mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-05-29 00:21:34 +08:00
348 lines
12 KiB
C++
348 lines
12 KiB
C++
#include "ppsspp_config.h"
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#include "pch.h"
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#include "App.h"
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#include <mutex>
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#include "Common/Net/HTTPClient.h"
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#include "Common/Net/Resolve.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/File/VFS/DirectoryReader.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Input/InputState.h"
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#include "Common/System/NativeApp.h"
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#include "Common/System/System.h"
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#include "Common/Log/LogManager.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "UWPHelpers/LaunchItem.h"
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#include <UWPUtil.h>
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using namespace UWP;
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using namespace winrt;
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using namespace winrt::Windows::ApplicationModel;
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using namespace winrt::Windows::ApplicationModel::Core;
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using namespace winrt::Windows::ApplicationModel::Activation;
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using namespace winrt::Windows::UI::Core;
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using namespace winrt::Windows::UI::Input;
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using namespace winrt::Windows::System;
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using namespace winrt::Windows::Foundation;
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using namespace winrt::Windows::Graphics::Display;
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// The main function is only used to initialize our IFrameworkView class.
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int __stdcall wWinMain(HINSTANCE, HINSTANCE, PWSTR, int) {
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winrt::init_apartment();
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CoreApplication::Run(winrt::make<Direct3DApplicationSource>());
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return 0;
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}
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IFrameworkView Direct3DApplicationSource::CreateView() {
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return winrt::make<App>();
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}
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App::App() :
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m_windowClosed(false),
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m_windowVisible(true)
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{
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}
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void App::InitialPPSSPP() {
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// Initial net
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net::Init();
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// Get install location
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auto packageDirectory = Package::Current().InstalledPath();
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const Path& exePath = Path(FromHString(packageDirectory));
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g_VFS.Register("", new DirectoryReader(exePath / "Content"));
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g_VFS.Register("", new DirectoryReader(exePath));
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// Mount a filesystem
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g_Config.flash0Directory = exePath / "assets/flash0";
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// Prepare for initialization
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std::wstring internalDataFolderW = std::wstring(winrt::Windows::Storage::ApplicationData::Current().LocalFolder().Path());
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g_Config.internalDataDirectory = Path(internalDataFolderW);
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g_Config.memStickDirectory = g_Config.internalDataDirectory;
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// On Win32 it makes more sense to initialize the system directories here
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// because the next place it was called was in the EmuThread, and it's too late by then.
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CreateSysDirectories();
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g_logManager.Init(&g_Config.bEnableLogging);
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// Set the config path to local state by default
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// it will be overrided by `NativeInit` if there is custom memStick
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g_Config.SetSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
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g_Config.Load();
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if (g_Config.bFirstRun) {
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// Clear `memStickDirectory` to show memory stick screen on first start
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g_Config.memStickDirectory.clear();
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}
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// Since we don't have any async operation in `NativeInit`
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// it's better to call it here
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const char* argv[2] = { "fake", nullptr };
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std::string cacheFolder = ConvertWStringToUTF8(
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std::wstring(winrt::Windows::Storage::ApplicationData::Current().TemporaryFolder().Path())
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);
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// We will not be able to use `argv`
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// since launch parameters usually handled by `OnActivated`
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// and `OnActivated` will be invoked later, even after `PPSSPP_UWPMain(..)`
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// so we are handling launch cases using `LaunchItem`
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NativeInit(1, argv, "", "", cacheFolder.c_str());
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// Override backend, `DIRECT3D11` is the only way for UWP apps
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g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D11;
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// Calling `NativeInit` before will help us to deal with custom configs
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// such as custom adapter, so it's better to initial render device here
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m_deviceResources = std::make_shared<DX::DeviceResources>();
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m_deviceResources->CreateWindowSizeDependentResources();
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}
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// The first method called when the IFrameworkView is being created.
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void App::Initialize(const CoreApplicationView& applicationView) {
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView.Activated({ this, &App::OnActivated });
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CoreApplication::Suspending({ this, &App::OnSuspending });
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CoreApplication::Resuming({ this, &App::OnResuming });
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}
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// Called when the CoreWindow object is created (or re-created).
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void App::SetWindow(const CoreWindow& window) {
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window.SizeChanged({ this, &App::OnWindowSizeChanged });
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window.VisibilityChanged({ this, &App::OnVisibilityChanged });
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window.Closed({ this, &App::OnWindowClosed });
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DisplayInformation currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation.DpiChanged({ this, &App::OnDpiChanged });
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currentDisplayInformation.OrientationChanged({ this, &App::OnOrientationChanged });
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DisplayInformation::DisplayContentsInvalidated({ this, &App::OnDisplayContentsInvalidated });
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window.KeyDown({ this, &App::OnKeyDown });
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window.KeyUp({ this, &App::OnKeyUp });
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window.CharacterReceived({ this, &App::OnCharacterReceived });
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window.PointerMoved({ this, &App::OnPointerMoved });
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window.PointerEntered({ this, &App::OnPointerEntered });
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window.PointerExited({ this, &App::OnPointerExited });
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window.PointerPressed({ this, &App::OnPointerPressed });
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window.PointerReleased({ this, &App::OnPointerReleased });
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window.PointerCaptureLost({ this, &App::OnPointerCaptureLost });
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window.PointerWheelChanged({ this, &App::OnPointerWheelChanged });
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if (winrt::Windows::Foundation::Metadata::ApiInformation::IsTypePresent(L"Windows.Phone.UI.Input.HardwareButtons")) {
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m_hardwareButtons.insert(HardwareButton::BACK);
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}
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if (winrt::Windows::System::Profile::AnalyticsInfo::VersionInfo().DeviceFamily() == L"Windows.Mobile") {
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m_isPhone = true;
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}
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winrt::Windows::UI::Core::SystemNavigationManager::GetForCurrentView().BackRequested(
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{ this, &App::App_BackRequested }
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);
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InitialPPSSPP();
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}
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bool App::HasBackButton() {
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if (m_hardwareButtons.count(HardwareButton::BACK) != 0)
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return true;
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else
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return false;
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}
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void App::App_BackRequested(const IInspectable& sender, const BackRequestedEventArgs& e) {
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if (m_isPhone) {
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e.Handled(m_main->OnHardwareButton(HardwareButton::BACK));
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} else {
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e.Handled(true);
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}
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}
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void App::OnKeyDown(const CoreWindow& sender, const KeyEventArgs& args) {
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m_main->OnKeyDown(args.KeyStatus().ScanCode, args.VirtualKey(), args.KeyStatus().RepeatCount);
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}
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void App::OnKeyUp(const CoreWindow& sender, const KeyEventArgs& args) {
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m_main->OnKeyUp(args.KeyStatus().ScanCode, args.VirtualKey());
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}
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void App::OnCharacterReceived(const CoreWindow& sender, const CharacterReceivedEventArgs& args) {
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m_main->OnCharacterReceived(args.KeyStatus().ScanCode, args.KeyCode());
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}
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void App::OnPointerMoved(const CoreWindow& sender, const PointerEventArgs& args) {
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int pointerId = touchMap_.TouchId(args.CurrentPoint().PointerId());
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if (pointerId < 0)
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return;
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float X = args.CurrentPoint().Position().X;
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float Y = args.CurrentPoint().Position().Y;
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int64_t timestamp = args.CurrentPoint().Timestamp();
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m_main->OnTouchEvent(TouchInputFlags::MOVE, pointerId, X, Y, (double)timestamp);
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}
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void App::OnPointerEntered(const CoreWindow& sender, const PointerEventArgs& args) {
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}
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void App::OnPointerExited(const CoreWindow& sender, const PointerEventArgs& args) {
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}
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void App::OnPointerPressed(const CoreWindow& sender, const PointerEventArgs& args) {
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int pointerId = touchMap_.TouchId(args.CurrentPoint().PointerId());
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if (pointerId < 0)
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pointerId = touchMap_.AddNewTouch(args.CurrentPoint().PointerId());
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float X = args.CurrentPoint().Position().X;
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float Y = args.CurrentPoint().Position().Y;
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int64_t timestamp = args.CurrentPoint().Timestamp();
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m_main->OnTouchEvent(TouchInputFlags::DOWN | TouchInputFlags::MOVE, pointerId, X, Y, (double)timestamp);
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if (!m_isPhone) {
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sender.SetPointerCapture();
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}
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}
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void App::OnPointerReleased(const CoreWindow& sender, const PointerEventArgs& args) {
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int pointerId = touchMap_.RemoveTouch(args.CurrentPoint().PointerId());
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if (pointerId < 0)
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return;
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float X = args.CurrentPoint().Position().X;
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float Y = args.CurrentPoint().Position().Y;
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int64_t timestamp = args.CurrentPoint().Timestamp();
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m_main->OnTouchEvent(TouchInputFlags::UP | TouchInputFlags::MOVE, pointerId, X, Y, (double)timestamp);
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if (!m_isPhone) {
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sender.ReleasePointerCapture();
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}
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}
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void App::OnPointerCaptureLost(const CoreWindow& sender, const PointerEventArgs& args) {
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}
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void App::OnPointerWheelChanged(const CoreWindow& sender, const PointerEventArgs& args) {
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int pointerId = 0; // irrelevant
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float delta = (float)args.CurrentPoint().Properties().MouseWheelDelta();
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m_main->OnMouseWheel(delta);
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}
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// Initializes scene resources, or loads a previously saved app state.
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void App::Load(const hstring& entryPoint) {
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if (m_main == nullptr) {
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m_main = std::unique_ptr<PPSSPP_UWPMain>(new PPSSPP_UWPMain(this, m_deviceResources));
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}
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}
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// This method is called after the window becomes active.
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void App::Run() {
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while (!m_windowClosed) {
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if (m_windowVisible) {
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CoreWindow::GetForCurrentThread().Dispatcher().ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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m_main->Render();
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// TODO: Adopt some practices from m_deviceResources->Present();
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} else {
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CoreWindow::GetForCurrentThread().Dispatcher().ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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}
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// Required for IFrameworkView.
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// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
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// class is torn down while the app is in the foreground.
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void App::Uninitialize() {
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}
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// Application lifecycle event handlers.
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void App::OnActivated(const CoreApplicationView& applicationView, const IActivatedEventArgs& args) {
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// Run() won't start until the CoreWindow is activated.
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CoreWindow::GetForCurrentThread().Activate();
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// On mobile, we force-enter fullscreen mode.
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if (m_isPhone)
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g_Config.bFullScreen = true;
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if (g_Config.bFullScreen)
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winrt::Windows::UI::ViewManagement::ApplicationView::GetForCurrentView().TryEnterFullScreenMode();
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//Detect if app started or activated by launch item (file, uri)
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DetectLaunchItem(args);
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}
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void App::OnSuspending(const IInspectable& sender, const SuspendingEventArgs& args) {
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// Save app state asynchronously after requesting a deferral. Holding a deferral
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// indicates that the application is busy performing suspending operations. Be
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// aware that a deferral may not be held indefinitely. After about five seconds,
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// the app will be forced to exit.
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SuspendingDeferral deferral = args.SuspendingOperation().GetDeferral();
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auto app = this;
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std::thread([app, deferral]() {
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try {
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g_Config.Save("App::OnSuspending");
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app->m_deviceResources->Trim();
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} catch (...) {}
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deferral.Complete();
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}).detach();
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}
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void App::OnResuming(const IInspectable& sender, const IInspectable& args) {
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// Restore any data or state that was unloaded on suspend. By default, data
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// and state are persisted when resuming from suspend. Note that this event
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// does not occur if the app was previously terminated.
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// Insert your code here.
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}
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// Window event handlers.
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void App::OnWindowSizeChanged(const CoreWindow& sender, const WindowSizeChangedEventArgs& args) {
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auto view = winrt::Windows::UI::ViewManagement::ApplicationView::GetForCurrentView();
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g_Config.bFullScreen = view.IsFullScreenMode();
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float width = sender.Bounds().Width;
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float height = sender.Bounds().Height;
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float scale = m_deviceResources->GetDpi() / 96.0f;
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m_deviceResources->SetLogicalSize(winrt::Windows::Foundation::Size(width, height));
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if (m_main) {
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m_main->CreateWindowSizeDependentResources();
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}
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PSP_CoreParameter().pixelWidth = (int)(width * scale);
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PSP_CoreParameter().pixelHeight = (int)(height * scale);
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if (Native_UpdateScreenScale((int)width, (int)height, UIScaleFactorToMultiplier(g_Config.iUIScaleFactor))) {
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System_PostUIMessage(UIMessage::GPU_DISPLAY_RESIZED);
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}
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}
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void App::OnVisibilityChanged(const CoreWindow& sender, const VisibilityChangedEventArgs& args) {
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m_windowVisible = args.Visible();
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}
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void App::OnWindowClosed(const CoreWindow& sender, const CoreWindowEventArgs& args) {
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m_windowClosed = true;
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}
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// DisplayInformation event handlers.
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void App::OnDpiChanged(const DisplayInformation& sender, const IInspectable& args) {
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// Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
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// if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
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// you should always retrieve it using the GetDpi method.
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// See DeviceResources.cpp for more details.
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m_deviceResources->SetDpi(sender.LogicalDpi());
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m_main->CreateWindowSizeDependentResources();
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}
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void App::OnOrientationChanged(const DisplayInformation& sender, const IInspectable& args) {
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m_deviceResources->SetCurrentOrientation(sender.CurrentOrientation());
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m_main->CreateWindowSizeDependentResources();
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}
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void App::OnDisplayContentsInvalidated(const DisplayInformation& sender, const IInspectable& args) {
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m_deviceResources->ValidateDevice();
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}
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