Ejemplo n.º 1
0
void QtEmuGL::paintGL()
{
	NativeUpdate(*input_state);
	NativeRender();
	EndInputState(input_state);
	time_update();
}
Ejemplo n.º 2
0
static inline void UpdateRunLoop() {
	NativeUpdate(input_state);

	{
		lock_guard guard(input_state.lock);
		EndInputState(&input_state);
	}

	if (globalUIState != UISTATE_EXIT) {
		NativeRender();
	}
}
Ejemplo n.º 3
0
extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env, jobject obj) {
	static bool hasSetThreadName = false;
	if (!hasSetThreadName) {
		hasSetThreadName = true;
		setCurrentThreadName("AndroidRender");
	}

	if (renderer_inited) {
		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender();
		time_update();
	} else {
		ELOG("BAD: Ended up in nativeRender even though app has quit.%s", "");
		// Shouldn't really get here. Let's draw magenta.
		glDepthMask(GL_TRUE);
		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		glClearColor(1.0, 0.0, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	}

	lock_guard guard(frameCommandLock);
	while (!frameCommands.empty()) {
		FrameCommand frameCmd;
		frameCmd = frameCommands.front();
		frameCommands.pop();

		DLOG("frameCommand %s %s", frameCmd.command.c_str(), frameCmd.params.c_str());

		jstring cmd = env->NewStringUTF(frameCmd.command.c_str());
		jstring param = env->NewStringUTF(frameCmd.params.c_str());
		env->CallVoidMethod(obj, postCommand, cmd, param);
		env->DeleteLocalRef(cmd); 
		env->DeleteLocalRef(param);
	}
}
Ejemplo n.º 4
0
extern "C" void Java_com_henrikrydgard_libnative_NativeRenderer_displayRender(JNIEnv *env, jobject obj) {
	// Too spammy
	// ILOG("NativeApp.displayRender()");
	if (renderer_inited) {
		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);
			pad_buttons_down |= pad_buttons_async_set;
			pad_buttons_down &= ~pad_buttons_async_clear;
			input_state.pad_buttons = pad_buttons_down;
			KeyQueueCopyQueue(key_queue_async, input_state.key_queue);
			UpdateInputState(&input_state);
		}

		{
			lock_guard guard(input_state.lock);
			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender();
		time_update();
	} else {
		ELOG("BAD: Ended up in nativeRender even though app has quit.%s", "");
		// Shouldn't really get here. Let's draw magenta.
		glstate.depthWrite.set(GL_TRUE);
		glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		glClearColor(1.0, 0.0, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	}
	
	if (!frameCommand.empty()) {
		ILOG("frameCommand %s %s", frameCommand.c_str(), frameCommandParam.c_str());

		jstring cmd = env->NewStringUTF(frameCommand.c_str());
		jstring param = env->NewStringUTF(frameCommandParam.c_str());
		env->CallVoidMethod(obj, postCommand, cmd, param);
		
		frameCommand = "";
		frameCommandParam = "";
	}
}
Ejemplo n.º 5
0
void UpdateRunLoop() {
	if (windowHidden && g_Config.bPauseWhenMinimized) {
		sleep_ms(16);
		return;
	}
	NativeUpdate(input_state);

	{
		lock_guard guard(input_state.lock);
		EndInputState(&input_state);
	}

	if (GetUIState() != UISTATE_EXIT) {
		NativeRender();
	}
}
Ejemplo n.º 6
0
// JavaEGL
extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env, jobject obj) {
	static bool hasSetThreadName = false;
	if (!hasSetThreadName) {
		hasSetThreadName = true;
		setCurrentThreadName("AndroidRender");
	}

	if (renderer_inited) {
		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender(graphicsContext);
		time_update();
	} else {
		ELOG("BAD: Ended up in nativeRender even though app has quit.%s", "");
		// Shouldn't really get here. Let's draw magenta.
		// TODO: Should we have GL here?
		glDepthMask(GL_TRUE);
		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		glClearColor(1.0, 0.0, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	}

	lock_guard guard(frameCommandLock);
	if (!nativeActivity) {
		while (!frameCommands.empty())
			frameCommands.pop();
		return;
	}

	ProcessFrameCommands(env);
}
Ejemplo n.º 7
0
extern "C" void Java_com_henrikrydgard_libnative_NativeRenderer_displayRender(JNIEnv *env, jobject obj) {
	if (renderer_inited) {
		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender();
		time_update();
	} else {
		ELOG("BAD: Ended up in nativeRender even though app has quit.%s", "");
		// Shouldn't really get here. Let's draw magenta.
		glstate.depthWrite.set(GL_TRUE);
		glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		glClearColor(1.0, 0.0, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	}

	lock_guard guard(frameCommandLock);
	while (!frameCommands.empty()) {
		FrameCommand frameCmd;
		frameCmd = frameCommands.front();
		frameCommands.pop();

		DLOG("frameCommand %s %s", frameCmd.command.c_str(), frameCmd.params.c_str());

		jstring cmd = env->NewStringUTF(frameCmd.command.c_str());
		jstring param = env->NewStringUTF(frameCmd.params.c_str());
		env->CallVoidMethod(obj, postCommand, cmd, param);
	}
}
Ejemplo n.º 8
0
static inline void UpdateRunLoop() {
	UpdateScreenScale();
	{
		{
#ifdef _WIN32
			lock_guard guard(input_state.lock);
			input_state.pad_buttons = 0;
			input_state.pad_lstick_x = 0;
			input_state.pad_lstick_y = 0;
			input_state.pad_rstick_x = 0;
			input_state.pad_rstick_y = 0;
			host->PollControllers(input_state);
			UpdateInputState(&input_state);
#endif
		}
		NativeUpdate(input_state);
		EndInputState(&input_state);
	}
	NativeRender();
}
Ejemplo n.º 9
0
void Core_RunLoop()
{
	while (!coreState) {
		time_update();
		double startTime = time_now_d();
		UpdateScreenScale();
		{
			{
#ifdef _WIN32
				lock_guard guard(input_state.lock);
				input_state.pad_buttons = 0;
				input_state.pad_lstick_x = 0;
				input_state.pad_lstick_y = 0;
				input_state.pad_rstick_x = 0;
				input_state.pad_rstick_y = 0;
				// Temporary hack.
				if (GetAsyncKeyState(VK_ESCAPE)) {
					input_state.pad_buttons |= PAD_BUTTON_MENU;
				}
				host->PollControllers(input_state);
				UpdateInputState(&input_state);
#endif
			}
			NativeUpdate(input_state);
			EndInputState(&input_state);
		}
		NativeRender();
		time_update();
		// Simple throttling to not burn the GPU in the menu.
#ifdef _WIN32
		if (globalUIState != UISTATE_INGAME) {
			double sleepTime = 16.666 - (time_now_d() - startTime) * 1000.0;
			if (sleepTime > 0.0)
				Sleep((int)sleepTime);
			GL_SwapBuffers();
		} else if (!Core_IsStepping()) {
			GL_SwapBuffers();
		}
#endif
	}
}
Ejemplo n.º 10
0
static inline void UpdateRunLoop() {
	{
		{
#ifdef _WIN32
			lock_guard guard(input_state.lock);
			input_state.pad_buttons = 0;
			input_state.pad_lstick_x = 0;
			input_state.pad_lstick_y = 0;
			input_state.pad_rstick_x = 0;
			input_state.pad_rstick_y = 0;
			host->PollControllers(input_state);
			UpdateInputState(&input_state);
#endif
		}
		NativeUpdate(input_state);
		EndInputState(&input_state);
	}
	if (globalUIState != UISTATE_EXIT) {
		NativeRender();
	}
}
Ejemplo n.º 11
0
void Core_RunLoop()
{
	while (!coreState) {
		time_update();
		double startTime = time_now_d();
		UpdateScreenScale();
		{
			{
#ifdef _WIN32
				lock_guard guard(input_state.lock);
				input_state.pad_buttons = 0;
				input_state.pad_lstick_x = 0;
				input_state.pad_lstick_y = 0;
				input_state.pad_rstick_x = 0;
				input_state.pad_rstick_y = 0;
				host->PollControllers(input_state);
				UpdateInputState(&input_state);
#endif
			}
			NativeUpdate(input_state);
			EndInputState(&input_state);
		}
		NativeRender();
		time_update();
		// Simple throttling to not burn the GPU in the menu.
#ifdef _WIN32
		if (globalUIState != UISTATE_INGAME) {
			double diffTime = time_now_d() - startTime;
			int sleepTime = (int) (1000000.0 / 60.0) - (int) (diffTime * 1000000.0);
			if (sleepTime > 0)
				Sleep(sleepTime / 1000);
			GL_SwapBuffers();
		} else if (!Core_IsStepping()) {
			GL_SwapBuffers();
		}
#endif
	}
}
Ejemplo n.º 12
0
extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(JNIEnv *env, jobject obj, jobject _surf) {
	ANativeWindow *wnd = ANativeWindow_fromSurface(env, _surf);

	WLOG("runEGLRenderLoop. display_xres=%d display_yres=%d", display_xres, display_yres);

	if (wnd == nullptr) {
		ELOG("Error: Surface is null.");
		return false;
	}

	AndroidEGLGraphicsContext *graphicsContext = new AndroidEGLGraphicsContext();
	if (!graphicsContext->Init(wnd, desiredBackbufferSizeX, desiredBackbufferSizeY, backbuffer_format)) {
		ELOG("Failed to initialize graphics context.");
		delete graphicsContext;
		return false;
	}

	if (!renderer_inited) {
		NativeInitGraphics(graphicsContext);
		renderer_inited = true;
	}

	exitRenderLoop = false;
	renderLoopRunning = true;

	while (!exitRenderLoop) {
		static bool hasSetThreadName = false;
		if (!hasSetThreadName) {
			hasSetThreadName = true;
			setCurrentThreadName("AndroidRender");
		}

		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender(graphicsContext);
		time_update();

		graphicsContext->SwapBuffers();

		lock_guard guard(frameCommandLock);
		while (!frameCommands.empty()) {
			FrameCommand frameCmd;
			frameCmd = frameCommands.front();
			frameCommands.pop();

			WLOG("frameCommand! '%s' '%s'", frameCmd.command.c_str(), frameCmd.params.c_str());

			jstring cmd = env->NewStringUTF(frameCmd.command.c_str());
			jstring param = env->NewStringUTF(frameCmd.params.c_str());
			env->CallVoidMethod(nativeActivity, postCommand, cmd, param);
			env->DeleteLocalRef(cmd);
			env->DeleteLocalRef(param);
		}
	}

	// Restore lost device objects. TODO: This feels like the wrong place for this.
	NativeDeviceLost();
	ILOG("NativeDeviceLost completed.");

	NativeShutdownGraphics();
	renderer_inited = false;

	graphicsContext->Shutdown();

	renderLoopRunning = false;
	WLOG("Render loop exited;");
	return true;
}
Ejemplo n.º 13
0
extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(JNIEnv *env, jobject obj, jobject _surf) {
	ANativeWindow *wnd = ANativeWindow_fromSurface(env, _surf);

	WLOG("runEGLRenderLoop. display_xres=%d display_yres=%d", display_xres, display_yres);

	if (wnd == nullptr) {
		ELOG("Error: Surface is null.");
		return false;
	}

	cInterfaceBase *gl = HostGL_CreateGLInterface();
	if (!gl) {
		ELOG("ERROR: Failed to create GL interface");
		return false;
	}
	ILOG("EGL interface created. Desired backbuffer size: %dx%d", desiredBackbufferSizeX, desiredBackbufferSizeY);

	// Apparently we still have to set this through Java through setFixedSize on the bufferHolder for it to take effect...
	gl->SetBackBufferDimensions(desiredBackbufferSizeX, desiredBackbufferSizeY);
	gl->SetMode(MODE_DETECT_ES);

	bool use565 = false;
	switch (backbuffer_format) {
	case 4:  // PixelFormat.RGB_565
		use565 = true;
		break;
	}

	if (!gl->Create(wnd, false, use565)) {
		ELOG("EGL creation failed");
		// TODO: What do we do now?
		return false;
	}
	gl->MakeCurrent();

	if (!renderer_inited) {
		NativeInitGraphics();
		renderer_inited = true;
	}

	exitRenderLoop = false;
	renderLoopRunning = true;

	while (!exitRenderLoop) {
		static bool hasSetThreadName = false;
		if (!hasSetThreadName) {
			hasSetThreadName = true;
			setCurrentThreadName("AndroidRender");
		}

		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender();
		time_update();

		gl->Swap();

		lock_guard guard(frameCommandLock);
		while (!frameCommands.empty()) {
			FrameCommand frameCmd;
			frameCmd = frameCommands.front();
			frameCommands.pop();

			WLOG("frameCommand! '%s' '%s'", frameCmd.command.c_str(), frameCmd.params.c_str());

			jstring cmd = env->NewStringUTF(frameCmd.command.c_str());
			jstring param = env->NewStringUTF(frameCmd.params.c_str());
			env->CallVoidMethod(nativeActivity, postCommand, cmd, param);
			env->DeleteLocalRef(cmd);
			env->DeleteLocalRef(param);
		}
	}

	// Restore lost device objects. TODO: This feels like the wrong place for this.
	NativeDeviceLost();
	ILOG("NativeDeviceLost completed.");

	NativeShutdownGraphics();
	renderer_inited = false;

	gl->ClearCurrent();
	delete gl;

	ANativeWindow_release(wnd);
	renderLoopRunning = false;
	WLOG("Render loop exited;");
	return true;
}
Ejemplo n.º 14
0
int main(int argc, char *argv[]) {
	std::string app_name;
	std::string app_name_nice;

	float zoom = 1.0f;
	bool tablet = false;
	bool aspect43 = false;
	const char *zoomenv = getenv("ZOOM");
	const char *tabletenv = getenv("TABLET");
	const char *ipad = getenv("IPAD");

	if (zoomenv) {
		zoom = atof(zoomenv);
	}
	if (tabletenv) {
		tablet = atoi(tabletenv) ? true : false;
	}
	if (ipad) aspect43 = true;
	
	bool landscape;
	NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
	
	// Change these to temporarily test other resolutions.
	aspect43 = false;
	tablet = false;
	float density = 1.0f;
	//zoom = 1.5f;

	if (landscape) {
		if (tablet) {
			pixel_xres = 1280 * zoom;
			pixel_yres = 800 * zoom;
		} else if (aspect43) {
			pixel_xres = 1024 * zoom;
			pixel_yres = 768 * zoom;
		} else {
			pixel_xres = 800 * zoom;
			pixel_yres = 480 * zoom;
		}
	} else {
		// PC development hack for more space
		//pixel_xres = 1580 * zoom;
		//pixel_yres = 1000 * zoom;
		if (tablet) {
			pixel_xres = 800 * zoom;
			pixel_yres = 1280 * zoom;
		} else if (aspect43) {
			pixel_xres = 768 * zoom;
			pixel_yres = 1024 * zoom;
		} else {
			pixel_xres = 480 * zoom;
			pixel_yres = 800 * zoom;
		}
	}

	net::Init();
#ifdef __APPLE__
	// Make sure to request a somewhat modern GL context at least - the
	// latest supported by MacOSX (really, really sad...)
	// Requires SDL 2.0 (which is even more sad, as that hasn't been released yet)
	//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#endif

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
		return 1;
	}
#ifdef EGL
	if (EGL_Open())
		return 1;
#endif

	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

	if (SDL_SetVideoMode(pixel_xres, pixel_yres, 0, 
#ifdef USING_GLES2
		SDL_SWSURFACE | SDL_FULLSCREEN
#else
		SDL_OPENGL
#endif
		) == NULL) {
		fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
		SDL_Quit();
		return(2);
	}
#ifdef EGL
	EGL_Init();
#endif

	SDL_WM_SetCaption(app_name_nice.c_str(), NULL);
#ifdef MAEMO
	SDL_ShowCursor(SDL_DISABLE);
#endif


#ifndef USING_GLES2
	if (GLEW_OK != glewInit()) {
		printf("Failed to initialize glew!\n");
		return 1;
	}

	if (GLEW_VERSION_2_0) {
		printf("OpenGL 2.0 or higher.\n");
	} else {
		printf("Sorry, this program requires OpenGL 2.0.\n");
		return 1;
	}
#endif

#ifdef _MSC_VER
	// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
	TCHAR path[MAX_PATH];
	SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
	PathAppend(path, (app_name + "\\").c_str());
#else
	// Mac / Linux
	char path[512];
	const char *the_path = getenv("HOME");
	if (!the_path) {
		struct passwd* pwd = getpwuid(getuid());
		if (pwd)
			the_path = pwd->pw_dir;
	}
	strcpy(path, the_path);
	if (path[strlen(path)-1] != '/')
		strcat(path, "/");
#endif

#ifdef _WIN32
	NativeInit(argc, (const char **)argv, path, "D:\\", "BADCOFFEE");
#else
	NativeInit(argc, (const char **)argv, path, "/tmp", "BADCOFFEE");
#endif

	dp_xres = (float)pixel_xres * density / zoom;
	dp_yres = (float)pixel_yres * density / zoom;
	pixel_in_dps = (float)pixel_xres / dp_xres;

	NativeInitGraphics();
	glstate.viewport.set(0, 0, pixel_xres, pixel_yres);

	float dp_xscale = (float)dp_xres / pixel_xres;
	float dp_yscale = (float)dp_yres / pixel_yres;


	printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
	printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);

	SDL_AudioSpec fmt;
	fmt.freq = 44100;
	fmt.format = AUDIO_S16;
	fmt.channels = 2;
	fmt.samples = 1024;
	fmt.callback = &mixaudio;
	fmt.userdata = (void *)0;

	if (SDL_OpenAudio(&fmt, NULL) < 0) {
		ELOG("Failed to open audio: %s", SDL_GetError());
		return 1;
	}

	// Audio must be unpaused _after_ NativeInit()
	SDL_PauseAudio(0);
#ifdef PANDORA
	// Joysticks init, we the nubs if setup as Joystick
	int numjoys = SDL_NumJoysticks();
	if (numjoys>0)
		for (int i=0; i<numjoys; i++)
		{
			if (strncmp(SDL_JoystickName(i), "nub0", 4) == 0)
				ljoy=SDL_JoystickOpen(i);
			if (strncmp(SDL_JoystickName(i), "nub1", 4) == 0)
				rjoy=SDL_JoystickOpen(i);
		}
#endif

	int framecount = 0;
	bool nextFrameMD = 0;
	float t = 0, lastT = 0;
	while (true) {
		input_state.accelerometer_valid = false;
		input_state.mouse_valid = true;
		int quitRequested = 0;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			float mx = event.motion.x * dp_xscale;
			float my = event.motion.y * dp_yscale;

			if (event.type == SDL_QUIT) {
				quitRequested = 1;
			} else if (event.type == SDL_KEYDOWN) {
				if (event.key.keysym.sym == SDLK_ESCAPE) {
					quitRequested = 1;
				}
			} else if (event.type == SDL_MOUSEMOTION) {
				input_state.pointer_x[0] = mx;
				input_state.pointer_y[0] = my;
				NativeTouch(0, mx, my, 0, TOUCH_MOVE);
			} else if (event.type == SDL_MOUSEBUTTONDOWN) {
				if (event.button.button == SDL_BUTTON_LEFT) {
					//input_state.mouse_buttons_down = 1;
					input_state.pointer_down[0] = true;
					nextFrameMD = true;
					NativeTouch(0, mx, my, 0, TOUCH_DOWN);
				}
			} else if (event.type == SDL_MOUSEBUTTONUP) {
				if (event.button.button == SDL_BUTTON_LEFT) {
					input_state.pointer_down[0] = false;
					nextFrameMD = false;
					//input_state.mouse_buttons_up = 1;
					NativeTouch(0, mx, my, 0, TOUCH_UP);
				}
			}
		}

		if (quitRequested)
			break;

		const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
		if (keys[SDLK_ESCAPE])
			break;
		SimulateGamepad(keys, &input_state);
		UpdateInputState(&input_state);
		NativeUpdate(input_state);
		NativeRender();

		EndInputState(&input_state);

		if (framecount % 60 == 0) {
			// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
		}

#ifdef EGL
		eglSwapBuffers(g_eglDisplay, g_eglSurface);
#else
		if (!keys[SDLK_TAB] || t - lastT >= 1.0/60.0)
		{
			SDL_GL_SwapBuffers();
			lastT = t;
		}
#endif

		// Simple frame rate limiting
//		while (time_now() < t + 1.0f/60.0f) {
//			sleep_ms(0);
//			time_update();
//		}
		time_update();
		t = time_now();
		framecount++;
	}
	// Faster exit, thanks to the OS. Remove this if you want to debug shutdown
	// The speed difference is only really noticable on Linux. On Windows you do notice it though
#ifdef _WIN32
	exit(0);
#endif
	NativeShutdownGraphics();
	SDL_PauseAudio(1);
	SDL_CloseAudio();
	NativeShutdown();
#ifdef EGL
	EGL_Close();
#endif
	SDL_Quit();
	net::Shutdown();
	exit(0);
	return 0;
}
Ejemplo n.º 15
0
int main(int argc, char *argv[]) {
	std::string app_name;
	std::string app_name_nice;
	bool landscape;
	NativeGetAppInfo(&app_name, &app_name_nice, &landscape);

	net::Init();
#ifdef __APPLE__
	// Make sure to request a somewhat modern GL context at least - the
	// latest supported by MacOSX (really, really sad...)
	// Requires SDL 2.0
	// We really should upgrade to SDL 2.0 soon.
	//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#endif

	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO) < 0) {
		fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
		return 1;
	}
#ifdef EGL
	if (EGL_Open())
		return 1;
#endif

	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

	int mode;
#ifdef USING_GLES2
	mode = SDL_SWSURFACE | SDL_FULLSCREEN;
#else
	mode = SDL_OPENGL;
	for (int i = 1; i < argc; i++)
		if (!strcmp(argv[i],"--fullscreen"))
			mode |= SDL_FULLSCREEN;
#endif
	if (mode & SDL_FULLSCREEN) {
		const SDL_VideoInfo* info = SDL_GetVideoInfo();
		pixel_xres = info->current_w;
		pixel_yres = info->current_h;
		g_Config.bFullScreen = true;
	} else {
		// set a sensible default resolution (2x)
		pixel_xres = 480 * 2;
		pixel_yres = 272 * 2;
		g_Config.bFullScreen = false;
	}
	dp_xres = (float)pixel_xres;
	dp_yres = (float)pixel_yres;

	if (SDL_SetVideoMode(pixel_xres, pixel_yres, 0, mode) == NULL) {
		fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
		SDL_Quit();
		return(2);
	}
#ifdef EGL
	EGL_Init();
#endif

	SDL_WM_SetCaption((app_name_nice + " " + PPSSPP_GIT_VERSION).c_str(), NULL);
#ifdef MAEMO
	SDL_ShowCursor(SDL_DISABLE);
#endif


#ifndef USING_GLES2
	if (GLEW_OK != glewInit()) {
		printf("Failed to initialize glew!\n");
		return 1;
	}

	if (GLEW_VERSION_2_0) {
		printf("OpenGL 2.0 or higher.\n");
	} else {
		printf("Sorry, this program requires OpenGL 2.0.\n");
		return 1;
	}
#endif

#ifdef _MSC_VER
	// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
	TCHAR path[MAX_PATH];
	SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
	PathAppend(path, (app_name + "\\").c_str());
#else
	// Mac / Linux
	char path[512];
	const char *the_path = getenv("HOME");
	if (!the_path) {
		struct passwd* pwd = getpwuid(getuid());
		if (pwd)
			the_path = pwd->pw_dir;
	}
	strcpy(path, the_path);
	if (path[strlen(path)-1] != '/')
		strcat(path, "/");
#endif

#ifdef _WIN32
	NativeInit(argc, (const char **)argv, path, "D:\\", "BADCOFFEE");
#else
	NativeInit(argc, (const char **)argv, path, "/tmp", "BADCOFFEE");
#endif

	pixel_in_dps = (float)pixel_xres / dp_xres;

	float dp_xscale = (float)dp_xres / pixel_xres;
	float dp_yscale = (float)dp_yres / pixel_yres;

	g_dpi_scale = dp_xres / (float)pixel_xres;

	printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
	printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);
	NativeInitGraphics();

	SDL_AudioSpec fmt;
	fmt.freq = 44100;
	fmt.format = AUDIO_S16;
	fmt.channels = 2;
	fmt.samples = 2048;
	fmt.callback = &mixaudio;
	fmt.userdata = (void *)0;

	if (SDL_OpenAudio(&fmt, NULL) < 0)
		ELOG("Failed to open audio: %s", SDL_GetError());

	// Audio must be unpaused _after_ NativeInit()
	SDL_PauseAudio(0);
#ifdef PANDORA
	int numjoys = SDL_NumJoysticks();
	// Joysticks init, we the nubs if setup as Joystick
	if (numjoys > 0) {
		ljoy = SDL_JoystickOpen(0);
		if (numjoys > 1)
			rjoy = SDL_JoystickOpen(1);
	}
#else
	joystick = new SDLJoystick();
#endif
	EnableFZ();

	int framecount = 0;
	float t = 0;
	float lastT = 0;
	while (true) {
		input_state.accelerometer_valid = false;
		input_state.mouse_valid = true;
		int quitRequested = 0;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			float mx = event.motion.x * dp_xscale;
			float my = event.motion.y * dp_yscale;

			switch (event.type) {
			case SDL_QUIT:
				quitRequested = 1;
				break;
			case SDL_KEYDOWN:
				{
					int k = event.key.keysym.sym;
					KeyInput key;
					key.flags = KEY_DOWN;
					key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
					key.deviceId = DEVICE_ID_KEYBOARD;
					NativeKey(key);
					break;
				}
			case SDL_KEYUP:
				{
					int k = event.key.keysym.sym;
					KeyInput key;
					key.flags = KEY_UP;
					key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
					key.deviceId = DEVICE_ID_KEYBOARD;
					NativeKey(key);
					break;
				}
			case SDL_MOUSEBUTTONDOWN:
				switch (event.button.button) {
				case SDL_BUTTON_LEFT:
					{
						input_state.pointer_x[0] = mx;
						input_state.pointer_y[0] = my;
						//input_state.mouse_buttons_down = 1;
						input_state.pointer_down[0] = true;
						input_state.mouse_valid = true;
						TouchInput input;
						input.x = mx;
						input.y = my;
						input.flags = TOUCH_DOWN;
						input.id = 0;
						NativeTouch(input);
						KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_DOWN);
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_RIGHT:
					{
						KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_DOWN);
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_WHEELUP:
					{
						KeyInput key;
						key.deviceId = DEVICE_ID_MOUSE;
						key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
						key.flags = KEY_DOWN;
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_WHEELDOWN:
					{
						KeyInput key;
						key.deviceId = DEVICE_ID_MOUSE;
						key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
						key.flags = KEY_DOWN;
						NativeKey(key);
					}
					break;
				}
				break;
			case SDL_MOUSEMOTION:
				if (input_state.pointer_down[0]) {
					input_state.pointer_x[0] = mx;
					input_state.pointer_y[0] = my;
					input_state.mouse_valid = true;
					TouchInput input;
					input.x = mx;
					input.y = my;
					input.flags = TOUCH_MOVE;
					input.id = 0;
					NativeTouch(input);
				}
				break;
			case SDL_MOUSEBUTTONUP:
				switch (event.button.button) {
				case SDL_BUTTON_LEFT:
					{
						input_state.pointer_x[0] = mx;
						input_state.pointer_y[0] = my;
						input_state.pointer_down[0] = false;
						input_state.mouse_valid = true;
						//input_state.mouse_buttons_up = 1;
						TouchInput input;
						input.x = mx;
						input.y = my;
						input.flags = TOUCH_UP;
						input.id = 0;
						NativeTouch(input);
						KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_UP);
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_RIGHT:
					{
						KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_UP);
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_WHEELUP:
					{
						KeyInput key;
						key.deviceId = DEVICE_ID_DEFAULT;
						key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
						key.flags = KEY_UP;
						NativeKey(key);
					}
					break;
				case SDL_BUTTON_WHEELDOWN:
					{
						KeyInput key;
						key.deviceId = DEVICE_ID_DEFAULT;
						key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
						key.flags = KEY_UP;
						NativeKey(key);
					}
					break;
				}
				break;
			default:
				joystick->ProcessInput(event);
				break;
			}
		}

		if (quitRequested)
			break;

		const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
		SimulateGamepad(keys, &input_state);
		UpdateInputState(&input_state);
		NativeUpdate(input_state);
		NativeRender();
#ifndef MAEMO
		if (lastUIState != globalUIState) {
			lastUIState = globalUIState;
			if (lastUIState == UISTATE_INGAME && g_Config.bFullScreen && !g_Config.bShowTouchControls)
				SDL_ShowCursor(SDL_DISABLE);
			if (lastUIState != UISTATE_INGAME && g_Config.bFullScreen)
				SDL_ShowCursor(SDL_ENABLE);
		}
#endif

		EndInputState(&input_state);

		if (framecount % 60 == 0) {
			// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
		}

#ifdef EGL
		eglSwapBuffers(g_eglDisplay, g_eglSurface);
#else
		if (!keys[SDLK_TAB] || t - lastT >= 1.0/60.0)
		{
			SDL_GL_SwapBuffers();
			lastT = t;
		}
#endif
		time_update();
		t = time_now();
		framecount++;
	}
#ifndef PANDORA
	delete joystick;
	joystick = NULL;
#endif
	// Faster exit, thanks to the OS. Remove this if you want to debug shutdown
	// The speed difference is only really noticable on Linux. On Windows you do notice it though
#ifdef _WIN32
	exit(0);
#endif
	NativeShutdownGraphics();
	SDL_PauseAudio(1);
	SDL_CloseAudio();
	NativeShutdown();
#ifdef EGL
	EGL_Close();
#endif
	SDL_Quit();
	net::Shutdown();
	exit(0);
	return 0;
}
Ejemplo n.º 16
0
void EmuThread::run()
{
	running = true;
	setCurrentThreadName("EmuThread");

	g_State.bEmuThreadStarted = true;

	host->UpdateUI();
	host->InitGL();

	glWindow->makeCurrent();

#ifndef USING_GLES2
	glewInit();
#endif
	NativeInitGraphics();

	INFO_LOG(BOOT, "Starting up hardware.");

	CoreParameter coreParameter;
	coreParameter.fileToStart = fileToStart.toStdString();
	coreParameter.enableSound = true;
	coreParameter.gpuCore = GPU_GLES;
	coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
	coreParameter.enableDebugging = true;
	coreParameter.printfEmuLog = false;
	coreParameter.headLess = false;
	coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
	coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
	coreParameter.outputWidth = dp_xres;
	coreParameter.outputHeight = dp_yres;
	coreParameter.pixelWidth = pixel_xres;
	coreParameter.pixelHeight = pixel_yres;
	coreParameter.startPaused = !g_Config.bAutoRun;

	std::string error_string;
	if (!PSP_Init(coreParameter, &error_string))
	{
		ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
		FinalShutdown();
		return;
	}

	LayoutGamepad(dp_xres, dp_yres);

	_dbg_update_();

	host->UpdateDisassembly();
	Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);

	g_State.bBooted = true;
#ifdef _DEBUG
	host->UpdateMemView();
#endif
	host->BootDone();

	QElapsedTimer timer;

	while(running) {
		//UpdateGamepad(*input_state);
		timer.start();

		UpdateInputState(input_state);

		static const int mapping[12][2] = {
			{PAD_BUTTON_A, CTRL_CROSS},
			{PAD_BUTTON_B, CTRL_CIRCLE},
			{PAD_BUTTON_X, CTRL_SQUARE},
			{PAD_BUTTON_Y, CTRL_TRIANGLE},
			{PAD_BUTTON_UP, CTRL_UP},
			{PAD_BUTTON_DOWN, CTRL_DOWN},
			{PAD_BUTTON_LEFT, CTRL_LEFT},
			{PAD_BUTTON_RIGHT, CTRL_RIGHT},
			{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
			{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
			{PAD_BUTTON_START, CTRL_START},
			{PAD_BUTTON_SELECT, CTRL_SELECT},
		};

		for (int i = 0; i < 12; i++) {
            if (input_state->pad_buttons_down & mapping[i][0]) {
				__CtrlButtonDown(mapping[i][1]);
			}
            if (input_state->pad_buttons_up & mapping[i][0]) {
				__CtrlButtonUp(mapping[i][1]);
			}
		}
		__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);

		EndInputState(input_state);

		glstate.Restore();
		glViewport(0, 0, pixel_xres, pixel_yres);
		Matrix4x4 ortho;
		ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
		glsl_bind(UIShader_Get());
		glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


		ReapplyGfxState();

		Core_Run();

		// Hopefully coreState is now CORE_NEXTFRAME
		if (coreState == CORE_NEXTFRAME) {
			// set back to running for the next frame
			coreState = CORE_RUNNING;

			qint64 time = timer.elapsed();
			const int frameTime = (1.0f/60.0f) * 1000;
			if(time < frameTime)
			{
				msleep(frameTime-time);
			}
			timer.start();
		}

		fbo_unbind();

		UIShader_Prepare();

		uiTexture->Bind(0);

		glViewport(0, 0, pixel_xres, pixel_yres);

		ui_draw2d.Begin(DBMODE_NORMAL);

		//if (g_Config.bShowTouchControls)
		//	DrawGamepad(ui_draw2d);

		glsl_bind(UIShader_Get());
		ui_draw2d.End();
		ui_draw2d.Flush(UIShader_Get());


		// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
		bool hasDiscard = false;  // TODO
		if (hasDiscard) {
			//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
		}
#endif

		glWindow->swapBuffers();
	}
	glWindow->doneCurrent();
}
Ejemplo n.º 17
0
int main(int argc, char *argv[]) {
#ifdef RPI
    bcm_host_init();
#endif
    putenv((char*)"SDL_VIDEO_CENTERED=1");

    std::string app_name;
    std::string app_name_nice;
    bool landscape;
    NativeGetAppInfo(&app_name, &app_name_nice, &landscape);

    net::Init();
#ifdef __APPLE__
    // Make sure to request a somewhat modern GL context at least - the
    // latest supported by MacOSX (really, really sad...)
    // Requires SDL 2.0
    // We really should upgrade to SDL 2.0 soon.
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#endif

    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO) < 0) {
        fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
        return 1;
    }
#ifdef USING_EGL
    if (EGL_Open())
        return 1;
#endif

    // Get the video info before doing anything else, so we don't get skewed resolution results.
    const SDL_VideoInfo* desktopVideoInfo = SDL_GetVideoInfo();
    g_DesktopWidth = desktopVideoInfo->current_w;
    g_DesktopHeight = desktopVideoInfo->current_h;

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

    int mode;
#ifdef USING_GLES2
    mode = SDL_SWSURFACE | SDL_FULLSCREEN;
#else
    mode = SDL_OPENGL | SDL_RESIZABLE;
#endif
    int set_xres = -1;
    int set_yres = -1;
    bool portrait = false;
    bool set_ipad = false;
    float set_dpi = 1.0f;
    float set_scale = 1.0f;

    for (int i = 1; i < argc; i++) {
        if (!strcmp(argv[i],"--fullscreen"))
            mode |= SDL_FULLSCREEN;
        if (set_xres == -2) {
            set_xres = parseInt(argv[i]);
        } else if (set_yres == -2) {
            set_yres = parseInt(argv[i]);
        }
        if (set_dpi == -2)
            set_dpi = parseFloat(argv[i]);
        if (set_scale == -2)
            set_scale = parseFloat(argv[i]);

        if (!strcmp(argv[i],"--xres"))
            set_xres = -2;
        if (!strcmp(argv[i],"--yres"))
            set_yres = -2;
        if (!strcmp(argv[i],"--dpi"))
            set_dpi = -2;
        if (!strcmp(argv[i],"--scale"))
            set_scale = -2;

        if (!strcmp(argv[i],"--ipad"))
            set_ipad = true;
        if (!strcmp(argv[i],"--portrait"))
            portrait = true;
    }

    if (mode & SDL_FULLSCREEN) {
        const SDL_VideoInfo* info = SDL_GetVideoInfo();
        pixel_xres = info->current_w;
        pixel_yres = info->current_h;
#ifdef PPSSPP
        g_Config.bFullScreen = true;
#endif
    } else {
        // set a sensible default resolution (2x)
        pixel_xres = 480 * 2 * set_scale;
        pixel_yres = 272 * 2 * set_scale;
        if (portrait) {
            std::swap(pixel_xres, pixel_yres);
        }
#ifdef PPSSPP
        g_Config.bFullScreen = false;
#endif
    }

    set_dpi = 1.0f / set_dpi;

    if (set_ipad) {
        pixel_xres = 1024;
        pixel_yres = 768;
    }
    if (!landscape) {
        std::swap(pixel_xres, pixel_yres);
    }

    if (set_xres > 0) {
        pixel_xres = set_xres;
    }
    if (set_yres > 0) {
        pixel_yres = set_yres;
    }
    float dpi_scale = 1.0f;
    if (set_dpi > 0) {
        dpi_scale = set_dpi;
    }

    dp_xres = (float)pixel_xres * dpi_scale;
    dp_yres = (float)pixel_yres * dpi_scale;

    g_Screen = SDL_SetVideoMode(pixel_xres, pixel_yres, 0, mode);
    if (g_Screen == NULL) {
        fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
        SDL_Quit();
        return 2;
    }

#ifdef USING_EGL
    EGL_Init();
#endif

#ifdef PPSSPP
    SDL_WM_SetCaption((app_name_nice + " " + PPSSPP_GIT_VERSION).c_str(), NULL);
#endif

#ifdef MOBILE_DEVICE
    SDL_ShowCursor(SDL_DISABLE);
#endif


#ifndef USING_GLES2
    if (GLEW_OK != glewInit()) {
        printf("Failed to initialize glew!\n");
        return 1;
    }

    if (GLEW_VERSION_2_0) {
        printf("OpenGL 2.0 or higher.\n");
    } else {
        printf("Sorry, this program requires OpenGL 2.0.\n");
        return 1;
    }
#endif

#ifdef _MSC_VER
    // VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
    TCHAR path[MAX_PATH];
    SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
    PathAppend(path, (app_name + "\\").c_str());
#else
    // Mac / Linux
    char path[512];
    const char *the_path = getenv("HOME");
    if (!the_path) {
        struct passwd* pwd = getpwuid(getuid());
        if (pwd)
            the_path = pwd->pw_dir;
    }
    strcpy(path, the_path);
    if (path[strlen(path)-1] != '/')
        strcat(path, "/");
#endif

#ifdef _WIN32
    NativeInit(argc, (const char **)argv, path, "D:\\", "BADCOFFEE");
#else
    NativeInit(argc, (const char **)argv, path, "/tmp", "BADCOFFEE");
#endif

    pixel_in_dps = (float)pixel_xres / dp_xres;
    g_dpi_scale = dp_xres / (float)pixel_xres;

    printf("Pixels: %i x %i\n", pixel_xres, pixel_yres);
    printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres);

    NativeInitGraphics();
    NativeResized();

    SDL_AudioSpec fmt, ret_fmt;
    memset(&fmt, 0, sizeof(fmt));
    fmt.freq = 44100;
    fmt.format = AUDIO_S16;
    fmt.channels = 2;
    fmt.samples = 2048;
    fmt.callback = &mixaudio;
    fmt.userdata = (void *)0;

    if (SDL_OpenAudio(&fmt, &ret_fmt) < 0) {
        ELOG("Failed to open audio: %s", SDL_GetError());
    } else {
        if (ret_fmt.freq != 44100 || ret_fmt.format != AUDIO_S16 || ret_fmt.channels != 2 || fmt.samples != 2048) {
            ELOG("Sound buffer format does not match requested format.");
            ELOG("Output audio freq: %d (requested: %d)", ret_fmt.freq, 44100);
            ELOG("Output audio format: %d (requested: %d)", ret_fmt.format, AUDIO_S16);
            ELOG("Output audio channels: %d (requested: %d)", ret_fmt.channels, 2);
            ELOG("Output audio samples: %d (requested: %d)", ret_fmt.samples, 2048);
        }

        if (ret_fmt.freq != 44100 || ret_fmt.format != AUDIO_S16 || ret_fmt.channels != 2) {
            ELOG("Provided output format does not match requirement, turning audio off");
            SDL_CloseAudio();
        } else {
            ELOG("Provided output audio format is usable, thus using it");
        }
    }

    // Audio must be unpaused _after_ NativeInit()
    SDL_PauseAudio(0);
#ifndef _WIN32
    joystick = new SDLJoystick();
#endif
    EnableFZ();

    int framecount = 0;
    float t = 0;
    float lastT = 0;
    uint32_t pad_buttons = 0;	 // legacy pad buttons
    while (true) {
        input_state.accelerometer_valid = false;
        input_state.mouse_valid = true;

        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            float mx = event.motion.x * g_dpi_scale;
            float my = event.motion.y * g_dpi_scale;

            switch (event.type) {
            case SDL_QUIT:
                g_QuitRequested = 1;
                break;
#if !defined(MOBILE_DEVICE)
            case SDL_VIDEORESIZE:
            {
                g_Screen = SDL_SetVideoMode(event.resize.w, event.resize.h, 0, SDL_OPENGL | SDL_RESIZABLE);
                if (g_Screen == NULL) {
                    fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
                    SDL_Quit();
                    return 2;
                }
                pixel_xres = event.resize.w;
                pixel_yres = event.resize.h;
                dp_xres = (float)pixel_xres * dpi_scale;
                dp_yres = (float)pixel_yres * dpi_scale;
                NativeResized();
                break;
            }
#endif
            case SDL_KEYDOWN:
            {
                int k = event.key.keysym.sym;
                KeyInput key;
                key.flags = KEY_DOWN;
                key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
                key.deviceId = DEVICE_ID_KEYBOARD;
                NativeKey(key);

                for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
                    if (legacyKeyMap[i] == key.keyCode)
                        pad_buttons |= 1 << i;
                }
                break;
            }
            case SDL_KEYUP:
            {
                int k = event.key.keysym.sym;
                KeyInput key;
                key.flags = KEY_UP;
                key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
                key.deviceId = DEVICE_ID_KEYBOARD;
                NativeKey(key);
                for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
                    if (legacyKeyMap[i] == key.keyCode)
                        pad_buttons &= ~(1 << i);
                }
                break;
            }
            case SDL_MOUSEBUTTONDOWN:
                switch (event.button.button) {
                case SDL_BUTTON_LEFT:
                {
                    input_state.pointer_x[0] = mx;
                    input_state.pointer_y[0] = my;
                    input_state.pointer_down[0] = true;
                    input_state.mouse_valid = true;
                    TouchInput input;
                    input.x = mx;
                    input.y = my;
                    input.flags = TOUCH_DOWN;
                    input.id = 0;
                    NativeTouch(input);
                    KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_DOWN);
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_RIGHT:
                {
                    KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_DOWN);
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_WHEELUP:
                {
                    KeyInput key;
                    key.deviceId = DEVICE_ID_MOUSE;
                    key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
                    key.flags = KEY_DOWN;
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_WHEELDOWN:
                {
                    KeyInput key;
                    key.deviceId = DEVICE_ID_MOUSE;
                    key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
                    key.flags = KEY_DOWN;
                    NativeKey(key);
                }
                break;
                }
                break;
            case SDL_MOUSEMOTION:
                if (input_state.pointer_down[0]) {
                    input_state.pointer_x[0] = mx;
                    input_state.pointer_y[0] = my;
                    input_state.mouse_valid = true;
                    TouchInput input;
                    input.x = mx;
                    input.y = my;
                    input.flags = TOUCH_MOVE;
                    input.id = 0;
                    NativeTouch(input);
                }
                break;
            case SDL_MOUSEBUTTONUP:
                switch (event.button.button) {
                case SDL_BUTTON_LEFT:
                {
                    input_state.pointer_x[0] = mx;
                    input_state.pointer_y[0] = my;
                    input_state.pointer_down[0] = false;
                    input_state.mouse_valid = true;
                    //input_state.mouse_buttons_up = 1;
                    TouchInput input;
                    input.x = mx;
                    input.y = my;
                    input.flags = TOUCH_UP;
                    input.id = 0;
                    NativeTouch(input);
                    KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_UP);
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_RIGHT:
                {
                    KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_UP);
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_WHEELUP:
                {
                    KeyInput key;
                    key.deviceId = DEVICE_ID_DEFAULT;
                    key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
                    key.flags = KEY_UP;
                    NativeKey(key);
                }
                break;
                case SDL_BUTTON_WHEELDOWN:
                {
                    KeyInput key;
                    key.deviceId = DEVICE_ID_DEFAULT;
                    key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
                    key.flags = KEY_UP;
                    NativeKey(key);
                }
                break;
                }
                break;
            default:
#ifndef _WIN32
                joystick->ProcessInput(event);
#endif
                break;
            }
        }
        if (g_QuitRequested)
            break;
        const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
        SimulateGamepad(keys, &input_state);
        input_state.pad_buttons = pad_buttons;
        UpdateInputState(&input_state, true);
        NativeUpdate(input_state);
        if (g_QuitRequested)
            break;
        NativeRender();
#if defined(PPSSPP) && !defined(MOBILE_DEVICE)
        if (lastUIState != globalUIState) {
            lastUIState = globalUIState;
            if (lastUIState == UISTATE_INGAME && g_Config.bFullScreen && !g_Config.bShowTouchControls)
                SDL_ShowCursor(SDL_DISABLE);
            if (lastUIState != UISTATE_INGAME && g_Config.bFullScreen)
                SDL_ShowCursor(SDL_ENABLE);
        }
#endif

        EndInputState(&input_state);

        if (framecount % 60 == 0) {
            // glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
        }

#ifdef USING_EGL
        eglSwapBuffers(g_eglDisplay, g_eglSurface);
#else
        if (!keys[SDLK_TAB] || t - lastT >= 1.0/60.0)
        {
            SDL_GL_SwapBuffers();
            lastT = t;
        }
#endif

        ToggleFullScreenIfFlagSet();
        time_update();
        t = time_now();
        framecount++;
    }
#ifndef _WIN32
    delete joystick;
#endif
    // Faster exit, thanks to the OS. Remove this if you want to debug shutdown
    // The speed difference is only really noticable on Linux. On Windows you do notice it though
#ifndef MOBILE_DEVICE
    exit(0);
#endif
    NativeShutdownGraphics();
    SDL_PauseAudio(1);
    SDL_CloseAudio();
    NativeShutdown();
#ifdef USING_EGL
    EGL_Close();
#endif
    SDL_Quit();
    net::Shutdown();
#ifdef RPI
    bcm_host_deinit();
#endif

    exit(0);
    return 0;
}
Ejemplo n.º 18
0
void BlackberryMain::runMain() {
	bool running = true;
	while (running && !g_quitRequested) {
		input_state.mouse_valid = false;
		input_state.accelerometer_valid = false;
		while (true) {
			// Handle Blackberry events
			bps_event_t *event = NULL;
			bps_get_event(&event, 0);
			if (event == NULL)
				break; // Ran out of events
			int domain = bps_event_get_domain(event);
			if (domain == screen_get_domain()) {
				handleInput(screen_event_get_event(event));
			} else if (domain == navigator_get_domain()) {
				switch(bps_event_get_code(event))
				{
				case NAVIGATOR_INVOKE_TARGET:
					{
						const navigator_invoke_invocation_t *invoke = navigator_invoke_event_get_invocation(event);
						if(invoke) {
							boot_filename = navigator_invoke_invocation_get_uri(invoke)+7; // Remove file://
						}
					}
					break;
				case NAVIGATOR_ORIENTATION:
					sensor_remap_coordinates(navigator_event_get_orientation_angle(event));
					break;
				case NAVIGATOR_BACK:
				case NAVIGATOR_SWIPE_DOWN:
					NativeKey(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_ESCAPE, KEY_DOWN));
					break;
				case NAVIGATOR_EXIT:
					return;
				}
			} else if (domain == sensor_get_domain()) {
				if (SENSOR_ACCELEROMETER_READING == bps_event_get_code(event)) {
					sensor_event_get_xyz(event, &(input_state.acc.y), &(input_state.acc.x), &(input_state.acc.z));
					AxisInput axis;
					axis.deviceId = DEVICE_ID_ACCELEROMETER;
					axis.flags = 0;

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_X;
					axis.value = input_state.acc.x;
					NativeAxis(axis);

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_Y;
					axis.value = input_state.acc.y;
					NativeAxis(axis);

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_Z;
					axis.value = input_state.acc.z;
					NativeAxis(axis);
				}
			}
		}
		UpdateInputState(&input_state);
		NativeUpdate(input_state);
		// Work in Progress
		// Currently: Render to HDMI port (eg. 1080p) when in game. Render to device when in menu.
		// Idea: Render to all displays. Controls go to internal, game goes to external(s).
		if (GetUIState() == UISTATE_INGAME && !emulating) {
			emulating = true;
			switchDisplay(screen_emu);
			if (g_Config.iShowFPSCounter == 4) {
				int options = SCREEN_DEBUG_STATISTICS;
				screen_set_window_property_iv(screen_win[0], SCREEN_PROPERTY_DEBUG, &options);
			}
		} else if (GetUIState() != UISTATE_INGAME && emulating) {
			emulating = false;
			switchDisplay(screen_ui);
		}
		NativeRender();
		EndInputState(&input_state);
		time_update();
		// This handles VSync
		if (emulating)
			eglSwapBuffers(egl_disp[screen_emu], egl_surf[screen_emu]);
		else
			eglSwapBuffers(egl_disp[screen_ui], egl_surf[screen_ui]);
	}
}
Ejemplo n.º 19
0
extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(JNIEnv *env, jobject obj, jobject _surf) {
	ANativeWindow *wnd = ANativeWindow_fromSurface(env, _surf);

	WLOG("runEGLRenderLoop. display_xres=%d display_yres=%d", display_xres, display_yres);

	if (wnd == nullptr) {
		ELOG("Error: Surface is null.");
		return false;
	}

	AndroidEGLGraphicsContext *graphicsContext = new AndroidEGLGraphicsContext();
	if (!graphicsContext->Init(wnd, desiredBackbufferSizeX, desiredBackbufferSizeY, backbuffer_format)) {
		ELOG("Failed to initialize graphics context.");
		delete graphicsContext;
		return false;
	}

	if (!renderer_inited) {
		NativeInitGraphics(graphicsContext);
		renderer_inited = true;
	}

	exitRenderLoop = false;
	renderLoopRunning = true;

	while (!exitRenderLoop) {
		static bool hasSetThreadName = false;
		if (!hasSetThreadName) {
			hasSetThreadName = true;
			setCurrentThreadName("AndroidRender");
		}

		// TODO: Look into if these locks are a perf loss
		{
			lock_guard guard(input_state.lock);

			input_state.pad_lstick_x = left_joystick_x_async;
			input_state.pad_lstick_y = left_joystick_y_async;
			input_state.pad_rstick_x = right_joystick_x_async;
			input_state.pad_rstick_y = right_joystick_y_async;

			UpdateInputState(&input_state);
		}
		NativeUpdate(input_state);

		{
			lock_guard guard(input_state.lock);
			EndInputState(&input_state);
		}

		NativeRender(graphicsContext);
		time_update();

		graphicsContext->SwapBuffers();

		ProcessFrameCommands(env);
	}

	ILOG("After render loop.");
	g_gameInfoCache->WorkQueue()->Flush();

	NativeDeviceLost();
	ILOG("NativeDeviceLost completed.");

	NativeShutdownGraphics();
	renderer_inited = false;

	graphicsContext->Shutdown();

	renderLoopRunning = false;
	WLOG("Render loop function exited.");
	return true;
}
Ejemplo n.º 20
0
void EmuThread::run()
{
	running = true;
	setCurrentThreadName("EmuThread");

	host->UpdateUI();
	host->InitGL();

	glWindow->makeCurrent();

#ifndef USING_GLES2
	glewInit();
#endif
	NativeInitGraphics();

	INFO_LOG(BOOT, "Starting up hardware.");

	QElapsedTimer timer;

	while(running) {
		//UpdateGamepad(*input_state);
		timer.start();

		gameMutex.lock();
		bool gRun = gameRunning;
		gameMutex.unlock();

		if(gRun)
		{
			gameMutex.lock();

			glWindow->makeCurrent();
			if(needInitGame)
			{
				g_State.bEmuThreadStarted = true;

				CoreParameter coreParameter;
				coreParameter.fileToStart = fileToStart.toStdString();
				coreParameter.enableSound = true;
				coreParameter.gpuCore = GPU_GLES;
				coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
				coreParameter.enableDebugging = true;
				coreParameter.printfEmuLog = false;
				coreParameter.headLess = false;
				coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
				coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
				coreParameter.outputWidth = dp_xres;
				coreParameter.outputHeight = dp_yres;
				coreParameter.pixelWidth = pixel_xres;
				coreParameter.pixelHeight = pixel_yres;
				coreParameter.startPaused = !g_Config.bAutoRun;

				std::string error_string;
				if (!PSP_Init(coreParameter, &error_string))
				{
					ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
					FinalShutdown();
					return;
				}

				LayoutGamepad(dp_xres, dp_yres);

				_dbg_update_();

				host->UpdateDisassembly();
				Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);

				g_State.bBooted = true;
			#ifdef _DEBUG
				host->UpdateMemView();
			#endif
				host->BootDone();
				needInitGame = false;
			}
			UpdateInputState(input_state);

			for (int i = 0; i < controllistCount; i++) {
				if (input_state->pad_buttons_down & controllist[i].emu_id) {
					__CtrlButtonDown(controllist[i].psp_id);
				}
				if (input_state->pad_buttons_up & controllist[i].emu_id) {
					__CtrlButtonUp(controllist[i].psp_id);
				}
			}
			__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);

			EndInputState(input_state);

			glstate.Restore();
			glViewport(0, 0, pixel_xres, pixel_yres);
			Matrix4x4 ortho;
			ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
			glsl_bind(UIShader_Get());
			glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


			ReapplyGfxState();

			Core_Run();

			// Hopefully coreState is now CORE_NEXTFRAME
			if (coreState == CORE_NEXTFRAME) {
				// set back to running for the next frame
				coreState = CORE_RUNNING;

				qint64 time = timer.elapsed();
				const int frameTime = (1.0f/60.0f) * 1000;
				gameMutex.unlock();
				if(time < frameTime)
				{
					glWindow->doneCurrent();
					msleep(frameTime-time);
					glWindow->makeCurrent();
				}
				gameMutex.lock();
				timer.start();
			}

			fbo_unbind();

			UIShader_Prepare();

			uiTexture->Bind(0);

			glViewport(0, 0, pixel_xres, pixel_yres);

			ui_draw2d.Begin(DBMODE_NORMAL);

			//if (g_Config.bShowTouchControls)
			//	DrawGamepad(ui_draw2d);

			glsl_bind(UIShader_Get());
			ui_draw2d.End();
			ui_draw2d.Flush(UIShader_Get());


			// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
			bool hasDiscard = false;  // TODO
			if (hasDiscard) {
				//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
			}
#endif
			glWindow->swapBuffers();
			glWindow->doneCurrent();
			gameMutex.unlock();
		}
		else
		{
			gameMutex.lock();
			glWindow->makeCurrent();
			glClearColor(0, 0, 0, 0);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

			time_update();
			float t = (float)frames_ / 60.0f;
			frames_++;

			float alpha = t;
			if (t > 1.0f) alpha = 1.0f;
			float alphaText = alpha;
			//if (t > 2.0f) alphaText = 3.0f - t;

			glstate.Restore();
			glViewport(0, 0, pixel_xres, pixel_yres);
			Matrix4x4 ortho;
			ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
			glsl_bind(UIShader_Get());
			glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


			ReapplyGfxState();

			UIShader_Prepare();
			UIBegin();
			DrawBackground(alpha);

			ui_draw2d.SetFontScale(1.5f, 1.5f);
			ui_draw2d.DrawText(UBUNTU48, "PPSSPP", dp_xres / 2, dp_yres / 2 - 30, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.SetFontScale(1.0f, 1.0f);
			ui_draw2d.DrawText(UBUNTU24, "Created by Henrik Rydgard", dp_xres / 2, dp_yres / 2 + 40, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.DrawText(UBUNTU24, "Free Software under GPL 2.0", dp_xres / 2, dp_yres / 2 + 70, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.DrawText(UBUNTU24, "www.ppsspp.org", dp_xres / 2, dp_yres / 2 + 130, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);

			UIEnd();

			glsl_bind(UIShader_Get());
			ui_draw2d.Flush(UIShader_Get());

			glWindow->swapBuffers();
			glWindow->doneCurrent();
			gameMutex.unlock();
			qint64 time = timer.elapsed();
			const int frameTime = (1.0f/60.0f) * 1000;
			if(time < frameTime)
			{
				msleep(frameTime-time);
			}
			timer.start();
		}

	}

	if(gameRunning)
	{
		stopGame();
	}

}
Ejemplo n.º 21
0
// Entry Point
int main(int argc, char *argv[]) {
	static screen_context_t screen_cxt;
	// Receive events from window manager
	screen_create_context(&screen_cxt, 0);
	//Initialise Blackberry Platform Services
	bps_initialize();

	net::Init();
	init_GLES2(screen_cxt);
#ifdef BLACKBERRY10
	// Dev Alpha: 1280x768, 4.2", 356DPI, 0.6f scale
	int dpi;
	screen_get_display_property_iv(screen_disp, SCREEN_PROPERTY_DPI, &dpi);
#else
	// Playbook: 1024x600, 7", 170DPI, 1.25f scale
	int screen_phys_size[2];
	screen_get_display_property_iv(screen_disp, SCREEN_PROPERTY_PHYSICAL_SIZE, screen_phys_size);
	int screen_resolution[2];
	screen_get_display_property_iv(screen_disp, SCREEN_PROPERTY_SIZE, screen_resolution);
	double diagonal_pixels = sqrt(screen_resolution[0] * screen_resolution[0] + screen_resolution[1] * screen_resolution[1]);
    double diagonal_inches = 0.0393700787 * sqrt(screen_phys_size[0] * screen_phys_size[0] + screen_phys_size[1] * screen_phys_size[1]);
	int dpi = (int)(diagonal_pixels / diagonal_inches + 0.5);
#endif
	float dpi_scale = 213.6f / dpi;
	dp_xres = (int)(pixel_xres * dpi_scale); dp_yres = (int)(pixel_yres * dpi_scale);

	NativeInit(argc, (const char **)argv, "data/", "/accounts/1000/shared", "BADCOFFEE");
	NativeInitGraphics();
	screen_request_events(screen_cxt);
	navigator_request_events(0);
	dialog_request_events(0);
#ifdef BLACKBERRY10
	vibration_request_events(0);
#endif
	BlackberryAudio* audio = new BlackberryAudio();
	InputState input_state;
	bool running = true;
	while (running) {
		input_state.mouse_valid = false;
		input_state.accelerometer_valid = false;
		SimulateGamepad(&input_state);
		while (true) {
			// Handle Blackberry events
			bps_event_t *event = NULL;
			bps_get_event(&event, 0);
			if (event == NULL)
				break; // Ran out of events
			int domain = bps_event_get_domain(event);
			if (domain == screen_get_domain()) {
				int screen_val, buttons, pointerId;
				int pair[2];

				screen_event_t screen_event = screen_event_get_event(event);

				screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_TYPE, &screen_val);
				screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_SOURCE_POSITION, pair);
				screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_TOUCH_ID, &pointerId);

				input_state.mouse_valid = true;
				switch(screen_val)
				{
				// Touchscreen
				case SCREEN_EVENT_MTOUCH_TOUCH:
				case SCREEN_EVENT_MTOUCH_RELEASE: 	// Up, down
					input_state.pointer_down[pointerId] = (screen_val == SCREEN_EVENT_MTOUCH_TOUCH);
				case SCREEN_EVENT_MTOUCH_MOVE:
					input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
					input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
					break;
				// Mouse, Simulator
    			case SCREEN_EVENT_POINTER:
					screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_BUTTONS,
						&buttons);
					if (buttons == SCREEN_LEFT_MOUSE_BUTTON) { 			// Down
						input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
						input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
						input_state.pointer_down[pointerId] = true;
					} else if (input_state.pointer_down[pointerId]) {	// Up
						input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
						input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
						input_state.pointer_down[pointerId] = false;
					}
					break;
				// Keyboard
				case SCREEN_EVENT_KEYBOARD:
					int flags, value;
					screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_KEY_FLAGS, &flags);
					screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_KEY_SYM, &value);
					if (flags & (KEY_DOWN | KEY_SYM_VALID)) {
						for (int b = 0; b < 14; b++) {
							if (value == buttonMappings[b])
								input_state.pad_buttons |= (1<<b);
						}
					}
					break;
				}
			} else if (domain == navigator_get_domain()) {
				switch(bps_event_get_code(event))
				{
				case NAVIGATOR_BACK:
				case NAVIGATOR_SWIPE_DOWN:
					input_state.pad_buttons |= PAD_BUTTON_MENU;
					break;
				case NAVIGATOR_EXIT:
					running = false;
					break;
				}
			}
		}
		UpdateInputState(&input_state);
		NativeUpdate(input_state);
		EndInputState(&input_state);
		NativeRender();
		// On Blackberry, this handles VSync for us
		eglSwapBuffers(egl_disp, egl_surf);
	}

	screen_stop_events(screen_cxt);
	bps_shutdown();

	NativeShutdownGraphics();
	delete audio;
	NativeShutdown();
	kill_GLES2();
	net::Shutdown();
	screen_destroy_context(screen_cxt);
	exit(0);
	return 0;
}