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; }
// 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; }
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; }
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; }