ppsspp/UI/GameSettingsScreen.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 "gfx_es2/draw_buffer.h"
#include "i18n/i18n.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "ui/ui_context.h"
#include "UI/EmuScreen.h"
#include "UI/PluginScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "Core/Config.h"
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#include "android/jni/TestRunner.h"
#include "GPU/GPUInterface.h"
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "Core/HW/atrac3plus.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Common/KeyMap.h"
#ifdef _WIN32
#include "Core/Host.h"
#endif
#ifdef _WIN32
namespace MainWindow {
enum {
WM_USER_LOG_STATUS_CHANGED = WM_USER + 200,
WM_USER_ATRAC_STATUS_CHANGED = WM_USER + 300,
};
extern HWND hwndMain;
}
#endif
#ifdef IOS
extern bool isJailed;
#endif
namespace UI {
// Reads and writes value to determine the current selection.
class PopupMultiChoice : public Choice {
public:
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PopupMultiChoice(int *value, const std::string &text, const char **choices, int minVal, int numChoices,
I18NCategory *category, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
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: Choice(text, "", false, layoutParams), value_(value), choices_(choices), minVal_(minVal), numChoices_(numChoices),
category_(category), screenManager_(screenManager) {
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if (*value < minVal) *value = minVal;
OnClick.Handle(this, &PopupMultiChoice::HandleClick);
UpdateText();
}
virtual void Draw(UIContext &dc);
UI::Event OnChoice;
private:
void UpdateText();
EventReturn HandleClick(EventParams &e);
void ChoiceCallback(int num);
int *value_;
const char **choices_;
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int minVal_;
int numChoices_;
I18NCategory *category_;
ScreenManager *screenManager_;
std::string valueText_;
};
EventReturn PopupMultiChoice::HandleClick(EventParams &e) {
std::vector<std::string> choices;
for (int i = 0; i < numChoices_; i++) {
choices.push_back(category_ ? category_->T(choices_[i]) : choices_[i]);
}
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Screen *popupScreen = new ListPopupScreen(text_, choices, *value_ - minVal_,
std::bind(&PopupMultiChoice::ChoiceCallback, this, placeholder::_1));
screenManager_->push(popupScreen);
return EVENT_DONE;
}
void PopupMultiChoice::UpdateText() {
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valueText_ = category_ ? category_->T(choices_[*value_ - minVal_]) : choices_[*value_ - minVal_];
}
void PopupMultiChoice::ChoiceCallback(int num) {
if (num != -1) {
*value_ = num + minVal_;
UpdateText();
UI::EventParams e;
e.v = this;
e.a = num;
OnChoice.Trigger(e);
}
}
void PopupMultiChoice::Draw(UIContext &dc) {
Choice::Draw(dc);
int paddingX = 12;
dc.SetFontStyle(dc.theme->uiFont);
dc.DrawText(valueText_.c_str(), bounds_.x2() - paddingX, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
}
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class PopupSliderChoice : public Choice {
public:
PopupSliderChoice(int *value, int minValue, int maxValue, const std::string &text, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
: Choice(text, "", false, layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue), screenManager_(screenManager) {
OnClick.Handle(this, &PopupSliderChoice::HandleClick);
}
void Draw(UIContext &dc);
private:
EventReturn HandleClick(EventParams &e);
int *value_;
int minValue_;
int maxValue_;
ScreenManager *screenManager_;
};
class PopupSliderChoiceFloat : public Choice {
public:
PopupSliderChoiceFloat(float *value, float minValue, float maxValue, const std::string &text, ScreenManager *screenManager, LayoutParams *layoutParams = 0)
: Choice(text, "", false, layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue), screenManager_(screenManager) {
OnClick.Handle(this, &PopupSliderChoiceFloat::HandleClick);
}
void Draw(UIContext &dc);
private:
EventReturn HandleClick(EventParams &e);
float *value_;
float minValue_;
float maxValue_;
ScreenManager *screenManager_;
};
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EventReturn PopupSliderChoice::HandleClick(EventParams &e) {
Screen *popupScreen = new SliderPopupScreen(value_, minValue_, maxValue_, text_);
screenManager_->push(popupScreen);
return EVENT_DONE;
}
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void PopupSliderChoice::Draw(UIContext &dc) {
Choice::Draw(dc);
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char temp[32];
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sprintf(temp, "%i", *value_);
dc.SetFontStyle(dc.theme->uiFont);
dc.DrawText(temp, bounds_.x2() - 12, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
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}
EventReturn PopupSliderChoiceFloat::HandleClick(EventParams &e) {
Screen *popupScreen = new SliderFloatPopupScreen(value_, minValue_, maxValue_, text_);
screenManager_->push(popupScreen);
return EVENT_DONE;
}
void PopupSliderChoiceFloat::Draw(UIContext &dc) {
Choice::Draw(dc);
char temp[32];
sprintf(temp, "%2.2f", *value_);
dc.SetFontStyle(dc.theme->uiFont);
dc.DrawText(temp, bounds_.x2() - 12, bounds_.centerY(), 0xFFFFFFFF, ALIGN_RIGHT | ALIGN_VCENTER);
}
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}
static const int alternateSpeedTable[9] = {
0, 15, 30, 45, 60, 75, 90, 120, 180
};
void GameSettingsScreen::CreateViews() {
GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);
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cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
iAlternateSpeedPercent_ = 3;
for (int i = 0; i < 8; i++) {
if (g_Config.iFpsLimit <= alternateSpeedTable[i]) {
iAlternateSpeedPercent_ = i;
break;
}
}
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// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
I18NCategory *g = GetI18NCategory("General");
I18NCategory *gs = GetI18NCategory("Graphics");
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I18NCategory *c = GetI18NCategory("Controls");
I18NCategory *a = GetI18NCategory("Audio");
I18NCategory *s = GetI18NCategory("System");
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I18NCategory *ms = GetI18NCategory("MainSettings");
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
root_->Add(leftColumn);
root_->Add(new Choice(g->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameSettingsScreen::OnBack);
TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder);
// TODO: These currently point to global settings, not game specific ones.
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// Graphics
ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
graphicsSettings->SetSpacing(0);
graphicsSettingsScroll->Add(graphicsSettings);
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tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);
graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering", "Read Framebuffers To Memory (CPU)", "Read Framebuffers To Memory (GPU)"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gs->T("Mode"), renderingMode, 0, 4, gs, screenManager()))->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
graphicsSettings->Add(new ItemHeader(gs->T("Frame Rate Control")));
static const char *frameSkip[] = {"Off", "Auto", "1", "2", "3", "4", "5", "6", "7", "8"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iFrameSkip, gs->T("Frame Skipping"), frameSkip, 0, 10, gs, screenManager()));
static const char *fpsChoices[] = {"None", "Speed", "FPS", "Both"};
graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
static const char *customSpeed[] = {"Unlimited", "25%", "50%", "75%", "100%", "125%", "150%", "200%", "300%"};
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graphicsSettings->Add(new PopupMultiChoice(&iAlternateSpeedPercent_, gs->T("Alternative Speed"), customSpeed, 0, 9, gs, screenManager()));
graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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graphicsSettings->Add(new CheckBox(&g_Config.bAntiAliasing, gs->T("Anti-Aliasing")));
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
#ifdef BLACKBERRY
if (pixel_xres == pixel_yres)
graphicsSettings->Add(new CheckBox(&g_Config.bPartialStretch, gs->T("Partial Vertical Stretch")));
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
// This setting is not really useful for anyone atm.
// graphicsSettings->Add(new CheckBox(&g_Config.bTrueColor, gs->T("True Color")));
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#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gs->T("VSync")));
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")));
#endif
graphicsSettings->Add(new ItemHeader(gs->T("Overlay Information")));
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iShowFPSCounter, gs->T("Show FPS Counter"), fpsChoices, 0, 4, gs, screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bShowDebugStats, gs->T("Show Debug Statistics")));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Scaling")));
#ifndef USING_GLES2
static const char *texScaleLevels[] = {"Off", "2x", "3x","4x", "5x"};
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 5, gs, screenManager()));
#else
static const char *texScaleLevels[] = {"Off", "2x", "3x"};
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gs->T("Upscale Level"), texScaleLevels, 1, 3, gs, screenManager()));
#endif
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static const char *texScaleAlgos[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingType, gs->T("Upscale Type"), texScaleAlgos, 0, 4, gs, screenManager()));
graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gs->T("Deposterize")));
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graphicsSettings->Add(new ItemHeader(gs->T("Texture Filtering")));
static const char *anisoLevels[] = { "Off", "2x", "4x", "8x", "16x" };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iAnisotropyLevel, gs->T("Anisotropic Filtering"), anisoLevels, 0, 5, gs, screenManager()));
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gs->T("Texture Filter"), texFilters, 1, 4, gs, screenManager()));
// Developer tools are not accessible ingame, so it goes here
graphicsSettings->Add(new ItemHeader(gs->T("Debugging")));
Choice *dump = graphicsSettings->Add(new Choice(gs->T("Dump next frame to log")));
dump->OnClick.Handle(this, &GameSettingsScreen::OnDumpNextFrameToLog);
if (!PSP_IsInited())
dump->SetEnabled(false);
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// Audio
ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *audioSettings = new LinearLayout(ORIENT_VERTICAL);
audioSettings->SetSpacing(0);
audioSettingsScroll->Add(audioSettings);
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tabHolder->AddTab(ms->T("Audio"), audioSettingsScroll);
std::string atracString;
atracString.assign(Atrac3plus_Decoder::IsInstalled() ? "Redownload Atrac3+ plugin" : "Download Atrac3+ plugin");
audioSettings->Add(new ItemHeader(ms->T("Audio")));
audioSettings->Add(new Choice(a->T(atracString.c_str())))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
audioSettings->Add(new PopupSliderChoice(&g_Config.iSFXVolume, 0, 8, a->T("SFX volume"), screenManager()));
audioSettings->Add(new PopupSliderChoice(&g_Config.iBGMVolume, 0, 8, a->T("BGM volume"), screenManager()));
audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
audioSettings->Add(new CheckBox(&g_Config.bEnableAtrac3plus, a->T("Enable Atrac3+")));
audioSettings->Add(new CheckBox(&g_Config.bLowLatencyAudio, a->T("Low latency audio")));
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// Control
ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
controlsSettings->SetSpacing(0);
controlsSettingsScroll->Add(controlsSettings);
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tabHolder->AddTab(ms->T("Controls"), controlsSettingsScroll);
controlsSettings->Add(new ItemHeader(ms->T("Controls")));
controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));
controlsSettings->Add(new ItemHeader(c->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
controlsSettings->Add(new PopupSliderChoice(&g_Config.iTouchButtonOpacity, 0, 85, c->T("Button Opacity"), screenManager()));
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controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fButtonScale, 1.15, 2.05, c->T("Button Scaling"), screenManager()));
controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Left Analog Stick")));
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// System
ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
LinearLayout *systemSettings = new LinearLayout(ORIENT_VERTICAL);
systemSettings->SetSpacing(0);
systemSettingsScroll->Add(systemSettings);
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tabHolder->AddTab(ms->T("System"), systemSettingsScroll);
systemSettings->Add(new ItemHeader(s->T("Emulation")));
systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (Unstable)")));
#ifdef IOS
if (isJailed) {
systemSettings->Add(new TextView(s->T("DynarecisJailed", "Dynarec (JIT) - (Not jailbroken - JIT not available)")));
} else {
systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
}
#else
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systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
#endif
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#ifndef __SYMBIAN32__
systemSettings->Add(new CheckBox(&g_Config.bSeparateCPUThread, s->T("Multithreaded (experimental)")))->SetEnabled(!PSP_IsInited());
systemSettings->Add(new CheckBox(&g_Config.bSeparateIOThread, s->T("I/O on thread (experimental)")))->SetEnabled(!PSP_IsInited());
#endif
systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, s->T("Change CPU Clock", "Change CPU Clock (0 = default)"), screenManager()));
enableReports_ = Reporting::IsEnabled();
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//#ifndef ANDROID
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systemSettings->Add(new ItemHeader(s->T("Cheats", "Cheats (experimental, see forums)")));
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systemSettings->Add(new CheckBox(&g_Config.bEnableCheats, s->T("Enable Cheats")));
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//#endif
LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
systemSettings->SetSpacing(0);
systemSettings->Add(new ItemHeader(s->T("General")));
systemSettings->Add(new Choice(s->T("System Language", "Language")))->OnClick.Handle(this, &GameSettingsScreen::OnLanguage);
#ifdef _WIN32
// Screenshot functionality is not yet available on non-Windows
systemSettings->Add(new CheckBox(&g_Config.bScreenshotsAsPNG, s->T("Screenshots as PNG")));
#endif
// TODO: Come up with a way to display a keyboard for mobile users,
// so until then, this is Windows/Desktop only.
#ifdef _WIN32
systemSettings->Add(new Choice(s->T("Change Nickname")))->OnClick.Handle(this, &GameSettingsScreen::OnChangeNickname);
#endif
systemSettings->Add(new Choice(s->T("Clear Recent Games List")))->OnClick.Handle(this, &GameSettingsScreen::OnClearRecents);
enableReportsCheckbox_ = new CheckBox(&enableReports_, s->T("Enable Compatibility Server Reports"));
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
systemSettings->Add(enableReportsCheckbox_);
systemSettings->Add(new Choice(s->T("Developer Tools")))->OnClick.Handle(this, &GameSettingsScreen::OnDeveloperTools);
systemSettings->Add(new ItemHeader(s->T("PSP Settings")));
systemSettings->Add(new CheckBox(&g_Config.bDayLightSavings, s->T("Day Light Saving")));
static const char *dateFormat[] = { "YYYYMMDD", "MMDDYYYY", "DDMMYYYY"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iDateFormat, s->T("Date Format"), dateFormat, 1, 3, s, screenManager()));
static const char *timeFormat[] = { "12HR", "24HR"};
systemSettings->Add(new PopupMultiChoice(&g_Config.iTimeFormat, s->T("Time Format"), timeFormat, 1, 2, s, screenManager()));
static const char *buttonPref[] = { "Use O to confirm", "Use X to confirm" };
systemSettings->Add(new PopupMultiChoice(&g_Config.iButtonPreference, s->T("Confirmation Button"), buttonPref, 0, 2, s, screenManager()));
}
UI::EventReturn GameSettingsScreen::OnClearRecents(UI::EventParams &e) {
g_Config.recentIsos.clear();
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
// Hmm, strange mechanism.
g_Config.bReloadCheats = true;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
enableReports_ = Reporting::IsEnabled();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
return UI::EVENT_DONE;
}
void DrawBackground(float alpha);
UI::EventReturn GameSettingsScreen::OnDumpNextFrameToLog(UI::EventParams &e) {
if (gpu) {
gpu->DumpNextFrame();
}
return UI::EVENT_DONE;
}
void GameSettingsScreen::DrawBackground(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, true);
dc.Flush();
dc.RebindTexture();
::DrawBackground(1.0f);
dc.Flush();
if (ginfo && ginfo->pic1Texture) {
ginfo->pic1Texture->Bind(0);
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 3)) & 0xFFc0c0c0;
dc.Draw()->DrawTexRect(0,0,dp_xres, dp_yres, 0,0,1,1,color);
dc.Flush();
dc.RebindTexture();
}
/*
if (ginfo && ginfo->pic0Texture) {
ginfo->pic0Texture->Bind(0);
// Pic0 is drawn in the bottom right corner, overlaying pic1.
float sizeX = dp_xres / 480 * ginfo->pic0Texture->Width();
float sizeY = dp_yres / 272 * ginfo->pic0Texture->Height();
uint32_t color = whiteAlpha(ease((time_now_d() - ginfo->timePic1WasLoaded) * 2)) & 0xFFc0c0c0;
ui_draw2d.DrawTexRect(dp_xres - sizeX, dp_yres - sizeY, dp_xres, dp_yres, 0,0,1,1,color);
ui_draw2d.Flush();
dc.RebindTexture();
}*/
}
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void GameSettingsScreen::update(InputState &input) {
UIScreen::update(input);
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g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
g_Config.iFpsLimit = alternateSpeedTable[iAlternateSpeedPercent_];
}
UI::EventReturn GameSettingsScreen::OnDownloadPlugin(UI::EventParams &e) {
screenManager()->push(new PluginScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnBack(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
if(g_Config.bEnableSound) {
if(PSP_IsInited() && !IsAudioInitialised())
Audio_Init();
}
// It doesn't matter if audio is inited or not, it'll still output no sound
// if the mixer isn't available, so go ahead and init/shutdown at our leisure.
if(Atrac3plus_Decoder::IsInstalled()) {
if(g_Config.bEnableAtrac3plus)
Atrac3plus_Decoder::Init();
else Atrac3plus_Decoder::Shutdown();
}
Reporting::Enable(enableReports_, "report.ppsspp.org");
g_Config.Save();
#ifdef _WIN32
PostMessage(MainWindow::hwndMain, MainWindow::WM_USER_ATRAC_STATUS_CHANGED, 0, 0);
#endif
KeyMap::UpdateConfirmCancelKeys();
return UI::EVENT_DONE;
}
/*
void GlobalSettingsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
enableReports_ = Reporting::IsEnabled();
}*/
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UI::EventReturn GameSettingsScreen::OnChangeNickname(UI::EventParams &e) {
#ifdef _WIN32
const size_t name_len = 256;
char name[name_len];
memset(name, 0, sizeof(name));
if (host->InputBoxGetString("Enter a new PSP nickname", g_Config.sNickName.c_str(), name, name_len)) {
g_Config.sNickName = name;
}
#endif
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnFactoryReset(UI::EventParams &e) {
screenManager()->push(new PluginScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) {
I18NCategory *d = GetI18NCategory("Developer");
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auto langScreen = new NewLanguageScreen(d->T("Language"));
langScreen->OnChoice.Handle(this, &GameSettingsScreen::OnLanguageChange);
screenManager()->push(langScreen);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnLanguageChange(UI::EventParams &e) {
RecreateViews();
OnLanguageChanged.Trigger(e);
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnDeveloperTools(UI::EventParams &e) {
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screenManager()->push(new DeveloperToolsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnControlMapping(UI::EventParams &e) {
screenManager()->push(new ControlMappingScreen());
return UI::EVENT_DONE;
}
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void DeveloperToolsScreen::CreateViews() {
using namespace UI;
root_ = new ScrollView(ORIENT_VERTICAL);
enableLogging_ = g_Config.bEnableLogging;
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I18NCategory *g = GetI18NCategory("General");
I18NCategory *d = GetI18NCategory("Developer");
I18NCategory *gs = GetI18NCategory("Graphics");
I18NCategory *a = GetI18NCategory("Audio");
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I18NCategory *s = GetI18NCategory("System");
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LinearLayout *list = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f)));
list->SetSpacing(0);
list->Add(new ItemHeader(s->T("General")));
list->Add(new Choice(d->T("System Information")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSysInfo);
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list->Add(new Choice(d->T("Run CPU Tests")))->OnClick.Handle(this, &DeveloperToolsScreen::OnRunCPUTests);
list->Add(new Choice(d->T("Restore Default Settings")))->OnClick.Handle(this, &DeveloperToolsScreen::OnRestoreDefaultSettings);
#ifndef __SYMBIAN32__
list->Add(new CheckBox(&g_Config.bSoftwareRendering, gs->T("Software Rendering", "Software Rendering (experimental)")));
#endif
list->Add(new CheckBox(&enableLogging_, d->T("Enable Logging")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoggingChanged);
list->Add(new ItemHeader(d->T("Language")));
list->Add(new Choice(d->T("Load language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnLoadLanguageIni);
list->Add(new Choice(d->T("Save language ini")))->OnClick.Handle(this, &DeveloperToolsScreen::OnSaveLanguageIni);
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list->Add(new Choice(g->T("Back")))->OnClick.Handle(this, &DeveloperToolsScreen::OnBack);
}
UI::EventReturn DeveloperToolsScreen::OnBack(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
g_Config.bEnableLogging = enableLogging_;
#ifdef _WIN32
PostMessage(MainWindow::hwndMain, MainWindow::WM_USER_LOG_STATUS_CHANGED, 0, 0);
#endif
g_Config.Save();
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return UI::EVENT_DONE;
}
void DeveloperToolsScreen::CallbackRestoreDefaults(bool yes) {
if(yes)
g_Config.RestoreDefaults();
}
UI::EventReturn DeveloperToolsScreen::OnRestoreDefaultSettings(UI::EventParams &e) {
I18NCategory *d = GetI18NCategory("Dialog");
I18NCategory *g = GetI18NCategory("General");
screenManager()->push(
new PromptScreen(d->T("RestoreDefaultSettings", "Are you sure you want to restore all settings(except control mapping)\nback to their defaults?\nYou can't undo this.\nPlease restart PPSSPP after restoring settings."), g->T("OK"), g->T("Cancel"),
std::bind(&DeveloperToolsScreen::CallbackRestoreDefaults, this, placeholder::_1)));
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoggingChanged(UI::EventParams &e) {
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#ifdef _WIN32
PostMessage(MainWindow::hwndMain, MainWindow::WM_USER_LOG_STATUS_CHANGED, 0, 0);
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#endif
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSysInfo(UI::EventParams &e) {
screenManager()->push(new SystemInfoScreen());
return UI::EVENT_DONE;
}
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UI::EventReturn DeveloperToolsScreen::OnRunCPUTests(UI::EventParams &e) {
RunTests();
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnSaveLanguageIni(UI::EventParams &e) {
i18nrepo.SaveIni(g_Config.languageIni);
return UI::EVENT_DONE;
}
UI::EventReturn DeveloperToolsScreen::OnLoadLanguageIni(UI::EventParams &e) {
i18nrepo.LoadIni(g_Config.languageIni);
return UI::EVENT_DONE;
}