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/.
#include <vector>
#include "base/colorutil.h"
#include "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h"
#include "ui/ui_context.h"
#include "ui_atlas.h"
#include "DisplayLayoutScreen.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "DisplayLayoutEditor.h"
static const int leftColumnWidth = 200;
// Ugly hackery, need to rework some stuff to get around this
static float local_dp_xres;
static float local_dp_yres;
class DragDropDisplay : public MultiTouchDisplay {
public:
DragDropDisplay(float &x, float &y, int img, float &scale)
: MultiTouchDisplay(img, scale, new UI::AnchorLayoutParams(x*local_dp_xres, y*local_dp_yres, UI::NONE, UI::NONE, true)),
x_(x), y_(y), theScale_(scale) {
scale_ = theScale_;
}
virtual void SaveDisplayPosition() {
x_ = bounds_.centerX() / local_dp_xres;
y_ = bounds_.centerY() / local_dp_yres;
scale_ = theScale_;
}
virtual float GetScale() const { return theScale_; }
virtual void SetScale(float s) { theScale_ = s; scale_ = s; }
private:
float &x_, &y_;
float &theScale_;
};
DisplayLayoutScreen::DisplayLayoutScreen() {
picked_ = 0;
};
bool DisplayLayoutScreen::touch(const TouchInput &touch) {
UIScreen::touch(touch);
using namespace UI;
int mode = mode_->GetSelection();
if (g_Config.iSmallDisplayZoom == 0) { mode = -1; }
const Bounds &screen_bounds = screenManager()->getUIContext()->GetBounds();
if ((touch.flags & TOUCH_MOVE) && picked_ != 0) {
if (mode == 0) {
const Bounds &bounds = picked_->GetBounds();
int mintouchX = screen_bounds.w / 4;
int maxTouchX = screen_bounds.w - screen_bounds.w / 4;
int minTouchY = screen_bounds.h / 4;
int maxTouchY = screen_bounds.h - screen_bounds.h / 4;
int newX = bounds.centerX(), newY = bounds.centerY();
// we have to handle x and y separately since even if x is blocked, y may not be.
if (touch.x > mintouchX && touch.x < maxTouchX) {
// if the leftmost point of the control is ahead of the margin,
// move it. Otherwise, don't.
newX = touch.x;
}
if (touch.y > minTouchY && touch.y < maxTouchY) {
newY = touch.y;
}
picked_->ReplaceLayoutParams(new UI::AnchorLayoutParams(newX, newY, NONE, NONE, true));
}
else if (mode == 1) {
// Resize. Vertical = scaling, horizontal = spacing;
// Up should be bigger so let's negate in that direction
float diffX = (touch.x - startX_);
float diffY = -(touch.y - startY_);
float movementScale = 0.5f;
float newScale = startScale_ + diffY * movementScale;
if (newScale > 100.0f) newScale = 100.0f;
if (newScale < 1.0f) newScale = 1.0f;
picked_->SetScale(newScale);
}
}
if ((touch.flags & TOUCH_DOWN) && picked_ == 0) {
picked_ = displayRepresentation_;
if (picked_) {
startX_ = touch.x;
startY_ = touch.y;
startScale_ = picked_->GetScale();
}
}
if ((touch.flags & TOUCH_UP) && picked_ != 0) {
const Bounds &bounds = picked_->GetBounds();
float saveX_ = touch.x;
float saveY_ = touch.y;
startScale_ = picked_->GetScale();
picked_->SaveDisplayPosition();
picked_ = 0;
}
return true;
};
void DisplayLayoutScreen::onFinish(DialogResult reason) {
g_Config.Save();
}
UI::EventReturn DisplayLayoutScreen::OnCenter(UI::EventParams &e) {
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
RecreateViews();
return UI::EVENT_DONE;
};
UI::EventReturn DisplayLayoutScreen::OnZoomChange(UI::EventParams &e) {
if (g_Config.iSmallDisplayZoom > 0) {
g_Config.fSmallDisplayCustomZoom = (float)(g_Config.iSmallDisplayZoom * 8);
} else {
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
float autoBound = bounds.w / 480.0f * 8.0f;
g_Config.fSmallDisplayCustomZoom = autoBound;
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
}
RecreateViews();
return UI::EVENT_DONE;
};
void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
RecreateViews();
}
void DisplayLayoutScreen::CreateViews() {
if (g_Config.bStretchToDisplay) {
// Shouldn't even be able to get here as the way into this dialog should be closed.
return;
}
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
local_dp_xres = bounds.w;
local_dp_yres = bounds.h;
using namespace UI;
I18NCategory *di = GetI18NCategory("Dialog");
I18NCategory *gr = GetI18NCategory("Graphics");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
// Just visual boundaries of the screen, should be easier to use than imagination
float verticalBoundaryPositionL = local_dp_xres / 4.0f;
float verticalBoundaryPositionR = local_dp_xres - verticalBoundaryPositionL;
float horizontalBoundaryPositionL = local_dp_yres / 4.0f;
float horizontalBoundaryPositionR = local_dp_yres - horizontalBoundaryPositionL;
TabHolder *verticalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL, new AnchorLayoutParams(0, 0, 0, 0, false));
TabHolder *verticalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionR, new AnchorLayoutParams(0, 0, 0, 0, false));
TabHolder *horizontalBoundaryL = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionL - 31.0f, 0, 0, true));
TabHolder *horizontalBoundaryR = new TabHolder(ORIENT_VERTICAL, verticalBoundaryPositionL * 2.0f, new AnchorLayoutParams(verticalBoundaryPositionL * 2.0f, horizontalBoundaryPositionR + 31.0f, 0, 0, true));
AnchorLayout *topBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
AnchorLayout *bottomBoundary = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
root_->Add(verticalBoundaryL);
root_->Add(verticalBoundaryR);
root_->Add(horizontalBoundaryL);
root_->Add(horizontalBoundaryR);
horizontalBoundaryL->AddTab("", topBoundary);
horizontalBoundaryR->AddTab("", bottomBoundary);
Choice *back = new Choice(di->T("Back"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 10));
static const char *zoomLevels[] = { "Auto", "1x", "2x", "3x", "4x", "5x", "6x", "7x", "8x", "9x", "10x" };
zoom_ = new PopupMultiChoice(&g_Config.iSmallDisplayZoom, gr->T("Zoom settings"), zoomLevels, 0, ARRAY_SIZE(zoomLevels), gr->GetName(), screenManager(), new AnchorLayoutParams(300, WRAP_CONTENT, verticalBoundaryPositionL * 2 - 150, NONE, NONE, 10));
zoom_->OnChoice.Handle(this, &DisplayLayoutScreen::OnZoomChange);
mode_ = new ChoiceStrip(ORIENT_VERTICAL, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 158 + 64 + 10));
if (g_Config.iSmallDisplayZoom == 0) {
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mode_->AddChoice(gr->T("Active (Auto)"));
float autoBound = bounds.w / 480.0f * 8.0f;
g_Config.fSmallDisplayCustomZoom = autoBound;
g_Config.fSmallDisplayOffsetX = 0.5f;
g_Config.fSmallDisplayOffsetY = 0.5f;
} else {
Choice *center = new Choice(di->T("Center"), "", false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, NONE, NONE, 84));
center->OnClick.Handle(this, &DisplayLayoutScreen::OnCenter);
root_->Add(center);
mode_->AddChoice(di->T("Move"));
mode_->AddChoice(di->T("Resize"));
mode_->SetSelection(0);
}
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_->Add(mode_);
root_->Add(zoom_);
root_->Add(back);
displayRepresentation_ = new DragDropDisplay(g_Config.fSmallDisplayOffsetX, g_Config.fSmallDisplayOffsetY, I_PSP_DISPLAY, g_Config.fSmallDisplayCustomZoom);
if (g_Config.iInternalScreenRotation == 2 || g_Config.iInternalScreenRotation == 4) {
displayRepresentation_->SetAngle(90.0f);
}
root_->Add(displayRepresentation_);
}