2015-10-24 12:40:29 +00:00
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// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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2020-04-05 19:30:59 +00:00
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#include <algorithm>
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2015-10-24 12:40:29 +00:00
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2020-10-04 08:10:55 +00:00
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#include "Common/System/Display.h"
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2020-10-04 08:30:18 +00:00
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#include "Common/System/System.h"
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2020-10-04 21:24:14 +00:00
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#include "Common/Render/TextureAtlas.h"
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#include "Common/Render/DrawBuffer.h"
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2020-10-04 18:48:47 +00:00
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#include "Common/UI/Context.h"
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#include "Common/UI/View.h"
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2022-11-22 16:45:17 +00:00
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#include "Common/Math/math_util.h"
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#include "Common/System/Display.h"
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2022-11-22 22:29:50 +00:00
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#include "Common/System/NativeApp.h"
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#include "Common/StringUtils.h"
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2015-10-24 12:40:29 +00:00
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2020-10-01 11:05:04 +00:00
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#include "Common/Data/Color/RGBAUtil.h"
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#include "Common/Data/Text/I18n.h"
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#include "UI/DisplayLayoutScreen.h"
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2015-10-24 12:40:29 +00:00
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#include "Core/Config.h"
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2018-06-17 01:42:31 +00:00
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#include "Core/ConfigValues.h"
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2015-10-24 12:40:29 +00:00
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#include "Core/System.h"
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2020-08-03 21:17:22 +00:00
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#include "GPU/Common/FramebufferManagerCommon.h"
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2022-11-22 16:45:17 +00:00
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#include "GPU/Common/PresentationCommon.h"
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2022-11-22 22:29:50 +00:00
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#include "GPU/Common/PostShader.h"
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2015-10-24 12:40:29 +00:00
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static const int leftColumnWidth = 200;
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2022-11-22 16:45:17 +00:00
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static const float orgRatio = 1.764706f; // 480.0 / 272.0
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2020-04-05 18:46:04 +00:00
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2022-11-22 16:45:17 +00:00
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enum Mode {
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MODE_MOVE,
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MODE_RESIZE,
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2015-10-24 12:40:29 +00:00
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};
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2022-11-22 16:45:17 +00:00
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static Bounds FRectToBounds(FRect rc) {
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Bounds b;
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b.x = rc.x * g_dpi_scale_x;
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b.y = rc.y * g_dpi_scale_y;
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b.w = rc.w * g_dpi_scale_x;
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b.h = rc.h * g_dpi_scale_y;
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return b;
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2021-02-22 00:38:02 +00:00
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}
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2022-11-27 14:57:13 +00:00
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class DisplayLayoutBackground : public UI::View {
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public:
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DisplayLayoutBackground(UI::ChoiceStrip *mode, UI::LayoutParams *layoutParams) : UI::View(layoutParams), mode_(mode) {}
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2022-11-27 15:15:16 +00:00
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bool Touch(const TouchInput &touch) {
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2022-11-27 14:57:13 +00:00
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int mode = mode_ ? mode_->GetSelection() : 0;
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const Bounds &screenBounds = bounds_;
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if ((touch.flags & TOUCH_MOVE) != 0 && dragging_) {
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float relativeTouchX = touch.x - startX_;
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float relativeTouchY = touch.y - startY_;
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switch (mode) {
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case MODE_MOVE:
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{
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g_Config.fDisplayOffsetX = startDisplayOffsetX_ + relativeTouchX / screenBounds.w;
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g_Config.fDisplayOffsetY = startDisplayOffsetY_ + relativeTouchY / screenBounds.h;
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break;
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}
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case MODE_RESIZE:
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{
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// Resize. Vertical = scaling; Up should be bigger so let's negate in that direction
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float diffYProp = -relativeTouchY * 0.007f;
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g_Config.fDisplayScale = startScale_ * powf(2.0f, diffYProp);
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break;
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}
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}
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}
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if ((touch.flags & TOUCH_DOWN) != 0 && !dragging_) {
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dragging_ = true;
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startX_ = touch.x;
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startY_ = touch.y;
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startDisplayOffsetX_ = g_Config.fDisplayOffsetX;
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startDisplayOffsetY_ = g_Config.fDisplayOffsetY;
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startScale_ = g_Config.fDisplayScale;
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}
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if ((touch.flags & TOUCH_UP) != 0 && dragging_) {
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dragging_ = false;
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}
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2022-11-27 15:15:16 +00:00
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return true;
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2022-11-27 14:57:13 +00:00
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}
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private:
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UI::ChoiceStrip *mode_;
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bool dragging_ = false;
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// Touch down state for drag to resize etc
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float startX_ = 0.0f;
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float startY_ = 0.0f;
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float startScale_ = -1.0f;
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float startDisplayOffsetX_ = -1.0f;
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float startDisplayOffsetY_ = -1.0f;
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};
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2022-11-22 13:16:24 +00:00
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DisplayLayoutScreen::DisplayLayoutScreen(const Path &filename) : UIDialogScreenWithGameBackground(filename) {
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2020-05-31 21:20:13 +00:00
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// Ignore insets - just couldn't get the logic to work.
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ignoreInsets_ = true;
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2022-11-22 13:16:24 +00:00
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// Show background at full brightness
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darkenGameBackground_ = false;
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2020-05-31 21:20:13 +00:00
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}
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2015-10-24 12:40:29 +00:00
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2022-11-22 16:45:17 +00:00
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void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
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if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
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// We normally rely on the PSP screen.
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UIDialogScreenWithGameBackground::DrawBackground(dc);
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} else {
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// But if it's not present (we're not in game, or skip buffer effects is used),
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// we have to draw a substitute ourselves.
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// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
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FRect screenFrame = GetScreenFrame(pixel_xres, pixel_yres);
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FRect rc;
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CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
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dc.Flush();
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ImageID bg = ImageID("I_PSP_DISPLAY");
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dc.Draw()->DrawImageStretch(bg, FRectToBounds(rc), 0x7FFFFFFF);
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}
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}
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2015-10-24 12:40:29 +00:00
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void DisplayLayoutScreen::onFinish(DialogResult reason) {
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2019-02-23 09:49:49 +00:00
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g_Config.Save("DisplayLayoutScreen::onFinish");
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2015-10-24 12:40:29 +00:00
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}
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void DisplayLayoutScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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RecreateViews();
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}
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2022-11-22 22:29:50 +00:00
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UI::EventReturn DisplayLayoutScreen::OnPostProcShaderChange(UI::EventParams &e) {
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g_Config.vPostShaderNames.erase(std::remove(g_Config.vPostShaderNames.begin(), g_Config.vPostShaderNames.end(), "Off"), g_Config.vPostShaderNames.end());
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NativeMessageReceived("gpu_configChanged", "");
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NativeMessageReceived("gpu_renderResized", ""); // To deal with shaders that can change render resolution like upscaling.
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NativeMessageReceived("postshader_updated", "");
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if (gpu) {
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gpu->NotifyConfigChanged();
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2016-09-04 16:46:42 +00:00
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}
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2022-11-22 22:29:50 +00:00
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return UI::EVENT_DONE;
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}
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2016-09-04 16:46:42 +00:00
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2022-11-22 22:29:50 +00:00
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static std::string PostShaderTranslateName(const char *value) {
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auto ps = GetI18NCategory("PostShaders");
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const ShaderInfo *info = GetPostShaderInfo(value);
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if (info) {
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return ps->T(value, info ? info->name.c_str() : value);
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} else {
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return value;
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}
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}
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void DisplayLayoutScreen::sendMessage(const char *message, const char *value) {
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UIDialogScreenWithGameBackground::sendMessage(message, value);
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if (!strcmp(message, "postshader_updated")) {
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g_Config.bShaderChainRequires60FPS = PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
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RecreateViews();
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}
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}
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2016-09-04 16:46:42 +00:00
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2015-10-24 12:40:29 +00:00
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void DisplayLayoutScreen::CreateViews() {
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const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
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using namespace UI;
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2020-01-26 18:43:18 +00:00
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auto di = GetI18NCategory("Dialog");
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auto gr = GetI18NCategory("Graphics");
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auto co = GetI18NCategory("Controls");
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2022-11-22 22:29:50 +00:00
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auto ps = GetI18NCategory("PostShaders");
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2015-10-24 12:40:29 +00:00
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root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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2022-11-27 15:15:16 +00:00
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// Make it so that a touch can only affect one view. Makes manipulating the background through the buttons
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// impossible.
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root_->SetExclusiveTouch(true);
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2022-11-27 14:37:43 +00:00
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ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, 10.f, 10.f, NONE, 10.f, false));
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ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL);
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leftScrollView->Add(leftColumn);
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root_->Add(leftScrollView);
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2022-11-22 23:01:15 +00:00
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ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.f, 10.f, false));
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ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL);
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2022-11-22 22:49:09 +00:00
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rightScrollView->Add(rightColumn);
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root_->Add(rightScrollView);
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2022-11-22 22:29:50 +00:00
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2022-11-27 14:37:43 +00:00
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PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, di->T("Aspect Ratio"), screenManager());
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leftColumn->Add(aspectRatio);
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2022-11-27 09:04:26 +00:00
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2022-11-27 14:37:43 +00:00
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auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
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leftColumn->Add(stretch);
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2015-10-24 12:40:29 +00:00
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2022-11-27 14:37:43 +00:00
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mode_ = new ChoiceStrip(ORIENT_VERTICAL);
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2022-11-27 09:04:26 +00:00
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mode_->AddChoice(di->T("Move"));
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mode_->AddChoice(di->T("Resize"));
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mode_->SetSelection(0, false);
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2022-11-27 14:37:43 +00:00
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leftColumn->Add(mode_);
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2020-04-05 19:30:59 +00:00
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static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
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2022-11-22 22:29:50 +00:00
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auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager());
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2020-04-05 19:30:59 +00:00
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rotation->SetEnabledFunc([] {
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2022-11-06 18:20:10 +00:00
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return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
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2020-04-05 19:30:59 +00:00
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});
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2022-11-27 14:37:43 +00:00
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leftColumn->Add(rotation);
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leftColumn->Add(new Spacer(12.0f));
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Choice *center = new Choice(di->T("Reset"));
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center->OnClick.Add([&](UI::EventParams &) {
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g_Config.fDisplayAspectRatio = 1.0f;
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g_Config.fDisplayScale = 1.0f;
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g_Config.fDisplayOffsetX = 0.5f;
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g_Config.fDisplayOffsetY = 0.5f;
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return UI::EVENT_DONE;
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});
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leftColumn->Add(center);
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2022-11-22 22:29:50 +00:00
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2022-11-24 18:06:07 +00:00
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static const char *bufFilters[] = { "Linear", "Nearest", };
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rightColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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2022-11-22 22:29:50 +00:00
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rightColumn->Add(new ItemHeader(gr->T("Postprocessing effect")));
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Draw::DrawContext *draw = screenManager()->getDrawContext();
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bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
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auto enableStereo = [=]() -> bool {
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return g_Config.bStereoRendering && multiViewSupported;
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};
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std::set<std::string> alreadyAddedShader;
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for (int i = 0; i < (int)g_Config.vPostShaderNames.size() + 1 && i < ARRAY_SIZE(shaderNames_); ++i) {
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// Vector element pointer get invalidated on resize, cache name to have always a valid reference in the rendering thread
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shaderNames_[i] = i == g_Config.vPostShaderNames.size() ? "Off" : g_Config.vPostShaderNames[i];
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2022-11-25 09:23:59 +00:00
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rightColumn->Add(new ItemHeader(StringFromFormat("%s #%d", gr->T("Postprocessing Shader"), i + 1)));
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postProcChoice_ = rightColumn->Add(new ChoiceWithValueDisplay(&shaderNames_[i], "", &PostShaderTranslateName));
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2022-11-22 22:29:50 +00:00
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postProcChoice_->OnClick.Add([=](EventParams &e) {
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auto gr = GetI18NCategory("Graphics");
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auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i, false);
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procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
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if (e.v)
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procScreen->SetPopupOrigin(e.v);
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screenManager()->push(procScreen);
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return UI::EVENT_DONE;
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});
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postProcChoice_->SetEnabledFunc([=] {
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return !g_Config.bSkipBufferEffects && !enableStereo();
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});
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// No need for settings on the last one.
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if (i == g_Config.vPostShaderNames.size())
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continue;
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auto shaderChain = GetPostShaderChain(g_Config.vPostShaderNames[i]);
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for (auto shaderInfo : shaderChain) {
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// Disable duplicated shader slider
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bool duplicated = alreadyAddedShader.find(shaderInfo->section) != alreadyAddedShader.end();
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alreadyAddedShader.insert(shaderInfo->section);
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for (size_t i = 0; i < ARRAY_SIZE(shaderInfo->settings); ++i) {
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auto &setting = shaderInfo->settings[i];
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if (!setting.name.empty()) {
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auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
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if (duplicated) {
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auto sliderName = StringFromFormat("%s %s", ps->T(setting.name), ps->T("(duplicated setting, previous slider will be used)"));
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PopupSliderChoiceFloat *settingValue = rightColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, sliderName, setting.step, screenManager()));
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settingValue->SetEnabled(false);
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} else {
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PopupSliderChoiceFloat *settingValue = rightColumn->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
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2022-11-25 09:28:03 +00:00
|
|
|
settingValue->SetLiveUpdate(true);
|
|
|
|
settingValue->SetHasDropShadow(false);
|
2022-11-22 22:29:50 +00:00
|
|
|
settingValue->SetEnabledFunc([=] {
|
|
|
|
return !g_Config.bSkipBufferEffects && !enableStereo();
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-04-05 19:30:59 +00:00
|
|
|
|
2022-11-22 22:29:50 +00:00
|
|
|
Choice *back = new Choice(di->T("Back"), "", false);
|
2020-04-05 19:30:59 +00:00
|
|
|
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
|
2022-11-22 22:29:50 +00:00
|
|
|
rightColumn->Add(back);
|
2022-11-27 14:57:13 +00:00
|
|
|
|
|
|
|
root_->Add(new DisplayLayoutBackground(mode_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
|
2015-10-24 12:40:29 +00:00
|
|
|
}
|