(BB10/QNX) Don't need Cascades

This commit is contained in:
twinaphex 2015-03-20 22:32:42 +01:00
parent 5ad9f131ce
commit 208815fd8e
21 changed files with 0 additions and 1375 deletions

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<comment></comment>
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@ -1,6 +0,0 @@
QMAKE_TARGET = RetroArch-Cascades
PROJECT_DIR := $(dir $(word $(words $(MAKEFILE_LIST)),$(MAKEFILE_LIST)))
I18N_DIR := $(PROJECT_DIR)/translations
include mk/cs-base.mk

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APP_NAME = RetroArch-Cascades
CONFIG += qt warn_on cascades10
LIBS += -lscreen -lbps -lOpenAL -lpng -lEGL -lGLESv2
LIBS += -lbbcascadespickers -lbbdata -lbbdevice
DEFINES += HAVE_RGUI HAVE_MENU RARCH_MOBILE \
SINC_LOWER_QUALITY RARCH_INTERNAL \
HAVE_FBO HAVE_GRIFFIN __LIBRETRO__ \
HAVE_DYNAMIC HAVE_ZLIB HAVE_OPENGLES \
HAVE_OPENGLES2 HAVE_BUILTIN_FILTERS \
HAVE_AL HAVE_THREADS WANT_ZLIB HAVE_OVERLAY HAVE_GLSL \
USING_GL20 HAVE_OPENGL __STDC_CONSTANT_MACROS HAVE_BB10
INCLUDEPATH += ../../../../RetroArch
QMAKE_CXXFLAGS +=
QMAKE_CFLAGS += -Wc,-std=gnu99 -marm -mfpu=neon
SOURCES += ../../../griffin/griffin.c \
../../../audio/sinc_neon.S \
../../../audio/utils_neon.S
include(config.pri)

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import bb.cascades 1.0
Page
{
titleBar: TitleBar {
id: players
kind: TitleBarKind.Segmented
options: [
Option {
id: p1
text: "User 1"
value: 0
selected: true
},
Option {
id: p2
text: "User 2"
value: 1
},
Option {
id: p3
text: "User 3"
value: 2
},
Option {
id: p4
text: "User 4"
value: 3
}
]
onSelectedValueChanged:
{
ButtonMap.refreshButtonMap(selectedValue)
}
}
actions: [
ActionItem {
title: "Rescan"
ActionBar.placement: ActionBarPlacement.OnBar
imageSource: "asset:///images/search.png"
onTriggered: {
RetroArch.discoverController(players.selectedValue);
}
}
]
Container
{
Container
{
preferredWidth: 650
horizontalAlignment: HorizontalAlignment.Center
Container
{
horizontalAlignment: HorizontalAlignment.Center
layout: StackLayout
{
orientation: LayoutOrientation.LeftToRight
}
DropDown
{
horizontalAlignment: HorizontalAlignment.Left
id: dropdown_device
objectName: "dropdown_devices"
title: "Device"
}
Button
{
horizontalAlignment: HorizontalAlignment.Right
text: "Set"
onClicked:
{
ButtonMap.mapDevice(dropdown_device.selectedValue, players.selectedValue);
}
}
}
ListView
{
id: buttonMapList
objectName: "buttonMapList"
listItemComponents: [
ListItemComponent
{
type: "item"
Container
{
id: itemRoot
horizontalAlignment: HorizontalAlignment.Center
rightPadding: 20
Divider {}
Container
{
horizontalAlignment: HorizontalAlignment.Fill
topPadding: 10
bottomPadding: 10
layout: DockLayout {
}
Label
{
horizontalAlignment: HorizontalAlignment.Left
verticalAlignment: VerticalAlignment.Center
text: ListItemData.label
textStyle
{
base: SystemDefaults.TextStyles.PrimaryText
}
}
Label
{
horizontalAlignment: HorizontalAlignment.Right
verticalAlignment: VerticalAlignment.Center
text: ListItemData.button
textStyle
{
base: SystemDefaults.TextStyles.PrimaryText
}
}
}
Divider {}
}
}
]
onTriggered:
{
var sym, data;
data = dataModel.data(indexPath);
sym = ButtonMap.mapButton(0, players.selectedValue, data["index"]);
data["button"] = ButtonMap.buttonToString(players.selectedValue, sym);
dataModel.replace(indexPath, data);
}
function itemType(data, indexPath)
{
return "item";
}
}
}
}
}

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@ -1,106 +0,0 @@
import bb.cascades 1.0
import bb.cascades.pickers 1.0
Page {
actions: [
ActionItem {
title: "Play"
ActionBar.placement: ActionBarPlacement.OnBar
imageSource: "asset:///images/open.png"
onTriggered: {
if(RetroArch.content == "" || RetroArch.core == "")
{
//Do something to focus on select content box
}
else
RetroArch.start();
}
}
]
titleBar: TitleBar {
id: titleBar
title: "RetroArch"
}
Container {
horizontalAlignment: HorizontalAlignment.Fill
verticalAlignment: VerticalAlignment.Fill
rightPadding: 20
leftPadding: 20
layout: DockLayout {}
Container {
preferredWidth: 680
horizontalAlignment: HorizontalAlignment.Center
verticalAlignment: VerticalAlignment.Center
ImageView
{
horizontalAlignment: HorizontalAlignment.Center
imageSource: "asset:///images/icon.png"
preferredWidth: 200
preferredHeight: 200
}
DropDown
{
id: _core
objectName: "dropdown_core"
horizontalAlignment: HorizontalAlignment.Center
title: "Core Selection"
//Handled in C++
}
Container {
horizontalAlignment: HorizontalAlignment.Center
preferredWidth: 680
layout: StackLayout {
orientation: LayoutOrientation.LeftToRight
}
//I like the look as a textbox
DropDown
{
id: contentName
verticalAlignment: VerticalAlignment.Center
horizontalAlignment: HorizontalAlignment.Center
preferredWidth: 600
enabled: false
title: if(picker.selectedFile)
picker.selectedFile
else
"Content Selection"
}
ImageButton {
horizontalAlignment: HorizontalAlignment.Right
defaultImageSource: "asset:///images/file.png"
onClicked: {
picker.open();
}
}
}
}
}
attachedObjects: [
FilePicker {
id: picker
property string selectedFile
title: "Content Selector"
filter: { RetroArch.contentExtensions.split("|") }
type: FileType.Other
directories: ["/accounts/1000/shared/documents/content"]
onFileSelected: {
RetroArch.content = selectedFiles[0];
selectedFile = RetroArch.content.substr(RetroArch.content.lastIndexOf('/')+1);
picker.directories = [RetroArch.content.substr(0, RetroArch.content.lastIndexOf('/'))];
}
}
]
}

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import bb.cascades 1.0
import bb.cascades.pickers 1.0
TabbedPane {
Tab {
title: "Main Menu"
MainMenu
{
}
}
Tab {
title: "Input"
Controllers
{
}
}
}

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<?xml version="1.0" encoding="utf-8" standalone="no"?>
<qnx xmlns="http://www.qnx.com/schemas/application/1.0">
<!-- BlackBerry 10 application descriptor file.
Specifies parameters for identifying, installing, and launching native applications on BlackBerry 10.
-->
<!-- A universally unique application identifier. Must be unique across all BlackBerry 10 applications.
Using a reverse DNS-style name as the id is recommended. (Eg. com.example.ExampleApplication.) Required. -->
<id>com.example.RetroArch</id>
<!-- The name that is displayed in the BlackBerry 10 application installer.
May have multiple values for each language. See samples or xsd schema file. Optional. -->
<name>RetroArch</name>
<!-- A string value of the format <0-999>.<0-999>.<0-999> that represents application version which can be used to check for application upgrade.
Values can also be 1-part or 2-part. It is not necessary to have a 3-part value.
An updated version of application must have a versionNumber value higher than the previous version. Required. -->
<versionNumber>1.0.0</versionNumber>
<!-- Fourth digit segment of the package version. First three segments are taken from the
<versionNumber> element. Must be an integer from 0 to 2^16-1 -->
<buildId>2</buildId>
<!-- Description, displayed in the BlackBerry 10 application installer.
May have multiple values for each language. See samples or xsd schema file. Optional. -->
<!-- Name of author which is used for signing. Must match the developer name of your development certificate. -->
<initialWindow>
<autoOrients>true</autoOrients>
<systemChrome>none</systemChrome>
<transparent>false</transparent>
</initialWindow>
<!-- The category where the application appears. Either core.games or core.media. -->
<category>core.games</category>
<configuration name="Device-Debug">
<platformArchitecture>armle-v7</platformArchitecture>
<asset path="arm/o.le-v7-g/RetroArch-Cascades" entry="true" type="Qnx/Elf">RetroArch-Cascades</asset>
</configuration>
<configuration name="Device-Release">
<entryPointType>Qnx/Cascades</entryPointType>
<platformArchitecture>armle-v7</platformArchitecture>
<asset path="arm/o.le-v7/RetroArch-Cascades.so" entry="true" type="Qnx/Elf">RetroArch-Cascades.so</asset>
</configuration>
<configuration name="Device-Profile">
<platformArchitecture>armle-v7</platformArchitecture>
<asset path="arm-p/o.le-v7-g/RetroArch-Cascades" entry="true" type="Qnx/Elf">RetroArch-Cascades</asset>
</configuration>
<!-- The icon for the application, which should be 114x114. -->
<icon>
<image></image>
<image>icon.png</image>
</icon>
<!-- The splash screen that will appear when your application is launching. -->
<splashScreens>
<image></image>
<image></image>
</splashScreens>
<!-- Application assets -->
<asset path="../../retroarch.cfg">retroarch.cfg</asset>
<asset path="lib">lib</asset>
<asset path="../../media/overlays">overlays</asset>
<asset path="assets">assets</asset>
<asset path="assets/images/icon.png">icon.png</asset>
<asset path="../../apple/modules">lib</asset>
<!-- Bright theme is used for this application. -->
<cascadesTheme>dark</cascadesTheme>
<!-- Request permission to execute native code. Required for native applications. -->
<permission system="true">run_native</permission>
<permission>access_shared</permission>
<env var="LD_LIBRARY_PATH" value="app/native/lib:/usr/lib/qt4/lib"/>
</qnx>

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#include <screen/screen.h>
#include <bps/screen.h>
#include <bps/navigator.h>
#include <bps/bps.h>
#include "ButtonMap.h"
#include "RetroArch-Cascades.h"
#include "../../../input/input_common.h"
#include "../../frontend_qnx.h"
ButtonMap::ButtonMap(screen_context_t screen_ctx, QString groupId, int coid)
{
int rc, usage, format, z;
screen_display_t screen_disp;
this->screen_cxt = screen_ctx;
this->groupId = groupId;
this->coid = coid;
usage = SCREEN_USAGE_NATIVE | SCREEN_USAGE_WRITE | SCREEN_USAGE_READ;
if(screen_create_window_type(&screen_win, screen_cxt, SCREEN_CHILD_WINDOW))
{
RARCH_ERR("ButtonMap: screen_create_window_type failed.\n");
}
screen_join_window_group(screen_win, (const char *)groupId.toAscii().constData());
format = SCREEN_FORMAT_RGBA8888;
screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_FORMAT, &format);
screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_USAGE, &usage);
if (screen_get_window_property_pv(screen_win, SCREEN_PROPERTY_DISPLAY, (void **)&screen_disp))
{
RARCH_ERR("screen_get_window_property_pv [SCREEN_PROPERTY_DISPLAY] failed.\n");
}
if (screen_get_display_property_iv(screen_disp, SCREEN_PROPERTY_SIZE, screen_resolution))
{
RARCH_ERR("screen_get_window_property_iv [SCREEN_PROPERTY_SIZE] failed.\n");
}
rc = screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_BUFFER_SIZE, screen_resolution);
if (rc)
perror("screen_set_window_property_iv");
z = -10;
if (screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &z) != 0)
return;
rc = screen_create_window_buffers(screen_win, 1);
if (rc)
perror("screen_create_window_buffers");
screen_get_window_property_pv(screen_win, SCREEN_PROPERTY_RENDER_BUFFERS, (void **)&screen_buf);
int bg[] = { SCREEN_BLIT_COLOR, 0x00000000,
SCREEN_BLIT_GLOBAL_ALPHA, 0x80,
SCREEN_BLIT_END };
screen_fill(screen_cxt, screen_buf, bg);
screen_post_window(screen_win, screen_buf, 1, screen_resolution, 0);
buttonDataModel = new ArrayDataModel();
refreshButtonMap(0);
}
ButtonMap::~ButtonMap()
{
}
QString ButtonMap::getLabel(int button)
{
return QString((uint)platform_keys[button].joykey);
}
int ButtonMap::mapNextButtonPressed()
{
int sym, z;
bps_event_t *event = NULL;
//use in frontend run loop, get key pressed back, and map
z = 10;
if (screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &z) != 0)
return -1;
screen_post_window(screen_win, screen_buf, 1, screen_resolution, 0);
while(1)
{
if (BPS_SUCCESS != bps_get_event(&event, -1))
{
fprintf(stderr, "bps_get_event failed\n");
break;
}
if (event)
{
int domain = bps_event_get_domain(event);
if (domain == screen_get_domain())
{
int screen_val;
screen_event_t screen_event = screen_event_get_event(event);
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_TYPE, &screen_val);
//TODO: Should we only let the buttons through that we are trying to map?
if(screen_val == SCREEN_EVENT_MTOUCH_TOUCH)
{
//This is touch screen event
sym = NO_BTN;
break;
}
else if(screen_val == SCREEN_EVENT_KEYBOARD)
{
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_KEY_SYM, &sym);
sym &= 0xFF;
break;
}
else if( (screen_val == SCREEN_EVENT_GAMEPAD) || (screen_val == SCREEN_EVENT_JOYSTICK) )
{
screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_BUTTONS, &sym);
break;
}
}
}
}
z = -10;
if (screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &z) != 0)
return -1;
screen_post_window(screen_win, screen_buf, 1, screen_resolution, 0);
return (g_settings.input.binds[player][button].joykey = sym);
}
int ButtonMap::getButtonMapping(int player, int button)
{
return g_settings.input.binds[player][button].joykey;
}
void ButtonMap::mapDevice(int index, int player)
{
// stub - set keybinds
// stub_set_keybinds_call_here()
refreshButtonMap(player);
}
void ButtonMap::refreshButtonMap(int player)
{
int i;
QVariantMap map;
buttonDataModel->clear();
for (i=0; i < 16; ++i)
{
QString desc = QString(input_config_bind_map[i].desc);
int index = desc.indexOf("(");
if(index != -1)
{
desc.truncate(index);
}
map.insert("label",QVariant(desc));
map.insert("button", buttonToString(player, g_settings.input.binds[player][i].joykey));
map.insert("type", QVariant("item"));
map.insert("index", QVariant(i));
buttonDataModel->append(map);
}
map.insert("label",QVariant("RetroArch Menu"));
map.insert("button", buttonToString(player, g_settings.input.binds[player][RARCH_MENU_TOGGLE].joykey));
map.insert("type", QVariant("item"));
map.insert("index", QVariant(RARCH_MENU_TOGGLE));
buttonDataModel->append(map);
//Update device dropdown
if (deviceSelection)
{
if(port_device[player])
deviceSelection->setSelectedIndex(port_device[player]->index);
else
deviceSelection->resetSelectedIndex();
}
}
//Button map
int ButtonMap::mapButton(int player, int button)
{
recv_msg msg;
msg.code = RETROARCH_BUTTON_MAP;
this->player = player;
this->button = button;
return MsgSend(coid, (void*)&msg, sizeof(msg), (void*)NULL, 0);
}
QString ButtonMap::buttonToString(int player, int button)
{
int i;
if(g_settings.input.device[player] == DEVICE_KEYPAD || g_settings.input.device[player] == DEVICE_KEYBOARD)
return QString(button);
else
{
for(i = 0; i < 20; ++i)
{
if(platform_keys[i].joykey == (uint)button)
return QString(platform_keys[i].desc);
}
return (button!=NO_BTN) ? QString(button) : QString("Not Mapped");
}
}

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#ifndef _BUTTONMAP_H_
#define _BUTTONMAP_H_
#include <bb/cascades/Application>
#include <bb/cascades/ArrayDataModel>
#include <bb/cascades/DropDown>
#include <screen/screen.h>
#include <sys/neutrino.h>
#include "../../../general.h"
#include <file/config_file.h>
#include "../../../content.h"
/*
typedef struct {
int32_t button;
QString label;
} ButtonMap_t;
*/
using namespace bb::cascades;
class ButtonMap: public QObject
{
Q_OBJECT
public:
ButtonMap(screen_context_t screen_cxt, QString groupId, int coid);
~ ButtonMap();
QString getLabel(int button);
//pass in RARCH button enum for button, map to g_setting
int mapNextButtonPressed();
//Call in our RetroArch thread with seperate screen_cxt
int getButtonMapping(int player, int button);
//Call from frontend
int requestButtonMapping(screen_device_t device, int player, int button);
Q_INVOKABLE int mapButton(int player, int button);
Q_INVOKABLE QString buttonToString(int player, int button);
Q_INVOKABLE void refreshButtonMap(int player);
Q_INVOKABLE void mapDevice(int index, int player);
ArrayDataModel *buttonDataModel;
DropDown *deviceSelection;
private:
screen_context_t screen_cxt;
screen_window_t screen_win;
screen_buffer_t screen_buf;
screen_device_t device;
int player;
int button;
int screen_resolution[2];
QString groupId;
int coid;
//use g_settings.input.binds[port][i].joykey = SCREEN_* for mapping
};
#endif

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#include "RetroArch-Cascades.h"
#include "../../../general.h"
#include <file/config_file.h>
#include "../../../content.h"
#include "../../../frontend/info/core_info.h"
#include "../../frontend_qnx.h"
#include <bb/cascades/Application>
#include <bb/cascades/AbsoluteLayoutProperties>
#include <bb/cascades/ForeignWindowControl>
#include <bb/cascades/AbstractPane>
#include <bb/cascades/QmlDocument>
#include <bb/cascades/Window>
#include <bb/cascades/pickers/FilePicker>
#include <bb/data/JsonDataAccess>
#include <bb/device/HardwareInfo>
#include <bb/cascades/ListView>
#include <screen/screen.h>
#include <bps/screen.h>
#include <bps/navigator.h>
#include <bps/bps.h>
#include <math.h>
#include <dirent.h>
#include <bb/cascades/DropDown>
using namespace bb::cascades;
using namespace bb::data;
using namespace bb::device;
extern screen_window_t screen_win;
extern screen_context_t screen_ctx;
RetroArch::RetroArch() :
QObject()
{
bool res;
QmlDocument *qml;
qmlRegisterType<bb::cascades::pickers::FilePicker>("bb.cascades.pickers", 1, 0, "FilePicker");
qmlRegisterUncreatableType<bb::cascades::pickers::FileType>("bb.cascades.pickers", 1, 0, "FileType", "");
// Create channel to signal threads on
chid = ChannelCreate(0);
coid = ConnectAttach(0, 0, chid, _NTO_SIDE_CHANNEL, 0);
res = connect(
OrientationSupport::instance(), SIGNAL(rotationCompleted()),
this, SLOT(onRotationCompleted()));
(void)res;
rarch_main_clear_state();
strlcpy(g_extern.config_path, "app/native/retroarch.cfg", sizeof(g_extern.config_path));
config_load();
strlcpy(g_settings.libretro, "app/native/lib", sizeof(g_settings.libretro));
g_extern.verbosity = 1;
coreSelectedIndex = -1;
//Stop config overwritting values
g_extern.block_config_read = true;
qml = QmlDocument::create("asset:///main.qml");
if (!qml->hasErrors())
{
qml->setContextProperty("RetroArch", this);
AbstractPane *mAppPane = qml->createRootObject<AbstractPane>();
if (mAppPane)
{
//Get core DropDown reference to populate it in C++
coreSelection = mAppPane->findChild<DropDown*>("dropdown_core");
connect(coreSelection, SIGNAL(selectedValueChanged(QVariant)), this, SLOT(onCoreSelected(QVariant)));
core_info_list = (core_info_list_t*)core_info_list_new(g_settings.libretro);
populateCores(core_info_list);
Application::instance()->setScene(mAppPane);
screen_create_context(&screen_ctx, 0);
input_qnx.init();
buttonMap = new ButtonMap(screen_ctx, (const char*)Application::instance()->mainWindow()->groupId().toAscii().constData(), coid);
qml->setContextProperty("ButtonMap", buttonMap);
deviceSelection = mAppPane->findChild<DropDown*>("dropdown_devices");
buttonMap->deviceSelection = deviceSelection;
findDevices();
//Setup the datamodel for button mapping.
mAppPane->findChild<ListView*>("buttonMapList")->setDataModel(buttonMap->buttonDataModel);
// Start the thread in which we render to the custom window.
start();
}
}
}
RetroArch::~RetroArch()
{
core_info_list_free(core_info_list);
}
void RetroArch::run()
{
int rcvid = -1;
recv_msg msg;
bps_initialize();
if (screen_request_events(screen_ctx) != BPS_SUCCESS)
{
RARCH_ERR("screen_request_events failed.\n");
}
if (navigator_request_events(0) != BPS_SUCCESS)
{
RARCH_ERR("navigator_request_events failed.\n");
}
if (navigator_rotation_lock(false) != BPS_SUCCESS)
{
RARCH_ERR("navigator_location_lock failed.\n");
}
while (true)
{
rcvid = MsgReceive(chid, &msg, sizeof(msg), 0);
if (rcvid > 0)
{
switch (msg.code)
{
case RETROARCH_START_REQUESTED:
{
char win_id[64];
MsgReply(rcvid,0,NULL,0);
if (screen_create_window_type(&screen_win, screen_ctx, SCREEN_CHILD_WINDOW) != BPS_SUCCESS)
{
RARCH_ERR("Screen create window failed.\n");
}
if (screen_join_window_group(screen_win, (const char*)Application::instance()->mainWindow()->groupId().toAscii().constData()) != BPS_SUCCESS)
{
RARCH_ERR("Screen join window group failed.\n");
}
strlcpy(win_id, "RetroArch_Window", sizeof(win_id));
screen_set_window_property_cv(screen_win, SCREEN_PROPERTY_ID_STRING, strlen(win_id), win_id);
int z = 10;
if (screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &z) != 0) {
return;
}
initRASettings();
rarch_main(0, NULL);
Application::instance()->exit();
break;
}
//The class should probably be it's own QThread, simplify things
case RETROARCH_BUTTON_MAP:
MsgReply(rcvid, buttonMap->mapNextButtonPressed(), NULL, 0);
break;
case RETROARCH_EXIT:
MsgReply(rcvid,0,NULL,0);
goto exit;
default:
break;
}
}
}
exit:
return;
}
/*
* Properties
*/
QString RetroArch::getContent()
{
return content;
}
void RetroArch::setContent(QString content)
{
this->content = content;
}
QString RetroArch::getCore()
{
return core;
}
void RetroArch::setCore(QString core)
{
this->core = core;
}
QString RetroArch::getContentExtensions()
{
return contentExtensions;
}
/*
* Slots
*/
void RetroArch::onRotationCompleted()
{
if (OrientationSupport::instance()->orientation() == UIOrientation::Landscape)
{
if (state == RETROARCH_START_REQUESTED)
start();
}
}
void RetroArch::onCoreSelected(QVariant value)
{
coreSelectedIndex = value.toInt();
core.clear();
core.append(core_info_list->list[coreSelectedIndex].path);
emit coreChanged(core);
contentExtensions = QString("*.%1").arg(core_info_list->list[coreSelectedIndex].supported_extensions);
contentExtensions.replace("|", "|*.");
emit contentExtensionsChanged(contentExtensions);
qDebug() << "Core Selected: " << core;
qDebug() << "Supported Extensions: " << contentExtensions;
}
/*
* Functions
*/
void RetroArch::start()
{
state = RETROARCH_START_REQUESTED;
if (OrientationSupport::instance()->orientation() == UIOrientation::Portrait &&
OrientationSupport::instance()->supportedDisplayOrientation() != SupportedDisplayOrientation::DeviceNorth)
OrientationSupport::instance()->setSupportedDisplayOrientation(SupportedDisplayOrientation::DisplayLandscape);
else
{
recv_msg msg;
msg.code = RETROARCH_START_REQUESTED;
MsgSend(coid, (void*)&msg, sizeof(msg), (void*)NULL, 0);
state = RETROARCH_RUNNING;
}
}
void RetroArch::populateCores(core_info_list_t * info)
{
unsigned i;
Option *tmp;
//Populate DropDown
for (i = 0; i < info->count; ++i)
{
tmp = Option::create().text(QString(info->list[i].display_name))
.value(i);
coreSelection->add(tmp);
}
}
void RetroArch::findDevices()
{
unsigned i;
Option *tmp;
deviceSelection->removeAll();
//Find all connected devices
//Populate DropDown
for (i = 0; i < pads_connected; ++i)
{
tmp = Option::create().text(devices[i].device_name)
.value(i);
deviceSelection->add(tmp);
//QML shows player 1 by default, so set dropdown to their controller.
if(devices[i].port == 0 || devices[i].device == DEVICE_KEYPAD)
deviceSelection->setSelectedIndex(i);
}
}
extern "C" void discoverControllers();
void RetroArch::discoverController(int player)
{
//TODO: Check device, gamepad/keyboard and return accordingly.
discoverControllers();
findDevices();
buttonMap->refreshButtonMap(player);
return;
}
void RetroArch::initRASettings()
{
HardwareInfo *hwInfo;
strlcpy(g_settings.libretro,(char *)core.toAscii().constData(), sizeof(g_settings.libretro));
strlcpy(g_extern.fullpath, (char *)content.toAscii().constData(), sizeof(g_extern.fullpath));
hwInfo = new HardwareInfo();
//If Physical keyboard or a device mapped to player 1, hide overlay
//TODO: Should there be a minimized/quick settings only overlay?
if(hwInfo->isPhysicalKeyboardDevice() || port_device[0])
*g_settings.input.overlay = '\0';
}

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#ifndef _RETROARCHCASCADES_H_
#define _RETROARCHCASCADES_H_
#include <bb/cascades/Application>
#include <bb/cascades/DropDown>
#include <bb/cascades/OrientationSupport>
#include <QThread>
#include <screen/screen.h>
#include <sys/neutrino.h>
#include "ButtonMap.h"
#include "../../../frontend/info/core_info.h"
using namespace bb::cascades;
namespace bb
{
namespace cascades
{
class Page;
}
}
class RetroArch : public QObject
{
Q_OBJECT
Q_PROPERTY(QString content READ getContent WRITE setContent NOTIFY contentChanged)
Q_PROPERTY(QString core READ getCore WRITE setCore NOTIFY coreChanged)
Q_PROPERTY(QString contentExtensions READ getContentExtensions NOTIFY contentExtensionsChanged)
public:
RetroArch();
~ RetroArch();
Q_INVOKABLE void start();
Q_INVOKABLE void findDevices();
Q_INVOKABLE void discoverController(int player);
void populateCores(core_info_list_t * info);
signals:
void contentChanged(QString);
void coreChanged(QString);
void contentExtensionsChanged(QString);
public slots:
void onRotationCompleted();
void onCoreSelected(QVariant);
private:
/**
* This QThread-run function runs the custom window rendering in a separate thread to avoid lag
* in the rest of the Cascades UI.
*/
void run();
QString content;
QString getContent();
void setContent(QString content);
QString core;
QString getCore();
void setCore(QString core);
QString contentExtensions;
QString getContentExtensions();
void initRASettings();
int chid, coid;
int state;
DropDown *coreSelection;
DropDown *deviceSelection;
QVariantMap coreInfo;
char **coreList;
int coreSelectedIndex;
core_info_list_t *core_info_list;
ButtonMap *buttonMap;
};
enum {
RETROARCH_RUNNING,
RETROARCH_START_REQUESTED,
RETROARCH_BUTTON_MAP,
RETROARCH_EXIT
};
typedef union {
_pulse pulse;
int code;
} recv_msg;
#endif

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#include "RetroArch-Cascades.h"
#include <Qt/qdeclarativedebug.h>
using ::bb::cascades::Application;
Q_DECL_EXPORT int main(int argc, char **argv)
{
Application app(argc, argv);
// Create the Application UI object, this is where the main.qml file
// is loaded and the application scene is set.
RetroArch appui;
// We complete the transaction started in the main application constructor and start the
// client event loop here. When loop is exited the Application deletes the scene which
// deletes all its children.
return Application::exec();
}

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QMAKE_TARGET = RetroArch-Cascades
LUPDATE = $(QNX_HOST)/usr/bin/lupdate
LRELEASE = $(QNX_HOST)/usr/bin/lrelease
update: $(QMAKE_TARGET).pro FORCE
$(LUPDATE) $(QMAKE_TARGET).pro
release: $(QMAKE_TARGET).pro $(QMAKE_TARGET).ts
$(LRELEASE) $(QMAKE_TARGET).pro
FORCE:

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include (../RetroArch-Cascades.pro)

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0">
</TS>