1 // Copyright (c) 2012- PPSSPP Project.
2 
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0 or later versions.
6 
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.	See the
10 // GNU General Public License 2.0 for more details.
11 
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
14 
15 // Official git repository and contact information can be found at
16 // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
17 
18 // NativeApp implementation for platforms that will use that framework, like:
19 // Android, Linux, MacOSX.
20 //
21 // Native is a cross platform framework. It's not very mature and mostly
22 // just built according to the needs of my own apps.
23 //
24 // Windows has its own code that bypasses the framework entirely.
25 
26 #include "ppsspp_config.h"
27 
28 // Background worker threads should be spawned in NativeInit and joined
29 // in NativeShutdown.
30 
31 #include <locale.h>
32 #include <algorithm>
33 #include <cstdlib>
34 #include <memory>
35 #include <mutex>
36 #include <thread>
37 
38 #if defined(_WIN32)
39 #include "Windows/WindowsAudio.h"
40 #include "Windows/MainWindow.h"
41 #endif
42 
43 #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
44 #include "Windows/CaptureDevice.h"
45 #endif
46 
47 #include "Common/Net/HTTPClient.h"
48 #include "Common/Net/Resolve.h"
49 #include "Common/Net/URL.h"
50 #include "Common/Render/TextureAtlas.h"
51 #include "Common/Render/Text/draw_text.h"
52 #include "Common/GPU/OpenGL/GLFeatures.h"
53 #include "Common/GPU/thin3d.h"
54 #include "Common/UI/UI.h"
55 #include "Common/UI/Screen.h"
56 #include "Common/UI/Context.h"
57 #include "Common/UI/View.h"
58 #include "android/jni/app-android.h"
59 
60 #include "Common/System/Display.h"
61 #include "Common/System/System.h"
62 #include "Common/System/NativeApp.h"
63 #include "Common/Data/Text/I18n.h"
64 #include "Common/Input/InputState.h"
65 #include "Common/Math/fast/fast_math.h"
66 #include "Common/Math/math_util.h"
67 #include "Common/Math/lin/matrix4x4.h"
68 #include "Common/Profiler/Profiler.h"
69 #include "Common/Data/Encoding/Utf8.h"
70 #include "Common/File/VFS/VFS.h"
71 #include "Common/File/VFS/AssetReader.h"
72 #include "Common/CPUDetect.h"
73 #include "Common/File/FileUtil.h"
74 #include "Common/TimeUtil.h"
75 #include "Common/StringUtils.h"
76 #include "Common/LogManager.h"
77 #include "Common/MemArena.h"
78 #include "Common/GraphicsContext.h"
79 #include "Common/OSVersion.h"
80 #include "Common/GPU/ShaderTranslation.h"
81 
82 #include "Core/ControlMapper.h"
83 #include "Core/Config.h"
84 #include "Core/ConfigValues.h"
85 #include "Core/Core.h"
86 #include "Core/FileLoaders/DiskCachingFileLoader.h"
87 #include "Core/Host.h"
88 #include "Core/KeyMap.h"
89 #include "Core/Reporting.h"
90 #include "Core/SaveState.h"
91 #include "Core/Screenshot.h"
92 #include "Core/System.h"
93 #include "Core/HLE/__sceAudio.h"
94 #include "Core/HLE/sceCtrl.h"
95 #include "Core/HLE/sceUsbCam.h"
96 #include "Core/HLE/sceUsbGps.h"
97 #include "Core/HLE/proAdhoc.h"
98 #include "Core/HW/MemoryStick.h"
99 #include "Core/Util/GameManager.h"
100 #include "Core/Util/AudioFormat.h"
101 #include "Core/WebServer.h"
102 #include "Core/ThreadPools.h"
103 
104 #include "GPU/GPUInterface.h"
105 #include "UI/BackgroundAudio.h"
106 #include "UI/ControlMappingScreen.h"
107 #include "UI/DiscordIntegration.h"
108 #include "UI/EmuScreen.h"
109 #include "UI/GameInfoCache.h"
110 #include "UI/GPUDriverTestScreen.h"
111 #include "UI/HostTypes.h"
112 #include "UI/MiscScreens.h"
113 #include "UI/MemStickScreen.h"
114 #include "UI/OnScreenDisplay.h"
115 #include "UI/RemoteISOScreen.h"
116 #include "UI/TiltEventProcessor.h"
117 #include "UI/TextureUtil.h"
118 
119 #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
120 #include "Qt/QtHost.h"
121 #endif
122 #if defined(USING_QT_UI)
123 #include <QFontDatabase>
124 #endif
125 #if PPSSPP_PLATFORM(UWP)
126 #include <dwrite_3.h>
127 #endif
128 #if PPSSPP_PLATFORM(ANDROID)
129 #include "android/jni/app-android.h"
130 #endif
131 
132 // The new UI framework, for initialization
133 
134 static UI::Theme ui_theme;
135 
136 Atlas g_ui_atlas;
137 
138 #if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
139 #include "../../android/jni/ArmEmitterTest.h"
140 #elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
141 #include "../../android/jni/Arm64EmitterTest.h"
142 #endif
143 
144 #if PPSSPP_PLATFORM(IOS)
145 #include "ios/iOSCoreAudio.h"
146 #elif defined(__APPLE__)
147 #include <mach-o/dyld.h>
148 #endif
149 
150 ScreenManager *screenManager;
151 std::string config_filename;
152 
153 // Really need to clean this mess of globals up... but instead I add more :P
154 bool g_TakeScreenshot;
155 static bool isOuya;
156 static bool resized = false;
157 static bool restarting = false;
158 
159 static int renderCounter = 0;
160 
161 struct PendingMessage {
162 	std::string msg;
163 	std::string value;
164 };
165 
166 struct PendingInputBox {
167 	std::function<void(bool, const std::string &)> cb;
168 	bool result;
169 	std::string value;
170 };
171 
172 static std::mutex pendingMutex;
173 static std::vector<PendingMessage> pendingMessages;
174 static std::vector<PendingInputBox> pendingInputBoxes;
175 static Draw::DrawContext *g_draw;
176 static Draw::Pipeline *colorPipeline;
177 static Draw::Pipeline *texColorPipeline;
178 static UIContext *uiContext;
179 
180 #ifdef _WIN32
181 WindowsAudioBackend *winAudioBackend;
182 #endif
183 
184 std::thread *graphicsLoadThread;
185 
186 class PrintfLogger : public LogListener {
187 public:
Log(const LogMessage & message)188 	void Log(const LogMessage &message) override {
189 		// Log with simplified headers as Android already provides timestamp etc.
190 		switch (message.level) {
191 		case LogTypes::LVERBOSE:
192 		case LogTypes::LDEBUG:
193 		case LogTypes::LINFO:
194 			printf("INFO [%s] %s", message.log, message.msg.c_str());
195 			break;
196 		case LogTypes::LERROR:
197 			printf("ERR  [%s] %s", message.log, message.msg.c_str());
198 			break;
199 		case LogTypes::LWARNING:
200 			printf("WARN [%s] %s", message.log, message.msg.c_str());
201 			break;
202 		case LogTypes::LNOTICE:
203 		default:
204 			printf("NOTE [%s] !!! %s", message.log, message.msg.c_str());
205 			break;
206 		}
207 	}
208 };
209 
210 #ifdef _WIN32
Win32Mix(short * buffer,int numSamples,int bits,int rate)211 int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
212 	return NativeMix(buffer, numSamples);
213 }
214 #endif
215 
216 // globals
217 static LogListener *logger = nullptr;
218 Path boot_filename;
219 
InitSound()220 void NativeHost::InitSound() {
221 #if PPSSPP_PLATFORM(IOS)
222 	iOSCoreAudioInit();
223 #endif
224 }
225 
ShutdownSound()226 void NativeHost::ShutdownSound() {
227 #if PPSSPP_PLATFORM(IOS)
228 	iOSCoreAudioShutdown();
229 #endif
230 }
231 
232 #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
InitSound()233 void QtHost::InitSound() { }
ShutdownSound()234 void QtHost::ShutdownSound() { }
235 #endif
236 
NativeQueryConfig(std::string query)237 std::string NativeQueryConfig(std::string query) {
238 	char temp[128];
239 	if (query == "screenRotation") {
240 		INFO_LOG(G3D, "g_Config.screenRotation = %d", g_Config.iScreenRotation);
241 		snprintf(temp, sizeof(temp), "%d", g_Config.iScreenRotation);
242 		return std::string(temp);
243 	} else if (query == "immersiveMode") {
244 		return std::string(g_Config.bImmersiveMode ? "1" : "0");
245 	} else if (query == "hwScale") {
246 		int scale = g_Config.iAndroidHwScale;
247 		// Override hw scale for TV type devices.
248 		if (System_GetPropertyInt(SYSPROP_DEVICE_TYPE) == DEVICE_TYPE_TV)
249 			scale = 0;
250 
251 		if (scale == 1) {
252 			// If g_Config.iInternalResolution is also set to Auto (1), we fall back to "Device resolution" (0). It works out.
253 			scale = g_Config.iInternalResolution;
254 		} else if (scale >= 2) {
255 			scale -= 1;
256 		}
257 
258 		int max_res = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES)) / 480 + 1;
259 		snprintf(temp, sizeof(temp), "%d", std::min(scale, max_res));
260 		return std::string(temp);
261 	} else if (query == "androidJavaGL") {
262 		// If we're using Vulkan, we say no... need C++ to use Vulkan.
263 		if (GetGPUBackend() == GPUBackend::VULKAN) {
264 			return "false";
265 		}
266 		// Otherwise, some devices prefer the Java init so play it safe.
267 		return "true";
268 	} else if (query == "sustainedPerformanceMode") {
269 		return std::string(g_Config.bSustainedPerformanceMode ? "1" : "0");
270 	} else {
271 		return "";
272 	}
273 }
274 
NativeMix(short * audio,int num_samples)275 int NativeMix(short *audio, int num_samples) {
276 	if (GetUIState() != UISTATE_INGAME) {
277 		g_BackgroundAudio.Play();
278 	}
279 
280 	int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
281 	num_samples = __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
282 
283 #ifdef _WIN32
284 	winAudioBackend->Update();
285 #endif
286 
287 	return num_samples;
288 }
289 
290 // This is called before NativeInit so we do a little bit of initialization here.
NativeGetAppInfo(std::string * app_dir_name,std::string * app_nice_name,bool * landscape,std::string * version)291 void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version) {
292 	*app_nice_name = "PPSSPP";
293 	*app_dir_name = "ppsspp";
294 	*landscape = true;
295 	*version = PPSSPP_GIT_VERSION;
296 
297 #if PPSSPP_ARCH(ARM) && defined(__ANDROID__)
298 	ArmEmitterTest();
299 #elif PPSSPP_ARCH(ARM64) && defined(__ANDROID__)
300 	Arm64EmitterTest();
301 #endif
302 }
303 
304 #if defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
CheckFontIsUsable(const wchar_t * fontFace)305 static bool CheckFontIsUsable(const wchar_t *fontFace) {
306 	wchar_t actualFontFace[1024] = { 0 };
307 
308 	HFONT f = CreateFont(0, 0, 0, 0, FW_LIGHT, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, fontFace);
309 	if (f != nullptr) {
310 		HDC hdc = CreateCompatibleDC(nullptr);
311 		if (hdc != nullptr) {
312 			SelectObject(hdc, f);
313 			GetTextFace(hdc, 1024, actualFontFace);
314 			DeleteDC(hdc);
315 		}
316 		DeleteObject(f);
317 	}
318 
319 	// If we were able to get the font name, did it load?
320 	if (actualFontFace[0] != 0) {
321 		return wcsncmp(actualFontFace, fontFace, ARRAY_SIZE(actualFontFace)) == 0;
322 	}
323 	return false;
324 }
325 #endif
326 
327 bool CreateDirectoriesAndroid();
328 
PostLoadConfig()329 void PostLoadConfig() {
330 	// On Windows, we deal with currentDirectory in InitSysDirectories().
331 #if !PPSSPP_PLATFORM(WINDOWS)
332 	if (g_Config.currentDirectory.empty()) {
333 		g_Config.currentDirectory = g_Config.defaultCurrentDirectory;
334 	}
335 #endif
336 
337 	// Allow the lang directory to be overridden for testing purposes (e.g. Android, where it's hard to
338 	// test new languages without recompiling the entire app, which is a hassle).
339 	const Path langOverridePath = GetSysDirectory(DIRECTORY_SYSTEM) / "lang";
340 
341 	// If we run into the unlikely case that "lang" is actually a file, just use the built-in translations.
342 	if (!File::Exists(langOverridePath) || !File::IsDirectory(langOverridePath))
343 		i18nrepo.LoadIni(g_Config.sLanguageIni);
344 	else
345 		i18nrepo.LoadIni(g_Config.sLanguageIni, langOverridePath);
346 
347 #if PPSSPP_PLATFORM(ANDROID)
348 	CreateDirectoriesAndroid();
349 #endif
350 }
351 
CreateDirectoriesAndroid()352 bool CreateDirectoriesAndroid() {
353 	// TODO: We should probably simply use this as the shared function to create memstick directories.
354 
355 	Path pspDir = g_Config.memStickDirectory;
356 	if (pspDir.GetFilename() != "PSP") {
357 		pspDir /= "PSP";
358 	}
359 
360 	INFO_LOG(IO, "Creating '%s' and subdirs:", pspDir.c_str());
361 	File::CreateFullPath(pspDir);
362 	if (!File::Exists(pspDir)) {
363 		INFO_LOG(IO, "Not a workable memstick directory. Giving up");
364 		return false;
365 	}
366 
367 	File::CreateFullPath(GetSysDirectory(DIRECTORY_CHEATS));
368 	File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVEDATA));
369 	File::CreateFullPath(GetSysDirectory(DIRECTORY_SAVESTATE));
370 	File::CreateFullPath(GetSysDirectory(DIRECTORY_GAME));
371 	File::CreateFullPath(GetSysDirectory(DIRECTORY_SYSTEM));
372 	File::CreateFullPath(GetSysDirectory(DIRECTORY_TEXTURES));
373 	File::CreateFullPath(GetSysDirectory(DIRECTORY_PLUGINS));
374 
375 	// Avoid media scanners in PPSSPP_STATE and SAVEDATA directories,
376 	// and in the root PSP directory as well.
377 	File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVESTATE) / ".nomedia");
378 	File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SAVEDATA) / ".nomedia");
379 	File::CreateEmptyFile(GetSysDirectory(DIRECTORY_SYSTEM) / ".nomedia");
380 	File::CreateEmptyFile(GetSysDirectory(DIRECTORY_TEXTURES) / ".nomedia");
381 	File::CreateEmptyFile(GetSysDirectory(DIRECTORY_PLUGINS) / ".nomedia");
382 	return true;
383 }
384 
CheckFailedGPUBackends()385 static void CheckFailedGPUBackends() {
386 #ifdef _DEBUG
387 	// If you're in debug mode, you probably don't want a fallback. If you're in release mode, use IGNORE below.
388 	NOTICE_LOG(LOADER, "Not checking for failed graphics backends in debug mode");
389 	return;
390 #endif
391 
392 	// We only want to do this once per process run and backend, to detect process crashes.
393 	// If NativeShutdown is called before we finish, we might call this multiple times.
394 	static int lastBackend = -1;
395 	if (lastBackend == g_Config.iGPUBackend) {
396 		return;
397 	}
398 	lastBackend = g_Config.iGPUBackend;
399 
400 	Path cache = GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt";
401 
402 	if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
403 		std::string data;
404 		if (File::ReadFileToString(true, cache, data))
405 			g_Config.sFailedGPUBackends = data;
406 	}
407 
408 	// Use this if you want to debug a graphics crash...
409 	if (g_Config.sFailedGPUBackends == "IGNORE")
410 		return;
411 	else if (!g_Config.sFailedGPUBackends.empty())
412 		ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
413 
414 	// Okay, let's not try a backend in the failed list.
415 	g_Config.iGPUBackend = g_Config.NextValidBackend();
416 	if (lastBackend != g_Config.iGPUBackend) {
417 		std::string param = GPUBackendToString((GPUBackend)lastBackend) + " -> " + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
418 		System_SendMessage("graphics_failedBackend", param.c_str());
419 		WARN_LOG(LOADER, "Failed graphics backend switched from %s (%d to %d)", param.c_str(), lastBackend, g_Config.iGPUBackend);
420 	}
421 	// And then let's - for now - add the current to the failed list.
422 	if (g_Config.sFailedGPUBackends.empty()) {
423 		g_Config.sFailedGPUBackends = GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
424 	} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
425 		g_Config.sFailedGPUBackends += "," + GPUBackendToString((GPUBackend)g_Config.iGPUBackend);
426 	}
427 
428 	if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
429 		// Let's try to create, in case it doesn't exist.
430 		if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
431 			File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
432 		File::WriteStringToFile(true, g_Config.sFailedGPUBackends, cache);
433 	} else {
434 		// Just save immediately, since we have storage.
435 		g_Config.Save("got storage permission");
436 	}
437 }
438 
ClearFailedGPUBackends()439 static void ClearFailedGPUBackends() {
440 	if (g_Config.sFailedGPUBackends == "IGNORE")
441 		return;
442 
443 	// We've successfully started graphics without crashing, hurray.
444 	// In case they update drivers and have totally different problems much later, clear the failed list.
445 	g_Config.sFailedGPUBackends.clear();
446 	if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS) || System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
447 		File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) / "FailedGraphicsBackends.txt");
448 	} else {
449 		g_Config.Save("clearFailedGPUBackends");
450 	}
451 }
452 
NativeInit(int argc,const char * argv[],const char * savegame_dir,const char * external_dir,const char * cache_dir)453 void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
454 	net::Init();  // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
455 
456 	ShaderTranslationInit();
457 
458 	InitFastMath(cpu_info.bNEON);
459 	g_threadManager.Init(cpu_info.num_cores, cpu_info.logical_cpu_count);
460 
461 	SetupAudioFormats();
462 
463 	g_Discord.SetPresenceMenu();
464 
465 	// Make sure UI state is MENU.
466 	ResetUIState();
467 
468 	bool skipLogo = false;
469 	setlocale( LC_ALL, "C" );
470 	std::string user_data_path = savegame_dir;
471 	pendingMessages.clear();
472 	pendingInputBoxes.clear();
473 
474 	// external_dir has all kinds of meanings depending on platform.
475 	// on iOS it's even the path to bundled app assets. It's a mess.
476 
477 	// We want this to be FIRST.
478 #if PPSSPP_PLATFORM(IOS)
479 	// Packed assets are included in app
480 	VFSRegister("", new DirectoryAssetReader(Path(external_dir)));
481 #endif
482 #if defined(ASSETS_DIR)
483 	VFSRegister("", new DirectoryAssetReader(Path(ASSETS_DIR)));
484 #endif
485 #if !defined(MOBILE_DEVICE) && !defined(_WIN32) && !PPSSPP_PLATFORM(SWITCH)
486 	VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory() / "assets"));
487 	VFSRegister("", new DirectoryAssetReader(File::GetExeDirectory()));
488 	VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets")));
489 	VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets")));
490 	VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/ppsspp/assets")));
491 	VFSRegister("", new DirectoryAssetReader(Path("/usr/local/share/games/ppsspp/assets")));
492 #endif
493 
494 #if PPSSPP_PLATFORM(SWITCH)
495 	Path assetPath = Path(user_data_path) / "assets";
496 	VFSRegister("", new DirectoryAssetReader(assetPath));
497 #else
498 	VFSRegister("", new DirectoryAssetReader(Path("assets")));
499 #endif
500 	VFSRegister("", new DirectoryAssetReader(Path(savegame_dir)));
501 
502 #if (defined(MOBILE_DEVICE) || !defined(USING_QT_UI)) && !PPSSPP_PLATFORM(UWP)
503 	if (host == nullptr) {
504 		host = new NativeHost();
505 	}
506 #endif
507 
508 	g_Config.defaultCurrentDirectory = Path("/");
509 	g_Config.internalDataDirectory = Path(savegame_dir);
510 
511 #if PPSSPP_PLATFORM(ANDROID)
512 	// In Android 12 with scoped storage, due to the above, the external directory
513 	// is no longer the plain root of external storage, but it's an app specific directory
514 	// on external storage (g_extFilesDir).
515 	if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
516 		// There's no sensible default directory. Let the user browse for files.
517 		g_Config.defaultCurrentDirectory.clear();
518 	} else {
519 		g_Config.memStickDirectory = Path(external_dir);
520 		g_Config.defaultCurrentDirectory = Path(external_dir);
521 	}
522 
523 	// Might also add an option to move it to internal / non-visible storage, but there's
524 	// little point, really.
525 
526 	g_Config.flash0Directory = Path(external_dir) / "flash0";
527 
528 	Path memstickDirFile = g_Config.internalDataDirectory / "memstick_dir.txt";
529 	if (File::Exists(memstickDirFile)) {
530 		INFO_LOG(SYSTEM, "Reading '%s' to find memstick dir.", memstickDirFile.c_str());
531 		std::string memstickDir;
532 		if (File::ReadFileToString(true, memstickDirFile, memstickDir)) {
533 			Path memstickPath(memstickDir);
534 			if (!memstickPath.empty() && File::Exists(memstickPath)) {
535 				g_Config.memStickDirectory = memstickPath;
536 				INFO_LOG(SYSTEM, "Memstick Directory from memstick_dir.txt: '%s'", g_Config.memStickDirectory.c_str());
537 			} else {
538 				ERROR_LOG(SYSTEM, "Couldn't read directory '%s' specified by memstick_dir.txt.", memstickDir.c_str());
539 				if (System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
540 					// Ask the user to configure a memstick directory.
541 					INFO_LOG(SYSTEM, "Asking the user.");
542 					g_Config.memStickDirectory.clear();
543 				}
544 			}
545 		}
546 	} else {
547 		INFO_LOG(SYSTEM, "No memstick directory file found (tried to open '%s')", memstickDirFile.c_str());
548 	}
549 
550 	// Attempt to create directories after reading the path.
551 	if (!System_GetPropertyBool(SYSPROP_ANDROID_SCOPED_STORAGE)) {
552 		CreateDirectoriesAndroid();
553 	}
554 
555 #elif PPSSPP_PLATFORM(IOS)
556 	g_Config.defaultCurrentDirectory = g_Config.internalDataDirectory;
557 	g_Config.memStickDirectory = Path(user_data_path);
558 	g_Config.flash0Directory = Path(std::string(external_dir)) / "flash0";
559 #elif PPSSPP_PLATFORM(SWITCH)
560 	g_Config.memStickDirectory = g_Config.internalDataDirectory / "config/ppsspp";
561 	g_Config.flash0Directory = g_Config.internalDataDirectory / "assets/flash0";
562 #elif !PPSSPP_PLATFORM(WINDOWS)
563 	std::string config;
564 	if (getenv("XDG_CONFIG_HOME") != NULL)
565 		config = getenv("XDG_CONFIG_HOME");
566 	else if (getenv("HOME") != NULL)
567 		config = getenv("HOME") + std::string("/.config");
568 	else // Just in case
569 		config = "./config";
570 
571 	g_Config.memStickDirectory = Path(config) / "ppsspp";
572 	g_Config.flash0Directory = File::GetExeDirectory() / "assets/flash0";
573 	if (getenv("HOME") != nullptr) {
574 		g_Config.defaultCurrentDirectory = Path(getenv("HOME"));
575 	} else {
576 		// Hm, should probably actually explicitly set the current directory..
577 		// Though it's not many platforms that'll land us here.
578 		g_Config.currentDirectory = Path(".");
579 	}
580 #endif
581 
582 	if (cache_dir && strlen(cache_dir)) {
583 		g_Config.appCacheDirectory = Path(cache_dir);
584 		DiskCachingFileLoaderCache::SetCacheDir(g_Config.appCacheDirectory);
585 	}
586 
587 	if (!LogManager::GetInstance()) {
588 		LogManager::Init(&g_Config.bEnableLogging);
589 	}
590 
591 #if !PPSSPP_PLATFORM(WINDOWS)
592 	g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
593 
594 	// Note that if we don't have storage permission here, loading the config will
595 	// fail and it will be set to the default. Later, we load again when we get permission.
596 	g_Config.Load();
597 #endif
598 
599 	LogManager *logman = LogManager::GetInstance();
600 
601 	const char *fileToLog = 0;
602 	Path stateToLoad;
603 
604 	bool gotBootFilename = false;
605 	bool gotoGameSettings = false;
606 	bool gotoTouchScreenTest = false;
607 	boot_filename.clear();
608 
609 	// Parse command line
610 	LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
611 	bool forceLogLevel = false;
612 	const auto setLogLevel = [&logLevel, &forceLogLevel](LogTypes::LOG_LEVELS level) {
613 		logLevel = level;
614 		forceLogLevel = true;
615 	};
616 
617 	for (int i = 1; i < argc; i++) {
618 		if (argv[i][0] == '-') {
619 #if defined(__APPLE__)
620 			// On Apple system debugged executable may get -NSDocumentRevisionsDebugMode YES in argv.
621 			if (!strcmp(argv[i], "-NSDocumentRevisionsDebugMode") && argc - 1 > i) {
622 				i++;
623 				continue;
624 			}
625 #endif
626 			switch (argv[i][1]) {
627 			case 'd':
628 				// Enable debug logging
629 				// Note that you must also change the max log level in Log.h.
630 				setLogLevel(LogTypes::LDEBUG);
631 				break;
632 			case 'v':
633 				// Enable verbose logging
634 				// Note that you must also change the max log level in Log.h.
635 				setLogLevel(LogTypes::LVERBOSE);
636 				break;
637 			case 'j':
638 				g_Config.iCpuCore = (int)CPUCore::JIT;
639 				g_Config.bSaveSettings = false;
640 				break;
641 			case 'i':
642 				g_Config.iCpuCore = (int)CPUCore::INTERPRETER;
643 				g_Config.bSaveSettings = false;
644 				break;
645 			case 'r':
646 				g_Config.iCpuCore = (int)CPUCore::IR_JIT;
647 				g_Config.bSaveSettings = false;
648 				break;
649 			case '-':
650 				if (!strncmp(argv[i], "--loglevel=", strlen("--loglevel=")) && strlen(argv[i]) > strlen("--loglevel="))
651 					setLogLevel(static_cast<LogTypes::LOG_LEVELS>(std::atoi(argv[i] + strlen("--loglevel="))));
652 				if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
653 					fileToLog = argv[i] + strlen("--log=");
654 				if (!strncmp(argv[i], "--state=", strlen("--state=")) && strlen(argv[i]) > strlen("--state="))
655 					stateToLoad = Path(std::string(argv[i] + strlen("--state=")));
656 #if !defined(MOBILE_DEVICE)
657 				if (!strncmp(argv[i], "--escape-exit", strlen("--escape-exit")))
658 					g_Config.bPauseExitsEmulator = true;
659 #endif
660 				if (!strncmp(argv[i], "--pause-menu-exit", strlen("--pause-menu-exit")))
661 					g_Config.bPauseMenuExitsEmulator = true;
662 				if (!strcmp(argv[i], "--fullscreen")) {
663 					g_Config.bFullScreen = true;
664 					System_SendMessage("toggle_fullscreen", "1");
665 				}
666 				if (!strcmp(argv[i], "--windowed")) {
667 					g_Config.bFullScreen = false;
668 					System_SendMessage("toggle_fullscreen", "0");
669 				}
670 				if (!strcmp(argv[i], "--touchscreentest"))
671 					gotoTouchScreenTest = true;
672 				if (!strcmp(argv[i], "--gamesettings"))
673 					gotoGameSettings = true;
674 				break;
675 			}
676 		} else {
677 			// This parameter should be a boot filename. Only accept it if we
678 			// don't already have one.
679 			if (!gotBootFilename) {
680 				gotBootFilename = true;
681 				INFO_LOG(SYSTEM, "Boot filename found in args: '%s'", argv[i]);
682 
683 				bool okToLoad = true;
684 				bool okToCheck = true;
685 				if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
686 					PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
687 					if (status == PERMISSION_STATUS_DENIED) {
688 						ERROR_LOG(IO, "Storage permission denied. Launching without argument.");
689 						okToLoad = false;
690 						okToCheck = false;
691 					} else if (status != PERMISSION_STATUS_GRANTED) {
692 						ERROR_LOG(IO, "Storage permission not granted. Launching without argument check.");
693 						okToCheck = false;
694 					} else {
695 						INFO_LOG(IO, "Storage permission granted.");
696 					}
697 				}
698 				if (okToLoad) {
699 					std::string str = std::string(argv[i]);
700 					// Handle file:/// URIs, since you get those when creating shortcuts on some Android systems.
701 					if (startsWith(str, "file:///")) {
702 						str = UriDecode(str.substr(7));
703 						INFO_LOG(IO, "Decoding '%s' to '%s'", argv[i], str.c_str());
704 					}
705 
706 					boot_filename = Path(str);
707 					skipLogo = true;
708 				}
709 				if (okToLoad && okToCheck) {
710 					std::unique_ptr<FileLoader> fileLoader(ConstructFileLoader(boot_filename));
711 					if (!fileLoader->Exists()) {
712 						fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
713 #if defined(_WIN32) || defined(__ANDROID__)
714 						// Ignore and proceed.
715 #else
716 						// Bail.
717 						exit(1);
718 #endif
719 					}
720 				}
721 			} else {
722 				fprintf(stderr, "Can only boot one file");
723 #if defined(_WIN32) || defined(__ANDROID__)
724 				// Ignore and proceed.
725 #else
726 				// Bail.
727 				exit(1);
728 #endif
729 			}
730 		}
731 	}
732 
733 	if (fileToLog)
734 		LogManager::GetInstance()->ChangeFileLog(fileToLog);
735 
736 	if (forceLogLevel)
737 		LogManager::GetInstance()->SetAllLogLevels(logLevel);
738 
739 	PostLoadConfig();
740 
741 #if PPSSPP_PLATFORM(ANDROID)
742 	logger = new AndroidLogger();
743 	logman->AddListener(logger);
744 #elif (defined(MOBILE_DEVICE) && !defined(_DEBUG))
745 	// Enable basic logging for any kind of mobile device, since LogManager doesn't.
746 	// The MOBILE_DEVICE/_DEBUG condition matches LogManager.cpp.
747 	logger = new PrintfLogger();
748 	logman->AddListener(logger);
749 #endif
750 
751 	if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
752 		if (System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE) != PERMISSION_STATUS_GRANTED) {
753 			System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
754 		}
755 	}
756 
757 	if (System_GetPropertyBool(SYSPROP_CAN_JIT) == false && g_Config.iCpuCore == (int)CPUCore::JIT) {
758 		// Just gonna force it to the IR interpreter on startup.
759 		// We don't hide the option, but we make sure it's off on bootup. In case someone wants
760 		// to experiment in future iOS versions or something...
761 		g_Config.iCpuCore = (int)CPUCore::IR_JIT;
762 	}
763 
764 	auto des = GetI18NCategory("DesktopUI");
765 	// Note to translators: do not translate this/add this to PPSSPP-lang's files.
766 	// It's intended to be custom for every user.
767 	// Only add it to your own personal copies of PPSSPP.
768 #if PPSSPP_PLATFORM(UWP)
769 	// Roboto font is loaded in TextDrawerUWP.
770 	g_Config.sFont = des->T("Font", "Roboto");
771 #elif defined(USING_WIN_UI) && !PPSSPP_PLATFORM(UWP)
772 	// TODO: Could allow a setting to specify a font file to load?
773 	// TODO: Make this a constant if we can sanely load the font on other systems?
774 	AddFontResourceEx(L"assets/Roboto-Condensed.ttf", FR_PRIVATE, NULL);
775 	// The font goes by two names, let's allow either one.
776 	if (CheckFontIsUsable(L"Roboto Condensed")) {
777 		g_Config.sFont = des->T("Font", "Roboto Condensed");
778 	} else {
779 		g_Config.sFont = des->T("Font", "Roboto");
780 	}
781 #elif defined(USING_QT_UI)
782 	size_t fontSize = 0;
783 	uint8_t *fontData = VFSReadFile("Roboto-Condensed.ttf", &fontSize);
784 	if (fontData) {
785 		int fontID = QFontDatabase::addApplicationFontFromData(QByteArray((const char *)fontData, fontSize));
786 		delete [] fontData;
787 
788 		QStringList fontsFound = QFontDatabase::applicationFontFamilies(fontID);
789 		if (fontsFound.size() >= 1) {
790 			// Might be "Roboto" or "Roboto Condensed".
791 			g_Config.sFont = des->T("Font", fontsFound.at(0).toUtf8().constData());
792 		}
793 	} else {
794 		// Let's try for it being a system font.
795 		g_Config.sFont = des->T("Font", "Roboto Condensed");
796 	}
797 #endif
798 
799 	// TODO: Load these in the background instead of synchronously.
800 	g_BackgroundAudio.LoadSamples();
801 
802 	if (!boot_filename.empty() && stateToLoad.Valid()) {
803 		SaveState::Load(stateToLoad, -1, [](SaveState::Status status, const std::string &message, void *) {
804 			if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
805 				osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
806 			}
807 		});
808 	}
809 
810 	DEBUG_LOG(SYSTEM, "ScreenManager!");
811 	screenManager = new ScreenManager();
812 	if (g_Config.memStickDirectory.empty()) {
813 		INFO_LOG(SYSTEM, "No memstick directory! Asking for one to be configured.");
814 		screenManager->switchScreen(new LogoScreen(AfterLogoScreen::MEMSTICK_SCREEN_INITIAL_SETUP));
815 	} else if (gotoGameSettings) {
816 		screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS));
817 	} else if (gotoTouchScreenTest) {
818 		screenManager->switchScreen(new MainScreen());
819 		screenManager->push(new TouchTestScreen());
820 	} else if (skipLogo) {
821 		screenManager->switchScreen(new EmuScreen(boot_filename));
822 	} else {
823 		screenManager->switchScreen(new LogoScreen(AfterLogoScreen::DEFAULT));
824 	}
825 
826 	// Easy testing
827 	// screenManager->push(new GPUDriverTestScreen());
828 
829 	if (g_Config.bRemoteShareOnStartup && g_Config.bRemoteDebuggerOnStartup)
830 		StartWebServer(WebServerFlags::ALL);
831 	else if (g_Config.bRemoteShareOnStartup)
832 		StartWebServer(WebServerFlags::DISCS);
833 	else if (g_Config.bRemoteDebuggerOnStartup)
834 		StartWebServer(WebServerFlags::DEBUGGER);
835 
836 	std::string sysName = System_GetProperty(SYSPROP_NAME);
837 	isOuya = KeyMap::IsOuya(sysName);
838 
839 #if !defined(MOBILE_DEVICE) && defined(USING_QT_UI)
840 	MainWindow *mainWindow = new MainWindow(nullptr, g_Config.bFullScreen);
841 	mainWindow->show();
842 	if (host == nullptr) {
843 		host = new QtHost(mainWindow);
844 	}
845 #endif
846 
847 	// We do this here, instead of in NativeInitGraphics, because the display may be reset.
848 	// When it's reset we don't want to forget all our managed things.
849 	CheckFailedGPUBackends();
850 	SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
851 	renderCounter = 0;
852 
853 	// Must be done restarting by now.
854 	restarting = false;
855 }
856 
MakeStyle(uint32_t fg,uint32_t bg)857 static UI::Style MakeStyle(uint32_t fg, uint32_t bg) {
858 	UI::Style s;
859 	s.background = UI::Drawable(bg);
860 	s.fgColor = fg;
861 	return s;
862 }
863 
UIThemeInit()864 static void UIThemeInit() {
865 #if defined(USING_WIN_UI) || PPSSPP_PLATFORM(UWP) || defined(USING_QT_UI)
866 	ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 22);
867 	ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 15);
868 	ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), g_Config.sFont.c_str(), 12);
869 #else
870 	ui_theme.uiFont = UI::FontStyle(FontID("UBUNTU24"), "", 20);
871 	ui_theme.uiFontSmall = UI::FontStyle(FontID("UBUNTU24"), "", 14);
872 	ui_theme.uiFontSmaller = UI::FontStyle(FontID("UBUNTU24"), "", 11);
873 #endif
874 
875 	ui_theme.checkOn = ImageID("I_CHECKEDBOX");
876 	ui_theme.checkOff = ImageID("I_SQUARE");
877 	ui_theme.whiteImage = ImageID("I_SOLIDWHITE");
878 	ui_theme.sliderKnob = ImageID("I_CIRCLE");
879 	ui_theme.dropShadow4Grid = ImageID("I_DROP_SHADOW");
880 
881 	ui_theme.itemStyle = MakeStyle(g_Config.uItemStyleFg, g_Config.uItemStyleBg);
882 	ui_theme.itemFocusedStyle = MakeStyle(g_Config.uItemFocusedStyleFg, g_Config.uItemFocusedStyleBg);
883 	ui_theme.itemDownStyle = MakeStyle(g_Config.uItemDownStyleFg, g_Config.uItemDownStyleBg);
884 	ui_theme.itemDisabledStyle = MakeStyle(g_Config.uItemDisabledStyleFg, g_Config.uItemDisabledStyleBg);
885 	ui_theme.itemHighlightedStyle = MakeStyle(g_Config.uItemHighlightedStyleFg, g_Config.uItemHighlightedStyleBg);
886 
887 	ui_theme.buttonStyle = MakeStyle(g_Config.uButtonStyleFg, g_Config.uButtonStyleBg);
888 	ui_theme.buttonFocusedStyle = MakeStyle(g_Config.uButtonFocusedStyleFg, g_Config.uButtonFocusedStyleBg);
889 	ui_theme.buttonDownStyle = MakeStyle(g_Config.uButtonDownStyleFg, g_Config.uButtonDownStyleBg);
890 	ui_theme.buttonDisabledStyle = MakeStyle(g_Config.uButtonDisabledStyleFg, g_Config.uButtonDisabledStyleBg);
891 	ui_theme.buttonHighlightedStyle = MakeStyle(g_Config.uButtonHighlightedStyleFg, g_Config.uButtonHighlightedStyleBg);
892 
893 	ui_theme.headerStyle.fgColor = g_Config.uHeaderStyleFg;
894 	ui_theme.infoStyle = MakeStyle(g_Config.uInfoStyleFg, g_Config.uInfoStyleBg);
895 
896 	ui_theme.popupTitle.fgColor = g_Config.uPopupTitleStyleFg;
897 	ui_theme.popupStyle = MakeStyle(g_Config.uPopupStyleFg, g_Config.uPopupStyleBg);
898 }
899 
900 void RenderOverlays(UIContext *dc, void *userdata);
901 bool CreateGlobalPipelines();
902 
NativeInitGraphics(GraphicsContext * graphicsContext)903 bool NativeInitGraphics(GraphicsContext *graphicsContext) {
904 	INFO_LOG(SYSTEM, "NativeInitGraphics");
905 
906 	// We set this now so any resize during init is processed later.
907 	resized = false;
908 
909 	Core_SetGraphicsContext(graphicsContext);
910 	g_draw = graphicsContext->GetDrawContext();
911 
912 	if (!CreateGlobalPipelines()) {
913 		ERROR_LOG(G3D, "Failed to create global pipelines");
914 		return false;
915 	}
916 
917 	// Load the atlas.
918 	size_t atlas_data_size = 0;
919 	if (!g_ui_atlas.IsMetadataLoaded()) {
920 		const uint8_t *atlas_data = VFSReadFile("ui_atlas.meta", &atlas_data_size);
921 		bool load_success = atlas_data != nullptr && g_ui_atlas.Load(atlas_data, atlas_data_size);
922 		if (!load_success) {
923 			ERROR_LOG(G3D, "Failed to load ui_atlas.meta - graphics will be broken.");
924 			// Stumble along with broken visuals instead of dying.
925 		}
926 		delete[] atlas_data;
927 	}
928 
929 	ui_draw2d.SetAtlas(&g_ui_atlas);
930 	ui_draw2d_front.SetAtlas(&g_ui_atlas);
931 
932 	UIThemeInit();
933 
934 	uiContext = new UIContext();
935 	uiContext->theme = &ui_theme;
936 
937 	ui_draw2d.Init(g_draw, texColorPipeline);
938 	ui_draw2d_front.Init(g_draw, texColorPipeline);
939 
940 	uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
941 	if (uiContext->Text())
942 		uiContext->Text()->SetFont("Tahoma", 20, 0);
943 
944 	screenManager->setUIContext(uiContext);
945 	screenManager->setDrawContext(g_draw);
946 	screenManager->setPostRenderCallback(&RenderOverlays, nullptr);
947 	screenManager->deviceRestored();
948 
949 #ifdef _WIN32
950 	winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
951 #if PPSSPP_PLATFORM(UWP)
952 	winAudioBackend->Init(0, &Win32Mix, 44100);
953 #else
954 	winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
955 #endif
956 #endif
957 
958 #if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
959 	if (IsWin7OrHigher()) {
960 		winCamera = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::VIDEO);
961 		winCamera->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
962 		winMic = new WindowsCaptureDevice(CAPTUREDEVIDE_TYPE::AUDIO);
963 		winMic->sendMessage({ CAPTUREDEVIDE_COMMAND::INITIALIZE, nullptr });
964 	}
965 #endif
966 
967 	g_gameInfoCache = new GameInfoCache();
968 
969 	if (gpu) {
970 		gpu->DeviceRestore();
971 	}
972 
973 	INFO_LOG(SYSTEM, "NativeInitGraphics completed");
974 	return true;
975 }
976 
CreateGlobalPipelines()977 bool CreateGlobalPipelines() {
978 	using namespace Draw;
979 
980 	InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
981 	BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
982 	DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
983 	RasterState *rasterNoCull = g_draw->CreateRasterState({});
984 
985 	PipelineDesc colorDesc{
986 		Primitive::TRIANGLE_LIST,
987 		{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
988 		inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
989 	};
990 	PipelineDesc texColorDesc{
991 		Primitive::TRIANGLE_LIST,
992 		{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
993 		inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
994 	};
995 
996 	colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
997 	if (!colorPipeline) {
998 		// Something really critical is wrong, don't care much about correct releasing of the states.
999 		return false;
1000 	}
1001 
1002 	texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc);
1003 	if (!texColorPipeline) {
1004 		// Something really critical is wrong, don't care much about correct releasing of the states.
1005 		return false;
1006 	}
1007 
1008 	// Release these now, reference counting should ensure that they get completely released
1009 	// once we delete both pipelines.
1010 	inputLayout->Release();
1011 	rasterNoCull->Release();
1012 	blendNormal->Release();
1013 	depth->Release();
1014 	return true;
1015 }
1016 
NativeShutdownGraphics()1017 void NativeShutdownGraphics() {
1018 	screenManager->deviceLost();
1019 
1020 	if (gpu)
1021 		gpu->DeviceLost();
1022 
1023 	INFO_LOG(SYSTEM, "NativeShutdownGraphics");
1024 
1025 #if PPSSPP_PLATFORM(WINDOWS)
1026 	delete winAudioBackend;
1027 	winAudioBackend = nullptr;
1028 #endif
1029 
1030 #if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
1031 	if (winCamera) {
1032 		winCamera->waitShutDown();
1033 		delete winCamera;
1034 		winCamera = nullptr;
1035 	}
1036 	if (winMic) {
1037 		winMic->waitShutDown();
1038 		delete winMic;
1039 		winMic = nullptr;
1040 	}
1041 #endif
1042 
1043 	UIBackgroundShutdown();
1044 
1045 	delete g_gameInfoCache;
1046 	g_gameInfoCache = nullptr;
1047 
1048 	delete uiContext;
1049 	uiContext = nullptr;
1050 
1051 	ui_draw2d.Shutdown();
1052 	ui_draw2d_front.Shutdown();
1053 
1054 	if (colorPipeline) {
1055 		colorPipeline->Release();
1056 		colorPipeline = nullptr;
1057 	}
1058 	if (texColorPipeline) {
1059 		texColorPipeline->Release();
1060 		texColorPipeline = nullptr;
1061 	}
1062 
1063 	INFO_LOG(SYSTEM, "NativeShutdownGraphics done");
1064 }
1065 
TakeScreenshot()1066 void TakeScreenshot() {
1067 	g_TakeScreenshot = false;
1068 
1069 	Path path = GetSysDirectory(DIRECTORY_SCREENSHOT);
1070 	if (!File::Exists(path)) {
1071 		File::CreateDir(path);
1072 	}
1073 
1074 	// First, find a free filename.
1075 	int i = 0;
1076 
1077 	std::string gameId = g_paramSFO.GetDiscID();
1078 
1079 	Path filename;
1080 	while (i < 10000){
1081 		if (g_Config.bScreenshotsAsPNG)
1082 			filename = path / StringFromFormat("%s_%05d.png", gameId.c_str(), i);
1083 		else
1084 			filename = path / StringFromFormat("%s_%05d.jpg", gameId.c_str(), i);
1085 		File::FileInfo info;
1086 		if (!File::Exists(filename))
1087 			break;
1088 		i++;
1089 	}
1090 
1091 	bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
1092 	if (success) {
1093 		osm.Show(filename.ToVisualString());
1094 	} else {
1095 		auto err = GetI18NCategory("Error");
1096 		osm.Show(err->T("Could not save screenshot file"));
1097 	}
1098 }
1099 
RenderOverlays(UIContext * dc,void * userdata)1100 void RenderOverlays(UIContext *dc, void *userdata) {
1101 	// Thin bar at the top of the screen like Chrome.
1102 	std::vector<float> progress = g_DownloadManager.GetCurrentProgress();
1103 	if (!progress.empty()) {
1104 		static const uint32_t colors[4] = {
1105 			0xFFFFFFFF,
1106 			0xFFCCCCCC,
1107 			0xFFAAAAAA,
1108 			0xFF777777,
1109 		};
1110 
1111 		dc->Begin();
1112 		int h = 5;
1113 		for (size_t i = 0; i < progress.size(); i++) {
1114 			float barWidth = 10 + (dc->GetBounds().w - 10) * progress[i];
1115 			Bounds bounds(0, h * i, barWidth, h);
1116 			UI::Drawable solid(colors[i & 3]);
1117 			dc->FillRect(solid, bounds);
1118 		}
1119 		dc->Flush();
1120 	}
1121 
1122 	if (g_TakeScreenshot) {
1123 		TakeScreenshot();
1124 	}
1125 }
1126 
NativeRender(GraphicsContext * graphicsContext)1127 void NativeRender(GraphicsContext *graphicsContext) {
1128 	_assert_(graphicsContext != nullptr);
1129 	_assert_(screenManager != nullptr);
1130 
1131 	g_GameManager.Update();
1132 
1133 	if (GetUIState() != UISTATE_INGAME) {
1134 		// Note: We do this from NativeRender so that the graphics context is
1135 		// guaranteed valid, to be safe - g_gameInfoCache messes around with textures.
1136 		g_BackgroundAudio.Update();
1137 	}
1138 
1139 	float xres = dp_xres;
1140 	float yres = dp_yres;
1141 
1142 	// Apply the UIContext bounds as a 2D transformation matrix.
1143 	// TODO: This should be moved into the draw context...
1144 	Matrix4x4 ortho;
1145 	switch (GetGPUBackend()) {
1146 	case GPUBackend::VULKAN:
1147 		ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
1148 		break;
1149 	case GPUBackend::DIRECT3D9:
1150 		ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
1151 		Matrix4x4 translation;
1152 		// Account for the small window adjustment.
1153 		translation.setTranslation(Vec3(-0.5f * g_dpi_scale_x / g_dpi_scale_real_x, -0.5f * g_dpi_scale_y / g_dpi_scale_real_y, 0.0f));
1154 		ortho = translation * ortho;
1155 		break;
1156 	case GPUBackend::DIRECT3D11:
1157 		ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
1158 		break;
1159 	case GPUBackend::OPENGL:
1160 	default:
1161 		ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
1162 		break;
1163 	}
1164 
1165 	// Compensate for rotated display if needed.
1166 	if (g_display_rotation != DisplayRotation::ROTATE_0) {
1167 		ortho = ortho * g_display_rot_matrix;
1168 	}
1169 
1170 	ui_draw2d.PushDrawMatrix(ortho);
1171 	ui_draw2d_front.PushDrawMatrix(ortho);
1172 
1173 	// All actual rendering happen in here.
1174 	screenManager->render();
1175 	if (screenManager->getUIContext()->Text()) {
1176 		screenManager->getUIContext()->Text()->OncePerFrame();
1177 	}
1178 
1179 	if (resized) {
1180 		INFO_LOG(G3D, "Resized flag set - recalculating bounds");
1181 		resized = false;
1182 
1183 		if (uiContext) {
1184 			// Modifying the bounds here can be used to "inset" the whole image to gain borders for TV overscan etc.
1185 			// The UI now supports any offset but not the EmuScreen yet.
1186 			uiContext->SetBounds(Bounds(0, 0, dp_xres, dp_yres));
1187 			// uiContext->SetBounds(Bounds(dp_xres/2, 0, dp_xres / 2, dp_yres / 2));
1188 
1189 			// OSX 10.6 and SDL 1.2 bug.
1190 #if defined(__APPLE__) && !defined(USING_QT_UI)
1191 			static int dp_xres_old = dp_xres;
1192 			if (dp_xres != dp_xres_old) {
1193 				// uiTexture->Load("ui_atlas.zim");
1194 				dp_xres_old = dp_xres;
1195 			}
1196 #endif
1197 		}
1198 
1199 		graphicsContext->Resize();
1200 		screenManager->resized();
1201 
1202 		// TODO: Move this to the GraphicsContext objects for each backend.
1203 #if !PPSSPP_PLATFORM(WINDOWS) && !defined(ANDROID)
1204 		PSP_CoreParameter().pixelWidth = pixel_xres;
1205 		PSP_CoreParameter().pixelHeight = pixel_yres;
1206 		NativeMessageReceived("gpu_resized", "");
1207 #endif
1208 	} else {
1209 		// INFO_LOG(G3D, "Polling graphics context");
1210 		graphicsContext->Poll();
1211 	}
1212 
1213 	ui_draw2d.PopDrawMatrix();
1214 	ui_draw2d_front.PopDrawMatrix();
1215 
1216 	if (renderCounter < 10 && ++renderCounter == 10) {
1217 		// We're rendering fine, clear out failure info.
1218 		ClearFailedGPUBackends();
1219 	}
1220 }
1221 
HandleGlobalMessage(const std::string & msg,const std::string & value)1222 void HandleGlobalMessage(const std::string &msg, const std::string &value) {
1223 	if (msg == "inputDeviceConnected") {
1224 		KeyMap::NotifyPadConnected(value);
1225 	}
1226 	if (msg == "bgImage_updated") {
1227 		if (!value.empty()) {
1228 			Path dest = GetSysDirectory(DIRECTORY_SYSTEM) / (endsWithNoCase(value, ".jpg") ? "background.jpg" : "background.png");
1229 			File::Copy(Path(value), dest);
1230 		}
1231 		UIBackgroundShutdown();
1232 		// It will init again automatically.  We can't init outside a frame on Vulkan.
1233 	}
1234 	if (msg == "savestate_displayslot") {
1235 		auto sy = GetI18NCategory("System");
1236 		std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
1237 		// Show for the same duration as the preview.
1238 		osm.Show(msg, 2.0f, 0xFFFFFF, -1, true, "savestate_slot");
1239 	}
1240 	if (msg == "gpu_resized" || msg == "gpu_clearCache") {
1241 		if (gpu) {
1242 			gpu->ClearCacheNextFrame();
1243 			gpu->Resized();
1244 		}
1245 		Reporting::UpdateConfig();
1246 	}
1247 	if (msg == "core_powerSaving") {
1248 		if (value != "false") {
1249 			auto sy = GetI18NCategory("System");
1250 #if PPSSPP_PLATFORM(ANDROID)
1251 			osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
1252 #else
1253 			osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
1254 #endif
1255 		}
1256 		Core_SetPowerSaving(value != "false");
1257 	}
1258 	if (msg == "permission_granted" && value == "storage") {
1259 #if PPSSPP_PLATFORM(ANDROID)
1260 		CreateDirectoriesAndroid();
1261 #endif
1262 		// We must have failed to load the config before, so load it now to avoid overwriting the old config
1263 		// with a freshly generated one.
1264 		// NOTE: If graphics backend isn't what's in the config (due to error fallback, or not matching the default
1265 		// and then getting permission), it will get out of sync. So we save and restore g_Config.iGPUBackend.
1266 		// Ideally we should simply reinitialize graphics to the mode from the config, but there are potential issues
1267 		// and I can't risk it before 1.9.0.
1268 		int gpuBackend = g_Config.iGPUBackend;
1269 		INFO_LOG(IO, "Reloading config after storage permission grant.");
1270 		g_Config.Reload();
1271 		PostLoadConfig();
1272 		g_Config.iGPUBackend = gpuBackend;
1273 	}
1274 	if (msg == "app_resumed" || msg == "got_focus") {
1275 		// Assume that the user may have modified things.
1276 		MemoryStick_NotifyWrite();
1277 	}
1278 }
1279 
NativeUpdate()1280 void NativeUpdate() {
1281 	PROFILE_END_FRAME();
1282 
1283 	std::vector<PendingMessage> toProcess;
1284 	std::vector<PendingInputBox> inputToProcess;
1285 	{
1286 		std::lock_guard<std::mutex> lock(pendingMutex);
1287 		toProcess = std::move(pendingMessages);
1288 		inputToProcess = std::move(pendingInputBoxes);
1289 		pendingMessages.clear();
1290 		pendingInputBoxes.clear();
1291 	}
1292 
1293 	for (const auto &item : toProcess) {
1294 		HandleGlobalMessage(item.msg, item.value);
1295 		screenManager->sendMessage(item.msg.c_str(), item.value.c_str());
1296 	}
1297 	for (const auto &item : inputToProcess) {
1298 		item.cb(item.result, item.value);
1299 	}
1300 
1301 	g_DownloadManager.Update();
1302 	screenManager->update();
1303 
1304 	g_Discord.Update();
1305 
1306 	UI::SetSoundEnabled(g_Config.bUISound);
1307 }
1308 
NativeIsAtTopLevel()1309 bool NativeIsAtTopLevel() {
1310 	// This might need some synchronization?
1311 	if (!screenManager) {
1312 		ERROR_LOG(SYSTEM, "No screen manager active");
1313 		return false;
1314 	}
1315 	Screen *currentScreen = screenManager->topScreen();
1316 	if (currentScreen) {
1317 		bool top = currentScreen->isTopLevel();
1318 		INFO_LOG(SYSTEM, "Screen toplevel: %i", (int)top);
1319 		return currentScreen->isTopLevel();
1320 	} else {
1321 		ERROR_LOG(SYSTEM, "No current screen");
1322 		return false;
1323 	}
1324 }
1325 
NativeTouch(const TouchInput & touch)1326 bool NativeTouch(const TouchInput &touch) {
1327 	if (screenManager) {
1328 		// Brute force prevent NaNs from getting into the UI system
1329 		if (my_isnan(touch.x) || my_isnan(touch.y)) {
1330 			return false;
1331 		}
1332 		screenManager->touch(touch);
1333 		return true;
1334 	} else {
1335 		return false;
1336 	}
1337 }
1338 
NativeKey(const KeyInput & key)1339 bool NativeKey(const KeyInput &key) {
1340 	// INFO_LOG(SYSTEM, "Key code: %i flags: %i", key.keyCode, key.flags);
1341 #if !defined(MOBILE_DEVICE)
1342 	if (g_Config.bPauseExitsEmulator) {
1343 		static std::vector<int> pspKeys;
1344 		pspKeys.clear();
1345 		if (KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys)) {
1346 			if (std::find(pspKeys.begin(), pspKeys.end(), VIRTKEY_PAUSE) != pspKeys.end()) {
1347 				System_SendMessage("finish", "");
1348 				return true;
1349 			}
1350 		}
1351 	}
1352 #endif
1353 	bool retval = false;
1354 	if (screenManager)
1355 		retval = screenManager->key(key);
1356 	return retval;
1357 }
1358 
NativeAxis(const AxisInput & axis)1359 bool NativeAxis(const AxisInput &axis) {
1360 	if (!screenManager) {
1361 		// Too early.
1362 		return false;
1363 	}
1364 
1365 	using namespace TiltEventProcessor;
1366 
1367 	// only handle tilt events if tilt is enabled.
1368 	if (g_Config.iTiltInputType == TILT_NULL) {
1369 		// if tilt events are disabled, then run it through the usual way.
1370 		if (screenManager) {
1371 			return screenManager->axis(axis);
1372 		} else {
1373 			return false;
1374 		}
1375 	}
1376 
1377 	// create the base coordinate tilt system from the calibration data.
1378 	Tilt baseTilt;
1379 	baseTilt.x_ = g_Config.fTiltBaseX;
1380 	baseTilt.y_ = g_Config.fTiltBaseY;
1381 
1382 	// figure out what the current tilt orientation is by checking the axis event
1383 	// This is static, since we need to remember where we last were (in terms of orientation)
1384 	static Tilt currentTilt;
1385 
1386 	// tilt on x or y?
1387 	static bool verticalTilt;
1388 	if (g_Config.iTiltOrientation == 0)
1389 		verticalTilt = false;
1390 	else if (g_Config.iTiltOrientation == 1)
1391 		verticalTilt = true;
1392 
1393 	// x and y are flipped if we are in landscape orientation. The events are
1394 	// sent with respect to the portrait coordinate system, while we
1395 	// take all events in landscape.
1396 	// see [http://developer.android.com/guide/topics/sensors/sensors_overview.html] for details
1397 	bool portrait = dp_yres > dp_xres;
1398 	switch (axis.axisId) {
1399 		//TODO: make this generic.
1400 		case JOYSTICK_AXIS_ACCELEROMETER_X:
1401 			if (verticalTilt) {
1402 				if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch
1403 					verticalTilt = false;
1404 				else
1405 					return false; // Tilt on Z instead
1406 			}
1407 			if (portrait) {
1408 				currentTilt.x_ = axis.value;
1409 			} else {
1410 				currentTilt.y_ = axis.value;
1411 			}
1412 			break;
1413 
1414 		case JOYSTICK_AXIS_ACCELEROMETER_Y:
1415 			if (portrait) {
1416 				currentTilt.y_ = axis.value;
1417 			} else {
1418 				currentTilt.x_ = axis.value;
1419 			}
1420 			break;
1421 
1422 		case JOYSTICK_AXIS_ACCELEROMETER_Z:
1423 			if (!verticalTilt) {
1424 				if (fabs(axis.value) < 0.8f && g_Config.iTiltOrientation == 2) // Auto tilt switch
1425 					verticalTilt = true;
1426 				else
1427 					return false; // Tilt on X instead
1428 			}
1429 			if (portrait) {
1430 				currentTilt.x_ = -axis.value;
1431 			} else {
1432 				currentTilt.y_ = -axis.value;
1433 			}
1434 			break;
1435 
1436 		case JOYSTICK_AXIS_OUYA_UNKNOWN1:
1437 		case JOYSTICK_AXIS_OUYA_UNKNOWN2:
1438 		case JOYSTICK_AXIS_OUYA_UNKNOWN3:
1439 		case JOYSTICK_AXIS_OUYA_UNKNOWN4:
1440 			//Don't know how to handle these. Someone should figure it out.
1441 			//Does the Ouya even have an accelerometer / gyro? I can't find any reference to these
1442 			//in the Ouya docs...
1443 			return false;
1444 
1445 		default:
1446 			// Don't take over completely!
1447 			return screenManager->axis(axis);
1448 	}
1449 
1450 	//figure out the sensitivity of the tilt. (sensitivity is originally 0 - 100)
1451 	//We divide by 50, so that the rest of the 50 units can be used to overshoot the
1452 	//target. If you want control, you'd keep the sensitivity ~50.
1453 	//For games that don't need much control but need fast reactions,
1454 	//then a value of 70-80 is the way to go.
1455 	float xSensitivity = g_Config.iTiltSensitivityX / 50.0;
1456 	float ySensitivity = g_Config.iTiltSensitivityY / 50.0;
1457 
1458 	//now transform out current tilt to the calibrated coordinate system
1459 	Tilt trueTilt = GenTilt(baseTilt, currentTilt, g_Config.bInvertTiltX, g_Config.bInvertTiltY, g_Config.fDeadzoneRadius, xSensitivity, ySensitivity);
1460 
1461 	TranslateTiltToInput(trueTilt);
1462 	return true;
1463 }
1464 
NativeMessageReceived(const char * message,const char * value)1465 void NativeMessageReceived(const char *message, const char *value) {
1466 	// We can only have one message queued.
1467 	std::lock_guard<std::mutex> lock(pendingMutex);
1468 	PendingMessage pendingMessage;
1469 	pendingMessage.msg = message;
1470 	pendingMessage.value = value;
1471 	pendingMessages.push_back(pendingMessage);
1472 }
1473 
NativeInputBoxReceived(std::function<void (bool,const std::string &)> cb,bool result,const std::string & value)1474 void NativeInputBoxReceived(std::function<void(bool, const std::string &)> cb, bool result, const std::string &value) {
1475 	std::lock_guard<std::mutex> lock(pendingMutex);
1476 	PendingInputBox pendingMessage;
1477 	pendingMessage.cb = cb;
1478 	pendingMessage.result = result;
1479 	pendingMessage.value = value;
1480 	pendingInputBoxes.push_back(pendingMessage);
1481 }
1482 
NativeResized()1483 void NativeResized() {
1484 	// NativeResized can come from any thread so we just set a flag, then process it later.
1485 	INFO_LOG(G3D, "NativeResized - setting flag");
1486 	resized = true;
1487 }
1488 
NativeSetRestarting()1489 void NativeSetRestarting() {
1490 	restarting = true;
1491 }
1492 
NativeIsRestarting()1493 bool NativeIsRestarting() {
1494 	return restarting;
1495 }
1496 
NativeShutdown()1497 void NativeShutdown() {
1498 	if (screenManager)
1499 		screenManager->shutdown();
1500 	delete screenManager;
1501 	screenManager = nullptr;
1502 
1503 	host->ShutdownGraphics();
1504 
1505 #if !PPSSPP_PLATFORM(UWP)
1506 	delete host;
1507 	host = nullptr;
1508 #endif
1509 	g_Config.Save("NativeShutdown");
1510 
1511 	INFO_LOG(SYSTEM, "NativeShutdown called");
1512 
1513 	ShutdownWebServer();
1514 
1515 	System_SendMessage("finish", "");
1516 
1517 	net::Shutdown();
1518 
1519 	g_Discord.Shutdown();
1520 
1521 	ShaderTranslationShutdown();
1522 
1523 	// Avoid shutting this down when restarting core.
1524 	if (!restarting)
1525 		LogManager::Shutdown();
1526 
1527 	if (logger) {
1528 		delete logger;
1529 		logger = nullptr;
1530 	}
1531 
1532 	g_threadManager.Teardown();
1533 
1534 	// Previously we did exit() here on Android but that makes it hard to do things like restart on backend change.
1535 	// I think we handle most globals correctly or correct-enough now.
1536 }
1537