extern "C" void JNICALL Java_org_ppsspp_ppsspp_NativeApp_backbufferResize(JNIEnv *, jclass, jint bufw, jint bufh, jint format) { ILOG("NativeApp.backbufferResize(%d x %d)", bufw, bufh); // pixel_*res is the backbuffer resolution. pixel_xres = bufw; pixel_yres = bufh; backbuffer_format = format; g_dpi = (int)display_dpi; g_dpi_scale = 240.0f / (float)g_dpi; dp_xres = display_xres * g_dpi_scale; dp_yres = display_yres * g_dpi_scale; // Touch scaling is from display pixels to dp pixels. dp_xscale = (float)dp_xres / (float)display_xres; dp_yscale = (float)dp_yres / (float)display_yres; pixel_in_dps = (float)pixel_xres / dp_xres; ILOG("dp_xscale=%f dp_yscale=%f", dp_xscale, dp_yscale); ILOG("dp_xres=%d dp_yres=%d", dp_xres, dp_yres); ILOG("pixel_xres=%d pixel_yres=%d", pixel_xres, pixel_yres); ILOG("g_dpi=%d g_dpi_scale=%f", g_dpi, g_dpi_scale); NativeResized(); }
bool UpdateScreenScale(int width, int height, bool smallWindow) { g_dpi = 72; g_dpi_scale = 1.0f; #if defined(__SYMBIAN32__) g_dpi_scale = 1.4f; #endif if (smallWindow) { g_dpi_scale = 2.0f; } pixel_in_dps = 1.0f / g_dpi_scale; int new_dp_xres = width * g_dpi_scale; int new_dp_yres = height * g_dpi_scale; bool dp_changed = new_dp_xres != dp_xres || new_dp_yres != dp_yres; bool px_changed = pixel_xres != width || pixel_yres != height; if (dp_changed || px_changed) { dp_xres = new_dp_xres; dp_yres = new_dp_yres; pixel_xres = width; pixel_yres = height; NativeResized(); return true; } return false; }
// JavaEGL extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayResize(JNIEnv *, jobject clazz, jint w, jint h, jint dpi, jfloat refreshRate) { ILOG("NativeApp.displayResize(%i x %i, dpi=%i, refresh=%0.2f)", w, h, dpi, refreshRate); /* g_dpi = dpi; g_dpi_scale = 240.0f / (float)g_dpi; pixel_xres = w; pixel_yres = h; dp_xres = pixel_xres * g_dpi_scale; dp_yres = pixel_yres * g_dpi_scale; dp_xscale = (float)dp_xres / pixel_xres; dp_yscale = (float)dp_yres / pixel_yres; */ // display_hz = refreshRate; pixel_xres = w; pixel_yres = h; // backbuffer_format = format; g_dpi = (int)display_dpi; g_dpi_scale = 240.0f / (float)g_dpi; dp_xres = display_xres * g_dpi_scale; dp_yres = display_yres * g_dpi_scale; // Touch scaling is from display pixels to dp pixels. dp_xscale = (float)dp_xres / (float)display_xres; dp_yscale = (float)dp_yres / (float)display_yres; pixel_in_dps = (float)pixel_xres / dp_xres; NativeResized(); }
extern "C" void Java_com_henrikrydgard_libnative_NativeRenderer_displayResize(JNIEnv *, jobject clazz, jint w, jint h) { ILOG("NativeApp.displayResize(%i, %i)", w, h); // TODO: Move some of the logic from displayInit here? pixel_xres = w; pixel_yres = h; dp_xres = pixel_xres * g_dpi_scale; dp_yres = pixel_yres * g_dpi_scale; dp_xscale = (float)dp_xres / pixel_xres; dp_yscale = (float)dp_yres / pixel_yres; NativeResized(); }
extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayResize(JNIEnv *, jobject clazz, jint w, jint h, jint dpi, jfloat refreshRate) { ILOG("NativeApp.displayResize(%i x %i, dpi=%i, refresh=%0.2f)", w, h, dpi, refreshRate); g_dpi = dpi; g_dpi_scale = 240.0f / (float)g_dpi; pixel_xres = w; pixel_yres = h; dp_xres = pixel_xres * g_dpi_scale; dp_yres = pixel_yres * g_dpi_scale; dp_xscale = (float)dp_xres / pixel_xres; dp_yscale = (float)dp_yres / pixel_yres; display_hz = refreshRate; NativeResized(); }
void UpdateScreenScale(int width, int height) { dp_xres = width; dp_yres = height; pixel_xres = width; pixel_yres = height; g_dpi = 72; g_dpi_scale = 1.0f; #ifdef _WIN32 if (pixel_xres < 480 + 80) { dp_xres *= 2; dp_yres *= 2; g_dpi_scale = 2.0f; } else #endif pixel_in_dps = (float)pixel_xres / dp_xres; NativeResized(); }
extern "C" void JNICALL Java_org_ppsspp_ppsspp_NativeApp_backbufferResize(JNIEnv *, jclass, jint bufw, jint bufh, jint format) { ILOG("NativeApp.backbufferResize(%d x %d)", bufw, bufh); bool new_size = pixel_xres != bufw || pixel_yres != bufh; int old_w = pixel_xres; int old_h = pixel_yres; // pixel_*res is the backbuffer resolution. pixel_xres = bufw; pixel_yres = bufh; backbuffer_format = format; g_dpi = display_dpi_x; g_dpi_scale_x = 240.0f / g_dpi; g_dpi_scale_y = 240.0f / g_dpi; g_dpi_scale_real_x = g_dpi_scale_x; g_dpi_scale_real_y = g_dpi_scale_y; dp_xres = display_xres * g_dpi_scale_x; dp_yres = display_yres * g_dpi_scale_y; // Touch scaling is from display pixels to dp pixels. dp_xscale = (float)dp_xres / (float)display_xres; dp_yscale = (float)dp_yres / (float)display_yres; pixel_in_dps_x = (float)pixel_xres / dp_xres; pixel_in_dps_y = (float)pixel_yres / dp_yres; ILOG("g_dpi=%f g_dpi_scale_x=%f g_dpi_scale_y=%f", g_dpi, g_dpi_scale_x, g_dpi_scale_y); ILOG("dp_xscale=%f dp_yscale=%f", dp_xscale, dp_yscale); ILOG("dp_xres=%d dp_yres=%d", dp_xres, dp_yres); ILOG("pixel_xres=%d pixel_yres=%d", pixel_xres, pixel_yres); if (new_size) { ILOG("Size change detected (previously %d,%d) - calling NativeResized()", old_w, old_h); NativeResized(); } else { ILOG("Size didn't change."); } }
void ToggleFullScreenIfFlagSet() { if (g_ToggleFullScreenNextFrame) { g_ToggleFullScreenNextFrame = false; #if 1 pixel_xres = g_DesktopWidth; pixel_yres = g_DesktopHeight; dp_xres = (float)pixel_xres; dp_yres = (float)pixel_yres; int flags = g_Screen->flags; // Save the current flags in case toggling fails g_Screen = SDL_SetVideoMode(g_DesktopWidth, g_DesktopHeight, 0, g_Screen->flags ^ SDL_FULLSCREEN); // Toggles FullScreen Mode if (g_Screen == NULL) { g_Screen = SDL_SetVideoMode(0, 0, 0, flags); // If toggle FullScreen failed, then switch back } if (g_Screen == NULL) { exit(1); // If you can't switch back for some reason, then epic fail } NativeResized(); #endif } }
unsigned int WINAPI TheThread(void *) { _InterlockedExchange(&emuThreadReady, THREAD_INIT); setCurrentThreadName("Emu"); // And graphics... host = new WindowsHost(MainWindow::GetHInstance(), MainWindow::GetHWND(), MainWindow::GetDisplayHWND()); host->SetWindowTitle(nullptr); // Convert the command-line arguments to Unicode, then to proper UTF-8 // (the benefit being that we don't have to pollute the UI project with win32 ifdefs and lots of Convert<whatever>To<whatever>). // This avoids issues with PPSSPP inadvertently destroying paths with Unicode glyphs // (using the ANSI args resulted in Japanese/Chinese glyphs being turned into question marks, at least for me..). // -TheDax std::vector<std::wstring> wideArgs = GetWideCmdLine(); std::vector<std::string> argsUTF8; for (auto& string : wideArgs) { argsUTF8.push_back(ConvertWStringToUTF8(string)); } std::vector<const char *> args; for (auto& string : argsUTF8) { args.push_back(string.c_str()); } bool performingRestart = NativeIsRestarting(); NativeInit(static_cast<int>(args.size()), &args[0], "1234", "1234", nullptr); host->UpdateUI(); GraphicsContext *graphicsContext = nullptr; std::string error_string; if (!host->InitGraphics(&error_string, &graphicsContext)) { // Before anything: are we restarting right now? if (performingRestart) { // Okay, switching graphics didn't work out. Probably a driver bug - fallback to restart. // This happens on NVIDIA when switching OpenGL -> Vulkan. g_Config.Save(); W32Util::ExitAndRestart(); } I18NCategory *err = GetI18NCategory("Error"); Reporting::ReportMessage("Graphics init error: %s", error_string.c_str()); const char *defaultErrorVulkan = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to OpenGL?\n\nError message:"; const char *defaultErrorOpenGL = "Failed initializing graphics. Try upgrading your graphics drivers.\n\nWould you like to try switching to DirectX 9?\n\nError message:"; const char *defaultErrorDirect3D9 = "Failed initializing graphics. Try upgrading your graphics drivers and directx 9 runtime.\n\nWould you like to try switching to OpenGL?\n\nError message:"; const char *genericError; int nextBackend = GPU_BACKEND_DIRECT3D9; switch (g_Config.iGPUBackend) { case GPU_BACKEND_DIRECT3D9: nextBackend = GPU_BACKEND_OPENGL; genericError = err->T("GenericDirect3D9Error", defaultErrorDirect3D9); break; case GPU_BACKEND_VULKAN: nextBackend = GPU_BACKEND_OPENGL; genericError = err->T("GenericVulkanError", defaultErrorVulkan); break; case GPU_BACKEND_OPENGL: default: nextBackend = GPU_BACKEND_DIRECT3D9; genericError = err->T("GenericOpenGLError", defaultErrorOpenGL); break; } std::string full_error = StringFromFormat("%s\n\n%s", genericError, error_string.c_str()); std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error")); bool yes = IDYES == MessageBox(0, ConvertUTF8ToWString(full_error).c_str(), title.c_str(), MB_ICONERROR | MB_YESNO); ERROR_LOG(BOOT, full_error.c_str()); if (yes) { // Change the config to the alternative and restart. g_Config.iGPUBackend = nextBackend; g_Config.Save(); W32Util::ExitAndRestart(); } // No safe way out without graphics. ExitProcess(1); } NativeInitGraphics(graphicsContext); NativeResized(); INFO_LOG(BOOT, "Done."); _dbg_update_(); if (coreState == CORE_POWERDOWN) { INFO_LOG(BOOT, "Exit before core loop."); goto shutdown; } _InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP); if (g_Config.bBrowse) PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0); Core_EnableStepping(FALSE); while (GetUIState() != UISTATE_EXIT) { // We're here again, so the game quit. Restart Core_Run() which controls the UI. // This way they can load a new game. if (!Core_IsActive()) UpdateUIState(UISTATE_MENU); Core_Run(graphicsContext); } shutdown: _InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN); NativeShutdownGraphics(); // NativeShutdown deletes the graphics context through host->ShutdownGraphics(). NativeShutdown(); _InterlockedExchange(&emuThreadReady, THREAD_END); return 0; }
int main(int argc, char *argv[]) { glslang::InitializeProcess(); #if PPSSPP_PLATFORM(RPI) bcm_host_init(); #endif putenv((char*)"SDL_VIDEO_CENTERED=1"); SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); if (VulkanMayBeAvailable()) { printf("Vulkan might be available.\n"); } else { printf("Vulkan is not available.\n"); } 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; // Produce a new set of arguments with the ones we skip. int remain_argc = 1; const char *remain_argv[256] = { argv[0] }; Uint32 mode = 0; for (int i = 1; i < argc; i++) { if (!strcmp(argv[i],"--fullscreen")) mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; else if (set_xres == -2) set_xres = parseInt(argv[i]); else if (set_yres == -2) set_yres = parseInt(argv[i]); else if (set_dpi == -2) set_dpi = parseFloat(argv[i]); else if (set_scale == -2) set_scale = parseFloat(argv[i]); else if (!strcmp(argv[i],"--xres")) set_xres = -2; else if (!strcmp(argv[i],"--yres")) set_yres = -2; else if (!strcmp(argv[i],"--dpi")) set_dpi = -2; else if (!strcmp(argv[i],"--scale")) set_scale = -2; else if (!strcmp(argv[i],"--ipad")) set_ipad = true; else if (!strcmp(argv[i],"--portrait")) portrait = true; else { remain_argv[remain_argc++] = argv[i]; } } std::string app_name; std::string app_name_nice; std::string version; bool landscape; NativeGetAppInfo(&app_name, &app_name_nice, &landscape, &version); bool joystick_enabled = true; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Failed to initialize SDL with joystick support. Retrying without.\n"); joystick_enabled = false; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } } // TODO: How do we get this into the GraphicsContext? #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. // TODO: support multiple displays correctly SDL_DisplayMode displayMode; int should_be_zero = SDL_GetCurrentDisplayMode(0, &displayMode); if (should_be_zero != 0) { fprintf(stderr, "Could not get display mode: %s\n", SDL_GetError()); return 1; } g_DesktopWidth = displayMode.w; g_DesktopHeight = displayMode.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_SetSwapInterval(1); // Is resolution is too low to run windowed if (g_DesktopWidth < 480 * 2 && g_DesktopHeight < 272 * 2) { mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; } if (mode & SDL_WINDOW_FULLSCREEN_DESKTOP) { pixel_xres = g_DesktopWidth; pixel_yres = g_DesktopHeight; g_Config.bFullScreen = true; } 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); } g_Config.bFullScreen = false; } 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; // Mac / Linux char path[2048]; 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, "/"); NativeInit(remain_argc, (const char **)remain_argv, path, "/tmp", nullptr); // Use the setting from the config when initing the window. if (g_Config.bFullScreen) mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; int x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(getDisplayNumber()); int y = SDL_WINDOWPOS_UNDEFINED; pixel_in_dps_x = (float)pixel_xres / dp_xres; pixel_in_dps_y = (float)pixel_yres / dp_yres; g_dpi_scale_x = dp_xres / (float)pixel_xres; g_dpi_scale_y = dp_yres / (float)pixel_yres; g_dpi_scale_real_x = g_dpi_scale_x; g_dpi_scale_real_y = g_dpi_scale_y; printf("Pixels: %i x %i\n", pixel_xres, pixel_yres); printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres); GraphicsContext *graphicsContext = nullptr; SDL_Window *window = nullptr; std::string error_message; if (g_Config.iGPUBackend == (int)GPUBackend::OPENGL) { SDLGLGraphicsContext *ctx = new SDLGLGraphicsContext(); if (ctx->Init(window, x, y, mode, &error_message) != 0) { printf("GL init error '%s'\n", error_message.c_str()); } graphicsContext = ctx; } else if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) { SDLVulkanGraphicsContext *ctx = new SDLVulkanGraphicsContext(); if (!ctx->Init(window, x, y, mode, &error_message)) { printf("Vulkan init error '%s' - falling back to GL\n", error_message.c_str()); g_Config.iGPUBackend = (int)GPUBackend::OPENGL; SetGPUBackend((GPUBackend)g_Config.iGPUBackend); delete ctx; SDLGLGraphicsContext *glctx = new SDLGLGraphicsContext(); glctx->Init(window, x, y, mode, &error_message); graphicsContext = glctx; } else { graphicsContext = ctx; } } bool useEmuThread = g_Config.iGPUBackend == (int)GPUBackend::OPENGL; SDL_SetWindowTitle(window, (app_name_nice + " " + PPSSPP_GIT_VERSION).c_str()); // Since we render from the main thread, there's nothing done here, but we call it to avoid confusion. if (!graphicsContext->InitFromRenderThread(&error_message)) { printf("Init from thread error: '%s'\n", error_message.c_str()); } #ifdef MOBILE_DEVICE SDL_ShowCursor(SDL_DISABLE); #endif if (!useEmuThread) { NativeInitGraphics(graphicsContext); 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.samples != fmt.samples) // Notify, but still use it ELOG("Output audio samples: %d (requested: %d)", ret_fmt.samples, fmt.samples); if (ret_fmt.freq != fmt.freq || ret_fmt.format != fmt.format || ret_fmt.channels != fmt.channels) { ELOG("Sound buffer format does not match requested format."); ELOG("Output audio freq: %d (requested: %d)", ret_fmt.freq, fmt.freq); ELOG("Output audio format: %d (requested: %d)", ret_fmt.format, fmt.format); ELOG("Output audio channels: %d (requested: %d)", ret_fmt.channels, fmt.channels); ELOG("Provided output format does not match requirement, turning audio off"); SDL_CloseAudio(); } } // Audio must be unpaused _after_ NativeInit() SDL_PauseAudio(0); if (joystick_enabled) { joystick = new SDLJoystick(); } else { joystick = nullptr; } EnableFZ(); int framecount = 0; bool mouseDown = false; if (useEmuThread) { EmuThreadStart(graphicsContext); } graphicsContext->ThreadStart(); while (true) { SDL_Event event; while (SDL_PollEvent(&event)) { float mx = event.motion.x * g_dpi_scale_x; float my = event.motion.y * g_dpi_scale_y; switch (event.type) { case SDL_QUIT: g_QuitRequested = 1; break; #if !defined(MOBILE_DEVICE) case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_RESIZED: { Uint32 window_flags = SDL_GetWindowFlags(window); bool fullscreen = (window_flags & SDL_WINDOW_FULLSCREEN); pixel_xres = event.window.data1; pixel_yres = event.window.data2; dp_xres = (float)pixel_xres * dpi_scale; dp_yres = (float)pixel_yres * dpi_scale; NativeResized(); // Set variable here in case fullscreen was toggled by hotkey g_Config.bFullScreen = fullscreen; // Hide/Show cursor correctly toggling fullscreen if (lastUIState == UISTATE_INGAME && fullscreen && !g_Config.bShowTouchControls) { SDL_ShowCursor(SDL_DISABLE); } else if (lastUIState != UISTATE_INGAME || !fullscreen) { SDL_ShowCursor(SDL_ENABLE); } break; } default: break; } break; #endif case SDL_KEYDOWN: { if (event.key.repeat > 0) { break;} int k = event.key.keysym.sym; KeyInput key; key.flags = KEY_DOWN; auto mapped = KeyMapRawSDLtoNative.find(k); if (mapped == KeyMapRawSDLtoNative.end() || mapped->second == NKCODE_UNKNOWN) { break; } key.keyCode = mapped->second; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_KEYUP: { if (event.key.repeat > 0) { break;} int k = event.key.keysym.sym; KeyInput key; key.flags = KEY_UP; auto mapped = KeyMapRawSDLtoNative.find(k); if (mapped == KeyMapRawSDLtoNative.end() || mapped->second == NKCODE_UNKNOWN) { break; } key.keyCode = mapped->second; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_TEXTINPUT: { int pos = 0; int c = u8_nextchar(event.text.text, &pos); KeyInput key; key.flags = KEY_CHAR; key.keyCode = c; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_MOUSEBUTTONDOWN: switch (event.button.button) { case SDL_BUTTON_LEFT: { mouseDown = true; TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_DOWN | TOUCH_MOUSE; 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; } break; case SDL_MOUSEWHEEL: { KeyInput key; key.deviceId = DEVICE_ID_MOUSE; if (event.wheel.y > 0) { key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP; } else { key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN; } key.flags = KEY_DOWN; NativeKey(key); // SDL2 doesn't consider the mousewheel a button anymore // so let's send the KEY_UP right away. // Maybe KEY_UP alone will suffice? key.flags = KEY_UP; NativeKey(key); } case SDL_MOUSEMOTION: if (mouseDown) { TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_MOVE | TOUCH_MOUSE; input.id = 0; NativeTouch(input); } break; case SDL_MOUSEBUTTONUP: switch (event.button.button) { case SDL_BUTTON_LEFT: { mouseDown = false; TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_UP | TOUCH_MOUSE; 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; } break; default: if (joystick) { joystick->ProcessInput(event); } break; } } if (g_QuitRequested) break; const uint8_t *keys = SDL_GetKeyboardState(NULL); if (emuThreadState == (int)EmuThreadState::DISABLED) { UpdateRunLoop(); } if (g_QuitRequested) break; #if !defined(MOBILE_DEVICE) if (lastUIState != GetUIState()) { lastUIState = GetUIState(); 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 if (framecount % 60 == 0) { // glsl_refresh(); // auto-reloads modified GLSL shaders once per second. } if (emuThreadState != (int)EmuThreadState::DISABLED) { if (!graphicsContext->ThreadFrame()) break; } graphicsContext->SwapBuffers(); ToggleFullScreenIfFlagSet(window); time_update(); framecount++; } if (useEmuThread) { EmuThreadStop(); while (emuThreadState != (int)EmuThreadState::STOPPED) { // Need to keep eating frames to allow the EmuThread to exit correctly. graphicsContext->ThreadFrame(); } EmuThreadJoin(); } delete joystick; if (!useEmuThread) { NativeShutdownGraphics(); } graphicsContext->Shutdown(); graphicsContext->ThreadEnd(); graphicsContext->ShutdownFromRenderThread(); NativeShutdown(); delete graphicsContext; SDL_PauseAudio(1); SDL_CloseAudio(); SDL_Quit(); #if PPSSPP_PLATFORM(RPI) bcm_host_deinit(); #endif glslang::FinalizeProcess(); ILOG("Leaving main"); return 0; }
unsigned int WINAPI TheThread(void *) { _InterlockedExchange(&emuThreadReady, THREAD_INIT); setCurrentThreadName("Emu"); // And graphics... // Native overwrites host. Can't allow that. Host *oldHost = host; // Convert the command-line arguments to Unicode, then to proper UTF-8 // (the benefit being that we don't have to pollute the UI project with win32 ifdefs and lots of Convert<whatever>To<whatever>). // This avoids issues with PPSSPP inadvertently destroying paths with Unicode glyphs // (using the ANSI args resulted in Japanese/Chinese glyphs being turned into question marks, at least for me..). // -TheDax std::vector<std::wstring> wideArgs = GetWideCmdLine(); std::vector<std::string> argsUTF8; for (auto& string : wideArgs) { argsUTF8.push_back(ConvertWStringToUTF8(string)); } std::vector<const char *> args; for (auto& string : argsUTF8) { args.push_back(string.c_str()); } NativeInit(static_cast<int>(args.size()), &args[0], "1234", "1234", "1234"); Host *nativeHost = host; host = oldHost; host->UpdateUI(); //Check Colour depth HDC dc = GetDC(NULL); u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL); ReleaseDC(NULL, dc); if (colour_depth != 32){ MessageBox(0, L"Please switch your display to 32-bit colour mode", L"OpenGL Error", MB_OK); ExitProcess(1); } std::string error_string; if (!host->InitGraphics(&error_string)) { Reporting::ReportMessage("Graphics init error: %s", error_string.c_str()); std::string full_error = StringFromFormat( "Failed initializing OpenGL. Try upgrading your graphics drivers.\n\nError message:\n\n%s", error_string.c_str()); MessageBox(0, ConvertUTF8ToWString(full_error).c_str(), L"OpenGL Error", MB_OK | MB_ICONERROR); ERROR_LOG(BOOT, full_error.c_str()); // No safe way out without OpenGL. ExitProcess(1); } NativeInitGraphics(); NativeResized(); INFO_LOG(BOOT, "Done."); _dbg_update_(); if (coreState == CORE_POWERDOWN) { INFO_LOG(BOOT, "Exit before core loop."); goto shutdown; } _InterlockedExchange(&emuThreadReady, THREAD_CORE_LOOP); if (g_Config.bBrowse) PostMessage(MainWindow::GetHWND(), WM_COMMAND, ID_FILE_LOAD, 0); Core_EnableStepping(FALSE); while (GetUIState() != UISTATE_EXIT) { // We're here again, so the game quit. Restart Core_Run() which controls the UI. // This way they can load a new game. if (!Core_IsActive()) UpdateUIState(UISTATE_MENU); Core_Run(); } shutdown: _InterlockedExchange(&emuThreadReady, THREAD_SHUTDOWN); NativeShutdownGraphics(); host->ShutdownSound(); host = nativeHost; NativeShutdown(); host = oldHost; host->ShutdownGraphics(); _InterlockedExchange(&emuThreadReady, THREAD_END); 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; }
int main(int argc, char *argv[]) { #if PPSSPP_PLATFORM(RPI) bcm_host_init(); #endif putenv((char*)"SDL_VIDEO_CENTERED=1"); SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); std::string app_name; std::string app_name_nice; std::string version; bool landscape; NativeGetAppInfo(&app_name, &app_name_nice, &landscape, &version); bool joystick_enabled = true; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { joystick_enabled = false; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } } #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_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); #endif #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. // TODO: support multiple displays correctly SDL_DisplayMode displayMode; int should_be_zero = SDL_GetCurrentDisplayMode(0, &displayMode); if (should_be_zero != 0) { fprintf(stderr, "Could not get display mode: %s\n", SDL_GetError()); return 1; } g_DesktopWidth = displayMode.w; g_DesktopHeight = displayMode.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_SetSwapInterval(1); Uint32 mode; #ifdef USING_GLES2 mode = SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN; #else mode = SDL_WINDOW_OPENGL | SDL_WINDOW_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; // Produce a new set of arguments with the ones we skip. int remain_argc = 1; const char *remain_argv[256] = { argv[0] }; for (int i = 1; i < argc; i++) { if (!strcmp(argv[i],"--fullscreen")) mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; else if (set_xres == -2) set_xres = parseInt(argv[i]); else if (set_yres == -2) set_yres = parseInt(argv[i]); else if (set_dpi == -2) set_dpi = parseFloat(argv[i]); else if (set_scale == -2) set_scale = parseFloat(argv[i]); else if (!strcmp(argv[i],"--xres")) set_xres = -2; else if (!strcmp(argv[i],"--yres")) set_yres = -2; else if (!strcmp(argv[i],"--dpi")) set_dpi = -2; else if (!strcmp(argv[i],"--scale")) set_scale = -2; else if (!strcmp(argv[i],"--ipad")) set_ipad = true; else if (!strcmp(argv[i],"--portrait")) portrait = true; else { remain_argv[remain_argc++] = argv[i]; } } // Is resolution is too low to run windowed if (g_DesktopWidth < 480 * 2 && g_DesktopHeight < 272 * 2) { mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; } if (mode & SDL_WINDOW_FULLSCREEN_DESKTOP) { pixel_xres = g_DesktopWidth; pixel_yres = g_DesktopHeight; g_Config.bFullScreen = true; } 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); } g_Config.bFullScreen = false; } 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; #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[2048]; 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(remain_argc, (const char **)remain_argv, path, "D:\\", nullptr); #else NativeInit(remain_argc, (const char **)remain_argv, path, "/tmp", nullptr); #endif // Use the setting from the config when initing the window. if (g_Config.bFullScreen) mode |= SDL_WINDOW_FULLSCREEN_DESKTOP; g_Screen = SDL_CreateWindow(app_name_nice.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(getDisplayNumber()),\ SDL_WINDOWPOS_UNDEFINED, pixel_xres, pixel_yres, mode); if (g_Screen == NULL) { NativeShutdown(); fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError()); SDL_Quit(); return 2; } SDL_GLContext glContext = SDL_GL_CreateContext(g_Screen); if (glContext == NULL) { NativeShutdown(); fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError()); SDL_Quit(); return 2; } #ifdef USING_EGL EGL_Init(); #endif SDL_SetWindowTitle(g_Screen, (app_name_nice + " " + PPSSPP_GIT_VERSION).c_str()); #ifdef MOBILE_DEVICE SDL_ShowCursor(SDL_DISABLE); #endif #ifndef USING_GLES2 // Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc. // glewExperimental allows us to force GLEW to search for the pointers anyway. if (gl_extensions.IsCoreContext) glewExperimental = true; if (GLEW_OK != glewInit()) { printf("Failed to initialize glew!\n"); return 1; } // Unfortunately, glew will generate an invalid enum error, ignore. if (gl_extensions.IsCoreContext) glGetError(); 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 pixel_in_dps_x = (float)pixel_xres / dp_xres; pixel_in_dps_y = (float)pixel_yres / dp_yres; g_dpi_scale_x = dp_xres / (float)pixel_xres; g_dpi_scale_y = dp_yres / (float)pixel_yres; g_dpi_scale_real_x = g_dpi_scale_x; g_dpi_scale_real_y = g_dpi_scale_y; printf("Pixels: %i x %i\n", pixel_xres, pixel_yres); printf("Virtual pixels: %i x %i\n", dp_xres, dp_yres); GraphicsContext *graphicsContext = new GLDummyGraphicsContext(); NativeInitGraphics(graphicsContext); 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.samples != fmt.samples) // Notify, but still use it ELOG("Output audio samples: %d (requested: %d)", ret_fmt.samples, fmt.samples); if (ret_fmt.freq != fmt.freq || ret_fmt.format != fmt.format || ret_fmt.channels != fmt.channels) { ELOG("Sound buffer format does not match requested format."); ELOG("Output audio freq: %d (requested: %d)", ret_fmt.freq, fmt.freq); ELOG("Output audio format: %d (requested: %d)", ret_fmt.format, fmt.format); ELOG("Output audio channels: %d (requested: %d)", ret_fmt.channels, fmt.channels); ELOG("Provided output format does not match requirement, turning audio off"); SDL_CloseAudio(); } } // Audio must be unpaused _after_ NativeInit() SDL_PauseAudio(0); #ifndef _WIN32 if (joystick_enabled) { joystick = new SDLJoystick(); } else { joystick = nullptr; } #endif EnableFZ(); int framecount = 0; float t = 0; float lastT = 0; bool mouseDown = false; while (true) { SDL_Event event; while (SDL_PollEvent(&event)) { float mx = event.motion.x * g_dpi_scale_x; float my = event.motion.y * g_dpi_scale_y; switch (event.type) { case SDL_QUIT: g_QuitRequested = 1; break; #if !defined(MOBILE_DEVICE) case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_RESIZED: { Uint32 window_flags = SDL_GetWindowFlags(g_Screen); bool fullscreen = (window_flags & SDL_WINDOW_FULLSCREEN); pixel_xres = event.window.data1; pixel_yres = event.window.data2; dp_xres = (float)pixel_xres * dpi_scale; dp_yres = (float)pixel_yres * dpi_scale; NativeResized(); // Set variable here in case fullscreen was toggled by hotkey g_Config.bFullScreen = fullscreen; // Hide/Show cursor correctly toggling fullscreen if (lastUIState == UISTATE_INGAME && fullscreen && !g_Config.bShowTouchControls) { SDL_ShowCursor(SDL_DISABLE); } else if (lastUIState != UISTATE_INGAME || !fullscreen) { SDL_ShowCursor(SDL_ENABLE); } break; } default: break; } break; #endif case SDL_KEYDOWN: { if (event.key.repeat > 0) { break;} int k = event.key.keysym.sym; KeyInput key; key.flags = KEY_DOWN; auto mapped = KeyMapRawSDLtoNative.find(k); if (mapped == KeyMapRawSDLtoNative.end() || mapped->second == NKCODE_UNKNOWN) { break; } key.keyCode = mapped->second; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_KEYUP: { if (event.key.repeat > 0) { break;} int k = event.key.keysym.sym; KeyInput key; key.flags = KEY_UP; auto mapped = KeyMapRawSDLtoNative.find(k); if (mapped == KeyMapRawSDLtoNative.end() || mapped->second == NKCODE_UNKNOWN) { break; } key.keyCode = mapped->second; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_TEXTINPUT: { int pos = 0; int c = u8_nextchar(event.text.text, &pos); KeyInput key; key.flags = KEY_CHAR; key.keyCode = c; key.deviceId = DEVICE_ID_KEYBOARD; NativeKey(key); break; } case SDL_MOUSEBUTTONDOWN: switch (event.button.button) { case SDL_BUTTON_LEFT: { mouseDown = true; TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_DOWN | TOUCH_MOUSE; 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; } break; case SDL_MOUSEWHEEL: { KeyInput key; key.deviceId = DEVICE_ID_MOUSE; if (event.wheel.y > 0) { key.keyCode = NKCODE_EXT_MOUSEWHEEL_UP; } else { key.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN; } key.flags = KEY_DOWN; NativeKey(key); // SDL2 doesn't consider the mousewheel a button anymore // so let's send the KEY_UP right away. // Maybe KEY_UP alone will suffice? key.flags = KEY_UP; NativeKey(key); } case SDL_MOUSEMOTION: if (mouseDown) { TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_MOVE | TOUCH_MOUSE; input.id = 0; NativeTouch(input); } break; case SDL_MOUSEBUTTONUP: switch (event.button.button) { case SDL_BUTTON_LEFT: { mouseDown = false; TouchInput input; input.x = mx; input.y = my; input.flags = TOUCH_UP | TOUCH_MOUSE; 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; } break; default: #ifndef _WIN32 if (joystick) { joystick->ProcessInput(event); } #endif break; } } if (g_QuitRequested) break; const uint8_t *keys = SDL_GetKeyboardState(NULL); UpdateRunLoop(); if (g_QuitRequested) break; #if !defined(MOBILE_DEVICE) if (lastUIState != GetUIState()) { lastUIState = GetUIState(); 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 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_SwapWindow(g_Screen); lastT = t; } #endif ToggleFullScreenIfFlagSet(); time_update(); t = time_now(); framecount++; } #ifndef _WIN32 delete joystick; #endif NativeShutdownGraphics(); graphicsContext->Shutdown(); NativeShutdown(); delete graphicsContext; // 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 SDL_PauseAudio(1); SDL_CloseAudio(); #ifdef USING_EGL EGL_Close(); #endif SDL_GL_DeleteContext(glContext); SDL_Quit(); #if PPSSPP_PLATFORM(RPI) bcm_host_deinit(); #endif exit(0); return 0; }