Instead of a hook and four Android_* functions declared in
ImDebugger.cpp, the debugger calls System_SetSoftKeyboardForced(), and
the platform reports a closed keyboard with
UIMessage::SOFT_KEYBOARD_HIDDEN.
"Keep keyboard after switching apps" is passed along with the request,
and the activity's onStop ends a keyboard that shouldn't persist, so the
native side no longer tracks app pauses.
The debugger is now also told when it's hidden. Frame() isn't called
then, so hiding it with the hotkey used to leave the keyboard up.
The keyboard button and its Misc menu options are only shown when
SYSPROP_KEYBOARD_IS_SOFT is set, which Android now reports too. iOS and
UWP on Xbox report it as well, but don't implement the request yet.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Saves are written on a worker thread, so a state saved just before opening the pause
menu may not be on disk yet when the slots are listed, and the slot stayed empty.
Post SAVESTATE_SLOT_SAVED when a slot save is written, and recreate the pause
screen's views on it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On the iPhone Duo's cover screen, the camera sits in a box in the top right
corner, which gives a side inset down the whole right edge in portrait. The
controls are far below it, so they lose width for nothing. iOS 27.1 reports
the box as an occlusion region, and from that we report how far down the side
insets are needed (SYSPROP_DISPLAY_SIDE_INSETS_BOTTOM). When that's within the
top third, the game screen and the touch layout editor skip the side insets.
The rest of the UI, including the FPS counter, still keeps them.
The regions can show up after the size and insets have settled, so the insets
are now recomputed on every layout, and a screen recreates its views when its
layout mode changes, since the touch controls are placed for the bounds they
were created in.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each tab is now a SettingsPage: a list of items (headers, settings, buttons,
hints, links to other pages) that a function builds and views are created
from. Settings are added with page->Setting(&g_Config.x), which takes
the label, the kind of view, the range or choices, units, labels for special
values and the default from the config. The pages keep what depends on the
UI (which settings to show and when, enable rules, and behavior that needs the
screen), and reach the screen through the page's SettingsPageHost.
A page can link to other pages, which open on top of it in the same tab,
under a bar showing where you are, like Tools > Developer tools > Graphics,
where the earlier pages can be clicked to go back to them. The bar has back,
search and help buttons, and the back key also goes back a page (or out of a
search) before leaving the screen. Each page remembers its scroll position.
In portrait there's no tab strip: a page links to the tabs, and the bar shows
just the current page's title. Rotating keeps showing the same page. Moving
between pages only focuses an item when navigating with a keyboard or
controller.
The developer tools are now pages linked from the Tools tab, instead of a
screen of their own. The in-game developer menu and
--start-screen=developertools open the settings on that page. The toggles of
live state (the remote debugger and the MIPS tracer) show and change it
through functions, and pretending to be in-game for the notification tests is
a flag on the OSD. The memory map and memstick tests, only reachable from
commented-out code, are removed.
Search lists the matching settings from all tabs and the pages they link to,
grouped by where they are. Each result goes to the setting on its page,
scrolled to and highlighted (outlined, when picked with a mouse or touch), or
for a page, opens it. This replaces the search tab and the old filter that
hid the views that didn't match, and with them ShowSearchControls. Changing
tabs leaves the search.
The pages, the bar and search are in SettingsPagesDialogScreen, between the
tabbed dialog screen and the settings screen, so the other tabbed screens
keep plain tabs.
Other visible changes:
- Reset buttons that went to the wrong value now go to the real default: the
touch control auto-hide delay (was 20 seconds instead of 8), the mouse
wheel delay (1 ms, below its own range, instead of 80) and the UI size (0
instead of -1 on desktop). The alternative speeds get a reset button.
- Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no
longer spell out what 0 means in the units, since the zero label does.
Units of up to three characters (%, x, ms, MHz) aren't translated.
- The Android HW scaler hides the scales the display is too small for,
instead of cutting the list short.
- Choices are translated in the setting's own section.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Graphics > "External display" on iOS and Android. "Show the game" (the
default) is the TV mode, "Mirror the screen" leaves the TV to the system.
A change applies right away. It's disabled on backends that can't draw to
a second swapchain.
On Android 12 and up, a second screen that's part of the device (like a
dual-screen handheld's) isn't used, so the game doesn't move there by
itself.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A presentation display (HDMI or USB-C video out, some wireless displays,
or the simulated ones in Developer options) gets a Presentation with a
SurfaceView, whose surface becomes a Game output, when the backend is
Vulkan. Otherwise Android keeps mirroring.
The surface mustn't be touched after surfaceDestroyed returns, so the
output is removed with the new Native_RemoveOutputAndWait(), which
returns once the render thread has let go of it (or right away if the
graphics are down). The UI drawn on an output now leaves out the main
swapchain's pre-rotation, as the game already did.
"In menus on %1" gets the device name from Settings.Global.DEVICE_NAME.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
"In menus on Henrik's iPhone" if the platform gives us the name the user
gave the device, otherwise "In menus on your iPhone" (or Mac). iOS only
gives the name with an entitlement Apple has to grant, so for now it's
the model there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The ScreenManager keeps a list of secondary outputs, each with its own
swapchain, recreated after a lost device. Platform code adds, resizes and
removes them from any thread through Native_AddOutput() and friends, which
take effect at the start of the next frame.
Each frame, every output is drawn by the topmost screen that claims it
(Screen::renderOutput). EmuScreen claims Game outputs: it presents the
game there, laid out for that output, and leaves it out of the backbuffer,
where the touch controls and the menus stay. Not in non-buffered mode,
which draws straight into the backbuffer.
--game-window opens such an output on Mac, with Metal. It's a smoke test
for multiple swapchains, and a stand-in for an AirPlay display.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Same as Android: rotation rates go to NativeGyroscope, and SYSPROP_HAS_GYRO shows the "Use gyroscope" option.
Accelerometer data is now scaled from g to m/s^2, like Android's. Tilt normalizes it, but the gyro fusion only trusts the accelerometer when it reads about 9.81, so in g it would never correct drift.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
SYSPROP_HAS_ACCELEROMETER was true for every phone and tablet, whether or
not it had the sensor. The activity now tells the native side what the
sensor manager found, which also answers the new SYSPROP_HAS_GYRO. VR
headsets still report neither. Every other platform returns false for the
gyro for now.
The "Use gyroscope" checkbox uses the new property instead of waiting for
gyro data to show up.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Tilt used the raw accelerometer as the gravity vector, which jitters with
sensor noise and jumps when the device is shaken. Now, when gyro data is
coming in, a complementary filter integrates the gyro rates and only pulls
the result toward the accelerometer with a 0.5 s time constant, trusting
the accelerometer less the further it reads from 1g. The fused vector goes
through the same ProcessTilt path, so calibration and sensitivity work as
before. Without a gyro, nothing changes.
The fusion lives in TiltEventProcessor behind NativeGyroscope(), so other
sources (DualSense) can feed it too. Android registers TYPE_GYROSCOPE next
to the accelerometer. A "Use gyroscope" checkbox (on by default, per game)
appears in tilt setup once gyro data has been seen.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
PPSSPP has access to the URI, so a frontend or adb can launch the game with it,
which isn't true of a plain path on modern Android.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Scoped storage no longer flips on while no activity is registered: whether
legacy storage was preserved is fixed per install, so it's asked once.
- Free space reads as unknown (-1), not 0 bytes, without an activity.
- Strings from Java (file listings and info, crash history, the camera list,
the input debug string) go through GetJavaString, so names with characters
outside the BMP aren't mangled, and a null string can't crash the crash
history.
- Requests (inputbox, browse_*) whose command can't be delivered are failed
instead of left waiting forever.
- A font that fails to load uses the default typeface (-1) instead of font 0,
and is retried later if there was no activity yet. Missing exception checks
added in the text renderer.
- Method IDs and the storage callbacks are looked up once in JNI_OnLoad.
- Unknown permissions are logged correctly.
Also removes what was left of Moga support, the unused backbuffer format and
a stray MessageBox macro, and tidies System_GetCameraDeviceList.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Part of #21585
Android 17 blocks LAN traffic in both directions (TCP and UDP, including
broadcast and multicast) without ACCESS_LOCAL_NETWORK. Ask for it when
networking, the built-in ad hoc server, UPnP, share-on-startup or the
remote debugger gets turned on, when a game initializes ad hoc with
networking enabled, and at startup if a server is set to start then.
A denied ad hoc send fails with EPERM, which the games never see, so show
a message for it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
tvOS only does that with a Back press it gets to see, so the view controller
lets controller events through to UIKit while the top screen is top level
(the new TOP_LEVEL_CHANGED notification), and passes presses that aren't
keyboard keys on to super. Elsewhere Back stays ours.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With 270 degree pre-rotation, the rotated y runs along the physical
height, but was clamped to the physical width, so scissors on the left
of the screen moved. This was #15773, which got that pre-rotation
disabled. The 90 degree case had the bounds swapped too, but only too
loose there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GetJavaString() returned Java's modified UTF-8, so input like emoji
reached C++ as invalid UTF-8. Commands to Java now get converted the other
way. Request IDs are made on several threads, and the permissions map was
written on the Java UI thread and read on the render thread. The frame
command debug log no longer prints params, which could hold a password.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WipeRequesterToken() only reset the screen's token, after CreateViews() had
already handed it to the new views, so nothing was ever forgotten - not even
in ~Screen(), which saw a token of -1. A text input dialog open across a
RecreateViews() (on the RetroAchievements screen, a slow login failing) would
then write through a deleted PopupTextInputChoice, possibly into the field
that took its place: #21708.
Requests made while creating views now get their own token, forgotten
before the views are deleted. Screen-level requests keep the screen's token.
RequestManager: ForgetRequestsWithToken() now locks, and also drops
responses that arrived but weren't processed yet. ProcessRequests() calls
the callbacks one at a time without holding the lock, so a callback that
closes a screen drops the rest of that screen's responses.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Since db8ff43, a leftover local shadowed lastImguiEnabled_ in runImDebugger,
so TEXT_GOTFOCUS was never sent and SDL never started text input for imgui.
Drive it from io.WantTextInput instead, so it's only on while editing.
The regular UI and the debugger now say independently whether they want text
input, and the platform only gets TEXT_LOSTFOCUS once neither does, so leaving
an imgui field doesn't break type-to-search on the screen underneath.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The Oboe input callback used to call Microphone::addAudioData directly,
writing PSP memory from the audio thread. Now it only pushes samples
into a SampleRing, and pollRecording drains it on the CPU thread.
Starting and stopping still go through Java, which asks for permission.
Every host with a microphone polls now, so sceUsbMic drops what only the
push path needed: QueueBuf's recursive mutex, restarting the mic on a
device change, and the startMic parameter nobody read. Also removes the
unused System_AudioRecordingState and Microphone::isNeedInput.
The Java microphone_command branch didn't return true, so every command
logged "processCommand failed".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The CPU-thread polling added for SDL was keyed off defined(SDL), which
headless and Core are built with too, hence the extra headless check.
Ask the host instead, with SYSPROP_MICROPHONE_NEEDS_POLLING, so other
hosts can hand their input over the same way.
startMic now sends the same startRecording command for every non-Win32
host, taking the rate from curSampleRate like the SDL path did. The
Android path read it from param, which leaked, and which is null when
coming from onMicDeviceChange.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Offers a file through the system share sheet, for things like sending a
zipped savestate to a friend. Android for now (SYSPROP_SUPPORTS_SHARE_FILE):
content:// paths from a picked folder are shared as they are, and plain paths
through a FileProvider. Either way the receiving app can read just that file.
With no MIME type given, it's guessed from the extension.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Oboe uses AAudio on Android 8.1+ and falls back to OpenSL ES on older
devices. Output and microphone input both go through it. The mic now gets
resampled by Oboe from the device's rate to whatever the game asks for.
New: when a stream is disconnected (headphones unplugged, Bluetooth device
going away), it's reopened on the new default device instead of going
silent.
Oboe 1.11.0 is added as a submodule, built through ext/oboe-build for CMake
and as a module in Android.mk.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.
What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Update()/Entries()/ClickEntry()/Show()/SetProgressBar()/RemoveProgressBar()
locked mutex_ around entries_, but CancelById/ShowAchievementUnlocked/
ShowAchievementProgress/ShowChallengeIndicator/ShowLeaderboardTracker/
ClearAchievementStuff/SetClickCallback/SetFlags didn't. Core/WebServer.cpp
runs its own thread and calls SetClickCallback() while the main thread's
Update() concurrently erases/iterates the same vector every frame.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L4QAoxV2KY7ek4PcZw3WvY