BizHawk/ppsspp/native/base/BlackberryMain.cpp

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2013-06-25 00:14:35 +00:00
/*
* Copyright (c) 2013 Sacha Refshauge
*
*/
// Blackberry implementation of the framework.
#include <pwd.h>
#include <unistd.h>
#include <string>
#include "BlackberryMain.h"
// Simple implementations of System functions
void SystemToast(const char *text) {
dialog_instance_t dialog = 0;
dialog_create_toast(&dialog);
dialog_set_toast_message_text(dialog, text);
dialog_set_toast_position(dialog, DIALOG_POSITION_TOP_CENTER);
dialog_show(dialog);
}
void ShowAd(int x, int y, bool center_x) {
}
void ShowKeyboard() {
virtualkeyboard_show();
}
void Vibrate(int length_ms) {
vibration_request(VIBRATION_INTENSITY_LOW, 200 /* intensity (1-100), duration (ms) */);
}
void LaunchBrowser(const char *url)
{
char* error;
navigator_invoke(url, &error);
}
void LaunchMarket(const char *url)
{
char* error;
navigator_invoke(url, &error);
}
void LaunchEmail(const char *email_address)
{
char* error;
navigator_invoke((std::string("mailto:") + email_address).c_str(), &error);
}
InputState input_state;
// Input
const unsigned int buttonMappings[18] = {
KEYCODE_K, //Cross
KEYCODE_L, //Circle
KEYCODE_J, //Square
KEYCODE_I, //Triangle
KEYCODE_Q, //LBUMPER
KEYCODE_P, //RBUMPER
KEYCODE_SPACE, //START
KEYCODE_ZERO, //SELECT
KEYCODE_W, //UP
KEYCODE_S, //DOWN
KEYCODE_A, //LEFT
KEYCODE_D, //RIGHT
0, //MENU (SwipeDown)
KEYCODE_BACKSPACE, //BACK
KEYCODE_W, //JOY UP
KEYCODE_S, //JOY DOWN
KEYCODE_A, //JOY LEFT
KEYCODE_D, //JOY RIGHT
};
void SimulateGamepad(InputState *input) {
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
if (input->pad_buttons & PAD_BUTTON_JOY_UP)
input->pad_lstick_y=1;
else if (input->pad_buttons & PAD_BUTTON_JOY_DOWN)
input->pad_lstick_y=-1;
if (input->pad_buttons & PAD_BUTTON_JOY_LEFT)
input->pad_lstick_x=-1;
else if (input->pad_buttons & PAD_BUTTON_JOY_RIGHT)
input->pad_lstick_x=1;
}
void BlackberryMain::handleInput(screen_event_t screen_event)
{
int val, buttons, pointerId;
int pair[2];
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_TYPE, &val);
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_SOURCE_POSITION, pair);
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_TOUCH_ID, &pointerId);
input_state.mouse_valid = true;
switch(val)
{
// Touchscreen
case SCREEN_EVENT_MTOUCH_TOUCH:
case SCREEN_EVENT_MTOUCH_RELEASE: // Up, down
input_state.pointer_down[pointerId] = (val == SCREEN_EVENT_MTOUCH_TOUCH);
case SCREEN_EVENT_MTOUCH_MOVE:
input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
break;
// Mouse, Simulator
case SCREEN_EVENT_POINTER:
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_BUTTONS,
&buttons);
if (buttons == SCREEN_LEFT_MOUSE_BUTTON) { // Down
input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
input_state.pointer_down[pointerId] = true;
} else if (input_state.pointer_down[pointerId]) { // Up
input_state.pointer_x[pointerId] = pair[0] * dpi_scale;
input_state.pointer_y[pointerId] = pair[1] * dpi_scale;
input_state.pointer_down[pointerId] = false;
}
break;
// Keyboard
case SCREEN_EVENT_KEYBOARD:
int flags, value;
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_KEY_FLAGS, &flags);
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_KEY_SYM, &value);
for (int b = 0; b < 14; b++) {
if (value == buttonMappings[b] & 0xFF) {
if (flags & KEY_DOWN)
pad_buttons |= (1<<b);
else
pad_buttons &= ~(1<<b);
}
}
break;
// Gamepad
case SCREEN_EVENT_GAMEPAD:
case SCREEN_EVENT_JOYSTICK:
char device_id[16];
#define DIR_KEYS SCREEN_DPAD_UP_GAME_BUTTON | SCREEN_DPAD_DOWN_GAME_BUTTON | SCREEN_DPAD_LEFT_GAME_BUTTON | SCREEN_DPAD_RIGHT_GAME_BUTTON
screen_device_t device;
screen_get_event_property_pv(screen_event, SCREEN_PROPERTY_DEVICE, (void**)&device);
screen_get_device_property_cv(device, SCREEN_PROPERTY_ID_STRING, sizeof(device_id), device_id);
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_BUTTONS, &buttons);
// Map the buttons integer to our mappings
if (strstr(device_id, "057E-0306")) // Wiimote
controller_buttons = (buttons & (SCREEN_A_GAME_BUTTON | SCREEN_B_GAME_BUTTON)) << 2 |
(buttons & (SCREEN_X_GAME_BUTTON | SCREEN_Y_GAME_BUTTON)) >> 3;
else
controller_buttons = (buttons & (SCREEN_A_GAME_BUTTON | SCREEN_B_GAME_BUTTON)) |
(buttons & (SCREEN_X_GAME_BUTTON | SCREEN_Y_GAME_BUTTON)) >> 1;
controller_buttons |= (buttons & (SCREEN_MENU1_GAME_BUTTON | SCREEN_MENU2_GAME_BUTTON)) |
(buttons & SCREEN_L1_GAME_BUTTON) >> 6 | (buttons & SCREEN_R1_GAME_BUTTON) >> 8 |
(buttons & DIR_KEYS) >> 8 |
(buttons & DIR_KEYS) >> 2;
break;
case SCREEN_EVENT_DISPLAY:
screen_display_t new_dpy = NULL;
screen_get_event_property_pv(screen_event, SCREEN_PROPERTY_DISPLAY, (void **)&new_dpy);
for (int i = 0; i < ndisplays; i++) {
if (new_dpy != screen_dpy[i])
continue;
int active = 0;
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_ATTACHED, &active);
if (active) {
int size[2];
screen_get_display_property_iv(screen_dpy[i], SCREEN_PROPERTY_SIZE, size);
if (size[0] == 0 || size[1] == 0)
active = 0;
}
if (active && !displays[i].attached)
realiseDisplay(i);
else if (!active && displays[i].attached && displays[i].realised)
unrealiseDisplay(i);
displays[i].attached = active;
}
break;
}
}
void BlackberryMain::startMain(int argc, char *argv[]) {
// Receive events from window manager
screen_create_context(&screen_cxt, 0);
// Initialise Blackberry Platform Services
bps_initialize();
// TODO: Enable/disable based on setting
sensor_set_rate(SENSOR_TYPE_ACCELEROMETER, 25000);
sensor_request_events(SENSOR_TYPE_ACCELEROMETER);
net::Init();
startDisplays();
NativeInit(argc, (const char **)argv, "/accounts/1000/shared/misc/", "/accounts/1000/shared/misc/", "BADCOFFEE");
NativeInitGraphics();
screen_request_events(screen_cxt);
navigator_request_events(0);
dialog_request_events(0);
vibration_request_events(0);
audio = new BlackberryAudio();
runMain();
}
void BlackberryMain::runMain() {
bool running = true;
while (running) {
input_state.mouse_valid = false;
input_state.accelerometer_valid = false;
SimulateGamepad(&input_state);
while (true) {
// Handle Blackberry events
bps_event_t *event = NULL;
bps_get_event(&event, 0);
if (event == NULL)
break; // Ran out of events
int domain = bps_event_get_domain(event);
if (domain == screen_get_domain()) {
handleInput(screen_event_get_event(event));
} else if (domain == navigator_get_domain()) {
switch(bps_event_get_code(event))
{
case NAVIGATOR_BACK:
case NAVIGATOR_SWIPE_DOWN:
pad_buttons |= PAD_BUTTON_MENU;
break;
case NAVIGATOR_EXIT:
return;
}
} else if (domain == sensor_get_domain()) {
if (SENSOR_ACCELEROMETER_READING == bps_event_get_code(event)) {
float x, y, z;
sensor_event_get_xyz(event, &x, &y, &z);
if (pixel_xres == 1024 || pixel_xres == 720) // Q10 has this negative and reversed
{
input_state.acc.x = -y;
input_state.acc.y = -x;
} else {
input_state.acc.x = x;
input_state.acc.y = y;
}
input_state.acc.z = z;
}
}
}
input_state.pad_buttons = pad_buttons | controller_buttons;
pad_buttons &= ~PAD_BUTTON_MENU;
UpdateInputState(&input_state);
NativeUpdate(input_state);
EndInputState(&input_state);
// Work in Progress
// Currently: Render to HDMI port (eg. 1080p) when in game. Render to device when in menu.
// Idea: Render to all displays. Controls go to internal, game goes to external(s).
if (globalUIState == UISTATE_INGAME && !emulating)
{
emulating = true;
switchDisplay(screen_emu);
} else if (globalUIState != UISTATE_INGAME && emulating) {
emulating = false;
switchDisplay(screen_ui);
}
NativeRender();
time_update();
// This handles VSync
if (emulating)
eglSwapBuffers(egl_disp[screen_emu], egl_surf[screen_emu]);
else
eglSwapBuffers(egl_disp[screen_ui], egl_surf[screen_ui]);
}
}
void BlackberryMain::endMain() {
screen_stop_events(screen_cxt);
bps_shutdown();
NativeShutdownGraphics();
delete audio;
NativeShutdown();
killDisplays();
net::Shutdown();
screen_destroy_context(screen_cxt);
}
// Entry Point
int main(int argc, char *argv[]) {
delete new BlackberryMain(argc, argv);
return 0;
}