ppsspp/android/jni/NativeApp.cpp
Henrik Rydgård 57b4d658cc Don't log display lists, instead dump them on demand.
Makes it fairly convenient to dump and look at display lists at run time
on non windows platforms. Adding a menu item on Windows should be
trivial.
2012-12-27 23:38:55 +01:00

373 lines
8.8 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// NativeApp implementation for platforms that will use that framework, like:
// Android, Linux, MacOSX.
//
// Native is a cross platform framework. It's not very mature and mostly
// just built according to the needs of my own apps.
//
// Windows has its own code that bypasses the framework entirely.
#include "base/logging.h"
#include "base/NativeApp.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "gfx_es2/gl_state.h"
#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "input/input_state.h"
#include "math/lin/matrix4x4.h"
#include "ui/screen.h"
#include "ui/ui.h"
#include "FileUtil.h"
#include "LogManager.h"
#include "../../Core/PSPMixer.h"
#include "../../Core/CPU.h"
#include "../../Core/Config.h"
#include "../../Core/HLE/sceCtrl.h"
#include "../../Core/Host.h"
#include "../../Common/MemArena.h"
#include "ui_atlas.h"
#include "EmuScreen.h"
#include "MenuScreens.h"
#include "UIShader.h"
Texture *uiTexture;
ScreenManager *screenManager;
std::string config_filename;
class AndroidLogger : public LogListener
{
public:
void Log(LogTypes::LOG_LEVELS level, const char *msg)
{
switch (level)
{
case LogTypes::LDEBUG:
case LogTypes::LINFO:
ILOG("%s", msg);
break;
case LogTypes::LERROR:
ELOG("%s", msg);
break;
case LogTypes::LWARNING:
WLOG("%s", msg);
break;
case LogTypes::LNOTICE:
default:
ILOG("%s", msg);
break;
}
}
};
// TODO: Get rid of this junk
class NativeHost : public Host
{
public:
NativeHost() {
// hasRendered = false;
}
virtual void UpdateUI() {}
virtual void UpdateMemView() {}
virtual void UpdateDisassembly() {}
virtual void SetDebugMode(bool mode) { }
virtual void InitGL() {}
virtual void BeginFrame() {}
virtual void EndFrame() {}
virtual void ShutdownGL() {}
virtual void InitSound(PMixer *mixer);
virtual void UpdateSound() {};
virtual void ShutdownSound();
// this is sent from EMU thread! Make sure that Host handles it properly!
virtual void BootDone() {}
virtual void PrepareShutdown() {}
virtual bool IsDebuggingEnabled() {return false;}
virtual bool AttemptLoadSymbolMap() {return false;}
virtual void ResetSymbolMap() {}
virtual void AddSymbol(std::string name, u32 addr, u32 size, int type=0) {}
};
// globals
static PMixer *g_mixer = 0;
static AndroidLogger *logger = 0;
std::string boot_filename = "";
void NativeHost::InitSound(PMixer *mixer)
{
g_mixer = mixer;
}
void NativeHost::ShutdownSound()
{
g_mixer = 0;
}
void NativeMix(short *audio, int num_samples)
{
if (g_mixer)
{
g_mixer->Mix(audio, num_samples);
}
else
{
//memset(audio, 0, numSamples * 2);
}
}
void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape)
{
*app_nice_name = "PPSSPP";
*app_dir_name = "ppsspp";
*landscape = true;
}
void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID)
{
std::string user_data_path = savegame_directory;
// We want this to be FIRST.
#ifdef BLACKBERRY
// Packed assets are included in app/native/ dir
VFSRegister("", new DirectoryAssetReader("app/native/assets/"));
#else
VFSRegister("", new DirectoryAssetReader("assets/"));
#endif
VFSRegister("", new DirectoryAssetReader(user_data_path.c_str()));
host = new NativeHost();
logger = new AndroidLogger();
LogManager::Init();
LogManager *logman = LogManager::GetInstance();
ILOG("Logman: %p", logman);
config_filename = user_data_path + "ppsspp.ini";
g_Config.Load(config_filename.c_str());
const char *fileToLog = 0;
bool gfxLog = false;
// Parse command line
LogTypes::LOG_LEVELS logLevel = LogTypes::LINFO;
for (int i = 1; i < argc; i++) {
if (argv[i][0] == '-') {
switch (argv[i][1]) {
case 'd':
// Enable debug logging
logLevel = LogTypes::LDEBUG;
break;
case 'g':
gfxLog = true;
break;
case 'j':
g_Config.iCpuCore = CPU_JIT;
g_Config.bSaveSettings = false;
break;
case 'f':
g_Config.iCpuCore = CPU_FASTINTERPRETER;
g_Config.bSaveSettings = false;
break;
case 'i':
g_Config.iCpuCore = CPU_INTERPRETER;
g_Config.bSaveSettings = false;
break;
case '-':
if (!strncmp(argv[i], "--log=", strlen("--log=")) && strlen(argv[i]) > strlen("--log="))
fileToLog = argv[i] + strlen("--log=");
break;
}
} else {
if (boot_filename.empty()) {
boot_filename = argv[i];
if (!File::Exists(boot_filename))
{
fprintf(stderr, "File not found: %s\n", boot_filename.c_str());
exit(1);
}
} else {
fprintf(stderr, "Can only boot one file");
exit(1);
}
}
}
if (fileToLog != NULL)
LogManager::GetInstance()->ChangeFileLog(fileToLog);
if (g_Config.currentDirectory == "") {
#if defined(ANDROID) || defined(BLACKBERRY) || defined(__SYMBIAN32__)
g_Config.currentDirectory = external_directory;
#else
g_Config.currentDirectory = getenv("HOME");
#endif
}
#if defined(ANDROID) || defined(BLACKBERRY) || defined(__SYMBIAN32__)
g_Config.memCardDirectory = user_data_path;
g_Config.flashDirectory = user_data_path+"/flash/";
#else
g_Config.memCardDirectory = std::string(getenv("HOME"))+"/.ppsspp/";
g_Config.flashDirectory = g_Config.memCardDirectory+"/flash/";
#endif
for (int i = 0; i < LogTypes::NUMBER_OF_LOGS; i++)
{
LogTypes::LOG_TYPE type = (LogTypes::LOG_TYPE)i;
logman->SetEnable(type, true);
logman->SetLogLevel(type, gfxLog && i == LogTypes::G3D ? LogTypes::LDEBUG : logLevel);
#ifdef ANDROID
logman->AddListener(type, logger);
#endif
}
// Special hack for G3D as it's very spammy. Need to make a flag for this.
if (!gfxLog)
logman->SetLogLevel(LogTypes::G3D, LogTypes::LERROR);
INFO_LOG(BOOT, "Logger inited.");
}
void NativeInitGraphics()
{
INFO_LOG(BOOT, "NativeInitGraphics - should only be called once!");
gl_lost_manager_init();
ui_draw2d.SetAtlas(&ui_atlas);
screenManager = new ScreenManager();
if (boot_filename.empty()) {
screenManager->switchScreen(new LogoScreen(boot_filename));
} else {
// Go directly into the game.
screenManager->switchScreen(new EmuScreen(boot_filename));
}
// screenManager->switchScreen(new FileSelectScreen());
UIShader_Init();
UITheme theme = {0};
theme.uiFont = UBUNTU24;
theme.uiFontSmall = UBUNTU24;
theme.uiFontSmaller = UBUNTU24;
theme.buttonImage = I_BUTTON;
theme.buttonSelected = I_BUTTON_SELECTED;
theme.checkOn = I_CHECKEDBOX;
theme.checkOff = I_SQUARE;
UIInit(&ui_atlas, theme);
uiTexture = new Texture();
if (!uiTexture->Load("ui_atlas.zim"))
{
ELOG("Failed to load texture");
}
uiTexture->Bind(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void NativeRender()
{
glstate.Restore();
glViewport(0, 0, pixel_xres, pixel_yres);
Matrix4x4 ortho;
ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
glsl_bind(UIShader_Get());
glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());
screenManager->render();
}
void NativeUpdate(InputState &input)
{
UIUpdateMouse(0, input.pointer_x[0], input.pointer_y[0], input.pointer_down[0]);
screenManager->update(input);
}
void NativeDeviceLost()
{
screenManager->deviceLost();
gl_lost();
// Should dirty EVERYTHING
}
bool NativeIsAtTopLevel()
{
// TODO
return false;
}
void NativeTouch(int finger, float x, float y, double time, TouchEvent event)
{
switch (event) {
case TOUCH_DOWN:
break;
case TOUCH_MOVE:
break;
case TOUCH_UP:
break;
}
}
void NativeMessageReceived(const char *message, const char *value)
{
// Unused
}
void NativeShutdownGraphics()
{
delete uiTexture;
uiTexture = NULL;
screenManager->shutdown();
delete screenManager;
screenManager = 0;
UIShader_Shutdown();
gl_lost_manager_shutdown();
}
void NativeShutdown()
{
delete host;
host = 0;
g_Config.Save();
LogManager::Shutdown();
// This means that the activity has been completely destroyed. PPSSPP does not
// boot up correctly with "dirty" global variables currently, so we hack around that
// by simply exiting.
#ifdef ANDROID
exit(0);
#endif
}