompiling the entire app, which is a hassle).
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const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
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// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
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if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
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i18nrepo.LoadIni(g_Config.sLanguageIni);
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else
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i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
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#if PPSSPP_PLATFORM(ANDROID)
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CreateDirectoriesAndroid();
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#endif
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}
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bool CreateDirectoriesAndroid() {
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// TODO: We should probably simply use this as the shared function to create memstick directories.
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Path pspDir = g_Config.memStickDirectory;
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if (pspDir.GetFilename() != "PSP") {
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pspDir /= "PSP";
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}
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INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
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File::CreateFullPath(pspDir);
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if (!File::Exists(pspDir)) {
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INFO_LOG(IO, "Not a workable memstick directory. Giving up");
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return false;
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}
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File::CreateFullPath(GetSysDirectory(DIRECTORY_CHEATS));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
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File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS));
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// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
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// and in the root PSP directory as well.
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) / ".nomedia");
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File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) / ".nomedia");
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return true;
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}
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static void CheckFailedGPUBackends() {
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#ifdef _DEBUG
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// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
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NOTICE_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
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return;
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 30) {
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// In Android 11 or later, Vulkan is as stable as OpenGL, so let's not even bother.
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// Have also seen unexplained issues with random fallbacks to OpenGL for no good reason,
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// especially when debugging.
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return;
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}
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#endif
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// We only want to do this once per process run and backend, to detect process crashes.
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// If NativeShutdown is called before we finish, we might call this multiple times.
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static int lastBackend = -1;
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if (lastBackend == g_Config.iGPUBackend) {
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return;
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}
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lastBackend = g_Config.iGPUBackend;
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Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt";
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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std::string data;
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if (File::ReadFileToString(true, cache, data))
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g_Config.sFailedGPUBackends = data;
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}
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// Use this if you want to debug a graphics crash...
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if (g_Config.sFailedGPUBackends == "IGNORE")
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return;
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else if (!g_Config.sFailedGPUBackends.empty())
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ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
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// Okay, let's not try a backend in the failed list.
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g_Config.iGPUBackend = g_Config.NextValidBackend();
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if (lastBackend != g_Config.iGPUBackend) {
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std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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System_SendMessage("graphics_failedBackend", param.c_str());
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WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
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}
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// And then let's - for now - add the current to the failed list.
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if (g_Config.sFailedGPUBackends.empty()) {
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g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
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g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
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}
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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// Let's try to create, in case it doesn't exist.
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if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
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File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
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File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache);
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} else {
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// Just save immediately, since we have storage.
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g_Config.Save("got storage permission");
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}
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}
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static void ClearFailedGPUBackends() {
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if (g_Config.sFailedGPUBackends == "IGNORE")
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return;
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// We've successfully started graphics without crashing, hurray.
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// In case they update drivers and have totally different problems much later, clear the failed list.
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g_Config.sFailedGPUBackends.clear();
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
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File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt");
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} else {
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g_Config.Save("clearFailedGPUBackends");
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}
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}
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void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
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net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
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ShaderTranslationInit();
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g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
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g_Discord.SetPresenceMenu();
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// Make sure UI state is MENU.
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ResetUIState();
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bool skipLogo = false;
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setlocale( LC_ALL, "C" );
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std::string user_data_path = savegame_dir;
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pendingMessages.clear();
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pendingInputBoxes.clear();
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// external_dir has all kinds of meanings depending on platform.
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// on iOS it's even the path to bundled app assets. It's a mess.
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// We want this to be FIRST.
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#if PPSSPP_PLATFORM(IOS) || PPSSPP_PLATFORM(MAC)
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// Packed assets are included in app
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|
VFSRegister("", new DirectoryAssetReader(Path(external_dir)));
|
|
#endif
|
|
#if defined(ASSETS_DIR)
|
|
VFSRegister("", new DirectoryAssetReader(Path(ASSETS_DIR)));
|
|
#endif
|
|
#if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
|
|
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory() / "assets"));
|
|
VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory()));
|
|
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets")));
|
|
VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets")));
|
|
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/ppsspp/assets")));
|
|
VFSRegister("", new DirectoryAssetReader(Path("/usr/share/games/ppsspp/assets")));
|
|
#endif
|
|
|
|
#if PPSSPP_PLATFORM(SWITCH)
|
|
Path assetPath = Path(user_data_path) / "assets";
|
|
VFSRegister("", new DirectoryAssetReader(assetPath));
|
|
#else
|
|
VFSRegister("", new DirectoryAssetReader(Path("assets")));
|
|
#endif
|
|
VFSRegister("", new DirectoryAssetReader(Path(savegame_dir)));
|
|
|
|
#if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP)
|
|
if (host == nullptr) {
|
|
host = new NativeHost();
|
|
}
|
|
#endif
|
|
|
|
g_Config.defaultCurrentDirectory = Path("/");
|
|
g_Config.internalDataDirectory = Path(savegame_dir);
|
|
|
|
#if PPSSPP_PLATFORM(ANDROID)
|
|
// In Android 12 with scoped storage, due to the above, the external directory
|
|
// is no longer the plain root of external storage, but it's an app specific directory
|
|
// on external storage (g_extFilesDir).
|
|
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
|
|
// There's no sensible default directory. Let the user browse for files.
|
|
g_Config.defaultCurrentDirectory.clear();
|
|
} else {
|
|
g_Config.memStickDirectory = Path(external_dir);
|
|
g_Config.defaultCurrentDirectory = Path(external_dir);
|
|
}
|
|
|
|
// Might also add an option to move it to internal / non-visible storage, but there's
|
|
// little point, really.
|
|
|
|
g_Config.flash0Directory = Path(external_dir) / "flash0";
|
|
|
|
Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
|
|
if (File::Exists(memstickDirFile)) {
|
|
INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str());
|
|
std::string memstickDir;
|
|
if (File::ReadFileToString(true, memstickDirFile, memstickDir)) {
|
|
Path memstickPath(memstickDir);
|
|
if (!memstickPath.empty() && File::Exists(memstickPath)) {
|
|
g_Config.memStickDirectory = memstickPath;
|
|
INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str());
|
|
} else {
|
|
ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str());
|
|
if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
|
|
// Ask the user to configure a memstick directory.
|
|
INFO_LOG(SYSTEM, "Asking the user.");
|
|
g_Config.memStickDirectory.clear();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str());
|
|
}
|
|
|
|
// Attempt to create directories after reading the path.
|
|
if (!System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
|
|
CreateDirectoriesAndroid();
|
|
}
|
|
|
|
#elif PPSSPP_PLATFORM(IOS)
|
|
g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory;
|
|
g_Config.memStickDirectory = Path(user_data_path);
|
|
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
|
|
#elif PPSSPP_PLATFORM(MAC)
|
|
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
|
|
g_Config.memStickDirectory = g_Config.defaultCurrentDirectory / ".config/ppsspp";
|
|
g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
|
|
#elif PPSSPP_PLATFORM(SWITCH)
|
|
g_Config.memStickDirectory = g_Config.internalDataDirectory / "config/ppsspp";
|
|
g_Config.flash0Directory = g_Config.internalDataDirectory / "assets/flash0";
|
|
#elif !PPSSPP_PLATFORM(WINDOWS)
|
|
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 = Path(config) / "ppsspp";
|
|
g_Config.flash0Directory = File::GetExeDirectory() / "assets/flash0";
|
|
if (getenv("HOME") != nullptr) {
|
|
g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
|
|
} else {
|
|
// Hm, should probably actually explicitly set the current directory..
|
|
// Though it's not many platforms that'll land us here.
|
|
g_Config.currentDirectory = Path(".");
|
|
}
|
|
#endif
|
|
|
|
#if (PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)) || PPSSPP_PLATFORM(MAC)
|
|
if (g_Config.currentDirectory.empty()) {
|
|
g_Config.currentDirectory = Path("/");
|
|
}
|
|
#endif
|
|
|
|
if (cache_dir && strlen(cache_dir)) {
|
|
g_Config.appCacheDirectory = Path(cache_dir);
|
|
DiskCachingFileLoaderCache::SetCacheDir(g_Config.appCacheDirectory);
|
|
}
|
|
|
|
if (!LogManager::GetInstance()) {
|
|
LogManager::Init(&g_Config.bEnableLogging);
|
|
}
|
|
|
|
#if !PPSSPP_PLATFORM(WINDOWS)
|
|
g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
|
|
|
|
// Note that if we don't have storage permission here, loading the config will
|
|
// fail and it will be set to the default. Later, we load again when we get permission.
|
|
g_Config.Load();
|
|
#endif
|
|
|
|
LogManager *logman = LogManager::GetInstance();
|
|
|
|
const char *fileToLog = 0;
|
|
Path stateToLoad;
|
|
|
|
bool gotBootFilename = false;
|
|
bool gotoGameSettings = false;
|
|
bool gotoTouchScreenTest = false;
|
|
boot_filename.clear();
|
|
|
|
// Parse command line
|
|
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
|
|
bool forceLogLevel = false;
|
|
const auto setLogLevel = [&logLevel, &forceLogLevel](LogTypes::LOG_LEVELS level) {
|
|
logLevel = level;
|
|
forceLogLevel = true;
|
|
};
|
|
|
|
for (int i = 1; i < argc; i++) {
|
|
if (argv[i][0] == '-') {
|
|
#if defined(__APPLE__)
|
|
// On Apple system debugged executable may get -NSDocumentRevisionsDebugMode YES in argv.
|
|
if (!strcmp(argv[i], "-NSDocumentRevisionsDebugMode") && argc - 1 > i) {
|
|
i++;
|
|
continue;
|
|
}
|
|
#endif
|
|
switch (argv[i][1]) {
|
|
case 'd':
|
|
// Enable debug logging
|
|
// Note that you must also change the max log level in Log.h.
|
|
setLogLevel(LogTypes::LDEBUG);
|
|
break;
|
|
case 'v':
|
|
// Enable verbose logging
|
|
// Note that you must also change the max log level in Log.h.
|
|
setLogLevel(LogTypes::LVERBOSE);
|
|
break;
|
|
case 'j':
|
|
g_Config.iCpuCore = (int)CPUCore::JIT;
|
|
g_Config.bSaveSettings = false;
|
|
break;
|
|
case 'i':
|
|
g_Config.iCpuCore = (int)CPUCore::INTERPRETER;
|
|
g_Config.bSaveSettings = false;
|
|
break;
|
|
case 'r':
|
|
g_Config.iCpuCore = (int)CPUCore::IR_JIT;
|
|
g_Config.bSaveSettings = false;
|
|
break;
|
|
case '-':
|
|
if (!strncmp(argv[i], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel="))
|
|
setLogLevel(static_cast<LogTypes::LOG_LEVELS>(std::atoi(argv[i] + strlen("--loglevel="))));
|
|
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 = Path(std::string(argv[i] + strlen("--state=")));
|
|
#if !defined(MOBILE_DEVICE)
|
|
if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
|
|
g_Config.bPauseExitsEmulator = true;
|
|
#endif
|
|
if (!strncmp(argv[i], "--pause-menu-exit", strlen("--pause-menu-exit")))
|
|
g_Config.bPauseMenuExitsEmulator = true;
|
|
if (!strcmp(argv[i], "--fullscreen")) {
|
|
g_Config.iForceFullScreen = 1;
|
|
System_SendMessage("toggle_fullscreen", "1");
|
|
}
|
|
if (!strcmp(argv[i], "--windowed")) {
|
|
g_Config.iForceFullScreen = 0;
|
|
System_SendMessage("toggle_fullscreen", "0");
|
|
}
|
|
if (!strcmp(argv[i], "--touchscreentest"))
|
|
gotoTouchScreenTest = true;
|
|
if (!strcmp(argv[i], "--gamesettings"))
|
|
gotoGameSettings = true;
|
|
break;
|
|
}
|
|
} else {
|
|
// This parameter should be a boot filename. Only accept it if we
|
|
// don't already have one.
|
|
if (!gotBootFilename) {
|
|
gotBootFilename = true;
|
|
INFO_LOG(SYSTEM, "Boot filename found in args: '%s'", argv[i]);
|
|
|
|
bool okToLoad = true;
|
|
bool okToCheck = true;
|
|
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
|
|
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
|
|
if (status == PERMISSION_STATUS_DENIED) {
|
|
ERROR_LOG(IO, "Storage permission denied. Launching without argument.");
|
|
okToLoad = false;
|
|
okToCheck = false;
|
|
} else if (status != PERMISSION_STATUS_GRANTED) {
|
|
ERROR_LOG(IO, "Storage permission not granted. Launching without argument check.");
|
|
okToCheck = false;
|
|
} else {
|
|
INFO_LOG(IO, "Storage permission granted.");
|
|
}
|
|
}
|
|
if (okToLoad) {
|
|
std::string str = std::string(argv[i]);
|
|
// Handle file:/// URIs, since you get those when creating shortcuts on some Android systems.
|
|
if (startsWith(str, "file:///")) {
|
|
str = UriDecode(str.substr(7));
|
|
INFO_LOG(IO, "Decoding '%s' to '%s'", argv[i], str.c_str());
|
|
}
|
|
|
|
boot_filename = Path(str);
|
|
skipLogo = true;
|
|
}
|
|
if (okToLoad && okToCheck) {
|
|
std::unique_ptr<FileLoader> fileLoader(ConstructFileLoader(boot_filename));
|
|
if (!fileLoader->Exists()) {
|
|
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
|
|
#if defined(_WIN32) || defined(__ANDROID__)
|
|
// Ignore and proceed.
|
|
#else
|
|
// Bail.
|
|
exit(1);
|
|
#endif
|
|
}
|
|
}
|
|
} else {
|
|
fprintf(stderr, "Can only boot one file");
|
|
#if defined(_WIN32) || defined(__ANDROID__)
|
|
// Ignore and proceed.
|
|
#else
|
|
// Bail.
|
|
exit(1);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fileToLog)
|
|
LogManager::GetInstance()->ChangeFileLog(fileToLog);
|
|
|
|
if (forceLogLevel)
|
|
LogManager::GetInstance()->SetAllLogLevels(logLevel);
|
|
|
|
PostLoadConfig();
|
|
|
|
#if PPSSPP_PLATFORM(ANDROID)
|
|
logger = new AndroidLogger();
|
|
logman->AddListener(logger);
|
|
#elif (defined(MOBILE_DEVICE) && !defined(_DEBUG))
|
|
// Enable basic logging for any kind of mobile device, since LogManager doesn't.
|
|
// The MOBILE_DEVICE/_DEBUG condition matches LogManager.cpp.
|
|
logger = new PrintfLogger();
|
|
logman->AddListener(logger);
|
|
#endif
|
|
|
|
if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
|
|
if (System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE) != PERMISSION_STATUS_GRANTED) {
|
|
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
|
|
}
|
|
}
|
|
|
|
if (System_GetPropertyBool(SYSPROP_CAN_JIT) == false && g_Config.iCpuCore == (int)CPUCore::JIT) {
|
|
// Just gonna force it to the IR interpreter on startup.
|
|
// We don't hide the option, but we make sure it's off on bootup. In case someone wants
|
|
// to experiment in future iOS versions or something...
|
|
jitForcedOff = true;
|
|
}
|
|
|
|
auto 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.
|
|
#if PPSSPP_PLATFORM(UWP)
|
|
// Roboto font is loaded in TextDrawerUWP.
|
|
g_Config.sFont = des->T("Font", "Roboto");
|
|
#elif defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
|
|
// 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");
|
|
}
|
|
#elif defined(USING_QT_UI)
|
|
size_t fontSize = 0;
|
|
uint8_t *fontData = VFSReadFile("Roboto-Condensed.ttf", &fontSize);
|
|
if (fontData) {
|
|
int fontID = QFontDatabase::addApplicationFontFromData(QByteArray((const char *)fontData, fontSize));
|
|
delete [] fontData;
|
|
|
|
QStringList fontsFound = QFontDatabase::applicationFontFamilies(fontID);
|
|
if (fontsFound.size() >= 1) {
|
|
// Might be "Roboto" or "Roboto Condensed".
|
|
g_Config.sFont = des->T("Font", fontsFound.at(0).toUtf8().constData());
|
|
}
|
|
} else {
|
|
// Let's try for it being a system font.
|
|
g_Config.sFont = des->T("Font", "Roboto Condensed");
|
|
}
|
|
#endif
|
|
|
|
// TODO: Load these in the background instead of synchronously.
|
|
g_BackgroundAudio.LoadSamples();
|
|
|
|
if (!boot_filename.empty() && stateToLoad.Valid()) {
|
|
SaveState::Load(stateToLoad, -1, [](SaveState::Status status, const std::string &message, void *) {
|
|
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
|
|
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
|
|
}
|
|
});
|
|
}
|
|
|
|
DEBUG_LOG(SYSTEM, "ScreenManager!");
|
|
screenManager = new ScreenManager();
|
|
if (g_Config.memStickDirectory.empty()) {
|
|
INFO_LOG(SYSTEM, "No memstick directory! Asking for one to be configured.");
|
|
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP));
|
|
} else if (gotoGameSettings) {
|
|
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS));
|
|
} else if (gotoTouchScreenTest) {
|
|
screenManager->switchScreen(new MainScreen());
|
|
screenManager->push(new TouchTestScreen(Path()));
|
|
} else if (skipLogo) {
|
|
screenManager->switchScreen(new EmuScreen(boot_filename));
|
|
} else {
|
|
screenManager->switchScreen(new LogoScreen(AfterLogoScreen::DEFAULT));
|
|
}
|
|
|
|
// Easy testing
|
|
// screenManager->push(new GPUDriverTestScreen());
|
|
|
|
if (g_Config.bRemoteShareOnStartup && g_Config.bRemoteDebuggerOnStartup)
|
|
StartWebServer(WebServerFlags::ALL);
|
|
else if (g_Config.bRemoteShareOnStartup)
|
|
StartWebServer(WebServerFlags::DISCS);
|
|
else if (g_Config.bRemoteDebuggerOnStartup)
|
|
StartWebServer(WebServerFlags::DEBUGGER);
|
|
|
|
std::string sysName = System_GetProperty(SYSPROP_NAME);
|
|
isOuya = KeyMap::IsOuya(sysName);
|
|
|
|
#if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
|
|
MainWindow *mainWindow = new MainWindow(nullptr, g_Config.UseFullScreen());
|
|
mainWindow->show();
|
|
if (host == nullptr) {
|
|
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.
|
|
CheckFailedGPUBackends();
|
|
SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
|
|
renderCounter = 0;
|
|
|
|
// Must be done restarting by now.
|
|
restarting = false;
|
|
}
|
|
|
|
void RenderOverlays(UIContext *dc, void *userdata);
|
|
bool CreateGlobalPipelines();
|
|
|
|
bool NativeInitGraphics(GraphicsContext *graphicsContext) {
|
|
INFO_LOG(SYSTEM, "NativeInitGraphics");
|
|
|
|
_assert_(screenManager);
|
|
|
|
// We set this now so any resize during init is processed later.
|
|
resized = false;
|
|
|
|
Core_SetGraphicsContext(graphicsContext);
|
|
g_draw = graphicsContext->GetDrawContext();
|
|
|
|
_assert_(g_draw);
|
|
|
|
if (!CreateGlobalPipelines()) {
|
|
ERROR_LOG(G3D, "Failed to create global pipelines");
|
|
return false;
|
|
}
|
|
|
|
ui_draw2d.SetAtlas(GetUIAtlas());
|
|
ui_draw2d.SetFontAtlas(GetFontAtlas());
|
|
ui_draw2d_front.SetAtlas(GetUIAtlas());
|
|
ui_draw2d_front.SetFontAtlas(GetFontAtlas());
|
|
|
|
uiContext = new UIContext();
|
|
uiContext->theme = GetTheme();
|
|
UpdateTheme(uiContext);
|
|
|
|
ui_draw2d.Init(g_draw, texColorPipeline);
|
|
ui_draw2d_front.Init(g_draw, texColorPipeline);
|
|
|
|
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
|
|
if (uiContext->Text())
|
|
uiContext->Text()->SetFont("Tahoma", 20, 0);
|
|
|
|
screenManager->setUIContext(uiContext);
|
|
screenManager->setDrawContext(g_draw);
|
|
screenManager->setPostRenderCallback(&RenderOverlays, nullptr);
|
|
screenManager->deviceRestored();
|
|
|
|
#ifdef _WIN32
|
|
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
|
|
#if PPSSPP_PLATFORM(UWP)
|
|
winAudioBackend->Init(0, &Win32Mix, 44100);
|
|
#else
|
|
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
|
|
if (IsWin7OrHigher()) {
|
|
winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO);
|
|
winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
|
|
winMic = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::AUDIO);
|
|
winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
|
|
}
|
|
#endif
|
|
|
|
g_gameInfoCache = new GameInfoCache();
|
|
|
|
if (gpu) {
|
|
gpu->DeviceRestore();
|
|
}
|
|
|
|
INFO_LOG(SYSTEM, "NativeInitGraphics completed");
|
|
return true;
|
|
}
|
|
|
|
bool CreateGlobalPipelines() {
|
|
using namespace Draw;
|
|
|
|
ShaderModule *vs_color_2d = g_draw->GetVshaderPreset(VS_COLOR_2D);
|
|
ShaderModule *fs_color_2d = g_draw->GetFshaderPreset(FS_COLOR_2D);
|
|
ShaderModule *vs_texture_color_2d = g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
|
|
ShaderModule *fs_texture_color_2d = g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
|
|
|
|
if (!vs_color_2d || !fs_color_2d || !vs_texture_color_2d || !fs_texture_color_2d) {
|
|
ERROR_LOG(G3D, "Failed to get shader preset");
|
|
return false;
|
|
}
|
|
|
|
InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
|
|
BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
|
|
DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
|
|
RasterState *rasterNoCull = g_draw->CreateRasterState({});
|
|
|
|
PipelineDesc colorDesc{
|
|
Primitive::TRIANGLE_LIST,
|
|
{ vs_color_2d, fs_color_2d },
|
|
inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
|
|
};
|
|
PipelineDesc texColorDesc{
|
|
Primitive::TRIANGLE_LIST,
|
|
{ vs_texture_color_2d, fs_texture_color_2d },
|
|
inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
|
|
};
|
|
|
|
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc, "global_color");
|
|
if (!colorPipeline) {
|
|
// Something really critical is wrong, don't care much about correct releasing of the states.
|
|
return false;
|
|
}
|
|
|
|
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc, "global_texcolor");
|
|
if (!texColorPipeline) {
|
|
// Something really critical is wrong, don't care much about correct releasing of the states.
|
|
return false;
|
|
}
|
|
|
|
// 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();
|
|
return true;
|
|
}
|
|
|
|
void NativeShutdownGraphics() {
|
|
INFO_LOG(SYSTEM, "NativeShutdownGraphics");
|
|
|
|
if (screenManager) {
|
|
screenManager->deviceLost();
|
|
}
|
|
|
|
if (gpu)
|
|
gpu->DeviceLost();
|
|
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
delete winAudioBackend;
|
|
winAudioBackend = nullptr;
|
|
#endif
|
|
|
|
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
|
|
if (winCamera) {
|
|
winCamera->waitShutDown();
|
|
delete winCamera;
|
|
winCamera = nullptr;
|
|
}
|
|
if (winMic) {
|
|
winMic->waitShutDown();
|
|
delete winMic;
|
|
winMic = nullptr;
|
|
}
|
|
#endif
|
|
|
|
UIBackgroundShutdown();
|
|
|
|
delete g_gameInfoCache;
|
|
g_gameInfoCache = nullptr;
|
|
|
|
delete uiContext;
|
|
uiContext = nullptr;
|
|
|
|
ui_draw2d.Shutdown();
|
|
ui_draw2d_front.Shutdown();
|
|
|
|
if (colorPipeline) {
|
|
colorPipeline->Release();
|
|
colorPipeline = nullptr;
|
|
}
|
|
if (texColorPipeline) {
|
|
texColorPipeline->Release();
|
|
texColorPipeline = nullptr;
|
|
}
|
|
|
|
INFO_LOG(SYSTEM, "NativeShutdownGraphics done");
|
|
}
|
|
|
|
void TakeScreenshot() {
|
|
g_TakeScreenshot = false;
|
|
|
|
Path path = GetSysDirectory(DIRECTORY_SCREENSHOT);
|
|
if (!File::Exists(path)) {
|
|
File::CreateDir(path);
|
|
}
|
|
|
|
// First, find a free filename.
|
|
int i = 0;
|
|
|
|
std::string gameId = g_paramSFO.GetDiscID();
|
|
|
|
Path filename;
|
|
while (i < 10000){
|
|
if (g_Config.bScreenshotsAsPNG)
|
|
filename = path / StringFromFormat("%s_%05d.png", gameId.c_str(), i);
|
|
else
|
|
filename = path / StringFromFormat("%s_%05d.jpg", gameId.c_str(), i);
|
|
File::FileInfo info;
|
|
if (!File::Exists(filename))
|
|
break;
|
|
i++;
|
|
}
|
|
|
|
bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
|
|
if (success) {
|
|
osm.Show(filename.ToVisualString());
|
|
} else {
|
|
auto err = GetI18NCategory("Error");
|
|
osm.Show(err->T("Could not save screenshot file"));
|
|
}
|
|
}
|
|
|
|
void RenderOverlays(UIContext *dc, void *userdata) {
|
|
// Thin bar at the top of the screen.
|
|
std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
|
|
if (!progress.empty()) {
|
|
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->Flush();
|
|
}
|
|
|
|
if (g_TakeScreenshot) {
|
|
TakeScreenshot();
|
|
}
|
|
}
|
|
|
|
void NativeRender(GraphicsContext *graphicsContext) {
|
|
_dbg_assert_(graphicsContext != nullptr);
|
|
_dbg_assert_(screenManager != nullptr);
|
|
|
|
g_GameManager.Update();
|
|
|
|
if (GetUIState() != UISTATE_INGAME) {
|
|
// Note: We do this from NativeRender so that the graphics context is
|
|
// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
|
|
g_BackgroundAudio.Update();
|
|
}
|
|
|
|
float xres = dp_xres;
|
|
float yres = dp_yres;
|
|
|
|
// Apply the UIContext bounds as a 2D transformation matrix.
|
|
// TODO: This should be moved into the draw context...
|
|
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;
|
|
// Account for the small window adjustment.
|
|
translation.setTranslation(Vec3(-0.5f * g_dpi_scale_x / g_dpi_scale_real_x, -0.5f * g_dpi_scale_y / g_dpi_scale_real_y, 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:
|
|
default:
|
|
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
|
|
break;
|
|
}
|
|
|
|
// Compensate for rotated display if needed.
|
|
if (g_display_rotation != DisplayRotation::ROTATE_0) {
|
|
ortho = ortho * g_display_rot_matrix;
|
|
}
|
|
|
|
ui_draw2d.PushDrawMatrix(ortho);
|
|
ui_draw2d_front.PushDrawMatrix(ortho);
|
|
|
|
screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation);
|
|
|
|
Draw::DebugFlags debugFlags = Draw::DebugFlags::NONE;
|
|
if (g_Config.bShowGpuProfile)
|
|
debugFlags |= Draw::DebugFlags::PROFILE_TIMESTAMPS;
|
|
if (g_Config.bGpuLogProfiler)
|
|
debugFlags |= Draw::DebugFlags::PROFILE_SCOPES;
|
|
screenManager->getDrawContext()->SetDebugFlags(debugFlags);
|
|
|
|
// All actual rendering happen in here.
|
|
screenManager->render();
|
|
if (screenManager->getUIContext()->Text()) {
|
|
screenManager->getUIContext()->Text()->OncePerFrame();
|
|
}
|
|
|
|
if (resized) {
|
|
INFO_LOG(G3D, "Resized flag set - recalculating bounds");
|
|
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));
|
|
|
|
// 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) {
|
|
dp_xres_old = dp_xres;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
graphicsContext->Resize();
|
|
screenManager->resized();
|
|
|
|
// TODO: Move this to the GraphicsContext objects for each backend.
|
|
#if !PPSSPP_PLATFORM(WINDOWS) && !defined(ANDROID)
|
|
PSP_CoreParameter().pixelWidth = pixel_xres;
|
|
PSP_CoreParameter().pixelHeight = pixel_yres;
|
|
NativeMessageReceived("gpu_displayResized", "");
|
|
#endif
|
|
} else {
|
|
// INFO_LOG(G3D, "Polling graphics context");
|
|
graphicsContext->Poll();
|
|
}
|
|
|
|
ui_draw2d.PopDrawMatrix();
|
|
ui_draw2d_front.PopDrawMatrix();
|
|
|
|
if (renderCounter < 10 && ++renderCounter == 10) {
|
|
// We're rendering fine, clear out failure info.
|
|
ClearFailedGPUBackends();
|
|
}
|
|
}
|
|
|
|
void HandleGlobalMessage(const std::string &msg, const std::string &value) {
|
|
int nextInputDeviceID = -1;
|
|
if (msg == "inputDeviceConnectedID") {
|
|
nextInputDeviceID = parseLong(value);
|
|
}
|
|
else if (msg == "inputDeviceConnected") {
|
|
KeyMap::NotifyPadConnected(nextInputDeviceID, value);
|
|
}
|
|
else if (msg == "bgImage_updated") {
|
|
if (!value.empty()) {
|
|
Path dest = GetSysDirectory(DIRECTORY_SYSTEM) / (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png");
|
|
File::Copy(Path(value), dest);
|
|
}
|
|
UIBackgroundShutdown();
|
|
// It will init again automatically. We can't init outside a frame on Vulkan.
|
|
}
|
|
else if (msg == "savestate_displayslot") {
|
|
auto 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");
|
|
}
|
|
else if (msg == "gpu_displayResized") {
|
|
if (gpu) {
|
|
gpu->NotifyDisplayResized();
|
|
}
|
|
}
|
|
else if (msg == "gpu_renderResized") {
|
|
if (gpu) {
|
|
gpu->NotifyRenderResized();
|
|
}
|
|
}
|
|
else if (msg == "gpu_configChanged") {
|
|
if (gpu) {
|
|
gpu->NotifyConfigChanged();
|
|
}
|
|
Reporting::UpdateConfig();
|
|
}
|
|
else if (msg == "core_powerSaving") {
|
|
if (value != "false") {
|
|
auto sy = GetI18NCategory("System");
|
|
#if PPSSPP_PLATFORM(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");
|
|
}
|
|
else if (msg == "permission_granted" && value == "storage") {
|
|
#if PPSSPP_PLATFORM(ANDROID)
|
|
CreateDirectoriesAndroid();
|
|
#endif
|
|
// We must have failed to load the config before, so load it now to avoid overwriting the old config
|
|
// with a freshly generated one.
|
|
// NOTE: If graphics backend isn't what's in the config (due to error fallback, or not matching the default
|
|
// and then getting permission), it will get out of sync. So we save and restore g_Config.iGPUBackend.
|
|
// Ideally we should simply reinitialize graphics to the mode from the config, but there are potential issues
|
|
// and I can't risk it before 1.9.0.
|
|
int gpuBackend = g_Config.iGPUBackend;
|
|
INFO_LOG(IO, "Reloading config after storage permission grant.");
|
|
g_Config.Reload();
|
|
PostLoadConfig();
|
|
g_Config.iGPUBackend = gpuBackend;
|
|
}
|
|
else if (msg == "app_resumed" || msg == "got_focus") {
|
|
// Assume that the user may have modified things.
|
|
MemoryStick_NotifyWrite();
|
|
}
|
|
}
|
|
|
|
void NativeUpdate() {
|
|
PROFILE_END_FRAME();
|
|
|
|
std::vector<PendingMessage> toProcess;
|
|
std::vector<PendingInputBox> inputToProcess;
|
|
{
|
|
std::lock_guard<std::mutex> lock(pendingMutex);
|
|
toProcess = std::move(pendingMessages);
|
|
inputToProcess = std::move(pendingInputBoxes);
|
|
pendingMessages.clear();
|
|
pendingInputBoxes.clear();
|
|
}
|
|
|
|
for (const auto &item : toProcess) {
|
|
HandleGlobalMessage(item.msg, item.value);
|
|
screenManager->sendMessage(item.msg.c_str(), item.value.c_str());
|
|
}
|
|
for (const auto &item : inputToProcess) {
|
|
item.cb(item.result, item.value);
|
|
}
|
|
|
|
g_DownloadManager.Update();
|
|
screenManager->update();
|
|
|
|
g_Discord.Update();
|
|
|
|
UI::SetSoundEnabled(g_Config.bUISound);
|
|
}
|
|
|
|
bool NativeIsAtTopLevel() {
|
|
// This might need some synchronization?
|
|
if (!screenManager) {
|
|
ERROR_LOG(SYSTEM, "No screen manager active");
|
|
return false;
|
|
}
|
|
Screen *currentScreen = screenManager->topScreen();
|
|
if (currentScreen) {
|
|
bool top = currentScreen->isTopLevel();
|
|
INFO_LOG(SYSTEM, "Screen toplevel: %i", (int)top);
|
|
return currentScreen->isTopLevel();
|
|
} else {
|
|
ERROR_LOG(SYSTEM, "No current screen");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void NativeTouch(const TouchInput &touch) {
|
|
if (!screenManager) {
|
|
return;
|
|
}
|
|
|
|
// Brute force prevent NaNs from getting into the UI system.
|
|
// Don't think this is actually necessary in practice.
|
|
if (my_isnan(touch.x) || my_isnan(touch.y)) {
|
|
return;
|
|
}
|
|
screenManager->touch(touch);
|
|
}
|
|
|
|
bool NativeKey(const KeyInput &key) {
|
|
// VR actions
|
|
if (IsVREnabled() && !UpdateVRKeys(key)) {
|
|
return false;
|
|
}
|
|
|
|
// INFO_LOG(SYSTEM, "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
|
|
bool retval = false;
|
|
if (screenManager)
|
|
retval = screenManager->key(key);
|
|
return retval;
|
|
}
|
|
|
|
void NativeAxis(const AxisInput &axis) {
|
|
// VR actions
|
|
if (IsVREnabled() && !UpdateVRAxis(axis)) {
|
|
return;
|
|
}
|
|
|
|
if (!screenManager) {
|
|
// Too early.
|
|
return;
|
|
}
|
|
|
|
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.
|
|
screenManager->axis(axis);
|
|
return;
|
|
}
|
|
|
|
// create the base coordinate tilt system from the calibration data.
|
|
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;
|
|
|
|
// tilt on x or y?
|
|
static bool verticalTilt;
|
|
if (g_Config.iTiltOrientation == 0)
|
|
verticalTilt = false;
|
|
else if (g_Config.iTiltOrientation == 1)
|
|
verticalTilt = true;
|
|
|
|
// 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) {
|
|
//TODO: make this generic.
|
|
case JOYSTICK_AXIS_ACCELEROMETER_X:
|
|
if (verticalTilt) {
|
|
if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch
|
|
verticalTilt = false;
|
|
else
|
|
return; // Tilt on Z instead
|
|
}
|
|
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:
|
|
if (!verticalTilt) {
|
|
if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch
|
|
verticalTilt = true;
|
|
else
|
|
return; // Tilt on X instead
|
|
}
|
|
if (portrait) {
|
|
currentTilt.x_ = -axis.value;
|
|
} else {
|
|
currentTilt.y_ = -axis.value;
|
|
}
|
|
break;
|
|
|
|
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;
|
|
|
|
default:
|
|
// Don't take over completely!
|
|
screenManager->axis(axis);
|
|
return;
|
|
}
|
|
|
|
//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);
|
|
}
|
|
|
|
void NativeMessageReceived(const char *message, const char *value) {
|
|
std::lock_guard<std::mutex> lock(pendingMutex);
|
|
PendingMessage pendingMessage;
|
|
pendingMessage.msg = message;
|
|
pendingMessage.value = value;
|
|
pendingMessages.push_back(pendingMessage);
|
|
}
|
|
|
|
void NativeInputBoxReceived(std::function<void(bool, const std::string &)> cb, bool result, const std::string &value) {
|
|
std::lock_guard<std::mutex> lock(pendingMutex);
|
|
PendingInputBox pendingMessage;
|
|
pendingMessage.cb = cb;
|
|
pendingMessage.result = result;
|
|
pendingMessage.value = value;
|
|
pendingInputBoxes.push_back(pendingMessage);
|
|
}
|
|
|
|
void NativeResized() {
|
|
// NativeResized can come from any thread so we just set a flag, then process it later.
|
|
INFO_LOG(G3D, "NativeResized - setting flag");
|
|
resized = true;
|
|
}
|
|
|
|
void NativeSetRestarting() {
|
|
restarting = true;
|
|
}
|
|
|
|
bool NativeIsRestarting() {
|
|
return restarting;
|
|
}
|
|
|
|
void NativeShutdown() {
|
|
if (screenManager) {
|
|
screenManager->shutdown();
|
|
delete screenManager;
|
|
screenManager = nullptr;
|
|
}
|
|
|
|
if (host) {
|
|
host->ShutdownGraphics();
|
|
delete host;
|
|
host = nullptr;
|
|
}
|
|
|
|
#if !PPSSPP_PLATFORM(UWP)
|
|
#endif
|
|
g_Config.Save("NativeShutdown");
|
|
|
|
INFO_LOG(SYSTEM, "NativeShutdown called");
|
|
|
|
for (auto &cat : GetI18NMissingKeys()) {
|
|
for (auto &key : cat.second) {
|
|
INFO_LOG(SYSTEM, "Missing translation [%s]: %s", cat.first.c_str(), key.c_str());
|
|
}
|
|
}
|
|
|
|
ShutdownWebServer();
|
|
|
|
System_SendMessage("finish", "");
|
|
|
|
net::Shutdown();
|
|
|
|
g_Discord.Shutdown();
|
|
|
|
ShaderTranslationShutdown();
|
|
|
|
// Avoid shutting this down when restarting core.
|
|
if (!restarting)
|
|
LogManager::Shutdown();
|
|
|
|
if (logger) {
|
|
delete logger;
|
|
logger = nullptr;
|
|
}
|
|
|
|
g_threadManager.Teardown();
|
|
|
|
// Previously we did exit() here on Android but that makes it hard to do things like restart on backend change.
|
|
// I think we handle most globals correctly or correct-enough now.
|
|
}
|