ppsspp/UI/DisplayLayoutScreen.cpp

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// Copyright (c) 2013- 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/.
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#include <algorithm>
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#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/Math/math_util.h"
#include "Common/System/Display.h"
#include "Common/System/NativeApp.h"
#include "Common/VR/PPSSPPVR.h"
#include "Common/StringUtils.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Text/I18n.h"
#include "UI/DisplayLayoutScreen.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/PostShader.h"
static const int leftColumnWidth = 200;
static const float orgRatio = 1.764706f; // 480.0 / 272.0
enum Mode {
MODE_MOVE,
MODE_RESIZE,
};
static Bounds FRectToBounds(FRect rc) {
Bounds b;
b.x = rc.x * g_dpi_scale_x;
b.y = rc.y * g_dpi_scale_y;
b.w = rc.w * g_dpi_scale_x;
b.h = rc.h * g_dpi_scale_y;
return b;
}
class DisplayLayoutBackground : public UI::View {
public:
DisplayLayoutBackground(UI::ChoiceStrip *mode, UI::LayoutParams *layoutParams) : UI::View(layoutParams), mode_(mode) {}
bool Touch(const TouchInput &touch) {
int mode = mode_ ? mode_->GetSelection() : 0;
if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
float relativeTouchX = touch.x - startX_;
float relativeTouchY = touch.y - startY_;
switch (mode) {
case MODE_MOVE:
g_Config.fDisplayOffsetX = clamp_value(startDisplayOffsetX_ + relativeTouchX / bounds_.w, 0.0f, 1.0f);
g_Config.fDisplayOffsetY = clamp_value(startDisplayOffsetY_ + relativeTouchY / bounds_.h, 0.0f, 1.0f);
break;
case MODE_RESIZE:
{
// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
float diffYProp = -relativeTouchY * 0.007f;
g_Config.fDisplayScale = clamp_value(startScale_ * powf(2.0f, diffYProp), 0.2f, 2.0f);
break;
}
}
}
if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
// Check that we're in the central 80% of the screen.
// If outside, it may be a drag from displaying the back button on phones
// where you have to drag from the side, etc.
if (touch.x >= bounds_.w * 0.1f && touch.x <= bounds_.w * 0.9f &&
touch.y >= bounds_.h * 0.1f && touch.y <= bounds_.h * 0.9f) {
dragging_ = true;
startX_ = touch.x;
startY_ = touch.y;
startDisplayOffsetX_ = g_Config.fDisplayOffsetX;
startDisplayOffsetY_ = g_Config.fDisplayOffsetY;
startScale_ = g_Config.fDisplayScale;
}
}
if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
dragging_ = false;
}
return true;
}
private:
UI::ChoiceStrip *mode_;
bool dragging_ = false;
// Touch down state for drag to resize etc
float startX_ = 0.0f;
float startY_ = 0.0f;
float startScale_ = -1.0f;
float startDisplayOffsetX_ = -1.0f;
float startDisplayOffsetY_ = -1.0f;
};
DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
// Ignore insets - just couldn't get the logic to work.
ignoreInsets_ = true;
// Show background at full brightness
darkenGameBackground_ = false;
}
void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
// We normally rely on the PSP screen.
UIDialogScreenWithGameBackground::DrawBackground(dc);
} else {
// But if it's not present (we're not in game, or skip buffer effects is used),
// we have to draw a substitute ourselves.
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
FRect screenFrame = GetScreenFrame(pixel_xres, pixel_yres);
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
dc.Flush();
ImageID bg = ImageID("I_PSP_DISPLAY");
dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
}
}
void DisplayLayoutScreen::onFinish(DialogResult reason) {
g_Config.Save("DisplayLayoutScreen::onFinish");
}
void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
RecreateViews();
}
UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) {
g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
NativeMessageReceived("gpu_configChanged", "");
NativeMessageReceived("gpu_renderResized", ""); // To deal with shaders that can change render resolution like upscaling.
NativeMessageReceived("postshader_updated", "");
if (gpu) {
gpu->NotifyConfigChanged();
}
return UI::EVENT_DONE;
}
static std::string PostShaderTranslateName(const char *value) {
auto ps = GetI18NCategory("PostShaders");
const ShaderInfo *info = GetPostShaderInfo(value);
if (info) {
return ps->T(value, info ? info->name.c_str() : value);
} else {
return value;
}
}
void DisplayLayoutScreen::sendMessage(const char *message, const char *value) {
UIDialogScreenWithGameBackground::sendMessage(message, value);
if (!strcmp(message, "postshader_updated")) {
g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
RecreateViews();
}
}
void DisplayLayoutScreen::CreateViews() {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
using namespace UI;
auto di = GetI18NCategory("Dialog");
auto gr = GetI18NCategory("Graphics");
auto co = GetI18NCategory("Controls");
auto ps = GetI18NCategory("PostShaders");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
// Make it so that a touch can only affect one view. Makes manipulating the background through the buttons
// impossible.
root_->SetExclusiveTouch(true);
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, 10.f, 10.f, NONE, 10.f, false));
ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL);
leftScrollView->Add(leftColumn);
root_->Add(leftScrollView);
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ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.f, 10.f, false));
ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL);
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rightScrollView->Add(rightColumn);
root_->Add(rightScrollView);
if (!IsVREnabled()) {
auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
leftColumn->Add(stretch);
PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, di->T("Aspect Ratio"), screenManager());
leftColumn->Add(aspectRatio);
aspectRatio->SetDisabledPtr(&g_Config.bDisplayStretch);
aspectRatio->SetHasDropShadow(false);
aspectRatio->SetLiveUpdate(true);
mode_ = new ChoiceStrip(ORIENT_VERTICAL);
mode_->AddChoice(di->T("Move"));
mode_->AddChoice(di->T("Resize"));
mode_->SetSelection(0, false);
leftColumn->Add(mode_);
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager());
rotation->SetEnabledFunc([] {
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
});
leftColumn->Add(rotation);
leftColumn->Add(new Spacer(12.0f));
Choice *center = new Choice(di->T("Reset"));
center->OnClick.Add([&](UI::EventParams &) {
g_Config.fDisplayAspectRatio = 1.0f;
g_Config.fDisplayScale = 1.0f;
g_Config.fDisplayOffsetX = 0.5f;
g_Config.fDisplayOffsetY = 0.5f;
return UI::EVENT_DONE;
});
leftColumn->Add(center);
}
static const char *bufFilters[] = { "Linear", "Nearest", };
rightColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
rightColumn->Add(new ItemHeader(gr->T("Postprocessing effect")));
Draw::DrawContext *draw = screenManager()->getDrawContext();
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
auto enableStereo = [=]() -> bool {
return g_Config.bStereoRendering && multiViewSupported;
};
std::set<std::string> alreadyAddedShader;
for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) {
// Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread
shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i];
rightColumn->Add(new ItemHeader(StringFromFormat("%s #%d", gr->T("Postprocessing Shader"), i + 1)));
postProcChoice_ = rightColumn->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName));
postProcChoice_->OnClick.Add([=](EventParams &e) {
auto gr = GetI18NCategory("Graphics");
auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i, false);
procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
if (e.v)
procScreen->SetPopupOrigin(e.v);
screenManager()->push(procScreen);
return UI::EVENT_DONE;
});
postProcChoice_->SetEnabledFunc([=] {
return !g_Config.bSkipBufferEffects && !enableStereo();
});
// No need for settings on the last one.
if (i == g_Config.vPostShaderNames.size())
continue;
auto shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
for (auto shaderInfo : shaderChain) {
// Disable duplicated shader slider
bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end();
alreadyAddedShader.insert(shaderInfo->section);
for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
auto &setting = shaderInfo->settings[i];
if (!setting.name.empty()) {
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
if (duplicated) {
auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
PopupSliderChoiceFloat *settingValue = rightColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
settingValue->SetEnabled(false);
} else {
PopupSliderChoiceFloat *settingValue = rightColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetLiveUpdate(true);
settingValue->SetHasDropShadow(false);
settingValue->SetEnabledFunc([=] {
return !g_Config.bSkipBufferEffects && !enableStereo();
});
}
}
}
}
}
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Choice *back = new Choice(di->T("Back"), "", false);
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back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumn->Add(back);
root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
}